If You Could Make Your Own Game...

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Jan 14, 2008
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mmm an actual good air-dogfight game (no not flying fighting dogs) i mean like old style planes from a WWI era in dogfights. not much with upgrades just paint customization, slight weapon improvment. and if this can be put online, then ranking needs to come into play. all matches should be timed so no cowards go hiding in the clouds the whole round
 

[HD]Rob Inglis

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Jan 8, 2008
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Netrom said:
Samsun! Oh, so much Samsun.

By Samsun I mean a game about a pigeon named Samsun who goes up in the ranks to become general in the "Columbidae Armata", when he suddenly shows his great talent for strategy and tactics in the wars to take over Paris. As Samsun's right hand and most trustworthy soldier, is Sled. A fast, unstoppable and ADD suffering stealth operative, who's speed and colors allows him to move from point A to point B without getting noticed. That much.

The gameplay would a RTS/action combo, with the ability to switch between 2 characters, Samsun and Sled. Controlling Samsun gives you a top-down view of the battlefield and allow you to move your powerful armies of pigeons and whatnot around. The controls would feature mostly airborn combat with different unit able to fight at different heights, som above the buildings; above all the other birds and some able to land in the water. At the same tim you are to make sure that the people of Paris doesn't notice your action ask wonder what you are doing, this will be done by a meter showing how much suspicion the people have. The suspicion factor would be something like gathering to many bird within a small area or damaging the sorroundings. Once in a while, you will need to take specific operatives, like mice in the ventilation or a human in suspicion, which is where Sled comes in. By the switch of a button, you gain a 3rd person perspective of the little black pigeon and you're free to fly around the map and attack your specific targets. All of this could lead to interesting game possibilities and certainly feel like something else.

The story behind the idea came from a school trip to Paris, where I noticed a pigeon without a foot, and immediately naming it "Samson". After Samson flew off I starting naming a small black pigeon Swarzenegger(Or summink), which lead to me and a friend starting to notice all the pigeon with missing feet and started talking about the pigeons taking over. Within the following days we starting to think of a game starring the feetless bastards and chose it to be a RTS and later on a action combo. After we got home and opened WoW again, we noticed a rogue on our server named "Samson", and he was a bastard, so we changed the name to "Samsun" which is where we got to before we got better things to do.

And yes, I made this account ONLY to reply to this thread :3
Thank you!
 

DeadMG

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Oct 1, 2007
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I would make a game whereby the protagonist actually is not bulletproof (Metal Gear Solid, I am so looking at you) or incredibly lucky, or special. Where if you actually get shot, you die, instead of a small bar in the corner going down slightly, or are noticably injured in certain functions, whereupon cover and stealth are vital (BioShock, I am also looking at you). I mean, sure, it could have an "easy" mode for the very new, but in general a game with some real difficulty. The Impossible button should mean just that (System Shock 2, PSI purely, just wasn't hard, it was boring wrenching everything). A good example of such a game would be Deus Ex on the hardest difficulty setting, although your enemies dont deserve instant headshot hax either, and noise is a big factor in your experience.
 

JATS111

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Jan 20, 2008
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if it were me, it would be a game where you could live in wich ever country you wanted, town you wanted, time period you wanted. And any job you wanted, like, say your int he first world war, and youre old enough to join (yes i know ppl underage joined aswell! im not thick!), you could go and fight in the trenches, the sea, the air, any you could think of, it would be a mix of games, like fps, strategy, role playing, simulator. or, if you lived in the modern day, you could be chav, mafia if you really wnated to, and, just live a life really.

The only flaw, theres no machine capable!
 

Benny Blanco

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Jan 23, 2008
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As a former playe of the Shadowrun paper & pencil RPG I was disappointed to see it come out as a mediocre FPS, meaning the release of an RPG game will probably be put back another 5 years...

I did an idea for a game using a format similar to GTA/Max Payne (3rd person, one control for movement, one for looking) but would play more like an RPG, with realistic encumbrance rules and NPCs who remember your character's actions.

The game would have a modern, urban setting, but with decent AI for Police etc. meaning that noisy combat (within earshot of civilians), or fighting in direct LOS of the Police attracts far too much attention. The combat would therefore focus mainly (although not exclusively) on melee weapons- I think Filipino martial arts (hereto unseen in video games) would provide a versatile suite of combat maneuvers for the motion capture, as well as set examples of how to use the combinations of weapons, (the implementation of RPG-style inventory and equipment slots for weapons would lead to several possible combinations) consisting of:

Empty hands; single knife; single stick; long blade; double knife; double stick; stick/long blade & knife; staff; flexible weapon; thrown weapon; projectile weapons.

As well as looking cool, the maneuvers would solve the eternal problem of "every time I press fire I do the same punch/slash/stab"

Also, FMA would provide a cool body harness for weapons storage slots which would justify the character's ability to carry this stuff without being encumbered by bulk (check the harness etc on http://sayoc.com/store/index.php?cPath=26&osCsid=3f9084d7fa07818813b05979a7bbfa02 to see what I mean)

I could go further into plot etc. but I'm sure some kind of gangster sim would be best fit for the urban sandbox format.

As well as weight and noise, walking around with drawn weapons (even quiet ones) would attract realistic levels of attention from the police, as would things like full riot armour (this acts as a kind of control for the power level- many modern games ramp up the kit the player can handle with time, but don't take account in NPC reactions, meaning that the police and passers-by don't blink at the site of a guy in a bomb-disposal suit hefting a SAW through the streets.)
 

Melty Blood

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Dec 22, 2007
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I've had the idea in my head for a while now, trying to flesh it out and see what it turns into.

-Mission based combat with RPG (Developing skills and stats of each character) and fighting game elements (Combos and such)

-A wide cast of characters to assist the player in the battle, either controlled by a highly customizable AI, or other people, and who's interaction with the player will alter the storyline

-A wide variety of Attacks and skills, easily able to be chained onto each other so long as you have "Combo points" (Some thing like Magic points, that is spent whenever a character attacks, and refills quickly when a character is not attacking)

-Despite there being a "Main" character, the Player can use any character at their disposal (Though the main Character has to be around for every mission)

-Developing a character's stats is done through stat points given to ever character in the Party (Even the ones not used) earned by completing the level, and how well the team did during the stage. Skills can be bought by earning EXP by whacking baddies during the stage, and buying the skills afterwards.

-Four stats. One for increasing the damage one deals PERIOD, One for decreasing the damage taken PERIOD, One for increasing attack speed PERIOD, and one for increasing "Combo points... PERIOD.

-The only "set in stone" controls are the movement and camera. Every other attack can be hotkeyed to any button/key the player likes.

-Main characters starting statistics and appearences can be customized

-Lots of choices and different endings, based on the aforementioned interaction with characters (For instance, Making a character happy, or taking them into battles alot makes them more loyal to you and more likely to stick with you for certain missions, while treating characters poorly, or leaving characters out makes them more likely to leave you(just the first idea coming to mind, the different endings wouldn't be just "I'm gonna date him/her"))

Thats all I can remember for now...

Basically, It's the demented bastard child of "Tales of Symphonia" and "Gauntlet"

The idea of easy chaining was inspired from Tales of Symphonia, In, as opposed to pulling of a specific chain of attacks, you could chain Lv. 1 tech to Lv. 2 tech to Lv. 3 tech, giving a great freedom in what you do, changing what you do for different monsters, and was very fun for me.
 

sapient

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Jan 23, 2008
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I'd probably build on Necrid from SC2 - the nexus, as I've probably said before somewhere, has a lot of potential (fully customisable weapon and body). And we could make the green thingy on his chest open up to reveal a machine gun or something. ^_^
 

tamago

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Jan 22, 2008
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I had an idea for an MMORPG which had the following key points

-At the beginning of the game, you would choose your area of expertise : Driving, melee fighting, computer hacking, chemistry, whatever. Now then, whatever you chose as your area as expertise was the only thing you can completely master. Everything else you can only get to about decent at unless a master of that particular craft agreed to teach you what he or she knows. Also, you can only get to expert on any other field excepting the one you chose to master at the beginning of the game.

-As for the game itself, it would be the basic good guys versus bad guys plot with a minor difference. You don't know who's a good guy, who's a bad guy and who is playing both sides against the middle just by meeting them. Which means that guy teaching you how to drive could in reality be a spy for the other side trying to get secrets out of you. Alliances could basically me made and broken at any time. You can also kill other players, but it carries the penalty of never being able to learn from them until your character dies. And dying means you forget everything you've learned. Plus losing everything you owned. Also, killing anybody in game means the cops and possibly FBI will be after you. Though you can learn a new skill in prison, if you get caught. Though things may be different when you get out. And either way, there's probably going to be other players out for your blood.
 

sapient

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Jan 23, 2008
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I have a feeling there's a lurking EA employee here for game ideas they can steal (cmon, FIFA Soccer 2142 isn't going to come out anytime soon..)
 

SeniorDingDong

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Jan 8, 2008
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Some one remembers p.o.d. Planet of Death ? One of the first MMX supporting games that realy pwned in 1997. I would love just to remake this one and cross release it on the systems.
 

Dectilon

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Sep 20, 2007
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I've been thinking about an online rpg. Not MMORPG though, you'd be say... 7-8 players at the same time. At first you start out as adventurers (or whatever you want to call yourself), doing quests, fighting in battles (by battles I mean battles in wars between countries/regions) or sharpen your skills. It would be pretty hardcore, because it would have a sophisticated communication system where you need to learn about the political climate before you can make intelligent choices, like whom to support, whom to backstab, whom to leave well enough alone etc. Later in the game, depending partly on what path you've chosen (or perhaps how well you've played your cards) you can end up as a number of things, like a famous military leader, an assassin or even a lord of a region or country.

Some quests are created randomly based on the political climate, which means that you might be the target of an assassination by another player, for example ;) Also, the longer the game drags on and the more important each player becomes in the world the more you will have to deal with them directly (and when I say deal I mean make deals with ^^). You might want to hire the assassin player to take care of the military leader player who is at war with your allied king player.

It would be real time too, so you would be able to make up for lower stats with greater combat skill. The environments would range from the same 'ol medieval england to aragonian spain and ancient egypt, and the culture would vary heavily depending on the wealth (monetary and cultural. A rich country might be more secular for example, unless at war. Oh, and religious leader would also be one path to power ^^)

Obviously this would need the future computer from space, but I think it would be a very fullfilling experience. You could play it as you wanted, either as a lone wolf warrior or as a socialite whom tries to gain as much influence as possible. Also, you could either interact heavily with the other present players, or not at all; playing it like you would Oblivion.

Btw, WhiteFangofWar, great idea, and it's even doable! Pitch it to someone! : )
 

sapient

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Jan 23, 2008
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An alcoholic, abusive British (just to please Yahtzee ^_^) Sergeant serving in Afghanistan suddenly wakes up at 4AM in the morning with a blinding ache - his entire body is screaming in pain. Seconds later, he hears explosions and gunshots as alarm bells go off - fourteen militants have broken into the camp. He runs outside, but unable to find a gun or ammunition, is chased by the militants. Gameplay starts here, as Sergeant Tommy Paxton experiences three simultaneous seizures. In a cutscene, he is set on fire, frozen in ice and zapped with a million volts of electricity. He wakes to find the fourteen militants standing around him, and begins to fight them.

Not with guns, but with either fire, water/ice or electricity.

It turns out he's a Sapient (okay, shameless self-incorporation there), a supernatural being, one of those who have existed since the beginning of time, always living in secret. The combat style is unique - you have standard attacks, but use x button to switch between fire, ice and electricity. You can imbue your weapons with this, but only logically - obviously, setting a grenade on fire is going to blow you to hell, so you could use it to turn it into an ice shard grenade.

After the fight versus the three militants, you are kidnapped from Afghanistan two days later and wake up in London, with the head Sapient next to your bed. He makes you an offer to join the exoSkeleton, a group of surviving Sapient fighting against bounty hunters, the supernatural and governments. You have the choice of whether or whether not to join them, and the story goes on in nonlinearity.

The Sapient is a sandbox style procedure - whether or whether not you accept the head's offer, you will gain the Sapientsoul. This allows you to customize your power, going from the power of the elements to psychic, dark powers, or powers to generally fuck with the laws of nature, or the laws of physics. The game will incorporate minor time travel - you can use your power to go backwards in time ten seconds to headshot that pesky enemy that took out half your health ten seconds after (confusing, but bear with me). Either way, your power is completely customizable, and there is a good/evil system. However, whether you burn pregnant mothers or travel to Tanzania and provide power for the citizens, it will have an effect on gameplay, not story, therefore allowing you to sandbox in a huge open environment without having to fear that the story will get worse.

This is a very rough draft, btw.
 

Masked Designer

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Jan 26, 2008
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I'd do an adventure/platformer myself, with a little boy who searches the world for his best friend with the help of a wooden pole. While he doesn't get many new items to aid in his travels, you would have a full arsenal of capabilities with your main item. You could use that pole to vault over walls, reach things that you can't walk up to, as leverage to move heavy objects, a beam to walk across gaps, and every once in a while it'd double as a handy weapon too.

Sort of like playing the Legend of Zelda, only instead of some magical green clothed mute saving a stock damsel in distress from the same villain over and over again in some gadget driven wasteland, It's a little kid looking for his best friend in a reasonably large environment that you're free to explore the vast majority of from the get-go. After all, no one likes having to run about looking for a mechanical garage door opener just to get into the Forest Temple.
 

Don Alejandro

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Nov 15, 2007
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A thieving/robbery simulator in modern day, with various areas where you can do special missions or jobs and 'sand box theft'.

Your character is customizable, as are your clothes and tools of the trade. In fact, buying different clothes, wigs, etc. can be essential. For example, wearing a disposable balaclava or ski-mask and tossing it is a situation where your character might want to wear a wig to ensure he doesn't leave evidence. But you don't start off with all this, you start off with different skills depending on what made you a thief in the first place. Could be a demented "hobby", could be being laid off, or whatnot. These will help determine your starting skills and base statistics. These are somewhat abstract representations of qualities like endurance, or jumping height, swinging power, manual dexterity, etc.

Sandbox thefts are basically robbing people's homes or pickpocketing them. If you're caught pickpocketing you might be able to play it off, attack them or run like hell. Robbery is a bit more complicated, and you use your surroundings to drive and park a getaway car. Stealing a car is an option, but is complicated. It is only good for maybe 10 or 20 game minutes before your license plate is given to every cop around, so find a paintshop fast, get fake plates, and eventually you might need forged proofs of ownerships. Police won't 'forget' you like in GTA, either, so hiding for a bit from a more serious crime could call down a manhunt.

Lockpicking is a minigame of sorts, there is a close up of the lock and you choose what tool to use. A probe, for example, can help find the tumblers and such to line up the picking. Carelessness means a jammed lock. What to do then? Find another entrance, hopefully. If you can't, you could try to bash the door open or open it by force with a crowbar. An attached lock could be destroyed. Houses are randomly generated once and some will be easier than others. A top story window open, for example.

Jobs are a bit trickier. They will be in more complex and well-guarded buildings. Often there'll be personal security, or security companies. Alarms will alert them, as well as police. The more alarms, the faster the police will arrive. Generally, though, you have around 15 minutes before the first cop car shows up. Your character can be a bruiser, but that won't help against a dedicated personal security squad. Avoiding guards, distracting them, or even knocking them unconscious or killing them. Beware, though. The more violence the more the police will want to find you. Criminal value can be determined by using a computer and looking for the price you've got on you. The cleaner, the better and you might even be able to keep some items you don't wish to sell. Items like a television set (If you're a bit stronger, of course. That's fairly heavy to carry around quickly.) are safe, but vases, or other things obviously stolen generate heat. Your character's sum of personability could help him if the police track him down, but if he looks like the picture and description they've got of him it won't matter. The first couple times, a bribe might help them look away if your heat is relatively low, but if you've got a treasure trove even an average policeman won't turn away. Competent Private Investigators and FBI agents are untouchable, though. You won't bribe them because of character, loyalty, cash promised, or a combination of these and other reasons.

As you travel from city to city and safehouse to safehouse, you might get different investigative agencies on you. INTERPOL, for example, if you've had a romp through Europe, which will follow you. The CIA could give chase if the FBI don't get you. Warnings given for major heists often give much much higher respect, but also difficulty and heat. Hitpoints are based on endurance, tolerance, and muscle mass. You can be a lean, dapper cat burglar, or a large brawler of a robber depending on your playstyle. This could also restrict what items you can realistically steal, large items cannot be pocketed or put in a sack or backpack. A TV, or something else large must be carried, and this will sap your strength and stamina which will regenerate by dropping it (If you run out without deciding to drop it, it'll fall with a crash. This could even break electronic items), a bar of sorts determined mostly by muscle. The brawler, though would have quite a bit more trouble squeezing into those hard to reach places and be more suspected. It is harder to hide a large physique than a smaller one, and being very strong and following people generates suspicion, obviously. Some clothes may not fit if your character is too muscular or too fat, and may need to be re-tailored. Colors affect visibility to a degree, a large man in a neon pink hoodie is a bit more visible than a leaner fellow in a black suit.

Controls will probably be reminiscent of Hitman:Blood Money, with a first person component similar to Thief. Just because it's first person, though, doesn't mean it's a shooter. Go in spraying and unless you're lucky and have an automatic weapon and they don't see it coming, you're probably dead. You have about as much health as they do, but people won't shoot you on sight unless the stakes are high, you've been tagged as a threat, the police are practically para-military or criminal themselves and you've been identified, or your wanted level is very high. (In Hitman, it seems, the price for a valet running down the corridors is death for baldness.)

What do you guys think?
 

[HD]Rob Inglis

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Jan 8, 2008
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The Negotiator said:
My videogame is gonna be an epic one, but you will half to wait 20 years lol.
What? half? w/e, I thought it was funny.
It's not really important, but it's supposed to be have. I dunno, just kinda OCD about things like that.