SHARE UNUSED GAME IDEAS
Posts
I keep wanting to make Alex vs the Ninjas.
Would involve Vikings, Ninjas and some very disturbing Horse Cultists.
Would involve Vikings, Ninjas and some very disturbing Horse Cultists.
N-n-n-necro post.
When I was about 14 I wanted to make/use a lame but kinda interesting elements system... It's not fully, properly thought out but it was kinda pseudo-sense-making.
Contrary to Final Fantasy tradition, the four basic elements in antiquity western belief systems were generally Earth, Air, Fire & Water (and occasionally a fifth in some belief systems, called "quintessence", "ether" or "spirit").
In alchemy these four elements were used and were considered to each contain two of four basic qualities. Those qualities were Moistness, Dryness, Heat and Cold.
Earth - Dry & Cold
Air - Moist & Hot
Fire - Dry & Hot
Water - Moist & Cold
Anyway, by some sick combination in my adolescent mind of alchemical tradition and colour theory I wanted to make a combination element system which doesn't exactly fit the alchemical tradition perfectly but it would have at least seemed cool to me at 14.
Fire and Water would be opposites, Earth and Air would be opposites.
Fire alone would be fire, water alone would be water, Earth alone would be something more like "rock" and Air alone would be more like "wind".
The second-tier secondary colours of elemental magic would be.
Fire & Earth - Magma/Lava.
Earth & Water - Mud! (yes, mud!) OR possibly "Flora"
Water & Air - Snow/Ice
Air & Fire - Plasma/Lightning
Earth & Air - Dust!! or sand/sandstorm / debris hurling.
Fire & Water - Steam/Vapors
The secondaries would also be paired off against each other.
Snow/Ice vs Magma/Lama
Mud/Flora vs Plasma/Lightning
Steam/Vapors vs Dust/Sandstorm
It doesn't make the best sense it could, not by a long shot... But I always wanted to make a game with that kind of "mixing magic" system. I don't know if it's ever been done. :D
When I was about 14 I wanted to make/use a lame but kinda interesting elements system... It's not fully, properly thought out but it was kinda pseudo-sense-making.
Contrary to Final Fantasy tradition, the four basic elements in antiquity western belief systems were generally Earth, Air, Fire & Water (and occasionally a fifth in some belief systems, called "quintessence", "ether" or "spirit").
In alchemy these four elements were used and were considered to each contain two of four basic qualities. Those qualities were Moistness, Dryness, Heat and Cold.
Earth - Dry & Cold
Air - Moist & Hot
Fire - Dry & Hot
Water - Moist & Cold
Anyway, by some sick combination in my adolescent mind of alchemical tradition and colour theory I wanted to make a combination element system which doesn't exactly fit the alchemical tradition perfectly but it would have at least seemed cool to me at 14.
Fire and Water would be opposites, Earth and Air would be opposites.
Fire alone would be fire, water alone would be water, Earth alone would be something more like "rock" and Air alone would be more like "wind".
The second-tier secondary colours of elemental magic would be.
Fire & Earth - Magma/Lava.
Earth & Water - Mud! (yes, mud!) OR possibly "Flora"
Water & Air - Snow/Ice
Air & Fire - Plasma/Lightning
Earth & Air - Dust!! or sand/sandstorm / debris hurling.
Fire & Water - Steam/Vapors
The secondaries would also be paired off against each other.
Snow/Ice vs Magma/Lama
Mud/Flora vs Plasma/Lightning
Steam/Vapors vs Dust/Sandstorm
It doesn't make the best sense it could, not by a long shot... But I always wanted to make a game with that kind of "mixing magic" system. I don't know if it's ever been done. :D
I think many games do some of that. But one that comes quickly to mind is Grandia. ...Why haven't you played Grandia yet? >_>
Because I've reached that point in my life where the only games I play are either ones I've played before or are amateur games like on rmn... I just spend the rest of my time talking about games as I fade into nonexistence and endless nostalgia :D
I had the idea for an underwater RPG. I actually would like to make that game, but artwork is my weakest aspect and that just happens to be what's in greatest demand in an underwater RPG.
Let's start with exploration. Since it's underwater, you're not bound to one high. To simplify, there's two levels you can swim at, near the bottom, and higher up.
Near the bottom is where you interact with objects laying there. You also can't pass trough those objects since you're at their level. Most NPCs will also live there and you need to be there to talk with them. Higher up is basically as high up as needed to swim over barriers which doesn't stretch to the surface. This high gives you relative unimpaired mobility, but you can't interact with most objects and if stealth is needed, you will be seen. More heights can be added to sections where it's relevant, but normally the above mentioned two heights are enough.
I want magic to exclusively manipulate water. For example, you can create water whirls which spins enemies around and thereby disables them or you can extract all air from a sphere around an enemy. Mostly magic will disable or weaken enemies, not that unlike biotics in the first Mass Effect. However, unlike Mass Effect biotics, I want there to be an actual defense against it.
Let's start with exploration. Since it's underwater, you're not bound to one high. To simplify, there's two levels you can swim at, near the bottom, and higher up.
Near the bottom is where you interact with objects laying there. You also can't pass trough those objects since you're at their level. Most NPCs will also live there and you need to be there to talk with them. Higher up is basically as high up as needed to swim over barriers which doesn't stretch to the surface. This high gives you relative unimpaired mobility, but you can't interact with most objects and if stealth is needed, you will be seen. More heights can be added to sections where it's relevant, but normally the above mentioned two heights are enough.
I want magic to exclusively manipulate water. For example, you can create water whirls which spins enemies around and thereby disables them or you can extract all air from a sphere around an enemy. Mostly magic will disable or weaken enemies, not that unlike biotics in the first Mass Effect. However, unlike Mass Effect biotics, I want there to be an actual defense against it.
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
Crystalgate, if you change water magic to air magic and swimming to flying (with birdmen, angels, super powers, or jetpacks), you can probably do that concept with barely-modified RTP graphics. There's a clear *thematic* difference between water and air, but if everyone can breathe underwater, there's almost no gameplay difference.
HardLife
A game where you alternate between a pimp and a drug dealer in a futuristic Detroit-like city. Cops have a hoverboard unit for highspeed skateboarding chases. Eventually the dealer and pimp compete for control of the city, and you end up killing each other.
Final Fantasy Kamikazi
Based on the chibi-style of Chocobo Dungeon, this story followed a moogle and a cactaur's epic quest which more often than not referenced every FF game and stuck to it's own story about King Behemoth's tyrannical reign over the land.
It explained a lot about the nature of cactaurs.
Heff the Chef
An educational Mario-stlye game that alternates between platforming and educational minigames. Like those Math Blaster games and stuff.
BeYond
About a fallen angel's role in a kingdom's destruction, and how he re-earns his wings by doing so. (this one is RM95 old)
Take Down: Dawn of Void
Before Take Down: Lambs of Destiny, I considered making fun of card-based RPGs, but didn't feel like putting in the effort. I was going to base it loosely on those Magic style games, except when you played a creature card, the monster would appear. This was before I knew what YuGiOh was. Essencially the same idea.
A game where you alternate between a pimp and a drug dealer in a futuristic Detroit-like city. Cops have a hoverboard unit for highspeed skateboarding chases. Eventually the dealer and pimp compete for control of the city, and you end up killing each other.
Final Fantasy Kamikazi
Based on the chibi-style of Chocobo Dungeon, this story followed a moogle and a cactaur's epic quest which more often than not referenced every FF game and stuck to it's own story about King Behemoth's tyrannical reign over the land.
It explained a lot about the nature of cactaurs.
Heff the Chef
An educational Mario-stlye game that alternates between platforming and educational minigames. Like those Math Blaster games and stuff.
BeYond
About a fallen angel's role in a kingdom's destruction, and how he re-earns his wings by doing so. (this one is RM95 old)
Take Down: Dawn of Void
Before Take Down: Lambs of Destiny, I considered making fun of card-based RPGs, but didn't feel like putting in the effort. I was going to base it loosely on those Magic style games, except when you played a creature card, the monster would appear. This was before I knew what YuGiOh was. Essencially the same idea.
I came up with one the other day that I liked, but I know I'll never make it, so...IDEA DUMP GO
Right Height for the Job
So, you have these three construction workers. One is short and heavy, the second is average height and weight, and the third is tall and light. The three of them have to work together to reach a switch or something to get their jobs done. Only the average guy knows how to operate the switch, so the goal is getting him there. The short and tall guys have to navigate the site in their own way to make this possible. Like, the short guy can fit into small spaces, and the tall one can jump higher and further, etc.
I haven't fleshed out all the puzzle elements, but that's the basic gist of it. Different things could be introduced progressively that play off the trio's unique abilities and such. So, yeah, just a fun little puzzle game idea that I have no intention of using.
Right Height for the Job
So, you have these three construction workers. One is short and heavy, the second is average height and weight, and the third is tall and light. The three of them have to work together to reach a switch or something to get their jobs done. Only the average guy knows how to operate the switch, so the goal is getting him there. The short and tall guys have to navigate the site in their own way to make this possible. Like, the short guy can fit into small spaces, and the tall one can jump higher and further, etc.
I haven't fleshed out all the puzzle elements, but that's the basic gist of it. Different things could be introduced progressively that play off the trio's unique abilities and such. So, yeah, just a fun little puzzle game idea that I have no intention of using.
author=halibabica
I came up with one the other day that I liked, but I know I'll never make it, so...IDEA DUMP GO
Right Height for the Job
author=Dudesoft
Heff the ChefAn educational Mario-stlye game that alternates between platforming and educational minigames. Like those Math Blaster games and stuff.
Not quite, but:
Here is a game idea, You play Charlie Chaplin and it is the day berlin was attacked by allied forces. After the attack, Charlie Chaplin is mistaken for Hitler and Arrested for NAZI war crimes, when the only thing Charlie is guilty of is being in love with Bratwursts and high-paid German whores.
With the help of a young George Burns Charlie Escapes custody and must travel the world evading world police and try to find the Real Hitler who you find out orchestrated the whole set up so he can retire to his beach resort in Mt. Fiji.
After defeating hitler and trapping his soul inside George Burn's cigar, you see a portal hidden in Hitler Porn drawer which you use to teleport to the future to fight Ali Bin Laden and his 40 thieves.
Along the way you also meet up with the Ghost of John Wilkes Booth who is trapped on earth because in order to ascend to heavon(which is located in Holland) he must atone for his sins.
You also come across an adult Hellen Keller.
Charlie Chaplin fights with the power of silent slapstick comedy
George Burns attacks people with cigar-based magic and hobbit magic.
Ghost of John Wilkes booth is a gun slinger.
Hellen Keller fights with the power Socialist philosophy.
With the help of a young George Burns Charlie Escapes custody and must travel the world evading world police and try to find the Real Hitler who you find out orchestrated the whole set up so he can retire to his beach resort in Mt. Fiji.
After defeating hitler and trapping his soul inside George Burn's cigar, you see a portal hidden in Hitler Porn drawer which you use to teleport to the future to fight Ali Bin Laden and his 40 thieves.
Along the way you also meet up with the Ghost of John Wilkes Booth who is trapped on earth because in order to ascend to heavon(which is located in Holland) he must atone for his sins.
You also come across an adult Hellen Keller.
Charlie Chaplin fights with the power of silent slapstick comedy
George Burns attacks people with cigar-based magic and hobbit magic.
Ghost of John Wilkes booth is a gun slinger.
Hellen Keller fights with the power Socialist philosophy.
Evil Tower: A cult is kidnapping villagers and you must go into their tower and save them. Each floor would have one villager trussed up in a horrible device (like, say, a guillotine), and you must solve a puzzle to save them or they die. Something like Saw, except with an emphasis on puzzle solving. There would be no combat.
SHONEN FIST (thanks to ESL cousin for title):
Two brothers undergoing martial arts training must part ways and venture forth into the big city in order to gain enough life experience to become worthy of the ultimate fighting move: SHONEN FIST. Basically GTA with added kungfu (and no cars).
...not too shabby for something I came up with when I was 13. Was bound to be way too much work for me to handle, though. Maybe once I gain enough RPG Maker experience...
Two brothers undergoing martial arts training must part ways and venture forth into the big city in order to gain enough life experience to become worthy of the ultimate fighting move: SHONEN FIST. Basically GTA with added kungfu (and no cars).
...not too shabby for something I came up with when I was 13. Was bound to be way too much work for me to handle, though. Maybe once I gain enough RPG Maker experience...
SUPER RPG BOT
- An alien wizard litters a fantasy planet with monsters in an attempt to take it over. To fight against him, a scientist creates two "RPGbot Machines", called Herrobot and Clerobot, to stop him.
That's it for the story. As far as gameplay is concerned, I kind of want to remove the shallowness of most default RPG Maker battles. Each different type of monster party would require a different counter, such as preventing a party from boosting stats, killing a monster in a short amount of time, or attempt not to even fight the monster and run away. It would also have the ability to create party members (in this case, RPG robots) out of materials you find in the game. Here's a list of the classes I have in mind at the moment:
Herrobot (Hero): Main character. Great offenses, but poor defenses
Clerobot (Cleric): Another main character. Good for defenses and support qualities, but mediocre offenses.
Warrobot (Warrior): High defenses and good attack, but low special defense and speed.
Minstrobot (Minstral): Fast, inflicts stat boosters and status problems.
Magrobot (Mage): High special attack and special defense, but low physical defense.
So overall is like a cross between Robotech, Dragon Quest, and maybe a bit of Bomberman.
- An alien wizard litters a fantasy planet with monsters in an attempt to take it over. To fight against him, a scientist creates two "RPGbot Machines", called Herrobot and Clerobot, to stop him.
That's it for the story. As far as gameplay is concerned, I kind of want to remove the shallowness of most default RPG Maker battles. Each different type of monster party would require a different counter, such as preventing a party from boosting stats, killing a monster in a short amount of time, or attempt not to even fight the monster and run away. It would also have the ability to create party members (in this case, RPG robots) out of materials you find in the game. Here's a list of the classes I have in mind at the moment:
Herrobot (Hero): Main character. Great offenses, but poor defenses
Clerobot (Cleric): Another main character. Good for defenses and support qualities, but mediocre offenses.
Warrobot (Warrior): High defenses and good attack, but low special defense and speed.
Minstrobot (Minstral): Fast, inflicts stat boosters and status problems.
Magrobot (Mage): High special attack and special defense, but low physical defense.
So overall is like a cross between Robotech, Dragon Quest, and maybe a bit of Bomberman.





















