/gameideas/reborn.txt
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- Jill
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/gameideas/reborn.txt
share whatever neat game ideas you've come up with here
i'm just gonna shoot one off here that someone reminded me of in discord:
imagine any standard metroidvania sort of game, but you start with every last item and upgrade. instead of finding your powerups and stuff, you have to find places where you can discard them in order to progress
this idea could be quite expansive and flexible. like probably one of the first things you see would be some kind of pedestal where you can drop any item of your choosing to open a door. depending on which item you choose, you may find yourself unable to explore certain areas by your own doing, and so you may consider pressing onward with what you have or going back to trade the item you left behind for something else
some pedestals may require a specific item to function, and some doors may only open based on what you (don't) have in your inventory. for instance, there could be a pedestal that requires your double jump upgrade to open a door. immediately beyond that door is an upwards route that you can't reach without the double jump upgrade. the issue then becomes finding a way back to your double jump upgrade that doesn't involve using the door you just came from
if you consider that everything your character is capable of doing is linked to an item, (including moving left, moving right, and jumping) this could make for a lot of interesting level design that stems from getting to explore with both the things you have and the things you don't
e: another possibility to cut down on the tedium of backtracking could be that you can always warp back to any item you've left behind
i'm just gonna shoot one off here that someone reminded me of in discord:
imagine any standard metroidvania sort of game, but you start with every last item and upgrade. instead of finding your powerups and stuff, you have to find places where you can discard them in order to progress
this idea could be quite expansive and flexible. like probably one of the first things you see would be some kind of pedestal where you can drop any item of your choosing to open a door. depending on which item you choose, you may find yourself unable to explore certain areas by your own doing, and so you may consider pressing onward with what you have or going back to trade the item you left behind for something else
some pedestals may require a specific item to function, and some doors may only open based on what you (don't) have in your inventory. for instance, there could be a pedestal that requires your double jump upgrade to open a door. immediately beyond that door is an upwards route that you can't reach without the double jump upgrade. the issue then becomes finding a way back to your double jump upgrade that doesn't involve using the door you just came from
if you consider that everything your character is capable of doing is linked to an item, (including moving left, moving right, and jumping) this could make for a lot of interesting level design that stems from getting to explore with both the things you have and the things you don't
e: another possibility to cut down on the tedium of backtracking could be that you can always warp back to any item you've left behind
- West Filly
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Re: /gameideas/reborn.txt
For driving games, Using a standard Xbox or Ps4 controller:
LT is the clutch and not the brake.
Push RB to toggle the RT between throttle and brake.
When the clutch trigger is pressed, the clutch opens. The 4 D pad buttons and the 4 regular face buttons then change from being their usual functions to each having a gear of the car. Pushing the button changes the car into said gear. Once the clutch is released, the buttons return to their usual functions.
The vibrate in a controller will shake to indicate the biting point of the clutch.
The reasoning for this: I already prefer when driving games allow you to choose your own gear. Quite often a driving game with auto gears will put you outside of the power band in situations like hills and cornering at certain speeds. This scheme would not only have you select your own gear, but would let you control your own launch and mess with the clutch. It'd also simulate in a weird way having to switch your right foot from the accelerator to the brake pedal.
Okay so now some jerkhole is going to be like "BUT WHAT ABOUT LEFT FOOT BRAKING. I WANNA DRIVE TURBOS LIKE IN THE GROUP B AND YOU CAN'T WITHOUT THE LEFT FOOT AAAAAARRRGH".
Okay so the LB toggles the LT between clutch and brake also.
"WHAT IF I WANNA RIGHT FOOT BRAKE SO I CAN CLUTCH FOR THE DOWNSHIFT BUT THEN BLIP THE THROTTLE. HEEL AND TOE LIKE IN MUH ANIMES"
There will come a point where you'll need a steering wheel set, but that's no reason not to create an alternate controller scheme for clutching. That said there are ways I could maybe work it out.
Now as for my idea of a game: It's a driving and street racing game that introduces these concepts one at a time. The game would have a very short story with various optional elements to it. It'd be very easy to crash and die altogether, but much like games such as Way of the Samurai 4 it'd have a continuous repeating cycle where your actions and unlocks in the previous "life" hugely impact on the NG cycle such that the game isn't at all over when you've only played it once.
LT is the clutch and not the brake.
Push RB to toggle the RT between throttle and brake.
When the clutch trigger is pressed, the clutch opens. The 4 D pad buttons and the 4 regular face buttons then change from being their usual functions to each having a gear of the car. Pushing the button changes the car into said gear. Once the clutch is released, the buttons return to their usual functions.
The vibrate in a controller will shake to indicate the biting point of the clutch.
The reasoning for this: I already prefer when driving games allow you to choose your own gear. Quite often a driving game with auto gears will put you outside of the power band in situations like hills and cornering at certain speeds. This scheme would not only have you select your own gear, but would let you control your own launch and mess with the clutch. It'd also simulate in a weird way having to switch your right foot from the accelerator to the brake pedal.
Okay so now some jerkhole is going to be like "BUT WHAT ABOUT LEFT FOOT BRAKING. I WANNA DRIVE TURBOS LIKE IN THE GROUP B AND YOU CAN'T WITHOUT THE LEFT FOOT AAAAAARRRGH".
Okay so the LB toggles the LT between clutch and brake also.
"WHAT IF I WANNA RIGHT FOOT BRAKE SO I CAN CLUTCH FOR THE DOWNSHIFT BUT THEN BLIP THE THROTTLE. HEEL AND TOE LIKE IN MUH ANIMES"
There will come a point where you'll need a steering wheel set, but that's no reason not to create an alternate controller scheme for clutching. That said there are ways I could maybe work it out.
Now as for my idea of a game: It's a driving and street racing game that introduces these concepts one at a time. The game would have a very short story with various optional elements to it. It'd be very easy to crash and die altogether, but much like games such as Way of the Samurai 4 it'd have a continuous repeating cycle where your actions and unlocks in the previous "life" hugely impact on the NG cycle such that the game isn't at all over when you've only played it once.
- diribigal
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Re: /gameideas/reborn.txt
It wasn't a reverse powerups thing like you described, but I played some metroidvania that had "walking left" as a powerup and the game could be beaten without it (and some other seemingly necessary ones) IIRC. But I don't remember the name.
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- Jill
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Re: /gameideas/reborn.txt
probably thinking of Bunny Must Die: Chelsea and the 7 Devils. i doubt it was the first game to come up with such a concept but it is probably the most notable in its execution
there is also Tower of Heaven where at some point the game kills you for attempting to walk left, but you can still move left while in the air
---
this reminds me of an old game idea i had that was basically BIT.TRIP RUNNER adapted to a metroidvania format. you would constantly be moving with no directional input and had to utilize things like wall jumps to turn yourself around. RUNNER already has a basic set of "powerups" that you acquire as needed throughout the game (sliding, kicking, pong paddle shield thing) and i'm sure i could come up with many more if i wanted to extend the scope of the game
- Bigdog
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Re: /gameideas/reborn.txt
A combination of a Hearthstone-like mobile TCG with a grindr-like hookup app
- everything's a little bit weird now
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Re: /gameideas/reborn.txt
Two little feature ideas:
In the first and possibly only stealth mission in a game, you encounter a number of security cameras. These are treated realistically—as in, there's actually a guy in a room somewhere watching their footage on a wall of monitors. You can get a reasonable way through the level by evading the cameras' field of view, but some of them are blocking entrances to key areas including the path you have to go to reach the end. The trick is to find the room with the monitors and take out the guy; after that you can go where you please and ignore the still-running cameras. The game never tells you this, nor hints otherwise.
A 2D game in which most cutscenes play out the old fashioned way, with the camera fixed in place. This is to ensure that skipping the cutscene usually doesn't result in a camera cut, just a rearranging of the characters on screen. At some point late in the game, there's a cutscene (and you know it's a cutscene, because the HUD disappears like it always does) where a ridiculously powerful looking boss bursts in, kills you, and then leaves. You get a standard game over. The way to stop this from happening is to skip the cutscene.
In the first and possibly only stealth mission in a game, you encounter a number of security cameras. These are treated realistically—as in, there's actually a guy in a room somewhere watching their footage on a wall of monitors. You can get a reasonable way through the level by evading the cameras' field of view, but some of them are blocking entrances to key areas including the path you have to go to reach the end. The trick is to find the room with the monitors and take out the guy; after that you can go where you please and ignore the still-running cameras. The game never tells you this, nor hints otherwise.
A 2D game in which most cutscenes play out the old fashioned way, with the camera fixed in place. This is to ensure that skipping the cutscene usually doesn't result in a camera cut, just a rearranging of the characters on screen. At some point late in the game, there's a cutscene (and you know it's a cutscene, because the HUD disappears like it always does) where a ridiculously powerful looking boss bursts in, kills you, and then leaves. You get a standard game over. The way to stop this from happening is to skip the cutscene.
Every jumbled pile of person has a thinking part that wonders what the part that isn't thinking isn't thinking of...
- Highbrow Dash
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- Princess Flufflebutt
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Re: /gameideas/reborn.txt
This one is kinda based on a dream
There's this transwoman who goes to this wizard because she heard he was good and he could help
But he was not
He gave her the curse that everyone would see her and hear her as a woman but she would always see herself as a man.
There will be first person segments where you see and hear a man and third person where you see and hear a woman.
The whole game is about going to that shitlord wizard and killing him to lift the curse.
There's this transwoman who goes to this wizard because she heard he was good and he could help
But he was not
He gave her the curse that everyone would see her and hear her as a woman but she would always see herself as a man.
There will be first person segments where you see and hear a man and third person where you see and hear a woman.
The whole game is about going to that shitlord wizard and killing him to lift the curse.
![Image](http://i.imgur.com/VWPxZ.gif)
- Jill
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Re: /gameideas/reborn.txt
i had a game idea a few days ago and was going to post about it but it slipped my mind and now i forget what it was
so instead here's an idea on how one could monetize a game without being shitty: the base game can be played for free, but only the paid version officially supports modding and/or cheating and the like. this would typically apply to single-player games or those that are hosted privately (in the vein of Minecraft, Factorio, etc.) so that any advantage given to paid players is limited to spaces where only paid players are allowed
this would never catch on because it's too honest and steers clear of selling a game to people who might not like it. publishers are not only insanely risk-averse but also religiously against anything that would make "piracy" any easier. in this case it's being able to sandboxify a game they haven't paid for, which is admittedly probably less of an obstacle than having to obtain a paid copy in order to distribute a cracked version
so instead here's an idea on how one could monetize a game without being shitty: the base game can be played for free, but only the paid version officially supports modding and/or cheating and the like. this would typically apply to single-player games or those that are hosted privately (in the vein of Minecraft, Factorio, etc.) so that any advantage given to paid players is limited to spaces where only paid players are allowed
this would never catch on because it's too honest and steers clear of selling a game to people who might not like it. publishers are not only insanely risk-averse but also religiously against anything that would make "piracy" any easier. in this case it's being able to sandboxify a game they haven't paid for, which is admittedly probably less of an obstacle than having to obtain a paid copy in order to distribute a cracked version
- Jill
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Re: /gameideas/reborn.txt
simple game idea: you are a bunny (!!!) and the game mechanics stem from bunny habits and instincts
for instance, real bunnies are very scout-y but still gravitate toward places that are familiar or comfortable to them, usually somewhere that isn't far from their "nest". they sort of scout things out in a spiral/blob fashion so that their surroundings are never entirely unfamiliar. when something is uncertain to them, they are already going to know where nearest low-profile space is so they can hide there. since bunnies don't care much for unfamiliar places, they rarely ever flee the scene so much as they dart from one hiding place to the next until whatever's bugging them decides to leave them alone
so let's say there was a game where you have to manage hunger and danger within a limited area. you start with a burrow and can go around locating safe spaces and food. you can't find any food if you don't leave the safe spaces, but you also can't become food. the balancing act here is that you have to spend time outside of safe spaces to eat and to uncover more safe spaces. this would probably culminate in some kind of roguelike/arcade hybrid where there are a good deal of RNG elements that take skill to sway in your favor, such as the location of other nests and whether those are nests are home to hawks or foxes or other bunnies or whatever else
one mechanic you could have with this is having some predators capable of bypassing some hiding places. foxes and wolves can dig up a burrow if they know you're there, birds can chase you over fences, snakes can reach you through tunnel-like objects, etc. if you play well enough these predators may even start learning to cooperate with each other so that whenever one of them can see you, those they are in sight of will also know where you are
for instance, real bunnies are very scout-y but still gravitate toward places that are familiar or comfortable to them, usually somewhere that isn't far from their "nest". they sort of scout things out in a spiral/blob fashion so that their surroundings are never entirely unfamiliar. when something is uncertain to them, they are already going to know where nearest low-profile space is so they can hide there. since bunnies don't care much for unfamiliar places, they rarely ever flee the scene so much as they dart from one hiding place to the next until whatever's bugging them decides to leave them alone
so let's say there was a game where you have to manage hunger and danger within a limited area. you start with a burrow and can go around locating safe spaces and food. you can't find any food if you don't leave the safe spaces, but you also can't become food. the balancing act here is that you have to spend time outside of safe spaces to eat and to uncover more safe spaces. this would probably culminate in some kind of roguelike/arcade hybrid where there are a good deal of RNG elements that take skill to sway in your favor, such as the location of other nests and whether those are nests are home to hawks or foxes or other bunnies or whatever else
one mechanic you could have with this is having some predators capable of bypassing some hiding places. foxes and wolves can dig up a burrow if they know you're there, birds can chase you over fences, snakes can reach you through tunnel-like objects, etc. if you play well enough these predators may even start learning to cooperate with each other so that whenever one of them can see you, those they are in sight of will also know where you are
- RudeCyrus
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Re: /gameideas/reborn.txt
I wish the WWE games had a career mode where how you managed your wrestler was just as important as your fighting stats. Like, you needed to pay attention to creative control, how you cut promos, what commercial deals you sign, etc., and show what wrestling is like outside the ring.
That won't happen because EA is shit.
That won't happen because EA is shit.
- everything's a little bit weird now
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Re: /gameideas/reborn.txt
I want a game where "hacking" into a person's computer entails finding out the answers to their password hints or security questions. So basically a slightly more involved—and more realistic—version of the "everyone just writes their passwords/keycodes down somewhere or records them in audio logs" trope that's in pretty much every game that doesn't have a hacking minigame (and some that do).
Every jumbled pile of person has a thinking part that wonders what the part that isn't thinking isn't thinking of...
- West Filly
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Re: /gameideas/reborn.txt
You all know games like pokemon where you collect a thing, teach the thing attacks, then walk around finding battles to use the thing's attacks?
The simple version:
You collect drivers, cars and parts for the cars. The drivers can learn moves which are like the attacks in a pokemon game. The cars have stats, and these can be modified with parts. The stats alter how effective certain moves are. Races are like battles.
Lots more detail:
Your team has 4 cars and 4 to 8 drivers. Your team is represented by a car sprite that you drive around a map looking for events.
In each race you choose one driver and car to enter into the race. An event can have more than one race. Cars can only enter one race per event. Drivers can only enter one race per event. This means completing an event with 4 races will require each of your cars to be used.
Race Variables
Speed: Your car's speed can be increased and decreased by moves in the game and by hazards that appear in sections. This determines how many distance points you receive at the end of each phase.
Condition: Your Car's Condition can be decreased by moves in the game and by hazards that appear in sections. This will influence a car's stats and thereby influence the effectiveness of a driver's moves. If condition reaches 0, the car breaks down and the driver loses the race.
Grip: Your car's grip can be influenced by the car model and parts, as well as being influenced by hazards that appear in sections.
Sections
A race is completed in rounds called "sections". In each section you're trying to accrue as many distance points as you can, and you may be trying to prevent the other driver from accruing points themselves.
A section is likely to have a hazard in it. The most common hazard will be a corner. Hazards will test the stats and values of a car and driver in the middle phase of the section, providing consequences for successes and failures.
Phases
Each section has three Phases- Entrance. Middle and Exit. They all function exactly the same, the names are just flavour.
Each car can be one of three places in each phase - Behind, alongside and ahead of the other car. This is determined by how many distance points a car has. The car that has less is behind. The car that has more is ahead. If the values are equal they are alongside.
For each phase
The driver and the opponent select which move they will carry out in the phase. A driver which is ahead will select first. When drivers are alongside, the driver which was most recently behind will go first, the player will go first if neither car was behind. Moves are resolved immediately after they are selected.
After both the driver and the opponent have selected moves, both drivers speed scores are added to their distance point totals. If a car that is behind would gain enough distance points to become ahead at the end of a phase, they instead gain only enough points to match the previously ahead car's distance point value.
Launch
The entry phase of the first section is a launch. During the launch the player cannot select any moves. Instead the driver and car's stats are tested here using a somewhat random process to determine a start speed.
Race win
Different races will have different win conditions. Some will require the highest distance score after a certain number of sections in the race. Some will simply require the player to become ahead at any point in the race.
Example
Team pooplord drives around the map and encounters another car sprite. This closes the map and opens up a race event screen which shows that they are facing team burnout. The team burnout event has three races. The faces of the opponents who pooplord will be facing are visible in the screen. Information about their cars, their moves and the circuit each race is taking place in may be available from the race event screen.
In this screen the player selects the first race in the event. This closes the race event screen and now a prompt to select the car and driver for this race opens. Once the player selects which car and driver they are using for this race, the prompt closes and the race screen opens.
The race screen shows the first phase of the section, which is the launch. While a player would normally choose their moves in the first phase of a section, there are no moves during the launch. The player confirms the launch by pressing a button. The launch determines a speed value of 40 for the player and 55 for the opponent. At the end of this phase the speed scores are added to the distance point totals: 40 is added to the player's distance points and 55 is added to the opponent's.
Now we're in the middle phase of the opening section. The opponent has a larger distance point score, and is ahead. The opponent thus acts first, using their move FLOOR IT. Using the vehicle's stats the vehicle gains 40 speed points, and now has a speed value of 95. The player is behind and now acts. Here the player has access to the list of the driver's moves and a list of usable items. The player uses NITROUS and consumes 1 nitrous tank. This enhances any of their car's speed gains that take place during the phase. The player then uses the move TAILGATE and gains 50 speed points +50% from nitrous for a total of 75 speed points gained. This gives the player a total speed of 115 speed points. At the end of the phase their speed points are added to their distance point totals.
Opponent: 55+95= 150
Player: 40+115= 165
The player's distance points would cause them to be ahead of the opponent from a behind status. As such they have their distance points reduced to 150 so that the opponent and player are alongside.
The TAILGATE ability has effects at the end of the phase.
If the opponent and player are alongside at the end of the phase, the player's speed score is reduced to that of the opponent (95) and one point is subtracted from the player's distance point total. The opponent gains the PRESSURED status effect.
At the start of the end phase of the first section the scores are
Opponent 150 distance points. (PRESSURED)
Player 149 distance points.
both at 95 speed.
Might sound boring at first but the corner is where it gets interesting. There's generally a trade off between being able to accelerate fast and being able to hold your speed through a corner.
The simple version:
You collect drivers, cars and parts for the cars. The drivers can learn moves which are like the attacks in a pokemon game. The cars have stats, and these can be modified with parts. The stats alter how effective certain moves are. Races are like battles.
Lots more detail:
Your team has 4 cars and 4 to 8 drivers. Your team is represented by a car sprite that you drive around a map looking for events.
In each race you choose one driver and car to enter into the race. An event can have more than one race. Cars can only enter one race per event. Drivers can only enter one race per event. This means completing an event with 4 races will require each of your cars to be used.
Race Variables
Speed: Your car's speed can be increased and decreased by moves in the game and by hazards that appear in sections. This determines how many distance points you receive at the end of each phase.
Condition: Your Car's Condition can be decreased by moves in the game and by hazards that appear in sections. This will influence a car's stats and thereby influence the effectiveness of a driver's moves. If condition reaches 0, the car breaks down and the driver loses the race.
Grip: Your car's grip can be influenced by the car model and parts, as well as being influenced by hazards that appear in sections.
Sections
A race is completed in rounds called "sections". In each section you're trying to accrue as many distance points as you can, and you may be trying to prevent the other driver from accruing points themselves.
A section is likely to have a hazard in it. The most common hazard will be a corner. Hazards will test the stats and values of a car and driver in the middle phase of the section, providing consequences for successes and failures.
Phases
Each section has three Phases- Entrance. Middle and Exit. They all function exactly the same, the names are just flavour.
Each car can be one of three places in each phase - Behind, alongside and ahead of the other car. This is determined by how many distance points a car has. The car that has less is behind. The car that has more is ahead. If the values are equal they are alongside.
For each phase
The driver and the opponent select which move they will carry out in the phase. A driver which is ahead will select first. When drivers are alongside, the driver which was most recently behind will go first, the player will go first if neither car was behind. Moves are resolved immediately after they are selected.
After both the driver and the opponent have selected moves, both drivers speed scores are added to their distance point totals. If a car that is behind would gain enough distance points to become ahead at the end of a phase, they instead gain only enough points to match the previously ahead car's distance point value.
Launch
The entry phase of the first section is a launch. During the launch the player cannot select any moves. Instead the driver and car's stats are tested here using a somewhat random process to determine a start speed.
Race win
Different races will have different win conditions. Some will require the highest distance score after a certain number of sections in the race. Some will simply require the player to become ahead at any point in the race.
Example
Team pooplord drives around the map and encounters another car sprite. This closes the map and opens up a race event screen which shows that they are facing team burnout. The team burnout event has three races. The faces of the opponents who pooplord will be facing are visible in the screen. Information about their cars, their moves and the circuit each race is taking place in may be available from the race event screen.
In this screen the player selects the first race in the event. This closes the race event screen and now a prompt to select the car and driver for this race opens. Once the player selects which car and driver they are using for this race, the prompt closes and the race screen opens.
The race screen shows the first phase of the section, which is the launch. While a player would normally choose their moves in the first phase of a section, there are no moves during the launch. The player confirms the launch by pressing a button. The launch determines a speed value of 40 for the player and 55 for the opponent. At the end of this phase the speed scores are added to the distance point totals: 40 is added to the player's distance points and 55 is added to the opponent's.
Now we're in the middle phase of the opening section. The opponent has a larger distance point score, and is ahead. The opponent thus acts first, using their move FLOOR IT. Using the vehicle's stats the vehicle gains 40 speed points, and now has a speed value of 95. The player is behind and now acts. Here the player has access to the list of the driver's moves and a list of usable items. The player uses NITROUS and consumes 1 nitrous tank. This enhances any of their car's speed gains that take place during the phase. The player then uses the move TAILGATE and gains 50 speed points +50% from nitrous for a total of 75 speed points gained. This gives the player a total speed of 115 speed points. At the end of the phase their speed points are added to their distance point totals.
Opponent: 55+95= 150
Player: 40+115= 165
The player's distance points would cause them to be ahead of the opponent from a behind status. As such they have their distance points reduced to 150 so that the opponent and player are alongside.
The TAILGATE ability has effects at the end of the phase.
If the opponent and player are alongside at the end of the phase, the player's speed score is reduced to that of the opponent (95) and one point is subtracted from the player's distance point total. The opponent gains the PRESSURED status effect.
At the start of the end phase of the first section the scores are
Opponent 150 distance points. (PRESSURED)
Player 149 distance points.
both at 95 speed.
Might sound boring at first but the corner is where it gets interesting. There's generally a trade off between being able to accelerate fast and being able to hold your speed through a corner.
- West Filly
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Re: /gameideas/reborn.txt
Here's a crude sketch of how that might be.
![Image](https://i.imgur.com/aEv1bYr.png)
Now to de clutter this somehow
![Image](https://i.imgur.com/aEv1bYr.png)
Now to de clutter this somehow
- West Filly
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Re: /gameideas/reborn.txt
It's a tricky genre, because the existence of RPGmaker now means that the Final Fantasy type battle game has been done to death. What distinguishes this concept is that instead of having to get all your enemies to 0hp in as many turns as it takes, you have to be ahead at the end of a fixed number of rounds. Additionally, Instead of every round being the same, some rounds will have hazards like corners that you need to approach with a different set of moves than the ordinary round. Those different rounds are something you might even need to prepare for in previous rounds.
- West Filly
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Re: /gameideas/reborn.txt
A combat based monster fighting game where it's not just your HP you're looking to conserve, but a meter called spirit. It rises when you land successful attacks, parries and dodges. It falls when you are hit by or running away from an enemy.
The spirit gain and loss from any enemy diminishes with how many of that enemy you've killed. The more of them you take on, the less they impact on spirit.
Spirit doesn't have a max value, and can keep rising. Intead levelling up increases its minimum value, as does every weapon your character has equipped.
Each enemy in the game has a spirit value which, if you fall below it, you lose control and run away from the enemy in the direction of the previous area. If an enemy kills you, this number rises a small amount. Every enemy on screen adds their values together.
The game is not so much about managing your HP to not die, or managing stamina to not stall. It's about the ebb and flow of the character's confidence to take on new and tougher enemies. The game will need a lot of divergences from the main quest line to provide fuel for the spirit meter. If it's less about being in confined areas fighting limited mobs and more about hunting freely in vast open spaces (huge forests, open fields), that'd work nicely.
The thing about this mechanic is that players who take the game slow and who level up a lot will barely notice it. People who rush in and stay under leveled will need to pull off an epic no damage taken streak to even progress.
The spirit gain and loss from any enemy diminishes with how many of that enemy you've killed. The more of them you take on, the less they impact on spirit.
Spirit doesn't have a max value, and can keep rising. Intead levelling up increases its minimum value, as does every weapon your character has equipped.
Each enemy in the game has a spirit value which, if you fall below it, you lose control and run away from the enemy in the direction of the previous area. If an enemy kills you, this number rises a small amount. Every enemy on screen adds their values together.
The game is not so much about managing your HP to not die, or managing stamina to not stall. It's about the ebb and flow of the character's confidence to take on new and tougher enemies. The game will need a lot of divergences from the main quest line to provide fuel for the spirit meter. If it's less about being in confined areas fighting limited mobs and more about hunting freely in vast open spaces (huge forests, open fields), that'd work nicely.
The thing about this mechanic is that players who take the game slow and who level up a lot will barely notice it. People who rush in and stay under leveled will need to pull off an epic no damage taken streak to even progress.
- Jill
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Re: /gameideas/reborn.txt
i had a vague idea for a game where you are a witch with a magical deficiency which causes your spells to not live up to their names. like your Fire spell does not conjure fire but merely warms its target, Ice similarly cools things, Lightning only sends weak jolts through conductive materials, etc.
the game could be about finding unconventional ways to solve puzzles or win battles as some pushover with a seemingly useless pool of abilities
the game could be about finding unconventional ways to solve puzzles or win battles as some pushover with a seemingly useless pool of abilities
- Vivianinatoga
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- Jill
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Re: /gameideas/reborn.txt
i've tweeted about this one a long time ago but i don't think i even mentioned it in the old gameideas.txt thread
fighting game theme: each character is a personification of a possible calamity competing to be the one that will end humanity. so the characters would each be designed around something like:
fighting game theme: each character is a personification of a possible calamity competing to be the one that will end humanity. so the characters would each be designed around something like:
- global warming/red giant - can fight rather defensively with fire-based DoT effects
- plague/disease - can cripple the opponent
- flood - water-based projectiles and stuff for area control or zoning or whatever the fuck fighting games call it
- meteor - the "kinda slow, hits like truck" character
- heat death - ice-based abilities which improve as HP goes down
- mr. president - does very little direct damage but can deploy nukes and then bait or shove the opponent into their landing point
- West Filly
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Re: /gameideas/reborn.txt
Is a robot. Has laser eyes.
Every jumbled pile of person has a thinking part that wonders what the part that isn't thinking isn't thinking of...
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Re: /gameideas/reborn.txt
You know how in some ancient cultures, dying in battle was seen as the most honorable way a person could die to the point where those people got the best afterlife? Imagine a survival roguelike that uses that as a central conceit, and rewards players for dying while fighting monsters and punishes them for dying of hunger or exposure or stumbling into a trap.
Every jumbled pile of person has a thinking part that wonders what the part that isn't thinking isn't thinking of...
- West Filly
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Re: /gameideas/reborn.txt
How about a game where you have to die honourably in battle but the world is full of pacifists and the only battles you can find are petty arguments.
- Vivianinatoga
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Re: /gameideas/reborn.txt
That's when you find a burning church full of nuns.West Filly wrote: ↑Sat Jan 27, 2018 4:37 amHow about a game where you have to die honourably in battle but the world is full of pacifists and the only battles you can find are petty arguments.
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- Jill
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Re: /gameideas/reborn.txt
from discord:
the kirbyverse provides a lot of interesting possibilities. the game could have "hero" units like most RTS games which would primarily consist of kirby, dedede, meta knight, etc. maybe you have to conquer a planet in order to summon one, and the enemy may bring forth their own hero units like galacta knight, parallel susie, various dark matter incarnations, etc.anyway i was imagining a kirby game where your army mainly consists of waddle dees in spaceships that are basically air ride machines but a bit bigger with dome cockpits
i believe kirby crash-lands in something similar in the anime
basically a warp star spaceship
yeah this
then you would have a milky way wishes-esque space map where you space battle aliens or some shit
units can land on planets and fight on foot to conquer them
different ships would have varying capacity to fight in space or transport ground units
some ships could load these guys as crew members and fire them at enemies http://kirby.wikia.com/wiki/Bomber
- Quanta
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Re: /gameideas/reborn.txt
The talk about old animated shorts in the PPPP Garfbage Dump thread got me to thinking: what if you could make a turn-based strategy game that was basically two cartoon characters trying to one-up each other over several rounds?
So, like, one person would be the "attacker" (the character trying to execute a specific punchline), the other the "defender" (the character trying to trick or subvert the opponent's punchline), and each round would basically be each player playing their part and trying to get the best of their opponent. To keep things interesting (and because a good short is varied in the execution of its various jokes and stuff), each character has a limited number of "gags" that it can employ in trying to get the better of the other guy, so characters are limited in how much they can drop an anvil or run on air or whatever.
After the rounds have been played, the game can show the replay in the form of a short, using dynamic camera angles and music to generate an appropriate scene. Players would also have some manner of editing power, so they could ultimately decide to use different variations on camera angles and music than what the game decided, in addition to adding signs with custom messages (like giving a character a sign saying "Yipe!" before they fall off a cliff or something) or even custom voiceover, and then generating a video that can be uploaded to YouTube.
The hope here would be that the game would use procedurally generated levels and props and take advantage of emergent gameplay in order to generate what would basically be custom cartoons that people could share online with others.
So, like, one person would be the "attacker" (the character trying to execute a specific punchline), the other the "defender" (the character trying to trick or subvert the opponent's punchline), and each round would basically be each player playing their part and trying to get the best of their opponent. To keep things interesting (and because a good short is varied in the execution of its various jokes and stuff), each character has a limited number of "gags" that it can employ in trying to get the better of the other guy, so characters are limited in how much they can drop an anvil or run on air or whatever.
After the rounds have been played, the game can show the replay in the form of a short, using dynamic camera angles and music to generate an appropriate scene. Players would also have some manner of editing power, so they could ultimately decide to use different variations on camera angles and music than what the game decided, in addition to adding signs with custom messages (like giving a character a sign saying "Yipe!" before they fall off a cliff or something) or even custom voiceover, and then generating a video that can be uploaded to YouTube.
The hope here would be that the game would use procedurally generated levels and props and take advantage of emergent gameplay in order to generate what would basically be custom cartoons that people could share online with others.
![Image](http://i.imgur.com/1ThvA.png)
![Image](http://i.imgur.com/FwHMJDD.png)
![Image](http://i.imgur.com/VWPxZ.gif)
- RudeCyrus
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Re: /gameideas/reborn.txt
I want a game where you pilot a mech, but in a realistic fashion, like the startup procedure is 5 minutes long and you have a ridiculous controller. Like a mix of Digital Combat Simulator and Steel Battalion.
- West Filly
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Re: /gameideas/reborn.txt
I think a mech simulator like that would be awesome. As for the starting procedure, I have an idea.
There's a random chance of there being either a minor or moderate fault in the mech. It's not one that will destroy the mech, and it's one that's quickly reparable at the starting dock. If you carry out your startup procedures meticulously, you'll identify any faults and deal with them. If you don't, you have a chance of one of of your controls just being that little bit stiff, or maybe one of the indicator lights in the cockpit which would normally light up in a very specific situation is now out. Maybe you haven't checked your coolant in a while and now you're wondering why you're overheating pretty generously.
You can just jump in the mech and go, but you'll not have ammunition. You'll not have fuel. The game will then put you in situations where you have to decide: do you go in early and nip the problem in the bud with an unchecked and unloaded machine, or do you load yourself up properly but allow the situation to fester while you're going through the due dilligence.
There's a random chance of there being either a minor or moderate fault in the mech. It's not one that will destroy the mech, and it's one that's quickly reparable at the starting dock. If you carry out your startup procedures meticulously, you'll identify any faults and deal with them. If you don't, you have a chance of one of of your controls just being that little bit stiff, or maybe one of the indicator lights in the cockpit which would normally light up in a very specific situation is now out. Maybe you haven't checked your coolant in a while and now you're wondering why you're overheating pretty generously.
You can just jump in the mech and go, but you'll not have ammunition. You'll not have fuel. The game will then put you in situations where you have to decide: do you go in early and nip the problem in the bud with an unchecked and unloaded machine, or do you load yourself up properly but allow the situation to fester while you're going through the due dilligence.
- everything's a little bit weird now
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Re: /gameideas/reborn.txt
We might be able to see that happen if Labo takes off and third parties get in on it.
Every jumbled pile of person has a thinking part that wonders what the part that isn't thinking isn't thinking of...
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- Jill
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Re: /gameideas/reborn.txt
BunNin' is an arcade/action sidescroller where you play as a ninja bunny
the game progresses similar to Bubble Bobble: defeat all of the enemies to move on to the next screen and fight a boss at B100F. the floors would probably be procedurally generated with growing complexity/difficulty so it's not so much about memorizing one single, optimal tactic for each room
combat involves two basic buttons: slash and throw. slash is your basic strider-esque short-range attack that can be used to deflect or destroy physical projectiles. (not elemental ones!) throw involves having picked up an item first but is otherwise self-explanatory. some more advanced moves are performed by throwing an object and then slashing to "activate" it
for instance: you can do a "rolling slash" by throwing a shuriken and then using the slash button to switch places with it before it collides with anything. this attack would likely do more damage than the shuriken by itself and would probably have some other unique properties, such as enabling you to fan your way through fire-based attacks without taking damage
since you're a ninja, it would only be appropriate to have controls that are immensely responsive. as long as you're in a state where an action can be performed, pressing the button for said action will either cancel or parallel anything else you're already doing. delays are forbidden with one obvious exception: you are afflicted with some avoidable condition, like staggering after an enemy deflects your slash attack (or y'know, being dead)
the game progresses similar to Bubble Bobble: defeat all of the enemies to move on to the next screen and fight a boss at B100F. the floors would probably be procedurally generated with growing complexity/difficulty so it's not so much about memorizing one single, optimal tactic for each room
combat involves two basic buttons: slash and throw. slash is your basic strider-esque short-range attack that can be used to deflect or destroy physical projectiles. (not elemental ones!) throw involves having picked up an item first but is otherwise self-explanatory. some more advanced moves are performed by throwing an object and then slashing to "activate" it
for instance: you can do a "rolling slash" by throwing a shuriken and then using the slash button to switch places with it before it collides with anything. this attack would likely do more damage than the shuriken by itself and would probably have some other unique properties, such as enabling you to fan your way through fire-based attacks without taking damage
since you're a ninja, it would only be appropriate to have controls that are immensely responsive. as long as you're in a state where an action can be performed, pressing the button for said action will either cancel or parallel anything else you're already doing. delays are forbidden with one obvious exception: you are afflicted with some avoidable condition, like staggering after an enemy deflects your slash attack (or y'know, being dead)
- Jill
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Re: /gameideas/reborn.txt
thread
- Mechanical Ape
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Re: /gameideas/reborn.txt
Would these be RPG foe-monsters or friendly people-monsters or a bit of both?
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- Jill
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Re: /gameideas/reborn.txt
the thread of tweets details it a little moreMechanical Ape wrote: ↑Wed Jun 20, 2018 12:48 amWould these be RPG foe-monsters or friendly people-monsters or a bit of both?
![:-I :-I](./images/smilies/twiI.png)
but yes, it's a bit of both
now that i think about it, the game could be described as ZZT meets Wonder Boy in Monster Land
- Mechanical Ape
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- West Filly
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Re: /gameideas/reborn.txt
Fire Emblem but you start off with one character: a vampire.
Your team is the vampires you make by deliberately converting them with your blood. Sounds easy, right? Eat the enemy, take their power!
Well hold on just a second. A character's abilities cost MP, and there's HP too. Blood allows you to regenerate these. Blood is the only thing allowing you to regenerate these. The more people you have, and the higher level they are, the more you need to drink to carry on.
If you run yourself into a bind where you can't face combat until you've drank some more, you may have to find a defenseless village and drink innocents. Or you may have to cannibalize your less important vampires to fuel your better ones. The more you drink the innocents instead of other monsters, the more heat you get and the more likely you are to face random angry mob encounters or vampire hunter encounters.
The objective of the game is to end the curse, but you know that if you don't kill the very first vampire then you'll have failed in your mission. Also you know that you can't kill the vampire who turned you, or any other vampire in the chain behind you, without dying. In other words there are a few named characters who will force a bad ending if they die.
Some humans are understanding and may want to help you end the curse, meaning there are ways to get blood without killing innocents, but these will have their own complications. Also if you set the game to easy mode you can eat spaghetti bolognese to gain the effects of drinking blood.
Your team is the vampires you make by deliberately converting them with your blood. Sounds easy, right? Eat the enemy, take their power!
Well hold on just a second. A character's abilities cost MP, and there's HP too. Blood allows you to regenerate these. Blood is the only thing allowing you to regenerate these. The more people you have, and the higher level they are, the more you need to drink to carry on.
If you run yourself into a bind where you can't face combat until you've drank some more, you may have to find a defenseless village and drink innocents. Or you may have to cannibalize your less important vampires to fuel your better ones. The more you drink the innocents instead of other monsters, the more heat you get and the more likely you are to face random angry mob encounters or vampire hunter encounters.
The objective of the game is to end the curse, but you know that if you don't kill the very first vampire then you'll have failed in your mission. Also you know that you can't kill the vampire who turned you, or any other vampire in the chain behind you, without dying. In other words there are a few named characters who will force a bad ending if they die.
Some humans are understanding and may want to help you end the curse, meaning there are ways to get blood without killing innocents, but these will have their own complications. Also if you set the game to easy mode you can eat spaghetti bolognese to gain the effects of drinking blood.
- Mechanical Ape
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Re: /gameideas/reborn.txt
A game like Tropico where you govern a third world country. Screenshots you take are rated for content (e.g. nice buildings vs. tenements, homeless people in the frame, etc.) which you use for propaganda purposes. For instance to drum up tourism, you can submit pictures of the beautiful beaches and hotels you offer. (Crop out that bauxite mine in the background.) When begging for foreign aid, take pics that make you look poverty-stricken as possible.
As you play, the game will secretly take screenshots which your enemies will use as propaganda against you. Try not to arrest people when journalists are near, because that picture’s coming back when election time comes. Unless, of course, that’s the reputation you actually want.
As you play, the game will secretly take screenshots which your enemies will use as propaganda against you. Try not to arrest people when journalists are near, because that picture’s coming back when election time comes. Unless, of course, that’s the reputation you actually want.
![Image](http://i.imgur.com/piGh3yA.png)
- Void Chicken
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Re: /gameideas/reborn.txt
You are on a small-ish ship in the middle of a storm. However, many of the passengers and crew are werewolves and will attack come sundown. Yes during the clouds blocking the moon shut up. Your objective is to survive for 48 hours.
During the first day, a new player could use the time to familiarize themselves with the controls, the boat's layout, potential hiding places, so on. An experienced player would use the time to study the NPC patterns to work out who the wolves are.
Come sundown, the werewolves are revealed and lots of NPCs die. The player has to avoid them. Find hiding places (and not get sniffed out), be quiet/out of sight, and so on.
The next day, there will probably be a few lucky innocent NPCs that managed to make it, but the night after is gonna be rough as there are that many less of them to occupy the wolves' time.
The ship would have three levels. Up on top, the rain would wash out scent and sound, but there'd be clear lines of sight for both you and the wolves. In the bottom, things would be dark and you'd be hard to see, but also very quiet, so any noise could get you got. The center would be balanced with pools of artificial light and lockers and things to hide in, along with some ambient noise (the storm, machinery, screams of the victims, etc).
Hard mode: Go for 72 hours.
During the first day, a new player could use the time to familiarize themselves with the controls, the boat's layout, potential hiding places, so on. An experienced player would use the time to study the NPC patterns to work out who the wolves are.
Come sundown, the werewolves are revealed and lots of NPCs die. The player has to avoid them. Find hiding places (and not get sniffed out), be quiet/out of sight, and so on.
The next day, there will probably be a few lucky innocent NPCs that managed to make it, but the night after is gonna be rough as there are that many less of them to occupy the wolves' time.
The ship would have three levels. Up on top, the rain would wash out scent and sound, but there'd be clear lines of sight for both you and the wolves. In the bottom, things would be dark and you'd be hard to see, but also very quiet, so any noise could get you got. The center would be balanced with pools of artificial light and lockers and things to hide in, along with some ambient noise (the storm, machinery, screams of the victims, etc).
Hard mode: Go for 72 hours.
- West Filly
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- Mechanical Ape
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Re: /gameideas/reborn.txt
A game where the alien is loose on the ship, the self destruct is counting down, you’re all ready to escape on the lifepod but first you have to go back for the damn cat.
![Image](http://i.imgur.com/piGh3yA.png)