What do you mean, "if"? I am making a game, but I don't want to talk about it until it's ready. And then I won't be able to talk about it here because that would be advertisement. It's a double-edged point.
A beat-em-up with RPG elements in the vein of Shadow Over Mystara, but with more character customization, and an emphasis on simplicity and balance compared to most action RPG's. For example, there are no separate resistances to fire, lightning, ice, etc. damage (so that players can't blow through, say, the fire dungeon just because they have a high resistance to fire), or defense stats. Only upgrades to maximum health. Defense and health both pretty much do the same thing anyway (increase the number of hits you can take before dying), so there's no need to have both.
There would be 6 playable characters. Each class is customizable in five areas that you can put points into upon leveling up. Max Health, Max Energy/MP, Power (increases the damage of both standard and special attacks), Movement speed, and Attack speed (increases the speed of both standard and special attacks), This allows, for example, the Berserker, to be customized to be a slow juggernaut who can dish out and take massive amounts of damage, or a glass cannon who tears through enemies quickly but can't take a lot of hits.
In between stages, weapons, armour, and amulets can be bought. Weapons have 3 categories. Power, speed, and range. Armour affects 3 stats. Max HP, movement speed, and jump height. (wearing heavier armour reduces speed and jump height) Amulets have special effects like draining health or energy from enemies, adding special effects to combo finishers (explosions that knock away and damage nearby enemies, freezing enemies), or increasing the levels of the characters' special moves.
The characters, and their special abilities:
Berserker - The all-out unstoppable melee beast. Has a rapid flurry type attack that can be done after the basic combo by mashing the attack button. Regains energy for special moves by attacking enemies. Everyone else, except the crusader, slowly regenerates energy instead. The Berserker is the only character that can dual-wield.
Rage - boost that increases his attack power and speed while draining away energy while it's active
Rampage - runs while flailing his weapons at anything in his path
Cleave - simultaneously swings both weapons in a wide, horizontal arc, knocking down enemies who are hit.
Tremor - slams his weapons on the ground in front of him, knocking down nearby enemies. Massive damage is done to any enemy who is hit by the weapons themselves, but no damage is done to enemies otherwise.
Chaos Knight - A knight who combines elemental magic with sword skill. Moves include
Enchant - enchants his sword with fire (most damaging), lightning (increases attack speed and slightly increases damage), or ice (slightly increases damage and makes combos and special moves freeze or slow down enemies),
Wave Slash - a horizontal, long-reaching, powerful energy slash.
Energy Pillar - slams his sword into the ground, creating a pillar of energy that damages any adjacent enemies. Can be done in air.
Energy Trap - defensive backwards jump that leaves a damaging trap in his original spot.
Air Dash - dashes in a straight line while in mid air. Does not use energy.
Crusader - Holy knight who smites enemies for great justice. Attacking enemies restores MP, but MP does not regenerate on its own (this is to prevent running away to heal)
Bless - Increases attack power and slowly heals the Crusader while draining MP
Sanctuary - invincibility force field lasting half a second that reflects projectiles damages any enemies who melee attack from any direction, but has a long recovery time and drains a lot of MP
Flash Orb ? sends out an orb that floats outward for a second before bursting in a flash of light, stunning enemies facing it
Smite - creates a small target circle on the ground that is controlled by the player while the Crusader is unable to move. When the attack button is pressed, a bolt of lightning strikes the target.
Healing Syphon - Heals allies, but at the cost of his own health.
Punishment - a passive ability that increases damage done to enemies who are hit while they are attacking.
Hunter - Uses pole weapons, such as spears, axes, and mauls. Special moves make use of projectile weapons
Lance Throw - throws a powerful javelin that pierces enemies, but has a long recovery time.
Bomb - throws a bomb that explodes a few seconds after being thrown.
Triple Arrow - pulls out a bow and 3 arrows that shoot in separate directions
Grappling Hook - latches onto enemies and pulls them towards you, or pulls you towards them to deliver a flying kick
Assassin - The ninja type character who uses agile kicks, teleportation, and projectiles with an emphasis on speed over power
Backstab - a passive ability that increases damage done to enemies from behind
Double Jump - a passive ability that allows the assassin to jump in midair at anytime during the first jump.
Diving kick - a fast jump kick that launches the assassin downwards at a 45 degree angle, and does not use MP.
Knife Throw - a very fast, but weak projectile attack. Throws a knife downward if used in mid air
Shadow Dash - A very fast, but invincible dash. Can be done in air. Can only dash in a straight line.
Air Dash - dashes in a straight line while in mid air. Similar to Shadow Dash, but uses no energy, is slower, and does not have invincibility properties.
Phantom Strike - Has a brief start up delay that leaves the assassin vulnerable. An after image of the assassin dashes forward. After it stops, the assassin appears in its place, and enemies between the assassin's starting and ending position are slashed.
Shadow Clone - A shadow follows the assassin and mimics his attacks with a minimal delay, doing extra damage and leaving enemies stunned for longer during combos.
Mage - Differs from the average RPG mage in that his standard attacks are actually useful. Shoots out damaging flares from his hands, and has a generic projectile as his strong attack (forward + attack). Uses magic rings as his default "melee" weapon, which only he can use. He can not wield two-handed weapons.
Fireball - shoots a fireball that explodes on contact, doing splash damage
Lightning Bolt - shoots a bolt of lightning that pierces enemies
Ice Arrows - a 3-way multi-projectile that slows or freezes enemies
Wind Burst - a very quick emergency radial attack that pushes enemies and projectiles away. The move itself does no damage, but projectiles that are blown away can hit enemies.
Poison Sphere - a large, slow moving orb of poisonous gas that damages enemies as long as they are standing inside it
Air Dash - dashes in a straight line while in mid air. Does not use energy.
Each character has certain weapons that they can use, which affects their basic combos and some other melee attacks. Each character also has a "strong attack" (forward + attack button) that depends on what weapon the character is wielding. For example, someone equipped with a spear would thrust their spear forward. Someone with a one handed weapon and a shield would swing their shield, smacking an enemy in front, or deflecting a projectile. Someone with only a one-handed weapon would grab an enemy and impale them (or smash them over the head, depending on the weapon.) For the most part, a character's melee fighting style would depend on their equipped weapon. An Assassin with a spear would have the same melee attacks as a Hunter with a spear, aside from certain attacks like the Assassin's Diving Kick.
Bare Fists - Grab and Throw
One Handed Weapon = Grab and Smash/Impale
One Handed Weapon + Shield = Parry (stuns melee attacker/deflects projectile if timed right)
One Handed Weapon + One Handed Weapon = Crosses weapons together to make an X and swings downward
Spear (two handed) = Long Ranged Stab
Two-Handed Axe/Sword/Hammer = Downward Swing
Magic Ring = Energy Bolt (basic projectile attack)
Magic Ring + Shield = Parry
A Grand Theft Auto clone, set to the theme and genre of Shadowrun (2nd/3rd edition, not that trash they made for 4th).
If you couldn't tell, I mean the real Shadowrun.
Not the first person shooter on Xbox that happens to bear its name.
*Edit*
And yes, I too am a fan of the space-combat sim.
Command capital class ships or conduct raids and boarding parties onto other ships in the first/third person.
Attack planetary fortresses in air-ground wars. Single or multiplayer.
Basically, it would Battlefield but with all the suck taken out and replaced with awesome.
It would include a scenario generator.
How sad is it that this game is finally technologically possible, but it isn't profitable enough to ever be made.
That is, if I designed it and had a good team to work on it, it would make millions...but probably cost a lot more to make!
My game would be a 3rd person shooter called Drunk Assassin. Bruce Campbell would play an alcoholic hit-man. Your Drunk Meter is your health and every guy you kill drops booze. If you exceed your Drunk Meter's capacity, you enter Tequila Mode. In Tequila Mode, every thing takes on a drunken yellow hue, rainbows and candy erupt from your enemies when you shoot them, and you move faster and whiled dual pistols. Another mechanic is your Fuck-up meter. When you kill anyone, you get Fuck-up points. These fill your meter and you get more for outrageous kills. Instead of dying you just use your Fuck-up points and you perform an accidental sequence that looks like you meant to do it. Ex: You accidentally jump off of a balcony, and instead of dying, you fall onto a chandelier, spin around with your guns, and kill everyone in the room. Or you get shot by some guys, slip and fall, rupture a gas line, and set those guys on fire. I want it to have the brilliant combination of over-the-top, gory action and comedy.
For a slightly original-ish game, an action/rpg ala KOTOR / Mass Effect in a steam-punk setting and done sandbox-style. I actually wrote it up as a proposal/design document for some assessment at a college course in the early '00s.
For an unoriginal setting entirely, I'd love to make a 3rd person World of Darkness game. Vampires, Werewolves, Mages... I imagine a solo play campaign, a different co-op campaign, and of course online multiplayer slaughterfests (a persistent online multiplayer world would be nice too, allowing for things like territory gain/loss).
Sigh. I've spent far too much time thinking about that one.
Duck Sandwich said:
A beat-em-up with RPG elements in the vein of Shadow Over Mystara, but with more character customization, and an emphasis on simplicity and balance compared to most action RPG's. For example, there are no separate resistances to fire, lightning, ice, etc. damage (so that players can't blow through, say, the fire dungeon just because they have a high resistance to fire), or defense stats. Only upgrades to maximum health. Defense and health both pretty much do the same thing anyway (increase the number of hits you can take before dying), so there's no need to have both.
There would be 6 playable characters. Each class is customizable in five areas that you can put points into upon leveling up. Max Health, Max Energy/MP, Power (increases the damage of both standard and special attacks), Movement speed, and Attack speed (increases the speed of both standard and special attacks), This allows, for example, the Berserker, to be customized to be a slow juggernaut who can dish out and take massive amounts of damage, or a glass cannon who tears through enemies quickly but can't take a lot of hits.
In between stages, weapons, armour, and amulets can be bought. Weapons have 3 categories. Power, speed, and range. Armour affects 3 stats. Max HP, movement speed, and jump height. (wearing heavier armour reduces speed and jump height) Amulets have special effects like draining health or energy from enemies, adding special effects to combo finishers (explosions that knock away and damage nearby enemies, freezing enemies), or increasing the levels of the characters' special moves.
The characters, and their special abilities:
Berserker - The all-out unstoppable melee beast. Has a rapid flurry type attack that can be done after the basic combo by mashing the attack button. Regains energy for special moves by attacking enemies. Everyone else, except the crusader, slowly regenerates energy instead. The Berserker is the only character that can dual-wield.
Rage - boost that increases his attack power and speed while draining away energy while it's active
Rampage - runs while flailing his weapons at anything in his path
Cleave - simultaneously swings both weapons in a wide, horizontal arc, knocking down enemies who are hit.
Tremor - slams his weapons on the ground in front of him, knocking down nearby enemies. Massive damage is done to any enemy who is hit by the weapons themselves, but no damage is done to enemies otherwise.
Chaos Knight - A knight who combines elemental magic with sword skill. Moves include
Enchant - enchants his sword with fire (most damaging), lightning (increases attack speed and slightly increases damage), or ice (slightly increases damage and makes combos and special moves freeze or slow down enemies),
Wave Slash - a horizontal, long-reaching, powerful energy slash.
Energy Pillar - slams his sword into the ground, creating a pillar of energy that damages any adjacent enemies. Can be done in air.
Energy Trap - defensive backwards jump that leaves a damaging trap in his original spot.
Air Dash - dashes in a straight line while in mid air. Does not use energy.
Crusader - Holy knight who smites enemies for great justice. Attacking enemies restores MP, but MP does not regenerate on its own (this is to prevent running away to heal)
Bless - Increases attack power and slowly heals the Crusader while draining MP
Sanctuary - invincibility force field lasting half a second that reflects projectiles damages any enemies who melee attack from any direction, but has a long recovery time and drains a lot of MP
Flash Orb ? sends out an orb that floats outward for a second before bursting in a flash of light, stunning enemies facing it
Smite - creates a small target circle on the ground that is controlled by the player while the Crusader is unable to move. When the attack button is pressed, a bolt of lightning strikes the target.
Healing Syphon - Heals allies, but at the cost of his own health.
Punishment - a passive ability that increases damage done to enemies who are hit while they are attacking.
Hunter - Uses pole weapons, such as spears, axes, and mauls. Special moves make use of projectile weapons
Lance Throw - throws a powerful javelin that pierces enemies, but has a long recovery time.
Bomb - throws a bomb that explodes a few seconds after being thrown.
Triple Arrow - pulls out a bow and 3 arrows that shoot in separate directions
Grappling Hook - latches onto enemies and pulls them towards you, or pulls you towards them to deliver a flying kick
Assassin - The ninja type character who uses agile kicks, teleportation, and projectiles with an emphasis on speed over power
Backstab - a passive ability that increases damage done to enemies from behind
Double Jump - a passive ability that allows the assassin to jump in midair at anytime during the first jump.
Diving kick - a fast jump kick that launches the assassin downwards at a 45 degree angle, and does not use MP.
Knife Throw - a very fast, but weak projectile attack. Throws a knife downward if used in mid air
Shadow Dash - A very fast, but invincible dash. Can be done in air. Can only dash in a straight line.
Air Dash - dashes in a straight line while in mid air. Similar to Shadow Dash, but uses no energy, is slower, and does not have invincibility properties.
Phantom Strike - Has a brief start up delay that leaves the assassin vulnerable. An after image of the assassin dashes forward. After it stops, the assassin appears in its place, and enemies between the assassin's starting and ending position are slashed.
Shadow Clone - A shadow follows the assassin and mimics his attacks with a minimal delay, doing extra damage and leaving enemies stunned for longer during combos.
Mage - Differs from the average RPG mage in that his standard attacks are actually useful. Shoots out damaging flares from his hands, and has a generic projectile as his strong attack (forward + attack). Uses magic rings as his default "melee" weapon, which only he can use. He can not wield two-handed weapons.
Fireball - shoots a fireball that explodes on contact, doing splash damage
Lightning Bolt - shoots a bolt of lightning that pierces enemies
Ice Arrows - a 3-way multi-projectile that slows or freezes enemies
Wind Burst - a very quick emergency radial attack that pushes enemies and projectiles away. The move itself does no damage, but projectiles that are blown away can hit enemies.
Poison Sphere - a large, slow moving orb of poisonous gas that damages enemies as long as they are standing inside it
Air Dash - dashes in a straight line while in mid air. Does not use energy.
Each character has certain weapons that they can use, which affects their basic combos and some other melee attacks. Each character also has a "strong attack" (forward + attack button) that depends on what weapon the character is wielding. For example, someone equipped with a spear would thrust their spear forward. Someone with a one handed weapon and a shield would swing their shield, smacking an enemy in front, or deflecting a projectile. Someone with only a one-handed weapon would grab an enemy and impale them (or smash them over the head, depending on the weapon.) For the most part, a character's melee fighting style would depend on their equipped weapon. An Assassin with a spear would have the same melee attacks as a Hunter with a spear, aside from certain attacks like the Assassin's Diving Kick.
Bare Fists - Grab and Throw
One Handed Weapon = Grab and Smash/Impale
One Handed Weapon + Shield = Parry (stuns melee attacker/deflects projectile if timed right)
One Handed Weapon + One Handed Weapon = Crosses weapons together to make an X and swings downward
Spear (two handed) = Long Ranged Stab
Two-Handed Axe/Sword/Hammer = Downward Swing
Magic Ring = Energy Bolt (basic projectile attack)
Magic Ring + Shield = Parry
All right, when I say this, people automatically say "u men like CODMW?" NO!!! That's not what I mean at all. Don't get me wrong, I enjoyed that game but there were a few points that detracted from it for me. First, I want to play as something other than just your basic Infantryman (granted, you get to play SF or shoot from a C-130...that's not what I mean, I want something a bit more in-depth than "shoot everything that doesn't look like you") All right, let's say we add-in other elements in to the game play such as playing as a Medic or EOD (Explosive Ordinance Disposal). How thrilling would it be to attempt to patch up a fellow comrade (NPC), that's accompanied you for a while, while also having to maintain fire superiority? Or trying to defuse a bomb through a mini game that requires you to defuse certain components (basically, like playing Operation...with a bomb...while under the stress of maintaining situational awareness ala "The Hurt Locker" style. I think that would be really interesting. Also, you could play as a commander who is given a GPS and has to form strategy and communicate them effectively using your headset to control your troops (yeah, kinda like Command & Conquer). These elements would add a lot more depth to a genre of games which are basically known for just being "shooters". Oh, and the "tutorials" would be a simplified version of AIT or a refresher course. If not a full-on medic, then at least have your play with CLS (Combat Life Saver) basic skills.
Also, moral choices. They don't have to be RPG deep, just something that will make the player have to think for a second...I don't know how that would be implemented. Don't ask me, ask Bioware, that's their bag.
One more thing, and this bugs me a bit, squad-based combat. I understand that some games have you busting through doors or rappelling as a squad but that's about it but, other than those sparse events, the squads act more like a bunch of individuals than an actual squad. I think the player would feel a bit more connected to their comrade NPC's if you actually had to fight through as a squad instead of everyone running everywhere trying to shoot everything that moves and doesn't look like you.
What do you think? I think it sounds like fun.
Um, the plot. Well, you have to survive through a war. What more do you need? Jk, really though, I say that you would get to interact with your comrades during down time, get to know them through dialog trees. Oh, and I'm sure Marine Mike will appreciate this bit: your bullets are kept in clips that you reload instead of the endless supply of full clips. Also, on occasion, your weapon will jam or malfunction...typically resulting in you having to quickly resort to melee style combat in the style of Condemned, not split second sudden kill knife swipes.
A spy RPG that dealt more heavily with dialogue and decision making to give it a more spy like feel, with less action and "shooter" elements. You would have to set up assests and gain trust from various entities varying from street level urchins to rich and influential people. It would have some stealth elements, more like Assassins Creed style... blending in with the crowd and less Splinter Cell type. So more of an espionage type of game then an action game. There would be gun play, but using violence would cause the people you use as assets to trust you less and will make you more infamous then anything else. Using your gun would be a rare occurance and only for a last resort is you chose to do so or if it was absolutely necessary to complete the mission. I'd make it full of betrayal and make the player choose between one hard decision or the next.
Who wouldn't. It would be rad, like imagine if you had to break ties with someone because they have become comprimised? Do you let them get nabbed and possibly ID you? DO you try and get them out of the country? Or do you kill them?
Probably an open world game, with a combat system styled like Devil May Cry or Bayonetta, and a movement system like the one in Prototype. I'm not sure on story or anything like that, but I would like an open world hack/slash game where the combat works well, and with a multitude of upgrades and numerous enemy types. And while DMC and Bayonetta worked, the linear nature of their stories kinda makes it less fun. Being able to do that level of combat on a city-wide scale would be awesome.
Oh, another one of these threads eh? Interesting ideas; I like Duck Sandwich's thing, and it's somewhat close to mine.
I would like to design a 3D 4-player cooperative beat 'em up in the vein of The Bouncer, possessing a deep, skill-based combat system along with the flashy Super Combo attacks of any number of fighters by Capcom's experienced hand. Allow for AI partners in single-player if there's no one else around, and allow the player to set their competence level. Speaking of competence, give levels a handful of strong and smart enemies (perhaps 10 at most) to deal with instead of wave after wave of brainless identical twits like in most beat 'em ups.
It would take a great deal of tinkering, but an idea for the control scheme would be to have the four main buttons (such as on a Playstation controller) each control one limb, all of which would guard if held, or grab if both arm buttons were held, etc... Furthermore, as with the Smash Bros. series a guard is at its strongest just when it starts, only now if you guard at the exact moment the attack connects, your opponent would recoil allowing a free hit(s).
I have written down basic outlines for characters, most of their styles and personalities based on animals except for the main character.
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