/gameideas/reborn.txt

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Re: /gameideas/reborn.txt

Post by Jill (?) » Tue Oct 02, 2018 10:43 am


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Re: /gameideas/reborn.txt

Post by West Filly (?) » Wed Oct 03, 2018 4:19 pm

It'd just become a pong farm where you play vs your friend and then agree to take dives on alternate rounds.
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Re: /gameideas/reborn.txt

Post by Jill (?) » Thu Oct 04, 2018 12:17 pm

that might be a little hard if you can't choose who you get matched up against

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Re: /gameideas/reborn.txt

Post by West Filly (?) » Thu Oct 04, 2018 2:39 pm

yeah that'd work
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Re: /gameideas/reborn.txt

Post by Pocket (?) » Tue Oct 16, 2018 8:42 pm

Screw it. I've had this one in my head for ages, and there's no chance it'll ever get made because I don't know the first thing about puzzle design. The idea is, you have a bunch of these little people with mind-control helmets on, and you're trying to get them somewhere. Trouble is, you only have one controller, and it makes them all move in unison. So if one has to jump over an obstacle, they all have to jump, etc. You can do things to mess with the pattern like have one of them continually walk into a wall while the others keep moving, but it's very limited. So the game is like a cross between a platformer and a block-pushing puzzle.

It would have been called Hivemind, and the little helmets looked like bees' butts:

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And originally the premise was that you were an alien abducting people, but then I decided to go for a more generic eastern-European dystopian theme because then I could call the mind-control device a Brain Kontrol Electronic Pulse Relay, or B-KEPR for short.

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Re: /gameideas/reborn.txt

Post by Mechanical Ape (?) » Thu Oct 25, 2018 1:26 pm

The Swapper covers some of that gameplay ground, but god damn B-KEPR and that character design is great and deserve a game of their own. :allears:
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Re: /gameideas/reborn.txt

Post by Quanta (?) » Wed Nov 14, 2018 6:48 pm

Had an idea for a Metroid game:

- Game is a 3rd-person open-world action-adventure game
- Setting is a Galactic Federation colony on the fringes of their territory that's been taken over by Space Pirates for the last 10 years (they came because the planet is actually a Chozo Science World and has a bunch of advanced technology to plunder); colonists live in a totalitarian police state performing forced labour for the Pirates; Samus arrives after getting a distress signal from the planet and is subsequently shot down
- Game would be post-Fusion for story reasons
- Gameplay involves a generous mix of exploration, fast-paced third-person combat that involves swiftly dealing with enemies w/ little/no cover shooting), and stealth to navigate the main cities and worksites that she'll have to infiltrate
- Powerups would include Grapple, Speed Booster, and a powerup that increases her reaction speed (bullet-time effect). High-Jump Boots would also be included, but would have a charging ability that would act as sort of a mini-Shinespark, and can synergize with the Grapple Beam to allow her to vault off of walls and into enemies
- Samus is locked out of Fusion Suit at the start of the game by a Chozo AI; the same AI sent the distress signal that brought her there. It doesn't trust her despite her possessing Chozo blood due to the presence of Metroid DNA and her "knock-off" Power Suit
- Tutorial involves building a minimum level of trust with the AI, and eventually unlocks Morph Ball, Bombs, Missiles, and eventually, control over the Suit itself
- Once suit control is acquired, Samus can freely change between her Power Suit and civilian attire. She can also go instant Morph Ball from her unarmored state.
- Civilian attire is needed to be able to access settlements, especially the main city where security is through the roof. It's also needed for infiltration into many areas.
- Settlements will have energy modules (to restore health) and fabricator modules (to restore missiles) for purchase, as well as different clothes and uniforms to help her move around inconspicuously in various locations
- A rebel faction also exists in the colony proper, working to overthrow the Space Pirates
- End goal is to acquire all needed powerups and rally the colonists to trigger an insurrection to assault the final area at the center of the main city
- There's probably Metroids involved somewhere. Probably.
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Re: /gameideas/reborn.txt

Post by Jill (?) » Thu Nov 22, 2018 1:26 pm

imagining 3D Dot Game Heroes-esque adventure game centered around a mechanic of developing your character visually in tandem with statistically

you start off as an "unidentified spirit", which is a single pixel bloated to the size of a game tile. in the game's intro, you're just square-ing around looking for a purpose until you meet a bunny who says they "used to be like you" and guides you to your first Shrine of Identification. for each unique shrine you visit, you can double your character's sprite resolution if you have enough pixels (a form of currency and a literal resource) to fill a quadrant of your upgraded resolution (for instance, to upgrade from 8x8 to 16x16 you would need 64)

when your sprite has a complexity of 2x2 or greater, you can visit any shrine to edit it. your character's color palette is associated with each stat they have, and you can choose any color to represent each stat. for instance, if STR is represented by red pixels, your character has 1 STR for each red pixel their sprite uses. there would probably be some limitation to this which prevents total pixel barf from becoming optimal, such as: you can only save a sprite that uses between 25% and 75% of its total area, and there may be some effective cap where enough pixels of the same color will stop counting toward a stat

otherwise, there would probably be a few aesthetic tickbox options like:
  • floaty - enabled by default, makes your sprite hover above the ground a little
  • directional - your sprite will be rotated to match the direction you're facing (editor assumes you're facing down)
  • mirror - your sprite will be mirrored when facing right
  • flip - your sprite will be flipped when facing up
  • mirrorflip - assumes the above two options with a slight distinction: your sprite can be flipped and mirrored at the same time if you last moved in any combination of up/right
  • complex - overrides all of the above except floaty and mirror. gives your sprite 8 zelda 1-style walking animation frames to work with: two frames for each direction
  • supercomplex - overrides all of the above except floaty and mirror. gives your sprite 12 LttP-style walking animation frames to work with: each direction has an "idle" frame it will default to when you're not moving, as well as two frames for stepping forward on either foot
animation frames would of course not influence the character's stats, but your character's base sprite will always be used as one of the down-facing frames. if mirror is checked, your character's right-facing animation will be made from mirroring the left-facing one, leaving you with only 6 or 9 frames to create in total

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Re: /gameideas/reborn.txt

Post by Mechanical Ape (?) » Thu Nov 22, 2018 3:57 pm

This sounds like a concept with rich metaphorical possibility. Growing up, personality coming into focus, etc.
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Re: /gameideas/reborn.txt

Post by Pocket (?) » Tue Dec 18, 2018 6:05 pm

Last night I had a dream about some kind of shadow monster that could be defeated by ducking into a dark place because it basically dissolves into the surrounding darkness. So now I want that to be a thing in a video game.

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Re: /gameideas/reborn.txt

Post by Jill (?) » Fri Jan 04, 2019 2:52 am

i just had a dream about some mythical stage-based top-down action-RPG for the Game Boy Color which had this odd joint compatibility with the SNES that let you play co-op between multiple cartridges

essentially the GBC version followed a more comprehensive single-player RPG format, where you'd get a big ol' menu between each stage that lets you do stuff like take on sidequests, craft items, recruit playable characters and so on

playing the game on a SNES made it more like a beat-em-up where each of the main stages just leads straight into the next one, and you have to manage your chosen character's selected weapon and spell and stuff on the fly. anything you did in a SNES play session was reflected on your GBC save file, but EXP/loot were not universally shared, so each enemy defeated only gave back to each player based on what that player put toward defeating it

anyway, believe it or not the cross-cartridge/system functionality isn't what interests me about this game, but how it seemed to have an almost roguelike variation per-playthrough. you didn't really have an opportunity to grind or farm because whatever progress you made mid-stage was undone if you wiped, and you also couldn't just replay a cleared stage. yet there also wasn't any sort of permadeath mechanic, despite there being a huge amount of variance in what cards the game might deal to you on each save file. i mean that literally; there was a system where you collected cards by achieving certain feats throughout a stage, and at the end of that stage you'd draw the number of cards you collected from a "deck" which represents the game's pool of item shops, sidequests and the like. whatever became available to you between each stage was based on the cards you drew

it was ultimately a game that pushed you to be resourceful by the playthrough, but still introduced a dose of chaos to prevent things from becoming solved and stale. sounds a lot like a game i'd want to make someday

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Re: /gameideas/reborn.txt

Post by Pocket (?) » Thu Feb 14, 2019 12:12 am

So there's checkpoints between levels and it rerolls the current level when you die? I like it. Takes the term "roguelite" to its logical conclusion.

I've been thinking about turn-based RPGs lately, and how no matter how "fast" some characters are supposed to be compared to others, they all still get exactly one turn each per go-around. Some games try to deal with this by putting everyone on visible cooldown timers, but this introduces a real-time element where enemies' timers are still ticking down while you poke through the menu deciding what to do. And if the game just pauses whenever it's one of your party members' turns, you lose the ability to tell whose turn is next. So here's my solution: Running across the screen just above the menu is a timeline. Each move takes a certain number of "ticks" to execute, which can sometimes include discrete windup, followthrough, and cooldown subtimers. This is key, because if your next turn happens to come during an enemy's followthrough, that's how you can do counters. Anyway, spread across the timeline are pips representing when each character will be able to make their next move. When you choose your move, it will show a preview of how long each possible move will take, as a bar. You can also cue up multiple moves all the way up to where the timeline ends at the right edge of the screen, and you can only get combo/juggling bonuses if you chain moves ahead of time rather than wait until your next turn, but some enemies may be able to counter you during this and it adds considerably to your cooldown time. (And yes, this means you can cue up combos that will continue on after your teammates start their turns. Presumably the first character's attack animation will be frozen in place as you choose the second character's move.) Adding to the fun is that you eventually end up with a party member who can foresee when enemies' next turns will come up, but either this will only be visible when it's their turn or they'll have to waste a turn of their own to do it. That'll have to be ironed out in testing.

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Re: /gameideas/reborn.txt

Post by Pocket (?) » Sun Mar 31, 2019 10:05 pm

Addendum: I think instead of a specific party member being able to foresee the timing of enemy moves, you just eventually gain this ability on a per-enemy basis after fighting the same enemy enough times. Observant players would likely learn to guess it anyway, so might as well make it an official mechanic.

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Re: /gameideas/reborn.txt

Post by Durandal (?) » Sat Jun 01, 2019 10:18 pm

Okay here's my pitch: Combine Fallout with 12 Monkeys.

You are a survivor of a global cataclysm whose cause is a mystery to the survivors in your timeline. However, your character has access to some kind of time travel magic / technology. Basically, with access to the physical remains of a person, you can travel back in time to a point maybe a few days before their death (pre-cataclysm), and can do whatever you want there so long as you remain "anchored" to that person (I feel some kind of restriction is necessary here but I'm not sure what form it might take). Your job is to figure out what caused the cataclysm. Initially you are led to believe that you cannot change past events, but halfway through the game you realize there is a way to change things, so you set out to prevent the end of the world entirely.

The gameplay loop would involve searching the ruined world for the remains of important people (and of course they will be found in some messed up dangerous places), going back in time, learning what they know, and then figuring out how / what you can change to aid yourself in the future without coming across as a crazy person / criminal.

If you've read End of Ponies it's basically 100% that minus the ponies.

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Re: /gameideas/reborn.txt

Post by Durandal (?) » Sat Jun 01, 2019 10:27 pm

Also I haven't seen the old thread but I assume Cool Games Inc. was one of the first things mentioned there?


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Re: /gameideas/reborn.txt

Post by Jill (?) » Fri Aug 02, 2019 8:05 pm

Another "inspired by a dream i just had" concept.

It is the year 2000. A fairly well-off family has just finished moving in to their dream house; a large and quiet place atop a hill, with sparse neighboring houses in the vicinity.

Shortly after settling in, they awaken to an unusual morning. A look through the window reveals the clouds have overtaken the sky, wringing out much of the sun's light. Thick snow coats the ground as far as the eye can see. Their new pool has frozen over. They attempt to find any news stories about this phenomenon, but their phone, TV, and internet services have stopped working. Before long someone opens the front door to take a look outside, but doesn't make it off the front porch before they have to rush back inside. It became immediately apparent that the temperature outside wasn't merely freezing, but something akin to life-draining. Even the most warmly-dressed person would only last a matter of minutes out there.

It becomes apparent that even with their electricity still going somehow, their house cannot keep itself survivable for long. The temperature inside the house will steadily drop to unlivable levels if nothing is done to prevent it. This is where the gameplay unfolds. The house has a furnace that can be used to generate heat, but in order to fuel it, you must take control of a family member to send them on a salvaging trip outside. An abundance of untapped energy remains scattered throughout the frozen remains of the neighborhood; it's only a matter of retrieving it before the reaper catches up. It will be too cold to even step outside after dark, so you will need to stock up.

You can switch between any of the family members at any time, and even give simple orders to those you aren't controlling directly. If one of them spends too long out in the cold, however, their movement slows and the countdown of them freezing to death begins. In this state they will most likely need to be retrieved by another family member in order to make it back to the house and recover.

The rooms of the house can be used for storing tools and resources. In order to make the house more energy-efficient, you can dedicate some resources to downsizing by sealing off unused rooms. This cuts those rooms off from air circulation entirely, slowing the fuel consumption of your furnace but also making those rooms inaccessible until the seal is demolished.

Throughout the course of the game you might pick up objectives that go beyond merely surviving. Perhaps you will find a means of fighting back against the cold instead of just enduring it.

Nobody knows if this cold can be escaped or brought to an end, but human nature dictates that we make the most of it regardless.

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