YOUR ABANDONED GAME IDEAS?

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UPRC
Exciting, but ultimately pointless.
7380
I figured this could be a pretty interesting topic, as it can let us see what sort of game ideas have been in the heads of one another but have never really seen the light of day at all. Great sounding ideas that maybe we never even shared and never actually put any physical work into for whatever reason (lack of motivation, technical restraints, etc).

So, what ideas have you guys had that never really saw the light of day or were quickly abandoned? I have a few.

1. Fish RPG
I wanted to make an RPG where the player was a bass or trout in a river that was quickly becoming polluted. Most of the fish population had already perished from the lake so the player and several other fish decide to swim down a river in search of a new lake to call home. The game would have taken place entirely in rivers, lakes, and water filled caves. A lot of things would have to be avoided like fishermwn, hungry bears in shallow waters, crabs and lobsters towards the coast, and more. It would be like a water based version of Homeward Bound.

2. The Soul-Sucking Demon
Another idea I had was to have an RPG where the player was a demon named Baal who goes to the surface to stop a greater demon from conquering the surface world due to the underworld decreasing in size from tectonic activities and such. While on the surface, the player (with 9999 HP!) would steadily lose HP (a constant poison effect) and would only be able to stay alive by absorbing souls of humans which would bring the HP back up to 9999. Absorbed souls could also be used to give Baal the form of the person, and these could be used to solve puzzles or pass environmental challenges such as big jumps and what not.

3. ActRaiser Rip Off
I wanted to make a game that was sort of like ActRaiser, though instead of determining what paths and such the villagers would take to build their towns, the villagers would choose where to build on their own and the player would help them decide what each building should be. Periodically, the villagers would discover a monster threat in the area that could harm their village, so the player (who would be a deity-like warrior) would have to vanquish them in a standard RPG dungeon. The catch to all this was that the choices the player would make in deciding what the roles are of each building/structure would have a direct effect on what kind of gear and items would be presented as offerings by the villagers. Various loot items from the dungeons would also be able to be given to the villagers, allowing them to craft rare/unique items for the player to use in the dungeons.

I've had a lot more, but these are the only ones that I can immediately think of. All three were abandoned before I even started working on them in any RPG Maker.

Anyone else have any abandoned ideas? Why did you abandon them?
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.
6003
Chancellor Yakra: Ace Attorney

A Phoenix Wright clone set in the Chrono Trigger world, starring Chancellor Yakra XIII from 1000 AD, and involving time travel. You would end up convicting each of the major characters of Chrono Trigger of a serious crime, and then in the last case you would have to convict King Guardia of high treason against his own country.
Babykenz: An rpg about babies who fight against the worst baby ever.

Reason cancelled --- dumb.
Was just a bit amusing to see my all baby battle system in action, though.
Legend of Zelda fangame

Not so much an abandoned idea as just an idea in limbo. Always wondered why Nintendo never went the RPG route with Zelda like they did with Mario. Always wanted to make one. However, with the stigma surrounding fangames and the concern of C&D, I don't know. With the 25th Anniversary of the series, my interest is at an all time high, but I don't think I'll go through with it.
UPRC
Exciting, but ultimately pointless.
7380
author=Crimson_Legionnaire
Legend of Zelda fangameNot so much an abandoned idea as just an idea in limbo. Always wondered why Nintendo never went the RPG route with Zelda like they did with Mario. Always wanted to make one. However, with the stigma surrounding fangames and the concern of C&D, I don't know. With the 25th Anniversary of the series, my interest is at an all time high, but I don't think I'll go through with it.

Go for it. The chances of an RPG Maker fangame being slammed with a C&D is laughably low.
Lucas Stone and the Dastardly Device - A pulp/rpg game with the titular character being a thinly veiled Indiana Jones wannabe. I came up with a story using ley lines to link ancient burial grounds/sites of power, and a globe hopping narrative that mixed post WWI tech with some neater stuff (with Nikola Tesla as one of the equipment crafters). I did a ton of research and actually made all the plot points I wanted to use fit together within an historical framework (more or less). The problem? One was resource generation and the other was that the feat based DBS modifications I thought would work really well turned out to make combat completely boring.

The Hospital - A survival horror game that was one of my earliest ideas for an RM game, based off how a time visiting a relative in ICU late at night, and how creepy that whole wing of the hospital seemed. I had to navigate a serpentine hallway and go down in an elevator to get to the drink machine, and I remember wondering what would happen if when I took the elevator back up, the hallway was different, or just extended infinitely. What if something chased me? Well, suffice to say, despite me writing a bunch of scenarios out for it over the years, it pretty much died on the vine once I actually got around to playing Silent Hill (A late comer to the franchise, I didn't break into it until 2008). Needless to say, between SH1 and 2, and the Movie adaptation, my whole story had already been covered and done better than I could manage at the time. Oh well.

Broken Windows - Similar to the above. It had several different settings, from a warehouse that had been built over the remains of an infamous mental hospital, to an eventual version that featured a non-standard haunted house full of non-euclidean geometrical traps that dumped the player into a black expanse and forced him to escape before his body gave out. Then I read House of Leaves and gave up on the game for good.

Vortex - A weird little game I was working on in MMF2. You had to clear a number of objects from a given space, but you had to follow certain rules or you would lose lives. To clear green pieces, for example, you had to play off of a blue piece, but to play off a blue piece without taking it off the map, you had to first bank off of a certain wall type. You could also charge your projectile so that when it cleared black objects, it would draw other objects nearer to it, or spread them away. It was basically an obscenely complicated 2d sci-fi version of nine ball. I was thinking of re-purposing it to serve as a hacking mini-game in another project, but I somehow managed to corrupt the file.

Failing Paradise - A point and click style detective noir story set in a stylized future that borrows heavily on the 30's aesthetic. I began putting the main character's sprites together, but lost interest in the project once I finished writing out the entire plot and solved the mystery.

Falling Star - Basically an rpg version of a Deep Space Nine/Babylon Five type set up. The player would generate a character and play through an initial posting that would help set their skills and feats, and then they would get promoted and posted onto the crew of a station that was basically the town of Deadwood, complete with a bar owner who was equal parts Quark the Ferengi and Al Swearengen. The "levels" were set up as an episodic arc, each building on the previous experiences of the main character and allowing (if someone were to choose to replay it) the player to examine the same series of events through the eyes of multiple crew members. I wrote the first nine episodes and then just kind of lost interest when I realized how close it was swaying to what I could remember of DS9 and B5. It never even made it to the art phase.

The Wraith - A 2d platformer with black and white graphics featuring a pulp style vigilante. In a city so corrupt that the brutal assassination of the one cop who seemed to be trying to do something about was written up as a suicide, an ex con decides that enough is enough. Claiming to be the murdered cop, back from the grave, he would scare the city straight. The player was to be able to choose from killing enemies, with weapons like pistols, thompsons, and shotguns, or battering them with physical attacks. I envisioned an rpg-lite system that would improve the character over time, including giving him the strength to climb faster, hold ledges longer, rebound off of walls, survive falls, etc. Weapon skill would also improve with practice, so that instead of having to hold the button down long enough for the character to raise his aim for a headshot (with single shot weapons, automatics just start firing), it would happen much faster. Unfortunately, I got obsessed with perfecting the Wraith's running animations and spent the better part of a week tinkering with the way his coat billowed out behind him and completely burned out on it.

Serial Killer 2.0 - A point and click game that was my first projects, but got new life after I discovered PowerMode for RM2K3. I'd just gotten a new computer, and had loaned my old laptop to a friend who fried his system the week before he had a big sociology paper due. When I got my laptop back, I found a folder on the desktop that was full of weird/brutal hentai & porn. After considering submerging the entire device in some form of disinfectant, I eventually gave in to my curiosity and perused the contents of the folder. That prompted the idea of a serial killer who kidnapped women, forced them to commit debasing sexual acts while he photographed them, mutilated their bodies with everything from scalpels to bonesaws, yet ultimately killed them 'humanely' via an overdose. Also, he kept them for a number of days during the work, and always caught the next victim before dumping the body of the last, leaving a photo as a clue to taunt the police. I deleted the folder full of drek, minus a few less explicit pictures I figured on using as references and started writing a story. I set it in the future, where crime has become so formulaic that investigations are often carried out via a network of super-computers called The Wisemen. However, the serial killer seems to have hit on a method that leaves the program confounded, requiring a retired investigator to return to the force on a provisional basis (cribbed from Blade Runner, of course) in order to get to the bottom of the case before the next victim is killed. I used shots from Snatcher and Policenauts as both references and straight up ripped a few to act as some of my backgrounds. There was a chase scene, the ability to get drawn into side-plots, one of which involved a prostitution ring run by an old lech of a mob boss that put the player at odds with the head of the organized crime division. You could beat up suspects during interrogation to get them to spill what you wanted to hear (but not always what was true). It had a working inventory system, as well as an in game way to take pictures of any part of the screen for later reference (used to solve some puzzles.) Basically, the game system was 99% complete, all I had to do was finish out the story. Which was the problem. I realized the conclusion that the story was heading towards was a retread of Buffalo Bill from Silence of the Lambs, albeit with a gender swap so that it was a disturbed female who was trying to become male by killing/destroying other women who exemplified traits she hated in herself. The main clue to this was that one of the last victims was actually a man who had undergone gender reassignment. This was the final 'female' victim, before the killer transitioned to the clean-up phase, which involved trying to kill the investigator, his ex-wife, his colleagues, and ultimately the killer's own father, who happened to be the police chief and was responsible for destroying his daughter's psyche after the accidental death of his son some twenty years earlier (and had also continually reset the Wisemen system when it generated his daughter's name as the main suspect in the killings, until he ultimately deleted her records from the system after the third killing). Based on the way the player completed his investigation, he could save or sacrifice certain supporting characters on the way towards a number of endings, the worst of which implicated him as something of an accomplice, with him having an affair with the killer during a stay at a psychiatric facility after suffering a mental break down on the job. That was the bad ending though. The best one ended with the player keeping his selected love interest alive, exposing the killer, and rescuing the final victim before he/she could be murdered. I'm considering keeping the actual 'engine' for the game, and just developing a new story with completely original art, but not any time soon.
I'm just barely scratching the surface. I have a bunch of old notebooks packed away someplace with several complete games detailed in them. Unfortunately, I'm a lot better at the "thinking about stuff" phase then I am at the implementation.
author=UPRC
author=Crimson_Legionnaire
Legend of Zelda fangameNot so much an abandoned idea as just an idea in limbo. Always wondered why Nintendo never went the RPG route with Zelda like they did with Mario. Always wanted to make one. However, with the stigma surrounding fangames and the concern of C&D, I don't know. With the 25th Anniversary of the series, my interest is at an all time high, but I don't think I'll go through with it.
Go for it. The chances of an RPG Maker fangame being slammed with a C&D is laughably low.


Even if the game had custom graphics, music, etc? I know there's an unofficial Mother 4 game Made by a couple of fans floating out there and Nintendo hasn't struck 'em down.
Raise your hand if you might consider unabandoning one of your mentioned projects in case someone in this topic says "hey, that's a pretty cool idea".
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.
6003
Eh. The only ones I would actually not feel dumb describing are the ones I already think are cool ideas. I mean, I didn't abandon them because I didn't like them. I abandoned them because they were too much work. In all but one case, this work was in the graphics department. I really despise image editing. The one case where the nuisance was something other than graphics was my unnamed Chrono Trigger sequel, which I haven't really given up on, but just kind of put aside because I would rather work on my original game for now.
UPRC
Exciting, but ultimately pointless.
7380
author=LockeZ
Eh. The only ones I would actually not feel dumb describing are the ones I already think are cool ideas. I mean, I didn't abandon them because I didn't like them. I abandoned them because they were too much work. In all but one case, this work was in the graphics department. I really despise image editing. The one case where the nuisance was something other than graphics was my unnamed Chrono Trigger sequel, which I haven't really given up on, but just kind of put aside because I would rather work on my original game for now.
That's generally why 90% of my projects never make it past the planning stage. If I can't find/rip graphics that would suit my game idea, I absolutely dread having to make them myself or edit existing graphics heavily. It's a crazy amount of work for someone who is somewhere between beginner and intermediate at pixel art.

I guess this is why fangames are so easy for me. The graphics are usually the simplest part.
author=UPRC
2. The Soul-Sucking Demon
While on the surface, the player (with 9999 HP!) would steadily lose HP (a constant poison effect) and would only be able to stay alive by absorbing souls of humans which would bring the HP back up to 9999. Absorbed souls could also be used to give Baal the form of the person, and these could be used to solve puzzles or pass environmental challenges such as big jumps and what not.

That sounds fun. At first I thought of Soul Nomad and the World Eaters (which is a bad thing). But then I thought of Spawn/Bleach. I was a fan of the spawn comics and this reminds me of them. (When the demon Spawn's mp hit zero he was supposed to go back to hell or something and every time he used a power it drained it iirc). I'd play it.


author=UPRC
3. ActRaiser Rip Off
I wanted to make a game that was sort of like ActRaiser,

I thought about doing an ActRaiser game in gamemaker before too. That reminds me of this.

author=Killer Wolf
The Hospital

Hospitals are creepy. I've had nightmares about them/silent hill. My gf loves to play silent hill and calls me a puss for not playing them with her.

author=Killer Wolf
Failing Paradise - A point and click style detective noir story set in a stylized future that borrows heavily on the 30's aesthetic.

I thought about doing this one before too.
author=calunio
Raise your hand if you might consider unabandoning one of your mentioned projects in case someone in this topic says "hey, that's a pretty cool idea".


Of the ones listed, the only one I'd consider taking another swing at would be the space station/fringes of space sim.

I still have the basic 'engine' for the serial killer game though, and would like to make it into a new game at some point, although every time I try to write a new story for it I end up losing all interest as soon as I know how it ends.
benos
My mind is full of fuck.
623
SexRPG, yes, I can't believe I done this. Basically had sex poses of charsets of alex, and helen doing it. Bored as fuck of ideas to make.
Hell Game - You're this guy going to heaven after dying, but get rejected and sent to hell instead. The game is about surviving the horrors and torture there and traveling to the lowest level and talk to the Devil. You would seal a deal to go to heaven if you temporarily returned to earth to eliminate some evil leaders so the Devil could have their souls for dinner.

Ludo - I did sorta make this game. Four teams with four party members would traverse a stage as on a Ludo board. The first party with all members at the middle would face a boss. Opposing party encounters could also face each other in battle.
But since the random function was running instead of dice tossing, the game was pretty much self-running.

PKMN Rampage - A kid that goes nutz when his lv.99 pokémons loose. He starts to go on a rampage with shotguns, rifles, grenades, etc to kill them all.

Lucid Deam - My most recent and ambitious idea. You live normally, but soon find out you've been living in a dream world simulated through a sleeping pod. Reality is much darker and grim as you have to explore the desolate complex that you woke up in. You find other people yet to wake up and you have to do so by interacting with them in their own dream worlds. Then there's also solving the main mystery. Each dream world would have a different kind of gameplay.
(It was going with the title until another game popped up with it. Haven't thought up a new one since then.)
benos
My mind is full of fuck.
623
Think I might abandon S.O.L.D.I.E.R to renew it somehow in the future. So it doesn't have no relation to FFVII's terrorist group.
Second Street: it wasn't completely bad, just not very good. you were basically a guy who got his socks scared off in a haunted house (and half the time you weren't even scared)and at the end you were just testing a nightmare suerum in a sleep lab. worst idea ever
Sniper Assasin: Creedo Of Death: basically a assasin's creed clone. a sniper in the renicance? i don't even need to tell you why i trashed it.
author=Zephyr
Hell Game- You're this guy going to heaven after dying, but get rejected and sent to hell instead. The game is about surviving the horrors and torture there and traveling to the lowest level and talk to the Devil. You would seal a deal to go to heaven if you temporarily returned to earth to eliminate some evil leaders so the Devil could have their souls for dinner.

Ludo - I did sorta make this game. Four teams with four party members would traverse a stage as on a Ludo board. The first party with all members at the middle would face a boss. Opposing party encounters could also face each other in battle.
But since the random function was running instead of dice tossing, the game was pretty much self-running.

PKMN Rampage - A kid that goes nutz when his lv.99 pokémons loose. He starts to go on a rampage with shotguns, rifles, grenades, etc to kill them all.

Lucid Deam - My most recent and ambitious idea. You live normally, but soon find out you've been living in a dream world simulated through a sleeping pod. Reality is much darker and grim as you have to explore the desolate complex that you woke up in. You find other people yet to wake up and you have to do so by interacting with them in their own dream worlds. Then there's also solving the main mystery. Each dream world would have a different kind of gameplay.
(It was going with the title until another game popped up with it. Haven't thought up a new one since then.)

good to know i'm not the only one who has extememly bad ideas that seem good when you make them.
author=nate906productions
author=Zephyr
good to know i'm not the only one who has extememly bad ideas that seem good when you make them.
Depends on how you see it.
The first and fourth ones were pretty decent ideas that had thought behind them.
I'm still writing down ideas and such for that "Lucid Dream" game, but it doesn't seem to move further than that.
The second and third however were some works with less thought so to say.
They didn't go far.
Suikoden clone
This was a collaborative effort that didn't get very far for reasons I can't remember. It might've been when I joined the military and went to England and was deployed 90% of the time. I've always felt like Suikoden was a series with unrealized potential, so I had a few ideas to address it (some good, some bad in hindsight). The story was something about a wizard corrupting a kingdom with some political intrigue or whatever... It was a good idea and Brickroad came up with it and many of the characters.

The big focus was to get more characters into the fight, since a cast of 40 playable characters is pretty lame if you only use a handful of them, so we beefed up the party size to like a dozen characters. Only six were in the active party, but the six in reserve provided passive bonuses and had an active role in a limit break-like scenario. There was a morale meter of some kind with a few mechanics behind it, and the war system was going to be ore integrated with the feet of the game, instead of being a dopey rock-paper-scissors minigame or whatever.

Stratus Tower
This was a sidescroller, like a Monster World game or similar. It took place in a satellite orbiting the Earth following some kind of armageddon scenario, which was basically a series of ring worlds around a central tower that connects them all. But for whatever reason the tower shut down and the rings became isolated for a millennia or some equally long stretch of time. Anyway, I tried to make this in 2k3 which was a terrible idea. I had functional platforming, but the bugs kept adding up as I implemented enemies so I gave up within a few weeks.

Kim Possible for President (KP4P)
My only attempt at a fan game. It was going to be like a turn-based high school sim with villain-busting quests mixed in. I never made anything for it except a lot of graphics, which I wish I still had. I remember being really mad because around the time I was coming up with ideas for this, Disney actually came out with a proper origin story for Shego which completely ruined some of my central ideas for the plot.

Vsmpyre's Kiss/The Anarch
Ironically, people thought I stole the the title from Castlevania, which wasn't true becausei had in fact stolen it from a terrible movie. Anyway, this was the first thing I ever worked on and tried to salvage on more than a few occasions. Because it was my first idea it also had too much shit going on, since I was trying to include every idea I'd had as a teenager into one package. It only ended up being a vampire game because I think vampires are cool, but it didn't actually make any sense so that was written out.

The central idea was that the world was stuck in a time loop being controlled by one artificial being. Not a literal time loop, since there was no time travel involved, but the Earth was basically a controlled experiment. The idea was that history would repeat itself because the AI would reset the Earth to the same starting conditions and replicate the same stimuli to recreate the same scenario over and over, in order to refine the human race into something better... That new race was vampires for awhile but they ended up not matching with traditional vampire mythos so just turned them into some kind of neo-human instead.

Unfortunately one of the AI's earliest attempts was a little too awesome and also indestructible so he kind of persisted between each cycle, changing things enough each time to royally fuck up the AI's experiment. He was like a super vampire or something.
Anyway, for whatever reason the protagonist, who is the offspring of a human and neohuman (something that didn't happen in previous cycles), starts piecing together that his entire world is some kind of experiment and must find a way to resolve the loop while defeating the super vampire guy.

I initially had a semi-tactical battle system, but I ended up scrapping it because of the way I created it... I basically had to create each encounter as it's own map with many independent events, and this was a huge pain in the ass. I put out some kind of terrible CBS demo for this, when CBSs were rare a decade ago.

So, the game had gone through multiple revisions and I eventually just got annoyed that I was still working on it, so it fizzled out. One of the big problems was that this game is what made me learn how to draw pixels, so every month my new art looked way better than my old art, so I kept redoing it. The most complete iteration still had vampires and the tactical battle system and clocked in around six hours or more of gameplay... hard to say exactly because I wasn't creating the game linearly. I found a bunch of the art assets one day on some old webspace and ended up using one of the portraits as my RMN avatar. Finding old stuff is always fun, and/or embarrassing.
author=Zephyr
author=nate906productions
author=Zephyr
good to know i'm not the only one who has extememly bad ideas that seem good when you make them.
Depends on how you see it.
The first and fourth ones were pretty decent ideas that had thought behind them.
I'm still writing down ideas and such for that "Lucid Dream" game, but it doesn't seem to move further than that.
The second and third however were some works with less thought so to say.
They didn't go far.

true. but PKM rage? i think that's worse than sniper assasin. NO OFENCE!
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