GAMESTORMING

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GAMESTORMING!
Games that almost were... and may yet be.


Alright, so we've all got these kickass game ideas that we have collecting dust in the farthest reaches of our brains. Thing is, we're already working on a game/have no idea how to implement said games features/can't be bothered making said game/haven't got the time or inclination to do so. Whatever the reason may be these poor, poor game ideas are slowly dying, fading away into nothing. Well, here's an idea. Why not give someone else the chance to borrow from your ideas to create their own games?

Let's share these wonderful ideas in the hope that others will take from them and make the games we can't. Just post the ideas here.

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GAME NAME: {if there is one}
GENERAL IDEA: {A summary of the game idea}
EXTENSIVE NOTES: {Larger explanation of the idea including character, history, plot, systems and everything in between. Please use HIDE TAGS}
[hide] stuff here [/hide]

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That's all there is to it. Share an idea and maybe pick up a few while you're at it. ^.^

*Only post here ideas that you don't mind others pinching. No whining about having said ideas borrowed. The whole aim of this topic is to promote sharing ideas and inspiration. I'll start off by sharing one of my ideas, just to show how it's done~

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GAME NAME: Unsung Heroes
GENERAL IDEA: A simulation RPG where you have to make a town better through the use of adventurers and diplomacy... the NPC way!
EXTENSIVE NOTES:


It is a well-known fact that the Dark is connected to the Fithorn Lord - a condemned wizard who cursed the lands to eternal darkness. Hundreds of years have passed since the curse was first cas and only the Dakr continent is still touched by the Infernal Darkness.
You are Medal, the mayor of the port city Lystha - the only town on the Dark continent. Newly appointed, you have a dream - to rid the world of the Dark for once and all! Medal fights for the light the only way she knows how - by aiding the adventurers of her town in their quest to defeat the Dark.
- Start with 6 fledgling adventurers and send them on quests to enhance their levels.
As you progress more adventurers flock to town to help defeat the dark. Pair them up with others and send them on quests to defeat monsters, find resources, help townsfolk and investigate the Dark continent.
- recruit businesses from other towns with use of the FAME stat.
The higher your FAME gets the more shops and townsfolk with head to Lystha. Fame is granted when heroes complete quests and beat back the dark.
- build new houses for the grown population
Don't forget to build bars and inns for travellers and heroes to hang out in.
- create guilds for adventurers
Each guild can hold 12 adventurers. Upgrading a guild will increase gold/quest intake and membership amount.
- introduce your heroes to each other (custom teams)
Some heroes will get along well with each other, whilst others won't. A group of four white mages may not be a great idea, except on healing/gathering quests.
- choose which hero teams get which quests
Got a newbie team? Give them a simple errand/gather quest. More experienced teams head for the hunting/exploring quests.
- create new settlements
As you beat back the Dark new areas open up and new settlements will pop up, opening diplomacy quests (which as mayor you can join!)
- walk around your town and listen to suggestions
Walking around the town will let you talk to the people and those heroes not involved in quests at the moment.
- treasures and gold!
Each quest will have at least one item gained and gold/experience. Choose which hero gets the item. 20% of the gold goes to the town coffers to help the town evolve.
- join your heroes on the quests or sit back and relax
Some quests will require Medal to join in, such as diplomacy quests to other towns, but you can choose to join a few other quests to raise goodwill and fame - such as healing, gathering and exploration quests. You don't have to, though.
I approve of the idea behind this, but I shall never give anyone permission to use my ideas.
I have many game ideas I don't work on because I don't want to stir away from my main project... why would I stir away from my main project to work on someone else's idea?
Not everyone has a bajillion ideas floating around in their heads. Why not share one or two (not all!) ideas that we're probably never gonna use and better the community as a whole? If you don't want to take someone else's ideas, fine, but sometimes checking out others' ideas is a great way to spark off even more of your own or help refine some that you may already have.
Ok, it makes sense, but I want to suggest that we share only ideas that are central to your game and that can be used by others... For example, your Unsung Heroes has an interesting concept and some interesting gameplay ideas, but no one will make use of " the Dark is connected to the Fithorn Lord - a condemned wizard who cursed the lands to eternal darkness. Hundreds of years have passed since the curse was first cas and only the Dakr continent is still touched by the Infernal Darkness."
Stop making arbitrary conditions and whatever, Calunio. Follow Liberty's initial suggestion and submit an idea if you want to - this is obviously just supposed to be a topic where people bounce game ideas. Don't make it a goddamn chore.

Also, anyone that follows Lennon's example and posts something of similar uselessness should be smacked upside the head with a baseball bat. Of course we all have ideas we do not share. If you do not want to share one, just don't! (e.g. do not post)
Thanks Karsuman. That's it exactly. If you don't want to share an idea, don't.
As for the Dark part of my idea example? You never know what someone may find useful in an idea. Just because it doesn't work for you doesn't mean it won't work for others.

So let's get this ball rolling shall we? Ideas anyone?
Uhhh, how about a WarioWare style microgame collection based on issues with makers? The idea comes from all the spot-the-spelling-mistakes I have to do with Inform 7.
I actually had alot of ideas in my head that never saw the light of day. I'll gather those documents and post them here afterwards :)

This is rough, I have to fix it later:

GAME NAME: Advent Cirno V.1
GENERAL IDEA: Some awesome RPG of a fan manga crossover
EXTENSIVE NOTES:

1. SP Orbs : They are the things that will allow you to use skills for use. Each contain 10 SP which makes it 50 SP overall. The skills you use are affected a lot by this and you must use them wisely if you don't want it to get “crushed” which basically means the SP will recover very slowly and some skills will be unusable.
2. HP: Basically shows how many hit points are left before you lose.
3. Card Combinations: Basically in battle, you are given to combine 3 cards at the same time. And if you do them in specific order they will execute a special skill.
4. Limit Orb: The Limit orb is something like “Anger” which will allow you to execute the strong command called “Ice Sign” which are Cirno's specialties. They are strong attacks that fill the screen with bullets and high level cards that will make you or the enemy have a hard time countering. They consist mostly of 3 “waves” and if you survive, and have SP and cards left you will have the chance to deliver a strong blow that could defeat them instantly.
5. Recover SP: Normally, SP recovers real time but very slowly so at times you might need more SP so in this option, you will recover SP in exchange for turns. The more SP you want the more turns you need to miss. They are helpful against the “crush” status.
 5 SP: 1 Turn
 10 SP: 2 Turns
 15 SP: 3 Turns
and so on...
6. Attack: Attack is what makes you do this command to choose cards, 1 indicates the first card, 2 is the second and 3rd is the third and order is important to execute combos. A card needs 5 sp to be used combos allows you to execute strong attacks for lesser SP. Attack damage is determined by level. So if the card level is 1 then times it by 10 and you inflict -10 HP. If the card level is 2 then times it by 10 (2x10) you will inflict -20 HP. And so forth. Combos allows you to do more, like Braver, 3x normal attack damage, only hit enemy one time. So if your cards are all level 2, it will be . Some combos have lesser damage to HP but have an effect on SP which will make you or the enemy have the “crush” option that makes some skills unusable and SP crush is remedied by either reloading your SP or wait for it.
8. Recover SP: You will recover SP in exchange for turns. The more SP you want the more turns you need to miss.
 5 SP: 1 Turn
 10 SP: 2 Turns
 15 SP: 3 Turns
and so on...
 Attack: Damage your enemy with a series of attacks
 Reload SP: Recover SP in exchange for turns.
 Reload Cards: Reload your deck.
 Escape: Retreat from battle, requires 5 SP.

Well, we've seen an RPG that takes place at the end of time, right? Why not have one that takes place at the beginning of time? Ignore for a moment the impossibility of such a thing, because this is fantasy, after all!

Oh, all right.

GAME NAME: Celestial Dawn
GENERAL IDEA: RPG at the beginning of time!
EXTENSIVE NOTES: Are you kidding? Oh, all right. I'll add them later.
Dudesoft
always a dudesoft, never a soft dude.
6309
Game name: _________
General idea: you play this lazy fat guy who plays MMOs and trolls obscure hacker forums and never leaves his room. Once a day his mom cleans out his toilet bucket and refills his pizza pocket bowl.
The idea is that when you're in the irl world you have to do the SIM game stuff, where this big guy has to eat, sleep and clean his bowels. When you control him, he wheels his office chair around his room to get anywhere.
When online you control the mouse pointer like a character.
Extensive Notes: This would probably be best made in AGS.

Game name: Templar Knight : Revenge of the Killer Whale
General idea: A side-scrolling beat 'em up, staring the infamous Templar Knights.
Extensive Notes: -when fighting in normal human mode, the character has a medium-power attack range. When they go Templar, their speed and damage is increased x2 for a short period of time, until their Faith meter drains.
In Templar mode, you don't take damage, but your Faith meter drains faster when hit.
Probably best made in GM.

Game name: Tree Defender
General idea: This is a tower defense game, it would be side-view with flat graphics. You play as mother nature, and it's your job to grow a forest to defend against polution.
Extensive Notes: Probably another game maker game.
Every "round" is ten years or so, therefore trees you plant would age and get stronger.

Game name: Space 7
General idea: kind of metroid meets silent hill. Dudesoft member J-man thought of this back in 1999, and we've never bothered with it.
You wake up in a supply room, armed with a flashlight on a space station plagued with zombies. Only way to get rid of them is to open space hatches. Problem with doing that is you deplete the air supply in the station every time you do it. The gravity can be turned off to allow you floating access to various panels across the rooms, also to avoid zombies who get disoriented in the zero g's.
Not sure what engine to make this in. We had planned RM2k back in the day, but that was all we knew. J-man did try to make it with the Quake engine and then the Doom3 engine, though his days of toying with game making is over now that Street Fighter IV is out.
Extensive Notes: The point is to survive the zombie horror without weapons, and using the environment to do it. The zombies are supposed to be like the original Night of the Living Dead zombies. Not very smart or crazy powerful, just lumbering brain-seeking humanoids.
GAME NAME: unnamed (something pensive involving dreams probably)
GENERAL IDEA: An rpg taking place in a mostly modern setting, involving a parallel universe-type set up, (called the world of dreams right now, but that name would have changed in a polished release).
EXTENSIVE NOTES:
The main characters were all highschool students, prior to the events of the game, they were all acquainted with eachother somewhat, the main character and the female lead character were dating. One of the other characters was an outsider, who had no friends but secretly loved the female lead.
All of the main characters share a vivid dream, in which a being gives each of them a small pendant, which is explained to contain a portion of the power of the world of dreams. it's explained that there are 8 pendants, (and only 7 main characters) and that someone from the world of dreams had stolen the eighth pendant and escaped to the world of the living with it. these seven youths are chosen to bring back the eighth pendant. when each of the characters wake up they have these pendants now. the pendants have a color, each represents a part of their subconscious (red for anger for example). As the game goes on, it is discovered that the pendants contain an entity, and the transformations are caused by bonding with the entity inside. It later becomes known to the party that the person they are chasing was weakwilled enough to lose themselves to the entity inside the pendant, and the entity took them over and escaped to the real world. when they recover the pendant, the 'outcast' character becomes an enemy, believing that no one in the party trusted him. he steals the eighth pendant and disappears with it. the remaining characters then proceed to hunt him down, and are ultimately forced to kill him, as he has bonded with his black pendant.

The game is split between sections in the world of dreams, where the characters develop transformational powers work towards becoming the physical embodiment of their pendant. Often blockades in the world of dreams will require the characters to return to the waking world, where they are absent of their bestowed powers, where they often end up having to do ilegal things (such as tresspassing) to get past the blockade and return to the world of dreams.

The battle system was two-fold. it was fully turn based. similiar to FFX or one of the xenosagas, a turn list shows which enemy or pc is going next in the queue, certain attacks can knock people back further in the list, or knock them off the list entirely. In the world of dreams, PCs have a huge health pool, which also serves as their mana pool. three attack types (fast, normal or powerful) take a varying amount of health to use, and deal damage respective to the health used. as the story progresses, the characters would unlock transformations from their pendants, which would add abilities to the list, and greatly increase their healthpool. (Rayne may have 400hp in base form, but after transforming may have 6000, for example). being in a transformed state constantly consumes HP. when you drop below a certain threshold (400 hp for rayne in the example given.) you change back to base form. in base form, your HP slowly regenerates. later transformations add more powerful skills, at a much higher HP cost. In the real world, Hp pools are much lower, and there are no transformations. In most cases, a stealth system would be used in the waking world to avoid encounters whenever possible.

characters:
Rayne - male - 16 - red (anger)
main character. inexplicably popular in school. most people know of him, or know him personally. he often hangs around with less popular kids, making him a pretty good guy all around. he's decent at sports, and pretty smart. is involved with female lead.

Female lead (working name was daisy) - female - 16 - pink (hope)
very good looking, very popular girl. is romantically involved with rayne. has many admirers.

outsider guy (working name zeke) - male - 16 - black (fear)
borderline goth kid. isn't good at sports. often writes bad poetry. is usually seen alone. has no friends. is infatuated with daisy, but would never have the guts to tell her. is jealous of rayne. has the highest bonding rate with his pendant, giving him the strongest attacks, and earlier access to his transformations, despite this, he is often passed up for other less bonded party members.
generic black athlete guy - blue (perception)
token asian girl - purple (insight)
kid genius white kid - yellow (intelligence)
spoiled rich girl - green (envy)

I started to make it for a 30 day game making contest, a long time ago, never got it out of p[lanning phase though. do with it, as you please.

edit: what the hell.... are hide tags broken, or is my browser shit?
Hide tags are broken
Max McGee
with sorrow down past the fence
9159
GAME NAME: Nope.
GENERAL IDEA: Lite Sim/open world game where you play a pair of upcoming drug dealers hustling up from street level to setting up regional distribution to managing an empire.
EXTENSIVE NOTES: The major key here is it is NOT, NOT, NOT supposed to be like Scarface. Violence is not a constant factor here and success is based almsot entirely on wit; I see the main characters basically as two fairly clever and charming middle class white kids. The problem with me being so emphatic in saying it is not like Scarface is that I am drawing a blank as to what book/movie/show it IS supposed to be like. I will get back to you if I can think of it. Also, should PROBABLY not have anything resembling RPG battles.

post=127196
Uhhh, how about a WarioWare style microgame collection based on issues with makers? The idea comes from all the spot-the-spelling-mistakes I have to do with Inform 7.

Healy, you use Inform!? I didn't know anyone else here was into IF!!
post=128663
post=127196
Uhhh, how about a WarioWare style microgame collection based on issues with makers? The idea comes from all the spot-the-spelling-mistakes I have to do with Inform 7.


Healy, you use Inform!? I didn't know anyone else here was into IF!!

Haha, yeah. I have written several IF games, but nothing all that large.
I really need to share this...

General Name: Don't know

General Idea: A tale of a mysterious but seemingly modern school/living complex bordering an equally mysterious forest. Would star four characters, each with a unique fighting "style" based off of their own wildly different mystical powers, who try to unravel the mysteries of the complex, the forest, and the people living in both. All, strangely, based on a dream I had just last night.

Extensive Notes: Brace yourself...
Last night I had a surprisingly coherent dream, and I'd like to start off by describing it. The idea seemed to be that I was looking for a relative of mine that I had only just found out even existed, or something to that effect. Apparently, they were located in a rather strange place, which seemed to be a school combined with a complete living community. To be honest the "school" part is a bit of an assumption since there were buildings that looked like they belonged in a university that I only ever saw and never entered. The one building I did go in seemed to be something more like a normal house on the edge of this "complex" or whatever, and the people who lived there were two younger girls plus a parental figure of some kind (mother or grandmother, I'm not sure). I actually remember the girls pretty clearly. Both had black hair and tanned skin (like they were middle eastern or Indian or something), and one had short messy hair and seemed kinda tomboyish and the other had longer hair that seemed more "normally" girly.

This dream took weird nature/spiritual tones later on when I wandered out of the house in the evening and into a forest that I guess borders the complex. I seemed to be following a road, and at one point I felt like I had gone far enough, which for some reason was also when two cars started coming down the road towards me. I turned away from them and moved to the side of the road so they could pass... and they didn't come. It was at that point where I somehow managed to somehow lose the road and the forest started getting darker and darker until it was pitch black. It was literally like being in a dark void, though I could see small cracks of light here and there, though they didn't seem to illuminate anything else. I was pretty freaked out, but then a hand grabbed me and led me running back to the earlier house. The hand belonged to the second girl with the long hair.

After that point I got the general gist (I think the girl(s) explained it to me) that there was something weird going on with the forest, and perhaps the complex's relationship with it. The girls also seemed to be in tune with it or something. It wasn't evil, but it wasn't nice either. I also got the feeling that the girls and their parent(s) belonged to some kind of native people who originated from this forest, and also that some of those people were still leading a more tribal lifestyle within the forest. The natives in the complex seemed to be the ones getting a bit more in touch with modernity. A contrast between the school/complex seems obvious, but at the same time there seemed to be some kind of positive symbiotic relationship rather than any aggression. Still, something unusual was happening and there was some kind of grave concern regarding my search for my relative, though I don't know what.

So after waking up I got to thinking about this whole scenario and how one could construct a pretty cool story out of it. I'm rather interested in the concept of RPGs that, rather than being some world-spanning epic, actually stays contained within a more contained locale, and feel like this setting could work out pretty well. I started coming up with a couple of my own additions to the basic concept that could affect and define the gameplay. For instance, I thought maybe that darkness that enclosed "me" (who I suppose would be replaced by the main character) might be something that could "infect" the main character and give him some mysterious powers for unknown reasons. From that point him, the girls, and whoever else start trying to figure out unusual happenstances surrounding the forest and the complex. Dealing with the people running the school, the natives in the forest, students, and various other groups (native or otherwise) and all of their interactions would probably be core to advancing the plot and figuring out if the strange occurrences are just random, or if there's something more directed and sinister going on. (Who am I kidding? Of course something sinister is going on)

As far as gameplay goes, I'm not interested in just making some kind of generic turn-based combat RPG as an excuse to tell a story. I'd try to actually make it interesting somehow, though I'm not sure how yet. Usually though I try to come up with something that adds a strong "tactical" element to combat. Were it a more normal setting I'd come up with tactics based off of real life combat, but in this setting I imagine there's much more magical stuff going on with the combat, perhaps warranting something totally different (but still more original than just typical elemental stuff). And of course there's the consideration that not all of the gameplay will be combat.

One thing I am sure of is that each party member would have a very unique use and application, based off of whatever mystic powers they've been given in the story. The main character would have twisted dark magic, and the long-haired girl would have some kind of "nature-based" magic. Not sure about the tomboy sister. Perhaps she'd just become super humanly strong somehow. I imagine there'd be at least one more party member, but I don't know who. It'd probably be a male though.
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