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WHAT'S THE STUPIDEST/SILLIEST THING YOU'VE PURPOSEFULLY IMPLEMENTED IN YOUR GAME?

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Nightowl
Remember when I actually used to make games? Me neither.
1577
One of my unreleased projects had a weird kid that you could talk with.

If you talked to the kid, he would ask if you want to play Cops and Robbrs with him. If you say yes, the main character will obviously play a game of Cops and Robbers with the kid. Nothing special, except until the main character points his finger at the kid and says loudly POW.

The kid suddenly looks shocked, clutches his chest, looks slowly down and falls over. The main character says "Alright, that was fun, you can get up now" until he notices that the kid's bleeding from where the guy "shot" him. The kid's not breathing, either.

The main character runs away.
That's actually quite a cool scene @Nightowl @-@
I can picture this fitting quite easily into those old fashioned horror-weekly shows
A while back, I made a game that starred my friends. The plot was that we were all in a gang, and it was open world and involved walking around a city and doing missions for people. It had a ton of strange custom systems including, but not limited to:

A bathroom system. You could die from not pooping
A hunger system
A job system that allowed you to deliver pizza for money
A pizza shop, convenience store, etc
A movie theater where you could watch cutscenes that I made. The movies included a spiderman rip-off and a movie about talking babies
A "respect" system (doing missions earned you respect)
A 2 player mode (the 2nd player used the numpad to move around. The camera obviously still followed the 1st player so the 2nd player could move off screen and get lost. It was pointless but kind of funny. Also, the 2nd player could still move when dialogue was on screen)
A day/night system that kept track of what day it is
A trick-or-treat mode (The first day of the game is October 1st, so on the 31st day it was halloween)

A ton more. The game constantly lagged because it also had like 40 parallel processes going on at once.
Ah! I remembered something! Silly game idea: Me as the protagonist, my friends and brothers as allies. Versus a lot of creatures/monsters/whatevers from games and stuff. You'll never guess who was the main villain because it was random as duck. But it was Ryu-Ran, a Yugi-Oh monster. I ripped a lot of monsters from Yugioh cards.

Funny part is that one of these rips (Levia-Dragon Daedalus specifically) was later on reused as the final boss for my actual project, Drekirökr.
(It isn't Daedalus anymore, I drew something more accord to my likings. But Daedalus is a heavy inspiration).
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=dethmetal
A bathroom system. You could die from not pooping


you win this thread
CashmereCat
Self-proclaimed Puzzle Snob
11638
@dethmetal You make me actually want to play that game

I guess the craziest thing I put in a game was a line like "I am sitting here as bait, like a seal about to be clubbed to death"

Yeah it was pretty weird
Puddor
if squallbutts was a misao category i'd win every damn year
5702


scratch what i said earlier the water cooler was the best idea
author=CashmereCat
@dethmetalYou make me actually want to play that game

I guess the craziest thing I put in a game was a line like "I am sitting here as bait, like a seal about to be clubbed to death"

Yeah it was pretty weird


i would release it if it didn't star my RL friends and family members and the main map wasn't just a bigger version of the city from Idunn Ymirlador

i made this back in 2003 - 2004

Also, I should mention that my first completed game had nuclear bombs as a plot point despite the game being, otherwise, a generic RTP fantasy game
Let's see... there's a bunch of easter eggy things in Everlasting Journey. When you've been working on a game for 7+ years, you're going to add some dumb stuff.

1. Back in like '08 I made a pixel art version of the companion cube. I couldn't really think of a good use for it, so there's this part where Sparrow experiences a drug trip, and there's some mushrooms you sneak past and see an area that you can't get to, and the companion cube is there. It's pretty silly, and that horse died a long time ago, so it's definitely something on the chopping block.

2. There's a pacman mini-game I made in like '07 that is inaccessible through normal means.

3. Also in '07ish (this was a crazy time), I remade the chip's challenge mechanics and have a couple levels that are also inaccessible.

4. In Toran, one of the towns early in the game, there's a house that is surrounded by water with an angry owner. If you try to walk across this little moat to the front door (which has a peephole so the owner can keep watch), he'll stick a gun out and try to shoot you. I got bored one day (probably in '07 or '08 again), and added an actual teleport for that door, which is inaccessible. In this room is a bunch of techy stuff and control screens, along with a pixelly version of myself that I originally made for my ALEX III map. If you talk to him, he says something like "How did you get here? There's nothing to see here." There's a couple dancing monkeys in charge of the control screens, on which are images cycling of Sparrow in different places, implying it's like this control room used to spy on Sparrow.

5. Similar to 4, I was originally going to do this thing where if you found a series of secret maps in sequential order strewn around the game, you'd unlock a super secret character with all these uber spells, but that was scrapped because it would have been near impossible. The 10th character you eventually get in part 2 has some ideas that were derived from this. However, I did get 3 maps into this idea once upon a time.

6. In one of the towns, I added a shop that is owned by Don Miguel. In it, you'll also find Flaid and Marcus walking around. You either get this reference or you don't. :)

7. I also have a debug map that you get to from the title screen (disabled in releases), which was added as a quick way to test various systems and stuff. You're brought to a party select menu (which I also used for testing), where you can select from the 7 different characters in part 1, and the 3 additional ones in part 2. It then takes you to the debug map which has a whole slew of stuff, including a version of testbot called "devbot" that I use to test fight mechanics and DynRPG plugins. It's basically invincible.

8. Probably the best one is an optional/surprise fight that has been in the game for a long time but don't think anyone has found yet. :D It involves one of the pubs...

9. There's a couple areas where you can "die" but get the choice to try again. In these maps is the "Keeper of the dead" that used to be this really dumb recurring character named Hintman. In the opening map, you wake up in a bar (which has gone through a number of iterations), and he was originally one of the patrons you could chat with. He gave you really obvious "hints" that were totally unnecessary. I ended up cutting him out, and adding some of that stuff to the dialog of the bartender's brother.
6. "Okey!" Btw, the song that plays all over the rm2k demo? It's actually uncredited steal from ninja gaiden 3. It's the ending song.

I have Menstruation (yea, I know. I still like it), blackmail, a Cthulhu scene, alien abductions, and other weirdness.

I think my dumbest idea was to purposely make a fake glitch. I have a Cheat Mode mode, which allows you to turn on Debug Mode, among other things. Entering 'key' in hex code (that's 6B6579) turns a switch FakeGlitch ON/OFF. The glitch mode has weird tileset (like, you can walk on water, and can't walk on stuff that should be passable). And there are monsters that are defeatable by running, but pretty much one hit you otherwise.

I think I dummied out the Cheat Mode, so I'm gonna undummy it.
A nudity mode I guess...because I was trying to do a sims/harvest moon crossover... .-.
Not much more than just lots of dumb jokes and silly interactions between the cast over the course of the game. Angelic Awakening especially had a bunch packed into the demo back then. SEM was a runner up for that as well. I don't really do anything more than that though. Maybe I take gam mak too seriously.
Kaijira
Wandering Pixel Artist for Hire
1105
Added in the first cave from the original Legend of Zelda. Made a custom text engine to simulate the NES version, the tileset was ripped, and when you picked up the sword you turned into link to hold it above your head. I even had to add in pixel movement for that cave... And of course, when you equipped the sword it would change your battler to wield the pixelized blade. Good times.
Hmmm....

1) In my first "serious" game.

I had a relationship system in which making certain cliche choices in conversation (or going to some micro-event spots, which were kinda neat) would make characters like you more, which would change the ending.

...The really stupid thing is that among the characters who you could improve relations with were: a) An NPC who you encountered once in a while who was the hero's childhood friend, but who never joined your party. b) A character who was going to be a minor villain for a bunch of the game who then joined you later. And I let the player see that he was someone who you build a better friendship with WHILE he was a villain. XD

2) Some other small project I started, but abandoned because I realized how much I HATE RMXP compared to VX ace, because XP's base battle system is awful.

The main character joins a bunch of airship pirates, whose airship had this really neat function where it can legit make small tornadoes to suck people up into the airship off the ground without landing.

The silly part? You can play with the controls with it to make it do the animation over and over and over...until 10 times, when the main character says "Yeah, this isn't fun anymore. Better stop now". You do it the 11th time, a monster will be sucked in to fight you. XD

3) Illusions of Loyalty

In the only "not-depressing ending", the main character takes a level in badass and manhandles enemies previously seen to be nearly invincible. There's a plot reason for it, but I don't give the player ANY indication of why in the game. It's...a little silly. I was going to reveal it in an indirect sequel, but that's going to be a while off so I miiight just go back and fix that scene to give SOME indication that something screwey is going on.
My main character is paid to act like a bad guy.
Actually I haven't lots of stupid stuff in my games .__.
I should defianetly built in some more >:D

A really stupid thing was a "feature" i put in my recent project.
The savegames are png files, which shows different pictures of your location and so on.... nothing more... just because I thought it's cool xD (but it's useless ._. )

Depending on that I have a cutscene whre the protagonist and his friend are playing a game. And when the prota dies the friend says in red letters. "You died"
And when you save after that you get a save picture of the dark sign
from Dark Souls xD
Seiromem
I would have more makerscore If I did things.
6375
Silly things in my games? Uhm... I had a random encounter that could be considered common where you faced 10 zombies, all named Zombomb, and if one used Zomsplosion they all would die and it wouldn't deal that much damage to you.

Hmmmmm I made an orc that spun around rapidly and rambled in capslock without spaces claiming he loved a dragon and wanted to have sex with her.

Latly, Dr. Toadly.
The idea of me gam making it's pretty stupid by itself.
I made a game 15 years ago that had a secret museum filled with scat porn.
At one point you have the option to masturbate. It was pretty pointless and made no sense...
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