Game Ideas

Started by Nemesis X27 pages

Another one of your typical FPS multiplayer shooters but with a third party in the lobby, the Janitor. It's always joked there's one cleaning the maps up between matches so what if we make that real but have him do it while one is going. The goal would be to clean as much as you can before those teams can finish the game. Something for those players that want a break but still wanna play.

Originally posted by Jmanghan
Ok, so, I had a dream that I had just bought a 3DS, and in the dream, I was playing a non-existant Mario game.

It was from a 3D Top-Down perspective, but not completely top down, it was very Pixelly, if I had to compare it to something, it would probably be FEZ with Mario assets.

Kinda like 3D Dot Game Heroes Mario mixed with FEZ, but only one background, nothing but white. It was similar to Mario Maker, only it takes it a step further by letting you hand-draw your own backgrounds, assets, and other things and there was no real music or sound effects that I could hear. I remember I was having SO MUCH FUN with the game in the dream. The camera flips every time Mario turns.

The graphics are HD, but its not Modern day Mario, its Mario from the Original Super Mario Brothers, with 3D in 1080p. If I could name an engine, I'd have to say it was the Orochi engine.

I will also mention I was playing on an original model silver 3DS.

I figured it out. Mario, old-school style, like this:

So, like that, with Link Between World type mechanics, but like super mario maker, create whatever.

Fez, Super Mario Maker, Link Between Worlds, 3D Dot Game Heroes, and old-school 3D mario, with Mario of course being the game.

A 3D super mario maker with much much more depth to the point its almost like game designing.

YouTube video

Since Cronos was sent to Tartarus and killed there in GoWIII, the video above which is an extra you find after beating the first God of War was of course retconned. But imagine if we got a game set in an alternate universe where Cronos did stay in the desert and people in our era did discover him and the temple which Sony can use to set up a crossover with their other PlayStation exclusive: Uncharted.

With crossplay a thing and if Sony can ever suck up and allow it, be cool to see the console war between their PlayStation and Microsoft's Xbox settled with digital fists. Have console exclusive characters, which can only be played on their respective systems depending on the version you buy, duke it out in a crossover fighter.

Drakengard Warriors.

That is all.

A crossover between Darksiders and Legend of Zelda.

I don't care how much that doesn't make sense, it needs to happen.

It makes no sense because Darksiders is basically Zelda.

A classic arcade style Donkey Kong game, where you play Donkey Kong against your abusive master Mario.

sUPER MARIO KOMBAT.

Mario and Luigi fighting with Sub Zero and Scorpian, and taking fatalaties and such. Mortal Kombat/Nintendo crossover = best idea ever.

Well, there was “Motor Kombat” from MK Armageddon. One of the only good ideas that game had.

Originally posted by cdtm
sUPER MARIO KOMBAT.

Mario and Luigi fighting with Sub Zero and Scorpian, and taking fatalaties and such. Mortal Kombat/Nintendo crossover = best idea ever.

Nintendo characters such as Mario and Luigi were meant to lack violence. No need to change that.

{Lumine}

Reading Overlord really makes me wonder if a video game like Yggdrasil would be possible. Aside from the obvious fact that it's a futuristic VR game, I feel like some of the character customization features would be interesting to see attempted (outside of a tabletop game). It would be cumbersome to go through everything, so I'll stick to the leveling system for the sake of this post.

So the standard design in MMOs these days is to have the player choose one of a handful of classes at the start, then grind out enough experience points to level up, and pick out the abilities they want from that specialization.

In a Yggdrasil-like system, the role of classes would be completely reversed. They would not be a handful of tracks chosen at the beginning of a game, but rather a set of specialties that could be gained organically as the game is played. The best way I can think of to explain is with examples.

Say that you choose to pursue the "fighter" class, and find one of the in-game trainers for it. "Fighter" would probably be one of the basic specialties, so there would be no mandatory requirements to begin leveling it. Instead of simply grinding for experience points, to level up as a "fighter" you would have to complete specific tasks, use fighting-related skills, and complete quests for your "fighter" class trainer. When you do level up, you gain the predetermined stat increases and abilities of a "fighter" of your level. This may seem like it limits the player's freedom to customize their character, however, players can still do so by choosing what classes they choose to level.

For example, after gaining 5 levels as a "fighter," maybe a player might choose to meet up with a "magician" trainer, then gain 5 levels in that class, making them level 10 overall. This would come with upsides and downsides. On one hand, they'd probably be at a serious disadvantage against someone who poured 10 levels into one class, since their stats would be more spread out. On the other hand, they'd be able to use the special abilities of a level 5 fighter and level 5 magician, which could be made effective in the hands of a skilled player.

And then there would be advanced specialties to consider. Let's say there's a class called "spellsword" that has a starting requirement of 5 levels in the "fighter" class and 5 levels in the "magician" class. In which case the aforementioned player would have the option of getting quests from a "spellsword" trainer, and gain access to the unique abilities of the "spellsword" class.

On the other hand, someone who reached level 10 as a "fighter" might have their pick of warrior specialties to move onto. Maybe they'd look for a "knight" trainer for a defense-oriented build, or a "marauder" trainer for an offense-oriented build, or a "monk" trainer for a H2H build, or maybe they'd just keep on leveling the basic "fighter" class for a more well-rounded build.

Ideally, there would be multiple layers of advanced classes. For example, let's say you wanted to be a "beastmaster," a powerful class that gives you the ability to keep a set number of magical beasts with special abilities as your companions. Starting the "beastmaster" class requires at least 5 levels in the "ranger" class, and at least 5 levels in the "commander" class.
-->To qualify for training as a "ranger," you would need 10 levels in the "rogue" class, and 5 levels in either the "knight" or "marauder" classes, both of which we've already established require 10 levels in the "fighter" class to start.
--> To qualify for training as a "commander," you would need 5 levels in the "bard" class, which itself requires 5 levels in each of the three basic specialties--"fighter," "magician," and "rogue"--to qualify for.

So in other words, to become a "beastmaster," a player would have to be level 50 at the absolute minimum, and to become a masterwork "beastmaster" they'd need to be level 65 (if we operate under Yggdrasil's assumption that each class has 15 available levels). This is all assuming they only took the classes that are necessary to become one, of course; playing more practically, someone aiming to be a "beastmaster" might not become one until the end-game. Additionally, it stands to reason that the more advanced the class is, the longer and more elaborate the quests to start and level up those classes will be. (Since, even if you had the necessary skills, you obviously wouldn't be trained as, say, a Paladin in a fantasy setting without becoming a part of a Paladin Order's politics. In that way, picking a class would be like joining a guild, and the more advanced the class, the more exclusive and important the guild you're joining is...? Well, that's the idea, anyways).

Now, if someone wants one of these more special classes, some planning will have to be involved... but that's part of the point. Also, players can be just as (if not more) effective by continuing to level the basic and intermediate classes, if they don't want to bother with more complex ones (although they might miss out on some of the game's most fun abilities to use).

Ultimately, while this kind of system would be immensely difficult to pull off well, I don't think it's such a bad idea. Allowing the player to mix and match multiple classes out of dozens (in ways that may or may not synergize well) would make roles in multiplayer games far more interesting, in both PVE and PVP. Additionally, it would make for great replay value, since not only would the play style change for different builds, but the questlines required for those builds would also be different.

While it would certainly be fun, it wouldn't be practical in a MMO. It would be near impossible to balance properly.

Originally posted by Jmanghan
Drakengard Warriors.

That is all.

For some reason I was a ****in idiot when I posted this. It's a cool concept but it'd just be Drakengard with more heroes.

This would be pretty ****in sick: YouTube video

Why haven't we gone interactive vr yet?

We have the technology. Motion sensor stuff, maybe props, ect.

What do you mean by interactive VR?

Originally posted by NewGuy01
What do you mean by interactive VR?

Like a fighting game where you actually beat people up, or manipulate the environment by touch.

The Konosuba RPG actually made me think of made me remember Quest for Glory days and other Sierra type adventure game.

A Konosuba-based old-school Sierra type puzzle solving adventure game (where you use the unique abilities of your party members) to hilariously solve (or more likely cause) various problems in their day to day would be quite fun I would think.

A Dragon's Dogma RTS, with deep characters and a deep story, bringing people back to the Dogma universe, maybe you can create your own arisen again, but you aren't the arisen, you are a duke, who commands his forces against the other countries and continents, set hundreds of years after the events of of the original game, maybe it'll give you a "Divinity: Dragon Commander" feel, with it's unique characters, graphics, and story.

The RTS elements would be expertly crafted and feature tons of units, maybe you could go onto the field yourself and bring elements of combat from the original Dogma game, people come to you for important decisions and it can make or break a pact, etc.

This seems something the Dogma series desperately needs, as it would re-invigorate the already interesting lore of Dogma.

If you look into the lore, there's tons of depth there.