SHARE UNUSED GAME IDEAS
Posts
A haunted mansion based of a DOS game called "Bones Buster" (or just "Bones"). Randomly generated rooms of a mansion based on the direction you left the previous room.
I've got one for a character class system where instead of assigning characters to a class, you just pick the abilities from various classes. Certain abilities would either synergize with one another for bonus effects (i.e. weapon poisoning with archery), exist independently without effecting each other, or have certain abilities interfere with one another (i.e. heavy armor disrupts spellcasting capabilities).
Idea for a game I came up when I was 6 years old.
Pool Double Dragon: Main story is exactly like DD but there's a difference: instead of people, everyone is a pool ball - you, your enemies, your girlfriend... you just kill'em all shooting'em to the holes you find during the game. You can choose to be the red ball or blue ball and you have to rescue pink ball (your girlfriend) from the evil black ball (I'm not racist, maybe I was inspired by Darth Vader I guess).
The Journey of a Fool: In this one you are person who has to find all stone powers based on tarot decks - so there's a magician stone, fool stone and so on. And it's possible to equip/unequip stone to gain powers. Gameplay would be like Metroid series - especially Super Metroid, which is my favourite.
Pool Double Dragon: Main story is exactly like DD but there's a difference: instead of people, everyone is a pool ball - you, your enemies, your girlfriend... you just kill'em all shooting'em to the holes you find during the game. You can choose to be the red ball or blue ball and you have to rescue pink ball (your girlfriend) from the evil black ball (I'm not racist, maybe I was inspired by Darth Vader I guess).
The Journey of a Fool: In this one you are person who has to find all stone powers based on tarot decks - so there's a magician stone, fool stone and so on. And it's possible to equip/unequip stone to gain powers. Gameplay would be like Metroid series - especially Super Metroid, which is my favourite.
One unused idea of mine is making a Mantracker-like game in RPG Maker. It sounds like it might be too much work and, actually, the only tough part would be making huge sprawling maps with lots of paths and such.
I wanted to work on an RPG series that connects people on their computer, randomly, and you play the game, and save so you can continue with them. But the thing is, it would be like things such as Final Fantasy. You play a role, may it be good, bad, or whatever, and interact with the other person. If they choose to be bad they can do/make quests up for them and their people, and play to destroy the world or something, while the other people could try to stop them. Also would have to make a simple 'built in' creation system so they could create maps, buildings and such so it adds interactivity to the game.
I have 2 game ideas that I want to try out but can't because of creating a game right now. Let me show them to you, and there pretty new, one of them I even just thought up this morning! And they both have names and 1 of them I've tried out, didn't work to well though. Anyways, here they are:
1.Bill
2.The Tower
I hope someone tries to use these ideas, seriously, please. I have no actual time for this.
1.Bill
You would play as an Atari styled character in a world with no one but you, this game would be more like a sequel to the game ".flow" but instead of getting all these powers from your computer to finish the game, you would end up having to use them to affect the real world, and your main objective would be to try and get into the second room. I tried it out, though I still call it unused because it wasn't used properly and wasn't finished. I was ending up wanting to use it for Crappy Game reviews, but the ending would of got Drakyith or whoever would of reviewed it mad, and would end up not finishing the game, and I want him or her to finish it.
2.The Tower
You would wake up in a tower and would of had to finish a puzzle right away to get out of the tower, when you realize about a door that was locked, so you go around the town to try and see where the next key is to get that door unlocked, then you go back inside and go up again, get the next key, and unlock a door to a house outside the tower. And then, from then on you would have to keep repeating whether you have to defeat monsters, get a key from defeated bosses,or even cutsomeone's lawn, you would repeat the key getting and unlocking the next floor. I'm already creating another game, and out of luck if I do finish this game I'm creating, I may create "The Tower!"
I hope someone tries to use these ideas, seriously, please. I have no actual time for this.
Monster Uprising:
The Adventures of Venture Man:
There was also a little series of games I made called "The Arena."
Path of Justice 2:
The Final Story
If I were to remake or continue any of these, Monster Uprising would definitely top the list.
Originally on RM2K. I was doing well until my computer crashed and I lost the data. I had plans to remake it on RM2K3, which is where the project currently sits and gathers electronic dust, but I just lost interest.
This was a traditional RPG in the sense that there was towns and dungeons to explore, however, you actually played as the villains of the game. The protagonist was a demon named Komosate who fought in his father's army, another demon by the name Zenth. During one of Zenth's many battle against the humans (the antagonists of the game), he along with just about the rest of his army were annihilated by some well placed explosives. Komosate awoke from the battle alone and in the rain. One year later is where the game started and the player took control: Komosate just up and suddenly stops moping and decides to venture out and build an army of his own,, both out of vengeance for his father's death and some sort of unspoken obligation--that all monsters seem to follow--to just kill humans.
This was probably one of my favorite projects before I stopped, not to mention one of my most planned out ones. The game was originally going to be 5 chapters long, with each chapter having anywhere from 3 to 5 different missions (think of a single mission being about the length of a standard RPG dungeon). The game was also going to feature a freakin' plethora of obtainable party members, ranging from monsters like skeletons, slimes, a fairy, ghosts, dragons, and even two cat girls. There was 15 characters in all, with only 4--including Komosate--that you automatically got through story progression. They other 11 were optional; you could go through the entire game without getting them.
I had also planned on having 3 different endings, with the best, "true" ending being the humans still triumphing over and killing Komosate and his army. =(
One final noteworthy feature was Komosate's lair: as the player, you could choose what type of lair Komosate had (okay, it was only out of two choices--a cave or a castle--but still...). All of your party members--the ones's you got at least--would roam about the lair randomly, and there was even going to be shops and minigames inside.
Yeah. I wish I would've made that game...
This was a traditional RPG in the sense that there was towns and dungeons to explore, however, you actually played as the villains of the game. The protagonist was a demon named Komosate who fought in his father's army, another demon by the name Zenth. During one of Zenth's many battle against the humans (the antagonists of the game), he along with just about the rest of his army were annihilated by some well placed explosives. Komosate awoke from the battle alone and in the rain. One year later is where the game started and the player took control: Komosate just up and suddenly stops moping and decides to venture out and build an army of his own,, both out of vengeance for his father's death and some sort of unspoken obligation--that all monsters seem to follow--to just kill humans.
This was probably one of my favorite projects before I stopped, not to mention one of my most planned out ones. The game was originally going to be 5 chapters long, with each chapter having anywhere from 3 to 5 different missions (think of a single mission being about the length of a standard RPG dungeon). The game was also going to feature a freakin' plethora of obtainable party members, ranging from monsters like skeletons, slimes, a fairy, ghosts, dragons, and even two cat girls. There was 15 characters in all, with only 4--including Komosate--that you automatically got through story progression. They other 11 were optional; you could go through the entire game without getting them.
I had also planned on having 3 different endings, with the best, "true" ending being the humans still triumphing over and killing Komosate and his army. =(
One final noteworthy feature was Komosate's lair: as the player, you could choose what type of lair Komosate had (okay, it was only out of two choices--a cave or a castle--but still...). All of your party members--the ones's you got at least--would roam about the lair randomly, and there was even going to be shops and minigames inside.
Yeah. I wish I would've made that game...
The Adventures of Venture Man:
Originally on RM2K. I actually made about 2 to 3 hours of gameplay on this one before I just randomly lost interest.
The Adventures of Venture Man was a lighthearted, comedic game I made that chronicled the exploits of self-proclaimed "superhero," Venture Man (whose real name was Daniel Williams). Together with his talking dog, Scruff (no, I'm not kidding) and the daughter of the Shuto family shrine, Raleena Shuto, they ventured across the land to snuff out crime wherever it was.
The story was simple. Venture Man, for the past year, had been doing "superhero" stuff such as annoying people, rescuing citizens from non-threatening situations, and being cruel to his dog sidekick, Scruff, by making him wear hat like his and forcing him to live with him when he doesn't want to. Yeah, Venture Man is a failure as a superhero--but, even though he knows that people hate him, he ignores it and continues acting like a retard. One day the mayor of his hometown, Myre Village, is attacked by an official from the big city. Venture Man and Scruff save him and, by request from the mayor, they leave town to discover the reason behind the attack, only to return to a destroyed Myre Village. At the point, the rest of the game is all about finding the guy who destoyed Venture Man's hometown.
This game, to me, was actually pretty fun. Venture Man was completely--I repeat--COMPLETELY over-the-top; I always pictured him speaking in a heroic, yelling voice. Other than that, there was always something different, going on: a minigame here, a challenging boss fight there. I recently went back and played it after not playing it for a couple of years and was thoroughly entertained for the 2 or 3 hours of the game that I had actually finished making.
The Adventures of Venture Man was a lighthearted, comedic game I made that chronicled the exploits of self-proclaimed "superhero," Venture Man (whose real name was Daniel Williams). Together with his talking dog, Scruff (no, I'm not kidding) and the daughter of the Shuto family shrine, Raleena Shuto, they ventured across the land to snuff out crime wherever it was.
The story was simple. Venture Man, for the past year, had been doing "superhero" stuff such as annoying people, rescuing citizens from non-threatening situations, and being cruel to his dog sidekick, Scruff, by making him wear hat like his and forcing him to live with him when he doesn't want to. Yeah, Venture Man is a failure as a superhero--but, even though he knows that people hate him, he ignores it and continues acting like a retard. One day the mayor of his hometown, Myre Village, is attacked by an official from the big city. Venture Man and Scruff save him and, by request from the mayor, they leave town to discover the reason behind the attack, only to return to a destroyed Myre Village. At the point, the rest of the game is all about finding the guy who destoyed Venture Man's hometown.
This game, to me, was actually pretty fun. Venture Man was completely--I repeat--COMPLETELY over-the-top; I always pictured him speaking in a heroic, yelling voice. Other than that, there was always something different, going on: a minigame here, a challenging boss fight there. I recently went back and played it after not playing it for a couple of years and was thoroughly entertained for the 2 or 3 hours of the game that I had actually finished making.
There was also a little series of games I made called "The Arena."
They were essentially dungeon crawlers, but since they were some of the first games I ever made, they were pretty boring and pretty difficult. There were originally going to be 4 games.
I actually completed the first two, "The Arena" and "The Arena: The Lost Worlds" and I still have them on my computer, but, like I said, they are really badlly designed and not that fun (especially the first one). The second is actually a lot better, but it can be a chore to play.
The third and forth games, "The Arena: The Beginning" and "The Arena: All-Star Challenge" I never completed. "The Arena: The Beginning" was supposed to be a prequel--storyline-wise, it took place before "The Arena" (even though the story for the first game was pretty much non-existant). I had planned on making it look NES style with los-res graphics and everything.
The fourth game, "The Arena: All Star Challenge," was going to wrap up the story as well as be the most interesting and open-ended of all the games. But, that barely got off the ground (I only made about 5 maps for it). There were going to be about 8 or 9 different classes to choose from--something that the previous games didn't have at all.
I actually completed the first two, "The Arena" and "The Arena: The Lost Worlds" and I still have them on my computer, but, like I said, they are really badlly designed and not that fun (especially the first one). The second is actually a lot better, but it can be a chore to play.
The third and forth games, "The Arena: The Beginning" and "The Arena: All-Star Challenge" I never completed. "The Arena: The Beginning" was supposed to be a prequel--storyline-wise, it took place before "The Arena" (even though the story for the first game was pretty much non-existant). I had planned on making it look NES style with los-res graphics and everything.
The fourth game, "The Arena: All Star Challenge," was going to wrap up the story as well as be the most interesting and open-ended of all the games. But, that barely got off the ground (I only made about 5 maps for it). There were going to be about 8 or 9 different classes to choose from--something that the previous games didn't have at all.
Path of Justice 2:
lol. Actually, you can head on over to the game page and check that one out. I haven't worked on it in ages even though it has existed for years (despite my recent decision to actually submit it to the site).
The Final Story
This one was going to be a stupid fangame of like, EVERY game ever. Yeah, it was gonna have Mario, Mega Man, Link, Battletoads, Sonic...I think I can stop there. You get the picture.
The protagonist was this "average joe" teenager named Zack who used a halberd to fight with and the story was pretty much like the first Kingdom Hearts and about how each game world was being destroyed and it was just awful.
The protagonist was this "average joe" teenager named Zack who used a halberd to fight with and the story was pretty much like the first Kingdom Hearts and about how each game world was being destroyed and it was just awful.
If I were to remake or continue any of these, Monster Uprising would definitely top the list.
















