-Mount and blade with navy battles.http://forums.taleworlds.com/index.php/topic,135589.0.html
S.T.A.L.K.E.R. MMO.
No levels, perma death and forced survival.
Imagine starting the game, getting all your gear together, walked out of Cordon only to see a player bandit shaking down a corpse. You pop him in his head with your busted up AK and just as you start looting those cans of baked beans off him you get your chest exploded by some sniper Duty member.
It would take the Losing is Fun concept to a new extreme. Sure it would never be popular and they might as well call it A.U.T.I.S.M. but hell, the fact that it existed would make me happy.
I've always wanted to play a game where you start out as a soldier on the front lines, but as you move up ranks throughout the game it turns more into a strategy as you start to command squads, then companies, and ending with you general of the military. I've seen plenty of blends between strategy and FPS, but none quite like this.
2005 Spore?
...
I just made myself sad. :-[
This would actually be pretty cool, play as the leader of a race and wage war on another civilization...2005 Spore?
...
I just made myself sad. :-[
in part.
but what i meant is something huger.
something as comples as dwarf fortress, but instead like "god galaxy" were you can randomly generate universes and gods or not.
and gods with the same freedom that can be found in the RP's in the roleplaying section of bay12.
want to be a god of mutations? go with it.
god of darkness/light/moustaches? go with it.
you want to be a god who comes to live like a baby of the race you created and live that life with it's limitations? go and do it.
you want to do as above sentence, but keeping your godly power, and see how much you can survive without openly using them? go and do it.
man...i just don't know...a game i always wanted needs to give you a degree of FREEDOM which is actually really hard to achieve. freedom to do anything, anywhere, in any way you want to.
-snip-I'd be a horrible god. I'd generate two races on hellish worlds, teach them to war without mercy, and then set it up so they would inevitably clash in a gigantic war. I'd probably set a bunch of much smaller neutral factions on the sidelines with varied personalities and see how they cope with a massive war tearing apart their galaxy.
Another one:
At RTS where you can't control any of your units or build any buildings. You have to write in a scripting language(with lots of helper functions) the AI of your units yourself! :) There would be online competitions to see who has the best RTS AI's.
Another one:
At RTS where you can't control any of your units or build any buildings. You have to write in a scripting language(with lots of helper functions) the AI of your units yourself! :) There would be online competitions to see who has the best RTS AI's.
It exists.
Played it... Hate it.
You get teams of robots that you build yourself. You don't control them in battle, instead you design their AI and they use that in order to win over their competition.
The manual is HUUUUGE!!!
You get teams of robots that you build yourself. You don't control them in battle, instead you design their AI and they use that in order to win over their competition.
The manual is HUUUUGE!!!
You get teams of robots that you build yourself. You don't control them in battle, instead you design their AI and they use that in order to win over their competition.
The manual is HUUUUGE!!!
Is this corewars because that is a glorious game IMO.
If not, corewars is what Levi wants but 1 vs 1 and sort of minus the some of the RTS part. Also you write your bots in something akin to assembly.
-snip-I'd be a horrible god. I'd generate two races on hellish worlds, teach them to war without mercy, and then set it up so they would inevitably clash in a gigantic war. I'd probably set a bunch of much smaller neutral factions on the sidelines with varied personalities and see how they cope with a massive war tearing apart their galaxy.
PS: At least one of the neutral factions would be a race raised to be as naive and childish as possible, with them having immortality so they would never have to worry about death and me constantly micromanaging them so they rarely if ever had to worry about consequences. They'd be right in the center of the conflict and I'd leave them to fend for themselves to see how long it would take for the entire race to go completely insane.
I've always wanted to play a game where you start out as a soldier on the front lines, but as you move up ranks throughout the game it turns more into a strategy as you start to command squads, then companies, and ending with you general of the military. I've seen plenty of blends between strategy and FPS, but none quite like this.this
Anyone think up concepts you REALLY wanted to play, but unfortunately don't exist?
Just to day, I thought of a game like this:
In most games, when you fail a mission, you get a "GAME OVER" screen and must start again. However, in a game like this, if you lost the plot would adapt accordingly. For example, this mission would be "The attack was successful but they're launching a counterattack, survive until reinforcements arrive and keep at least five troops alive". If you failed to defend the troops, the base would be destroyed and you'd have to flee and assemble a makeshift squad and base as a last resort.
This would work exceptionally well with an RTS set in Total Annihilation or Supreme Commander universe, because your character would be the pilot of a mech capable of singlehandedly constructing an entire army and resource base.
Dunge-- *cough* DUNGEON KEEPER 3
An MMO (properly and correctly) based on ShadowRun (and not that shitty FPS that came out with that name, but was not ShadowRun).
I want god damn dragons running the god damned megacorps like the god damned power players they are.
An MMO (properly and correctly) based on ShadowRun (and not that shitty FPS that came out with that name, but was not ShadowRun).
I want god damn dragons running the god damned megacorps like the god damned power players they are.
And I want the finished version of your project
And I want the finished version of your project
What, the RTS?
Wasn't there an RPG based on shadowrun? I cannot rememeber it well but it may be too old a game for you to enjoy.
Wasn't there an RPG based on shadowrun? I cannot rememeber it well but it may be too old a game for you to enjoy.
An MMO (properly and correctly) based on ShadowRun (and not that shitty FPS that came out with that name, but was not ShadowRun).
I want god damn dragons running the god damned megacorps like the god damned power players they are.
I would also give one of my lungs for this.
Why, yes!
I am a creative projects lurker, I follow all the best projects secretly.
Oh, yeah, one more thing I want.
An otherwise at least okay game with a reasonably complex seed-based procedural magic system. Like Minecraft's world seeds, but the seed determines effect, target, element and other things. Perhaps something a little emergent so it's not all about finding the best seed.
Me and my friends discuss this sometimes, I've talked about it once before on here and it's been brought up a few times on the libtcod forums.
In that vein, however, I'd like to see someone make a game based off the Temeraire universe (Naomi Novik's stuff). It'd be somewhere between top-down tactical commander and (I hesitate here, but it's the only technically correct term) a first person shooter.
Oh, yeah, one more thing I want.
An otherwise at least okay game with a reasonably complex seed-based procedural magic system. Like Minecraft's world seeds, but the seed determines effect, target, element and other things. Perhaps something a little emergent so it's not all about finding the best seed.
Me and my friends discuss this sometimes, I've talked about it once before on here and it's been brought up a few times on the libtcod forums.
At least I think such a magic system would be boring. I find even the TES system of spellcrafting to be ultimately fairly dull, as you'll wind up with several spells that are no doubt useful for advancing in the game but not interesting at all.
But actually, it kinda exists. At least the classic ToME version had thaumaturgists whose powers were randomly generated spells. By my observations, they were fairly powerful, but having 40 different spells is rather dull when you only use 4d8 chaos vision and 12d8 mana bolt. Redundancy is unavoidable.
At least I think such a magic system would be boring. I find even the TES system of spellcrafting to be ultimately fairly dull, as you'll wind up with several spells that are no doubt useful for advancing in the game but not interesting at all.
But actually, it kinda exists. At least the classic ToME version had thaumaturgists whose powers were randomly generated spells. By my observations, they were fairly powerful, but having 40 different spells is rather dull when you only use 4d8 chaos vision and 12d8 mana bolt. Redundancy is unavoidable.
Anyone think up concepts you REALLY wanted to play, but unfortunately don't exist?
Just to day, I thought of a game like this:
In most games, when you fail a mission, you get a "GAME OVER" screen and must start again. However, in a game like this, if you lost the plot would adapt accordingly. For example, this mission would be "The attack was successful but they're launching a counterattack, survive until reinforcements arrive and keep at least five troops alive". If you failed to defend the troops, the base would be destroyed and you'd have to flee and assemble a makeshift squad and base as a last resort.
you have an ice spell, and it does such and so damage, but perhaps it's also used to heal Dark-aligned companions and teammates, and control the freezing of a lake once per day.
Wait, is that all in the video game versions of Shadowrun? Because I thought this was a thread about video games mostly. Obviously a system like that is much easier in a P&P RPG, in fact I've written up an elaborate FUDGE ruleset for something very similar one time :P
Right now we're stuck with mindless games that are basically Skinner boxes that really just focus on entertaining the audience. I want to see more games that tell stories in a compelling, interactive way, which is what video games should be about.
But I'd like it if Raven made a return to the Hexen and Heretic style games. But that's not likely since they're owned by activision and stuff now...
QuoteRight now we're stuck with mindless games that are basically Skinner boxes that really just focus on entertaining the audience. I want to see more games that tell stories in a compelling, interactive way, which is what video games should be about.
Sorry but genuin games not only take more effort but they also have a chance to fail. So we companies won't listen to you.
We will instead make our guarenteed hit "we made it a thousand times before dinner" games.
QuoteRight now we're stuck with mindless games that are basically Skinner boxes that really just focus on entertaining the audience. I want to see more games that tell stories in a compelling, interactive way, which is what video games should be about.
Sorry but genuin games not only take more effort but they also have a chance to fail. So we companies won't listen to you.
We will instead make our guarenteed hit "we made it a thousand times before dinner" games.
That, right there, is the problem. No one is willing to explore anything that "might have a 3% chance of failure." The industry is so huge that all they do is reskin past successes and remarket them (that's a bit of an exaggeration). But that's his point: games SHOULD be more radical but they AREN'T because it's such a (perceived) RISK.
QuoteRight now we're stuck with mindless games that are basically Skinner boxes that really just focus on entertaining the audience. I want to see more games that tell stories in a compelling, interactive way, which is what video games should be about.
Sorry but genuin games not only take more effort but they also have a chance to fail. So we companies won't listen to you.
We will instead make our guarenteed hit "we made it a thousand times before dinner" games.
That, right there, is the problem. No one is willing to explore anything that "might have a 3% chance of failure." The industry is so huge that all they do is reskin past successes and remarket them (that's a bit of an exaggeration). But that's his point: games SHOULD be more radical but they AREN'T because it's such a (perceived) RISK.
You can always try exploring other regional markets too. For example, Pathologic (a very good game that I highly recommend, the RPS quote itself comes from a Pathologic article) was a bestseller in Russia, winning mounds of awards, but barely got off in the U.S.
I've always wanted to play a game where you start out as a soldier on the front lines, but as you move up ranks throughout the game it turns more into a strategy as you start to command squads, then companies, and ending with you general of the military. I've seen plenty of blends between strategy and FPS, but none quite like this.Operation Flashpoint: Cold War Crisis has you start as a Corporal, but quickly get promoted to Lieutenant and command your own squad. I'd think it would be unfeasable to promote to General, since that takes decades of dedication in real life.
Oooh a New RPGmaker game with ALL the trimmings.RPGToolkit. I don't know what you mean by "ALL the trimmings", since it's not something that will make your game for you, but it is extraordinarily powerful as a tool.
Unfortunately most RPGmakers skimp out on several features.
The closest to the BEST RPGmaker I saw without heavy modding was for the PS2... but it had a devistating problem... Limited NPC space.
All the Trimmings such asGenerally, you'd have to code that stuff in by yourself, although it's very possible to do so.
Character pictures inside chat bars, character selection screen, and characters on screen.
An isometric strategy rpg ala final fantasy tacticals with dungeon crawl tier customization would be pretty sweet.
A game (preferably JRPG, but any genre will do) where you play the bad guy, that isn't played for laughs. A well thought out character, with motivations that are reasonable from their own perspective, but who is objectively the bad guy. I want to destroy the world (or be thwarted in the attempt) for reasons that make sense.
Despite Overlord being a really fun game, in my opinion.A game (preferably JRPG, but any genre will do) where you play the bad guy, that isn't played for laughs. A well thought out character, with motivations that are reasonable from their own perspective, but who is objectively the bad guy. I want to destroy the world (or be thwarted in the attempt) for reasons that make sense.
So I guess Overlord is out of the question.
I personally want a detailed nation running game. Choose what government and economic forms you want to use, like communism or democracy. And then having to deal with other countries while trying to keep your people happy.THIS. I've been slowly trying to learn programming so I can make this.
All the Trimmings such asGenerally, you'd have to code that stuff in by yourself, although it's very possible to do so.
Character pictures inside chat bars, character selection screen, and characters on screen.
Despite Overlord being a really fun game, in my opinion.A game (preferably JRPG, but any genre will do) where you play the bad guy, that isn't played for laughs. A well thought out character, with motivations that are reasonable from their own perspective, but who is objectively the bad guy. I want to destroy the world (or be thwarted in the attempt) for reasons that make sense.
So I guess Overlord is out of the question.
Don't really see how a game like that could work.
Nobody really sees themselves as the bad guy. It's very hard to go down the "evil" route without being comical.
Sure you can have games where the main charactor thinks he's doing the right thing and cocks everything up but if you think about it that's usually the Big Bad Boss' view point on his/her actions.
Just think the next time you're running through a 'bold camp slaying tons of those furry bastards so you can shake down their corpses for some coins. Maybe you're the bad guy, releasing destruction onto a race for your own benefit.
Also, Destroying the world for reasons that make sense? Since when has destroying the world ever been justifiable?
Blood Omen: Legacy of Kain is exactly what you want Lordcooper.
Just ignore the sequels after the second.
I wished there was a prehistoric survival game where you can be a caveman and hunt dinosaurs and such in an open-worldIm going to have to be the jackass who say's "Hurr durr, no dinosaurs in cavemen times."
I wished there was a prehistoric survival game where you can be a caveman and hunt dinosaurs and such in an open-worldIm going to have to be the jackass who say's "Hurr durr, no dinosaurs in cavemen times."
You get teams of robots that you build yourself. You don't control them in battle, instead you design their AI and they use that in order to win over their competition.
The manual is HUUUUGE!!!
I need a name! Hehehe.
A dungeon crawler where I get to play as a robot and collect parts to customize myself.
Scrap's a bit like that.
You salvage parts from the robots you fight.
Roguelike and all that.
Also, through the game, the camera between horizontal and vertical.
I personally want a detailed nation running game. Choose what government and economic forms you want to use, like communism or democracy. And then having to deal with other countries while trying to keep your people happy.
I wished there was a prehistoric survival game where you can be a caveman and hunt dinosaurs and such in an open-world
I wished there was a prehistoric survival game where you can be a caveman and hunt dinosaurs and such in an open-world
Too bad it was cancelled. (http://uk.gamespot.com/xbox/action/bc/index.html)
http://awakenedmmo.org/ Tech demo should be out by december, evidently its going to be a single player demo for now. They're also looking for artistic help.An MMO (properly and correctly) based on ShadowRun (and not that shitty FPS that came out with that name, but was not ShadowRun).
I want god damn dragons running the god damned megacorps like the god damned power players they are.
I would also give one of my lungs for this.
Problem Sleuth: The Game. It'd probably end up like a TF2 type thing with story missions and more wieldable weapons (if AD is out of ammo he can swipe that hand gun from PI, vice versa). I wouldn't care if it was the comic story line or if it was a new one, switching from imagination to real world would be fun, and it be great just to look at.
I wished there was a prehistoric survival game where you can be a caveman and hunt dinosaurs and such in an open-world
Too bad it was cancelled. (http://uk.gamespot.com/xbox/action/bc/index.html)
Looks like it is only suspended.. since 2004.. might be vaporware by now.. such wasted potential.. :(
What I'd like to see is a hypothetical game that's an intelligent hybrid of Star Control 2, Space Rangers 2, Imperium Galactica 2, and Noctis. So that there's a huginormous (no-hope-of-exploring-in-a-single-lifetime huginormous) galaxy out there, pregenerated but with randomly allocated "pockets" of intelligent life that tie themselves together via some FTL system, and strive to protect the galaxy against a suddenly appearing threat, which you first fight a losing battle against, then assemble an alliance, research the enemy's origins, develop countermeasures, and eventually drive the invaders out of the galaxy. This in a completely "living" environment with real trade routes, real NPC ships milling about their business, exploring, pirating, liberating, etc. All the time you're also free to explore the uncharted space for minerals, give names to stars and planets, fund or build spacestations, design and craft your own ships, then eventually control an armada that you will wield to (effectively) single-handedly drive the push against the enemy. That is a game I'd really like to play. X3 just seems too cramped.
I'd like to expand on that idea: what if, in addition to all the NPCs running around, there were a number of Computer Controlled Players, or CCPs? These guys would run around the world, possibly completing these dynamic quests depending on their personalities and locations. For instance:-snip-
-snip again-
- Ties in with the above, but I'd like quests not to always wait for the player. In a dynamic, procedurally-generated world, the player shouldn't be the only one doing fetch quests. If that poor sap can't find someone to protect him from the Xenon (and their presence should trigger the quest to appear, not the other way around!)... then that guy's out of luck, and he's dead. Don't do this with static quests though, the existence of those pushes me into a completionist mindset and if they expire on me, I get rather upset. xD I just want the world to be able to crumble from collective apathy.
I would like to see Final Fantasy 6 redone as a combination of Total War and and Koei's Romance of the Three Kingdoms. One of the factions would be based out of an airship, the battles would be epic.You know, I've always wanted a FF12 mod for Star Wars: Empire at War. The "space" battles would be fleet engagements between airships, with large infantry squads battling it out on the ground. It might actually be possible.
Space Rangers already does this for you, after a fashion. Except in the interests of longevity (since quests are unique and finite), CPC's don't "take" quests from you. Other than that, computer-controlled Rangers do everything the player does. Unlike actual "NPC" ships (traders, diplomats, pirates and military), CPC rangers really fly around in search of good equipment, they really converse with each other, form battlegroups. They all have their personalities, though you don't get to see much of those. Cowardly or underequipped Rangers will flee from danger, brave AND underequipped Rangers will follow military ops into an invaded starsystem only to pick up stray debris and avoid actual combat, brave and foolish Rangers will sometimes fly right into the midst of Dominator fleets in an attempt to help a damaged comrade escape, etc. Traders trade, pirates pirate, fighters fight. It's that kind of game, and it's part of what makes it so great. I've come to call Space Rangers a "Massively Singleplayer Game", because it almost plays like an MMO sometimes.I'd like to expand on that idea: what if, in addition to all the NPCs running around, there were a number of Computer Controlled Players, or CCPs? These guys would run around the world, possibly completing these dynamic quests depending on their personalities and locations. For instance:-snip-
-snip again-
- Ties in with the above, but I'd like quests not to always wait for the player. In a dynamic, procedurally-generated world, the player shouldn't be the only one doing fetch quests. If that poor sap can't find someone to protect him from the Xenon (and their presence should trigger the quest to appear, not the other way around!)... then that guy's out of luck, and he's dead. Don't do this with static quests though, the existence of those pushes me into a completionist mindset and if they expire on me, I get rather upset. xD I just want the world to be able to crumble from collective apathy.
- Idealistic Hero: This CCP would always jump in to save NPCs from danger, and maybe do minor repeatable subquests (go here and kill 10 pirate ships)
- Greedy Bastard: This CCP would also help NPCs, but only for rewards. If offered enough incentive, they may even switch sides.
- Trade Tycoon: This CCP would seek a peaceful trading life, taking advantage of supply and demand to make oodles of money. If the player is to slow to take advantage of market trends, this guy may beat the player to the punch.
- Renegade: Basically, the guy who would rather play as a criminal. Stealing, piracy, even murder are all legitimate tactics in this CCPs eyes.
And yes, the player would be able to interact with these CCPs just like anyone else. They wouldn't be some background force that is never in the same area as you.
I haven't played corewars, but I do remember playing robocode back in the day.
There could be a tab to view the current life on the planet separated into simple groups such as "plant", "animal", "bacteria" etc. then split into further groups such as "algae", "fish", "positive cocci" etc.,[...]
Dungeon Keeper underground fortress building + overland conquering with an Overlord control scheme. I've actually given it a lot of thought but I don't want to bore you with the details.
Dwarf Fortress 1.00?
You're not the only one:Dwarf Fortress 1.00?
-snip-This
Snip
The main issue with a nuke is the amount of physics objects moving and interacting. If the physics objects were limited to large, simple pieces, it would minimize lag.
Jagged alliance 3. It's been delayed more often than fucking Duke Nukem Forever, and passed through more hands than a relay stick. I just really really hope they don't fuck it up.
http://forums.techarena.in/video-games/1093390.htm
*mouth foam*
A fps in which you do not have tunnel visionI don't really think that's possible, given the design of current monitors. Plus, it sort of makes sense. When you're aiming a gun in real life, you focus straight down the sights, oblivious to whatever is around you.
I once mocked up a very basic 3D engine where I could make the display bring "inwards" the peripheral vision to fit onto the screen. i.e. middle was essentially rendering everything in 1:1 ratio (screen pixels vs "observable world pixels", in effect) but beyond some point (say the left- and right-most 10%) actually mapped its rendering to an increasingly greater horizontal angle than expected, in a gradual distortion, until the edge pixels of the screen actually represented say 80-degrees away from centre, in each direction. (Can't remember the exact proportion and distance, now, but I made it tunable anyway[1], and the above sounds about right to start with.)A fps in which you do not have tunnel visionI don't really think that's possible, given the design of current monitors. Plus, it sort of makes sense. When you're aiming a gun in real life, you focus straight down the sights, oblivious to whatever is around you.
Since it's really complicated, I'm just going to say it like this. I want a game that combines The Sims, Dwarf Fortress, Dungeons and Dragons, Shin Megami Tensei, Fable, Shadowrun, and Fallout into a simulation exploration survival RPG that basically gives you a fantasy life to live out in a world that is affected by every little change that happens ingame. One that expands constantly and never ends, with the only game over being when your previous character dies for whatever reason and you don't want to continue on as another character.
Oh, and it would be 100% text-based. I've wanted a game like that since I got interested in game design, and have even tried on several occasions to try making something like that, though without getting anywhere close to a complete product. Then again I don't know how to properly make a text-based game in the only scripting engine I know (Ren'Py) and I suck at Inform. Oh well.
What I want is something where I can make weapons/vehicles/ammo to my specs. I don't mean "+1 accuracy -1 damage", but as something emergent.This is my current project, actually. Steampunk setting revolving around adventuring, engineering and town management. Though, due to not being a mad scientist myself, item creation will boil down to something less advanced than that. Basically, after making something it runs a one time physics simulation, and records what happened. Things like stopping power, weight, exhaust, oil spilling (yay flammables!) and such will be abstracted from that. Hopefully you'll like the finished product.
I want a Pokemon game with fully-modeled ecosystems where you have to track down and capture pokemon manually instead of just walking through grass until something finds you.So like Monster Hunter, except with Pokemon and an open world instead of missions (is that how MH works? I've never actually played it)?
A complete(aka perfect) DF in my lifetime
A complete(aka perfect) DF in my lifetime
Considering Toady seems to be twice the median age around here, I think we can all rest assured that if DF isn't completed in our lifetimes, it will never be completed at all.
Left 4 D3ad?You're thinking of Ricochet probably. Can't remember any other great hits comming from valve except for Alien Swarm, but that one's free...
Team Fortress 3: Cosplay Edition.
Portal 3?
DOTA 3.Counter Strike 3?Counter Strike: Global Offensive
I heard rumours that Valve had another game that was of grand quality though, I just can't remember what it was...
[Edited for irony]
A LEGO game about The Man With No Name (basically the same as the LEGO Indiana Jones or LEGO Star Wars games). Is it possible?
A LEGO game about The Man With No Name (basically the same as the LEGO Indiana Jones or LEGO Star Wars games). Is it possible?
I love those damn games, and the Man With No Name movies would fit right in next to star wars.
A game like spore, but to the next level. Technology has to be developed by the player using the laws of physics, creatures that actually evolve instead of being picked from a predetermined list, that sort of thing. Of course, this kind game would require months of game play to go anywhere, so it probably won't come to pass.Hell man, I would have been happy with Spore as the original videos/talks showed it. Including the now non-existant water stage.
Some kind of survival game, preferably post-apocalyptic that doesn't involve monsters, demons, aliens etc. Mutants are fine, but nothing supernatural. Also, with needs like hunger, thirst, happiness, tiredness, etc. Preferably not a Roguelike but I'd settle for it if needs be.
Please tell me this exists and I've just missed it :P
Stranded 2.
Because wearing out your left click is fun.
It's probably much too simplistic for your tastes, but one that comes to mind is Schiffbruch (http://db.tigsource.com/games/schiffbruch). (German for "Shipwreck"). Not post-apoc, and a pretty simple and short game overall. But it's there, and it's free. I think I've heard that Stranded 2 is similar, but I haven't played that one myself.
And I still would like to see a stealth action game not flawed in some way.
a tactical persistant war mmo, starts wit you signing up picking were you want to sign up, some people could think out bases, if anything is destroyed the regions owner desides to repair it or not, if no one repairs a village for so long the villagers start forming guerrila armies going against the regions owner,enemy factions could help those guerrilas take out a faction and to keep it real make a big map with (heres the imposible part) 1 server...
Currently he has stated that releasing the source code is in his will, with the condition that his death isn't suspicious (IE murdering him for the code)A complete(aka perfect) DF in my lifetime
Considering Toady seems to be twice the median age around here, I think we can all rest assured that if DF isn't completed in our lifetimes, it will never be completed at all.
I seriously hope Toady's got a backup plan for DF in case of his untimely demise. GPL release, alternative dev(team), anything. As long as it won't die off with him.
Currently he has stated that releasing the source code is in his will, with the condition that his death isn't suspicious (IE murdering him for the code)
Working off DrPoo's (seriously?) idea, how about a FPS/RTS? 32+ FPS players versus 1 player who can control their units RTS style. It'd be interesting to see how games pan out. I think the FPS players would have the advantage in single unit engagements, but the RTS player would be able to use far more coherent strategies against their opponents.
If anyone was willing to murder him for the code, couldn't they just break into his house and steal his harddrive?Currently he has stated that releasing the source code is in his will, with the condition that his death isn't suspicious (IE murdering him for the code)A complete(aka perfect) DF in my lifetime
Considering Toady seems to be twice the median age around here, I think we can all rest assured that if DF isn't completed in our lifetimes, it will never be completed at all.
I seriously hope Toady's got a backup plan for DF in case of his untimely demise. GPL release, alternative dev(team), anything. As long as it won't die off with him.
A game like spore, but to the next level. Technology has to be developed by the player using the laws of physics, creatures that actually evolve instead of being picked from a predetermined list, that sort of thing. Of course, this kind game would require months of game play to go anywhere, so it probably won't come to pass.
A game like spore, but to the next level. Technology has to be developed by the player using the laws of physics, creatures that actually evolve instead of being picked from a predetermined list, that sort of thing. Of course, this kind game would require months of game play to go anywhere, so it probably won't come to pass.
This sounds like what This (http://thrivegame.forum-free.ca/) is going for, actually.
Inception would make a trippy video game.
A good space colonization game(Focused on space Colonization!) thats not a wargame or similar. Imagine Light of Altair but randomly generated surroundings.
Dungeon Keeper 3 ::)
Red Dead Redemption for pc :(
And I still would like to see a stealth action game not flawed in some way.
Merging action and stealth is flawed by definition, they're pretty much opposites :P However, I hear that MGS4 is supposedly a good stealth/action game.
A complete simulation of real life. With cheats.
A good space colonization game(Focused on space Colonization!) thats not a wargame or similar. Imagine Light of Altair but randomly generated surroundings.You might like Shores of Hazeron (http://www.hazeron.com). It's a MMO space exploration game, with heavy emphasis on building up your colonies (literally from the ground up, in some cases) and exploring a large, procedurally generated galaxy. Still in early alpha, and the graphics for a lot of things looks rather primitive, and lag remains an issue, but it's damn fun.
A good space colonization game(Focused on space Colonization!) thats not a wargame or similar. Imagine Light of Altair but randomly generated surroundings.You might like Shores of Hazeron (http://www.hazeron.com). It's a MMO space exploration game, with heavy emphasis on building up your colonies (literally from the ground up, in some cases) and exploring a large, procedurally generated galaxy. Still in early alpha, and the graphics for a lot of things looks rather primitive, and lag remains an issue, but it's damn fun.
Shores of Hazeron (http://www.hazeron.com)
Dungeon Keeper 3 ::)
Dungeon Keeper 3 ::)
We have that: Dungeons
Dungeons and Dungeon Keeper aren't even in the same genre. Dungeon Keeper is an RTS, Dungeons is a Tower Defense.
Dungeons and Dungeon Keeper aren't even in the same genre. Dungeon Keeper is an RTS, Dungeons is a Tower Defense.
<nitpick>Tower Defense is a subgenre of RTS.</nitpick>
What I want is something where I can make weapons/vehicles/ammo to my specs. I don't mean "+1 accuracy -1 damage", but as something emergent.This is my current project, actually. Steampunk setting revolving around adventuring, engineering and town management. Though, due to not being a mad scientist myself, item creation will boil down to something less advanced than that. Basically, after making something it runs a one time physics simulation, and records what happened. Things like stopping power, weight, exhaust, oil spilling (yay flammables!) and such will be abstracted from that. Hopefully you'll like the finished product.
I've personally thought about a game where items were crafted using a one-time physics sim.
The issue, of course, would be players with greater out-of-game knowledge making weapons that out-teched anything other players could come up with. Of course, now that I think about it, one way to prevent that is to make everything have different names and properties from real-world components (perhaps randomly generated properties for items), requiring that the players experiment with everything to try and figure out what actually works.
Even then, though, people with experience in manufacturing, metallurgy, or any other similar skill could just find substances with similar enough (or superior if they're lucky) properties to their choice material and begin churning out effective tools, weapons, and machines. It would end up as a battle of the brains. <Just what I've allways wanted. 70% think, 30% twitch.>
True. I could imagine that it would end up with the technologically-superior brainiacs hiring and arming less tech-savvy soldiers to protect them and do their bidding. <Awesome. From either side.>
And then the guy who works in the nuclear field finds a critical mass-capable material and decides that he wants togrief. TAKE OVER THE WORLD!!!
And that's a bad thing how?
A very realistic, open ended dragon simulator, where you play as various species of dragons, and where you can interact ( either peacefully or aggressively ) with other races and randomly generated kingdoms.
I wish there was a proper guerrilla warfare game, with both political and military maneuvering.
A very realistic, open ended dragon simulator, where you play as various species of dragons, and where you can interact ( either peacefully or aggressively ) with other races and randomly generated kingdoms.
a pvp game where each player wagers a random file from their computer. The winner gets a copy of a random file, let's say up to 5MB. Competition would be keen given the potential loss/embarassment/unknown.
a pvp game where each player wagers a random file from their computer. The winner gets a copy of a random file, let's say up to 5MB. Competition would be keen given the potential loss/embarassment/unknown.
Have you ever played Lose/Lose?
a pvp game where each player wagers a random file from their computer. The winner gets a copy of a random file, let's say up to 5MB. Competition would be keen given the potential loss/embarassment/unknown.
Have you ever played Lose/Lose?
That's not such a biggie, assuming the game doesn't use overwriting the files should be easy to recover. But embarrasment from having one's porn spread? Can't unsee.
a pvp game where each player wagers a random file from their computer. The winner gets a copy of a random file, let's say up to 5MB. Competition would be keen given the potential loss/embarassment/unknown.
Have you ever played Lose/Lose?
That's not such a biggie, assuming the game doesn't use overwriting the files should be easy to recover. But embarrasment from having one's porn spread? Can't unsee.
Uh, Lose/Lose can delete critical system files and eventually cause the OS to crash.
It certainly would be an interesting game, though. Especially when someone stocked their hard drive to the brim with reaction-inducers like Goatse.
thus why I specified "a copy of a random file". It's nice to have a trophy from each conquest. I also thought that after accepting each match and while it is loading, there would be a screen that shows the name of the file each person is wagering. I imagine there are some files that people might be more desperate to keep private and therefore will play harder that round.
Another nice idea... a heuristic that approximates the "shame value" of files. This heuristic is then used to bias the random selection of files. Before each round, the player can either accept the file offered - or in the event the file is among the worst imaginable, he can choose a "?" option that is guaranteed to be a different file... chosen with even heavier heuristic bias. :P
Chances are it's already shared with the internet at large ;)
thus why I specified "a copy of a random file". It's nice to have a trophy from each conquest. I also thought that after accepting each match and while it is loading, there would be a screen that shows the name of the file each person is wagering. I imagine there are some files that people might be more desperate to keep private and therefore will play harder that round.I'd imagine there'd even be some filenames that someone wouldn't want to be conveyed. So maybe the game should allow a variant of "blind bidding". Or the owner, on being shown the filename that will be disclosed (and which is already in escrow so that it is even if he pulls the power out immediately), gets the chance of a second randomly-chosen file (this time remaining unknown, for that little extra zest!) being presented in the contest on top-of the only-known-to-owner one. In the event of a draw (or very minor win by the opponent, if a draw isn't possible), only the mystery second file is "won" by the other party, but both files go under normal conditions.
Another nice idea... a heuristic that approximates the "shame value" of files. This heuristic is then used to bias the random selection of files. Before each round, the player can either accept the file offered - or in the event the file is among the worst imaginable, he can choose a "?" option that is guaranteed to be a different file... chosen with even heavier heuristic bias. :P
There's no way to calculate the "shame value" of a random file.
For example, text files may be scanned for offensive language. Picture and video filenames might provide a clue, as could folder names ("fap", "porn", "herm" etc, especially if combined with the 4chan filename format). In reverse, too - assuming a standard computer user, a .dll or anything in WINDOWS folder is unlikely to be "shameful" in any way.
You have remarkable security for your vast collection of pornography.
That sounds to maybe a bit more than half extent like that one game where everyone is cows.
I'd have a map, lets just say the same one from a Song of Fire and Ice (Game of Thones), accessed in Mount & Blade Style. However, not only limited to combat... you gotta eat, get armor made and so on. There would be action servers and RP servers. It is dedicated only to players of mature behavior (At least no 14y olds that walk up to the king as peasant and try to stab him with a rock then bitch at admins).
I'd imagine the possiblity for very epic battles and missions, The Man of the North march from the wall, freeing the hordes from beyond, bla bla.
Farming/resource crafting would be mostly done by NPCs with a PC in leading positions, having there own farm/mine or therelike that they lead. Death would be seriously painful and depending on your position in the game, possibly permanent (Again, server based) and everything is loot/buildable as you desire. Want a wall of wooden spikes around your farm? Go for it.
"DY"
You have remarkable security for your vast collection of pornography.
It isn't really. It's that originally I stuck them in a sub-sub folder in an inconspicuous location with a bland uninteresting folder name. The files themselves I just used whatever filename it was uploaded with (minus the unique number the website gives all files). I never bothered subfoldering things into categories or tagging them, and at this point the collection is just far too huge1 to want to do that now.
Any real human would find my porn in minutes, but a program would never been able to find them intentionally.
1I'd have to check, but I think I'm at 2 GB, including several short video animations and one really long one (800 MB?).
Have you guys watched the Spartacus series? In Roman times, a ludus was a sort of training ground for gladiators. The game that I want is where you own these gladiators, and arrange for their training, as well matches. You choose your best men for the right matches, and then the actual battles would be fully simulated, with actual, lasting injuries.
The great thing about this thread is that DF 1.0 will answer nearly everyone's prayers.
But 1.0.0 is the release version, which means Toady will believe it is "finished", insofar as this kind of game can actually be finishedThe great thing about this thread is that DF 1.0 will answer nearly everyone's prayers.
By Toady's version numbering scheme, the version 1.0.0 is nothing really special...
But 1.0.0 is the release version, which means Toady will believe it is "finished", insofar as this kind of game can actually be finishedThe great thing about this thread is that DF 1.0 will answer nearly everyone's prayers.
By Toady's version numbering scheme, the version 1.0.0 is nothing really special...
Meaning that 1.0.0 is only special if you, for some reason, consider the 100th core component to be somehow more epic than the others.And, without being disparaging, I'd probably hold back and wait for 1.0.1, which will be out less than a day later after some early-adopter comments about how the liquid helium no longer climbs out of buckets, or somesuch, after the convective heat transfer update included with the 100th core component interfered with the originally hard-coded atomic-level interactions at low energies, blah-de-blah...
What makes version 1.0 special is that it's the completion of everything on the devlog, as well as the game being "complete." That second reason is purely symbolic, but it's still exciting. I think the sort of tangential features Toady would add post version 1.0 would be the most interesting.
What makes version 1.0 special is that it's the completion of everything on the devlog, as well as the game being "complete." That second reason is purely symbolic, but it's still exciting. I think the sort of tangential features Toady would add post version 1.0 would be the most interesting.
Toady uses a scheme where the 1.0.x will mean nothing special in itself apart from 100 of the core features being complete. I haven't counted the items in development log but I'm fairly sure it's something else than 100... unless Toady was "aiming" for 100 for whatever reason.
"DY"Draco18's Yiff?
Well you had the names of 2 Furaffinity artists in it :P
An excellent attitude to take.Well you had the names of 2 Furaffinity artists in it :P
Yes, yes I did. :)
I'm not ashamed of the smut I like.
What makes version 1.0 special is that it's the completion of everything on the devlog, as well as the game being "complete." That second reason is purely symbolic, but it's still exciting. I think the sort of tangential features Toady would add post version 1.0 would be the most interesting.
Toady uses a scheme where the 1.0.x will mean nothing special in itself apart from 100 of the core features being complete. I haven't counted the items in development log but I'm fairly sure it's something else than 100... unless Toady was "aiming" for 100 for whatever reason.
There's 100 CORE items now. A year ago there weren't that many and he and ThreeToe sat down and worked out what the 100 items should be.
There's other stuff above and beyond that (REQs and BLOAT)
Anyone think up concepts you REALLY wanted to play, but unfortunately don't exist?
Just to day, I thought of a game like this:
In most games, when you fail a mission, you get a "GAME OVER" screen and must start again. However, in a game like this, if you lost the plot would adapt accordingly. For example, this mission would be "The attack was successful but they're launching a counterattack, survive until reinforcements arrive and keep at least five troops alive". If you failed to defend the troops, the base would be destroyed and you'd have to flee and assemble a makeshift squad and base as a last resort.
A very involved simulation of being a vampire or werewolf. A fully living city, you have to find a place to rest and avoid hunters. The prey you take are taster if you hunt after rich people, but are more guarded. A lot of choices. You can be a nice vampire who tries to help people as much as they can or be the worst vampire that wipes out the entire city, with loads of things inbetween. You can be a werewolf who wishes to control their condition and views it as a disease or be the wild uncontrollable monster. There should be a lot of tension between vampires and werewolves, with your own opinions mattering. You can either take the subway, parkour across the city or just drive, each with it's own benefits.
A very involved simulation of being a vampire or werewolf. A fully living city, you have to find a place to rest and avoid hunters. The prey you take are taster if you hunt after rich people, but are more guarded. A lot of choices. You can be a nice vampire who tries to help people as much as they can or be the worst vampire that wipes out the entire city, with loads of things inbetween. You can be a werewolf who wishes to control their condition and views it as a disease or be the wild uncontrollable monster. There should be a lot of tension between vampires and werewolves, with your own opinions mattering. You can either take the subway, parkour across the city or just drive, each with it's own benefits.
I like this, would it be a fully graphical game, or something akin to DF?
Also, this assumes that the populace, or at least a group of humans, knows about these supernatural creatures. You mind fleshing that out a bit?
A very involved simulation of being a vampire or werewolf. A fully living city, you have to find a place to rest and avoid hunters. The prey you take are taster if you hunt after rich people, but are more guarded. A lot of choices. You can be a nice vampire who tries to help people as much as they can or be the worst vampire that wipes out the entire city, with loads of things inbetween. You can be a werewolf who wishes to control their condition and views it as a disease or be the wild uncontrollable monster. There should be a lot of tension between vampires and werewolves, with your own opinions mattering. You can either take the subway, parkour across the city or just drive, each with it's own benefits.
I like this, would it be a fully graphical game, or something akin to DF?
Also, this assumes that the populace, or at least a group of humans, knows about these supernatural creatures. You mind fleshing that out a bit?
I would take either one. The ASCII option would have some charm, but the graphics would help a bit.
The populace wouldn't know a thing, but at most one quarter of the populace would know what's going on. They'd have varying opinions on learning this new truth. At one end of the spectrum, they'd love the supernaturals. If you came across one of these guys, they'd become your slaves and will do anything for you. At the other end, they'd want to wipe every single supernatural creature off the face of the Earth. They have weapons, they know your weaknesses, but they are just humans. If you are weakened, though, don't go near them. Though, there would be tons of gray in-between, such as "I don't really care that much", "As long as they don't bother me or my family they aren't getting anything" and "Hey, if they pay me, I'll help them."
Surprising how many specifically want ASCII/text interfaces... I always liked them myself but still.
A very involved simulation of being a vampire or werewolf. A fully living city, you have to find a place to rest and avoid hunters. The prey you take are taster if you hunt after rich people, but are more guarded. A lot of choices. You can be a nice vampire who tries to help people as much as they can or be the worst vampire that wipes out the entire city, with loads of things inbetween. You can be a werewolf who wishes to control their condition and views it as a disease or be the wild uncontrollable monster. There should be a lot of tension between vampires and werewolves, with your own opinions mattering. You can either take the subway, parkour across the city or just drive, each with it's own benefits.
A very involved simulation of being a vampire or werewolf. A fully living city, you have to find a place to rest and avoid hunters. The prey you take are taster if you hunt after rich people, but are more guarded. A lot of choices. You can be a nice vampire who tries to help people as much as they can or be the worst vampire that wipes out the entire city, with loads of things inbetween. You can be a werewolf who wishes to control their condition and views it as a disease or be the wild uncontrollable monster. There should be a lot of tension between vampires and werewolves, with your own opinions mattering. You can either take the subway, parkour across the city or just drive, each with it's own benefits.
It's not a simulation, really, but if you like stories... Choice of Vampire (http://www.choiceofgames.com/vampire/) is made by the people who made Choice of Dragon. Decently long, involved, and some choices might come back to haunt you later.
Surprising how many specifically want ASCII/text interfaces... I always liked them myself but still.
It's simple. It's easy to program. It doesn't lag that much unless you are playing a really huge game like DF.
Well, that might explain it... I personally dislike stuff being "promoted" just to get neat numbers though, but that's Toady's choice.
Surprising how many specifically want ASCII/text interfaces... I always liked them myself but still.
It's simple. It's easy to program. It doesn't lag that much unless you are playing a really huge game like DF.
I meant that people prefer the stylistic choice... and, the first one is relative, the second one shouldn't concern most users and lag isn't a common problem in all non-text games.
Well, that might explain it... I personally dislike stuff being "promoted" just to get neat numbers though, but that's Toady's choice.
Oh no. All the CORE items are new. I don't think any REQs got promoted (or if they did, it was very very few).
Surprising how many specifically want ASCII/text interfaces... I always liked them myself but still.
It's simple. It's easy to program. It doesn't lag that much unless you are playing a really huge game like DF.
I meant that people prefer the stylistic choice... and, the first one is relative, the second one shouldn't concern most users and lag isn't a common problem in all non-text games.
It could be that we all like DF, and DF is made of ASCII graphics (Or ANSI, or some wizardry) so we associate that with DF, which is quality.
Well, that might explain it... I personally dislike stuff being "promoted" just to get neat numbers though, but that's Toady's choice.
Oh no. All the CORE items are new. I don't think any REQs got promoted (or if they did, it was very very few).
I'm not sure if making up completely new goals just to get neat numbers is any better, but again, case-by-case basis and Toady's choice...Surprising how many specifically want ASCII/text interfaces... I always liked them myself but still.
It's simple. It's easy to program. It doesn't lag that much unless you are playing a really huge game like DF.
I meant that people prefer the stylistic choice... and, the first one is relative, the second one shouldn't concern most users and lag isn't a common problem in all non-text games.
It could be that we all like DF, and DF is made of ASCII graphics (Or ANSI, or some wizardry) so we associate that with DF, which is quality.
Many play DF with tiles. I personally don't, but many do... (and it's CP437, to be precise)
Well, that might explain it... I personally dislike stuff being "promoted" just to get neat numbers though, but that's Toady's choice.
Oh no. All the CORE items are new. I don't think any REQs got promoted (or if they did, it was very very few).
I'm not sure if making up completely new goals just to get neat numbers is any better, but again, case-by-case basis and Toady's choice...Surprising how many specifically want ASCII/text interfaces... I always liked them myself but still.
It's simple. It's easy to program. It doesn't lag that much unless you are playing a really huge game like DF.
I meant that people prefer the stylistic choice... and, the first one is relative, the second one shouldn't concern most users and lag isn't a common problem in all non-text games.
It could be that we all like DF, and DF is made of ASCII graphics (Or ANSI, or some wizardry) so we associate that with DF, which is quality.
Many play DF with tiles. I personally don't, but many do... (and it's CP437, to be precise)
Doesn't matter. Dwarf Fortress is mostly remembered for it's graphics, it's quality and it's complexity. People tend to combine all of these.
It could be that we all like DF, and DF is made of ASCII graphics (Or ANSI, or some wizardry) so we associate that with DF, which is quality.From the description, I was thinking of it being the ASCII game as in LCS. Not that I couldn't see it being a roguelike mapped ASCII (or, indeed, my "ANSI-like" preferred description) like DF.
I did say I didn't mind whether it was ASCII or not. If it wastes more space, it could be good to be more economic.
Well, that might explain it... I personally dislike stuff being "promoted" just to get neat numbers though, but that's Toady's choice.
Oh no. All the CORE items are new. I don't think any REQs got promoted (or if they did, it was very very few).
I'm not sure if making up completely new goals just to get neat numbers is any better, but again, case-by-case basis and Toady's choice...
Well, that might explain it... I personally dislike stuff being "promoted" just to get neat numbers though, but that's Toady's choice.
Oh no. All the CORE items are new. I don't think any REQs got promoted (or if they did, it was very very few).
I'm not sure if making up completely new goals just to get neat numbers is any better, but again, case-by-case basis and Toady's choice...
Accidentally replaced my post.
Power Goals are another category entirely (and there's over 100 of them!). The Core items are things that are considered to be essential to be completed before the game is considered "Version 1" and out of alpha/beta status. Req and Bloat items are the bells and whistles, with Power Goals defining the direction: things that could happen and should be possible (giant books, being denied entry, cow rustling, having your followers desert you, etc.).
Doesn't really address my point in any way...
It could be that we all like DF, and DF is made of ASCII graphics (Or ANSI, or some wizardry) so we associate that with DF, which is quality.
Can we end the nerd rant? Dwarfy Please with magma on top?Agreed. This thread is as derailed as the train in Inception (you know the one I'm talking about).
Doesn't really address my point in any way...
It's not like he made stuff up just to have 100 items. It was that he finally got down to writing them down and organizing them into 100 neat chunks.
Can we end the nerd rant? Dwarfy Please with magma on top?
I've always wanted to play a game where you start out as a soldier on the front lines, but as you move up ranks throughout the game it turns more into a strategy as you start to command squads, then companies, and ending with you general of the military. I've seen plenty of blends between strategy and FPS, but none quite like this.
Reminds me of Battleground Europe. Start out as a recruit serving as little more than fodder while learning the ropes, later become a sergeant with the ability to lead squads, after lieutenant you can potentially get into the high command and start managing brigades. Would obviously take dedicated play to become a general, though. All the while you're still perfectly capable of being a field soldier, and most don't even want to lead.I've always wanted to play a game where you start out as a soldier on the front lines, but as you move up ranks throughout the game it turns more into a strategy as you start to command squads, then companies, and ending with you general of the military. I've seen plenty of blends between strategy and FPS, but none quite like this.
This is exactly what I have wanted as well...start as a wee little man all the way up to leading a country (if its medieval based maybe) or something
... tribal simulator ...
... tribal simulator ...
You should look into Kings Of Dragons Pass.
It's from the previous millennium.... tribal simulator ...
You should look into Kings Of Dragons Pass.
It's not free, right? If it isn't free, I ain't getting it.
this game (http://)
I've always wanted to play a game where you start out as a soldier on the front lines, but as you move up ranks throughout the game it turns more into a strategy as you start to command squads, then companies, and ending with you general of the military. I've seen plenty of blends between strategy and FPS, but none quite like this.
this game (http://)Your link is nothing, unless that's the joke.
Don't expect too many options for anything, then. Games tend to cost money. It's a quality insurance thing, though yeah Kings of Dragons Pass is old.... tribal simulator ...
You should look into Kings Of Dragons Pass.
It's not free, right? If it isn't free, I ain't getting it.
Oh there are plenty of high-quality games that are free.
this game (http://)
I guess I'd like it if people would actually link to games as well.
Thank goodness I don't click on links in forums unless I know what they are.
Haha, why C++? Does the code it's written in matter? (You might consider DF to be a realistic MC, and that's written in C++)
Java is an easy code to learn and use, but it's simplicity makes it harder to add more complex features and it doesn't compile as well. C++ is less intuitive and harder to learn, but it is a very open-ended code with a lot of features, and a person who's good at C++ can do anything short of bending reality to his or her whim.
A thick bound book with a choose-your-own-adventure engine and an oldschool text-based RPG setting to make the ultimate book RPG.
You can then go east, into a dystopic industrial city
You can then go east, into a dystopic industrial city
What about west?
You can then go east, into a dystopic industrial city
What about west?
GO RIGHT!
http://games.adultswim.com/worst-game-ever-twitchy-online-game.html (http://games.adultswim.com/worst-game-ever-twitchy-online-game.html)
http://games.adultswim.com/worst-game-ever-twitchy-online-game.html (http://games.adultswim.com/worst-game-ever-twitchy-online-game.html)
You can then go east, into a dystopic industrial city
What about west?
Off topic: Starver
Yes, they are the same company.
http://en.wikipedia.org/wiki/Axe_(grooming_product) (http://en.wikipedia.org/wiki/Axe_%28grooming_product%29)
On topic:
I always wanted a game where one person is playing an RTS, whereas everyone else plays said units in an rts.
I know this exists (Savage or somethign like that?) but I'd rather seen it done better. I'm thinking something more like DOW, with squads and such. It'd require people to work together and actually listen to objectives and such, but I think it could work. I'd make it so that there is a strong reward for obeying objectives expediently, probably unlocks and stuff like that.
a god game.I know this is 25 pages later but...
but one where you are a god and can do everything you want in the entire world.
like beginning you and the world in the start, and the solar system, then time passes and you create races, then it passes more yet and you can decide how the planet is, looks, or what grows on it, then if life gets to form, then if those who are formed are intelligent and how much, if they venerate you or not, then you can also decide to play as one of them and live a life, with everything possible to happen.
and then, if you want, you can go around all god-like doing whatever you want and people will worship you all around.
and maybe create a galaxy, or similar...man...what a huge game it would be...like 90 gigabytes and growing...
A 3d space battle game. Like Starwars Battlefront, but like a normal space trading/pirating game.
Imagine Aurora, but only as the captain. You could go off and fire turrets, fire an escape pod into the enemy's hull (And probably get shot into the void of space where you will die of a lack of oxygen. See: Carbon Dioxide poisoning). Become a privateer, a pirate, a merc, a merchant, whatever. Blow up life support, whole enemy crew needs suits and such, or will die a horrible death. Blow up comms, they can't call for help. Blow up the fuel... boom.
I'd kill for a nethack style game done as a first person shooter. So far I've only ever seen one,What's that?
I'd kill for a nethack style game done as a first person shooter. So far I've only ever seen one,What's that?
Well, Hellgate: London was sort of like this, but it had lots of other issues.
I'd like the challenge and randomness of a nethack style game where you slowly learn how to survive different situations, but also with the skill based play of a FPS. I could honestly see myself playing such a game for a very long time.
Well, Hellgate: London was sort of like this, but it had lots of other issues.
I'd like the challenge and randomness of a nethack style game where you slowly learn how to survive different situations, but also with the skill based play of a FPS. I could honestly see myself playing such a game for a very long time.
Borderlands was supposed to be like that: dynamic terrain and all that. But it obviously lacked it.
Yeah borderlands had parts that were close, but not quite the complete thing. I'm sure someone will make one someday, I just got to keep waiting for it. :)
I always wanted a game where one person is playing an RTS, whereas everyone else plays said units in an rts.
I know this exists (Savage or somethign like that?) but I'd rather seen it done better. I'm thinking something more like DOW, with squads and such. It'd require people to work together and actually listen to objectives and such, but I think it could work. I'd make it so that there is a strong reward for obeying objectives expediently, probably unlocks and stuff like that.
Though for most players the game is a simple FPS, for one player on each side, the Commander, the game is a top-down RTS. The Commander is chosen at the beginning of the match, from any volunteers, and he/she then goes and sits in the command bunker for the rest of the game. The two factions, Empire and Consortium, are ever so slightly different, but the Commander’s role in each is simple; to build a base slowly across the map to support his team. The team’s job is to get the resources to let him do that.
I always wanted a game where one person is playing an RTS, whereas everyone else plays said units in an rts.
I know this exists (Savage or somethign like that?) but I'd rather seen it done better. I'm thinking something more like DOW, with squads and such. It'd require people to work together and actually listen to objectives and such, but I think it could work. I'd make it so that there is a strong reward for obeying objectives expediently, probably unlocks and stuff like that.
Maybe Nuclear Dawn? RPS Review (http://www.rockpapershotgun.com/2011/09/23/wot-i-think-nuclear-dawn/)QuoteThough for most players the game is a simple FPS, for one player on each side, the Commander, the game is a top-down RTS. The Commander is chosen at the beginning of the match, from any volunteers, and he/she then goes and sits in the command bunker for the rest of the game. The two factions, Empire and Consortium, are ever so slightly different, but the Commander’s role in each is simple; to build a base slowly across the map to support his team. The team’s job is to get the resources to let him do that.
There is, search around.I wouldn't have brought it up if I hadn't already searched for it. The only roguelike with a focus on pirates is AarrrRL (http://roguebasin.roguelikedevelopment.org/index.php/AarrrRL), and that's in development.
Simcity 5, and not dumbed down.When you say outpost 3, do you mean a sequel to outpost 2 or outpost 1?
And outpost 3.
you know this one? (http://slashware.net/blog/expedition-the-new-world/)There is, search around.I wouldn't have brought it up if I hadn't already searched for it. The only roguelike with a focus on pirates is AarrrRL (http://roguebasin.roguelikedevelopment.org/index.php/AarrrRL), and that's in development.
Though I'd love to be proven wrong.
I want a game where people don't just stare at each other when you talk to them. I want them to be DYNAMIC.
-- A new metroid game that continues the dame fusion storyline. I'm sick of the mid-quels and other M sucking.
graphics? realistic physics? blasphemy.Especially now with the particles traveling faster than light and what not. We don't even understand real life physics anymore. :o
A AAA modern xcom type (don't you dare mention that FPS monstrosity) that's not the UFO: after-x series.. don't get me wrong, I liked that series well enough, but they were buggy and felt half-finished with lots of unimplemented or poorly implemented features. X-com has aged surprisingly well but after all these years I'd like something a little more modernized. Heck, It does not even have to be space aliens... as long as it's got the base management, R&D, overworld map and tactical combat it could be YET ANOTHER ww2 game and I'd be happy.
I wish for a game that would surprise me by its depth after playing dwarf fortress.
Any genre will do, I don't care :p.
I wish for a game that would surprise me by its depth after playing dwarf fortress.
Any genre will do, I don't care :p.
Aurora ;D
Jesus. I must be brilliant at it then. I pretty much understood most of the screens when I first started, and I was half a sleep...
then again, I have always played strategy games since 5...
On the far right of the screen there are a couple of things to change. Under Commanders the second check box is for commander political bonuses. Uncheck this box, and the box below this for Inexperienced Fleets. They both add complexity that can confuse the beginner.
Conversations? Your character is a mute!I want a game where people don't just stare at each other when you talk to them. I want them to be DYNAMIC.
HL2 had some dynamic animations to go with conversations.
I wish for a game that would surprise me by its depth after playing dwarf fortress.
Any genre will do, I don't care :p.
Aurora ;D
Aurora makes Dwarf Fortress look accessible with an easy-to-use intuitive UI. :\
Games with mute players really breaks down the immersion. In Dead Island, I was expecting different things for my character to say (every 4 characters have different personalities) and they were mute! They only talked when they found a weapon or killed a zombie or something :oConversations? Your character is a mute!I want a game where people don't just stare at each other when you talk to them. I want them to be DYNAMIC.
HL2 had some dynamic animations to go with conversations.
Games with mute players really breaks down the immersion. In Dead Island, I was expecting different things for my character to say (every 4 characters have different personalities) and they were mute! They only talked when they found a weapon or killed a zombie or something :o
A game in which you play as a dragon from birth to death by getting old. Randomly generated world, many monsters, dungeons, events, empires. Damn!
A realistic fighting game. With bones and organs. So fights that go on for a few rounds could very well end up with someone having several broken bones.
A game in which you play as a dragon from birth to death by getting old. Randomly generated world, many monsters, dungeons, events, empires. Damn!
A freeware game where I can explore and colonise. There are games like this, but I can't download more than 20 megabytes. :(
A freeware game where I can explore and colonise. There are games like this, but I can't download more than 20 megabytes. :(What, 20MB in one go or 20MB overall?
Nah, much, much more realistic.A realistic fighting game. With bones and organs. So fights that go on for a few rounds could very well end up with someone having several broken bones.
Toribash? (http://www.toribash.com/)
I'll give Expedition another shot, but I really prefer space exploration and stuff like that.
Nah, much, much more realistic.A realistic fighting game. With bones and organs. So fights that go on for a few rounds could very well end up with someone having several broken bones.
Toribash? (http://www.toribash.com/)
I'll give Expedition another shot, but I really prefer space exploration and stuff like that.Did you play Ur-quan Masters? You should give it a shot. It's 1.2 MB.
Already playing prospector, but I'll give Ur-Quan Masters a go.You won't be dissapointed. Exploring the galaxy is what you do most of the time. Exploring a planet is very dangerous. If stuff like tectonics and temperature become a problem just leave that planet and look for other planets until you get some resistance against that.
I wish for a MMORPG set in the Mass Effect universe. The two main factions would be Council Space and the Terminus Systems, but any playable species can join either (or some other) faction. The classes are pre-defined, and any player species can become any class, but each species has strengths and weaknesses.I think it would be best done by having different starting areas and factions for each species. Krogan would be based on Tushanka, and often be on ships with primarily krogan crews, but others might become mercenaries and fight for random factions. There'd be multiracial crews on Council, or whatever its called, vessels, mostly human crews on alliance vessels, etc.
Human: General jack-of-all-trades.
Asari: High biotic potential.
Turian: Skilled soldiers and leaders.
Salarian: Tend towards finesse rather than firepower or strength.
Krogan: Raw power and toughness.
Quarian: High shield strength, tech experts.
Batarian: Shrewd and sneaky.
There would be nothing stopping a quarian from becoming a berserker, or a krogan becoming a healing class, though they might not be as effective at those jobs as other races. Roleplay would be the key here.
I agree that each race should have a sort of starting area and questline. Say, humans have received their first assignments in the Alliance military, quarians could be on their Pilgrimage, that sort of thing. And some players may choose to stick with their own species.I wish for a MMORPG set in the Mass Effect universe. The two main factions would be Council Space and the Terminus Systems, but any playable species can join either (or some other) faction. The classes are pre-defined, and any player species can become any class, but each species has strengths and weaknesses.I think it would be best done by having different starting areas and factions for each species. Krogan would be based on Tushanka, and often be on ships with primarily krogan crews, but others might become mercenaries and fight for random factions. There'd be multiracial crews on Council, or whatever its called, vessels, mostly human crews on alliance vessels, etc.
Human: General jack-of-all-trades.
Asari: High biotic potential.
Turian: Skilled soldiers and leaders.
Salarian: Tend towards finesse rather than firepower or strength.
Krogan: Raw power and toughness.
Quarian: High shield strength, tech experts.
Batarian: Shrewd and sneaky.
There would be nothing stopping a quarian from becoming a berserker, or a krogan becoming a healing class, though they might not be as effective at those jobs as other races. Roleplay would be the key here.
That way you'd both foster a sense of camaraderie better than "everyone v. reapers" while making it not be totally unthinkable to have a krogan healer or brute salarian.
A game I wish existed?Yesssssss. That would be awesome.
One with the general idea as Spore, but with the detail (But less micromanaging) of Dwarf Fortress. Preferably with some fair graphics as well, so we can actually SEE what our creatures look like.
The game would focus more on science and realism than "Cute and Cuddly" pieces of crap running around dancing and singing, of course.
*Sigh* If only..
A game I wish existed?
One with the general idea as Spore, but with the detail (But less micromanaging) of Dwarf Fortress. Preferably with some fair graphics as well, so we can actually SEE what our creatures look like.
*Sigh* If only..
A game I wish existed?
One with the general idea as Spore, but with the detail (But less micromanaging) of Dwarf Fortress. Preferably with some fair graphics as well, so we can actually SEE what our creatures look like.
*Sigh* If only..
It may not be as far off as you think. (http://thrivegame.forum-free.ca)
Where do I download? :DA game I wish existed?
One with the general idea as Spore, but with the detail (But less micromanaging) of Dwarf Fortress. Preferably with some fair graphics as well, so we can actually SEE what our creatures look like.
*Sigh* If only..
It may not be as far off as you think. (http://thrivegame.forum-free.ca)
Where do I download? :DA game I wish existed?
One with the general idea as Spore, but with the detail (But less micromanaging) of Dwarf Fortress. Preferably with some fair graphics as well, so we can actually SEE what our creatures look like.
*Sigh* If only..
It may not be as far off as you think. (http://thrivegame.forum-free.ca)
Grandroids.Only if they were not actually real animals. Then I would feel bad. Because I would neglect them. Or freeze their thinking by closing the game. Worse, closing it because it locked up via task manager, before it saved, killing them.
Game I wish existed?
Underwater city sim of some sort. I love the Bioshock atmosphere, but the gameplay is just dull FPS.
Wrong game in the right setting. (Absolutely beautiful, dark, isolated steampunk city at the bottom of the sea, with cool background story)
Game I wish existed?
Underwater city sim of some sort. I love the Bioshock atmosphere, but the gameplay is just dull FPS.
Wrong game in the right setting. (Absolutely beautiful, dark, isolated steampunk city at the bottom of the sea, with cool background story)
Hmmm there is a Mars Colony game that is essentially the exact same thing in essence to a underwater city sim.
What is the name of this game? Where can I get it?
A game I wish existed?
One with the general idea as Spore, but with the detail (But less micromanaging) of Dwarf Fortress. Preferably with some fair graphics as well, so we can actually SEE what our creatures look like.
The game would focus more on science and realism than "Cute and Cuddly" pieces of crap running around dancing and singing, of course.
*Sigh* If only..
I stopped playing Shores of Hazeron because I accidently divorsed the city I tried hard to create AND became stranded on another planet that I tried to colonise forever.
The game seriously hates its players.
What is the name of this game? Where can I get it?
http://www.bay12forums.com/smf/index.php?topic=73358.0
What I really want is a full-fledged tribal game. I have never seen a game where you can actually organize a true tribe. Basically, the main features would be:
-Fully designable and customizable buildings, outfits, and weapons.
-A dynamic way to handle culture and religion. Live in a desert? Perhaps your people center their religion around a scorpion god, doing dances and offering sacrifices in turn for protection.
-Other tribes, warfare, and monsters. The Jackal tribe sure hates the Scorpion tribe. You can organize raids, ambushes, and other such things, and possibly start dominating the other local tribes.
The Science tribe! All hail ‼Science‼What I really want is a full-fledged tribal game. I have never seen a game where you can actually organize a true tribe. Basically, the main features would be:
-Fully designable and customizable buildings, outfits, and weapons.
-A dynamic way to handle culture and religion. Live in a desert? Perhaps your people center their religion around a scorpion god, doing dances and offering sacrifices in turn for protection.
-Other tribes, warfare, and monsters. The Jackal tribe sure hates the Scorpion tribe. You can organize raids, ambushes, and other such things, and possibly start dominating the other local tribes.
Yes. So much yes.
For some reason I envision this as a text based game where you press links to do stuff. o_O I would hate that though.
A game where you can create things.
Like make incendiniary lemons by picking out several pieces and putting them together.
Then use them in a 3D environment.
and i'll be damned. it's just a friggin ps3 exclusive. i'll have to buy that hell of an horrible console.
and i'll be damned. it's just a friggin ps3 exclusive. i'll have to buy that hell of an horrible console.
Almost every PS3 exclusive is amazing. Sad to see that you are one of "those" gamers.
The hell is that supposed to mean? Only "true" gamers plunk down $300 for a console in order to play some game that is exclusive to it? Not everyone has that much disposable income.and i'll be damned. it's just a friggin ps3 exclusive. i'll have to buy that hell of an horrible console.
Almost every PS3 exclusive is amazing. Sad to see that you are one of "those" gamers.
You can't customize what they look like, but consider King of Dragon Pass (http://a-sharp.com/kodp/). It's pretty fun. You run a tribe, decide where to a lot magic points (how easily you research and prosper), decide where to raid, which councilmen to keep on your clan ring, and choose the destiny of your clan through story events. GrimithR's LP had him using "earthshakers" (Triceratops!) as beasts of burden, an awesome trickster as his clan negotiator and an etheral spike that helped him slay orcs.The Science tribe! All hail ‼Science‼What I really want is a full-fledged tribal game. I have never seen a game where you can actually organize a true tribe. Basically, the main features would be:
-Fully designable and customizable buildings, outfits, and weapons.
-A dynamic way to handle culture and religion. Live in a desert? Perhaps your people center their religion around a scorpion god, doing dances and offering sacrifices in turn for protection.
-Other tribes, warfare, and monsters. The Jackal tribe sure hates the Scorpion tribe. You can organize raids, ambushes, and other such things, and possibly start dominating the other local tribes.
Yes. So much yes.
For some reason I envision this as a text based game where you press links to do stuff. o_O I would hate that though.
A game where you can create things.
Like make incendiniary lemons by picking out several pieces and putting them together.
Then use them in a 3D environment.
I wish I could pirate a ps3 :(The hell is that supposed to mean? Only "true" gamers plunk down $300 for a console in order to play some game that is exclusive to it? Not everyone has that much disposable income.and i'll be damned. it's just a friggin ps3 exclusive. i'll have to buy that hell of an horrible console.
Almost every PS3 exclusive is amazing. Sad to see that you are one of "those" gamers.
I wish I could pirate a ps3 :(The hell is that supposed to mean? Only "true" gamers plunk down $300 for a console in order to play some game that is exclusive to it? Not everyone has that much disposable income.and i'll be damned. it's just a friggin ps3 exclusive. i'll have to buy that hell of an horrible console.
Almost every PS3 exclusive is amazing. Sad to see that you are one of "those" gamers.
Somalians aren't though :-XAnd coincidentally, my family owns a boat.
YEAH!WOOO!Somalians aren't though :-XAnd coincidentally, my family owns a boat.
LET'S DO THIS SHIT
*grabs 5 AK-47s*
I'm in. Got any rocket-propelled chainsaws? If not, a flamethrower will do.we need angel of death, girlinhat, and several others...YEAH!WOOO!Somalians aren't though :-XAnd coincidentally, my family owns a boat.
LET'S DO THIS SHIT
*grabs 5 AK-47s*
FEAR THE BAY12 BATTALION! *grabs hatchet and hunting rifle*
lucky I got some spare AKs
Thankfully, I bought my lil cookbook second-hand, with no paperwork. The government doesn't know I have the power to make acid napalm thermite rain from the heavens :PGood thing I have a book full of recipes for incendiaries. We can go threaten the US by thermiting the nuclear plant :Pth-th-thermite?
can't get magma-go thermite!
we are gonna melt those sonsofbit- wait? why is there a man in a black suit in my room all of a sudden? why is he getting a taser ouuuuuuuuuuuu-
What about ACID NAPALM THERMITE FLAMETHROWERS?I'm in. Got any rocket-propelled chainsaws? If not, a flamethrower will do.we need angel of death, girlinhat, and several others...YEAH!WOOO!Somalians aren't though :-XAnd coincidentally, my family owns a boat.
LET'S DO THIS SHIT
*grabs 5 AK-47s*
FEAR THE BAY12 BATTALION! *grabs hatchet and hunting rifle*
lucky I got some spare AKs
For some reason I feel I should wear a condom before reading anything on this page. Everything here is just so dirty!Dirty? MOAR LIEK FLAMMABLE!
For some reason I feel I should wear a condom before reading anything on this page. Everything here is just so dirty!I feel like reading this page has given the Feds my IP address :P
A game where you can create things.
Like make incendiniary lemons by picking out several pieces and putting them together.
Then use them in a 3D environment.
ATTENTION FEDERAL GOVERNMENT:A formal message from the Nekronian Minipax:
I am not a member of the Bay 12 pirates. I merely watch from the sidelines. Please do not arre
******************************
This forum is under observation by the Shadow Government.
Agents will be dispatched to your location within 30 minutes.
Please do not resist. Thank you for your cooperation.
******************************
******************************ATTENTION FEDERAL GOVERNMENT:A formal message from the Nekronian Minipax:
I am not a member of the Bay 12 pirates. I merely watch from the sidelines. Please do not arre
******************************
This forum is under observation by the Shadow Government.
Agents will be dispatched to your location within 30 minutes.
Please do not resist. Thank you for your cooperation.
******************************With magma,Spoiler (click to show/hide)
Necro910
When you say "instead of following a tree" what do you mean by that?A game where you can create things.
Like make incendiniary lemons by picking out several pieces and putting them together.
Then use them in a 3D environment.
This.
Even a not-3D game could be fun.
I just want a game that lets me invent something instead of following a tree.
In a sane way, not "Oh, mod it!"
Usually in games that let you research things, your given a choice. Each choice unlocks another choice, and you keep researching down the "tree" chart.When you say "instead of following a tree" what do you mean by that?A game where you can create things.
Like make incendiniary lemons by picking out several pieces and putting them together.
Then use them in a 3D environment.
This.
Even a not-3D game could be fun.
I just want a game that lets me invent something instead of following a tree.
In a sane way, not "Oh, mod it!"
He means following a tech tree, the term for what things you need to unlock to unlock other stuff.When you say "instead of following a tree" what do you mean by that?A game where you can create things.
Like make incendiniary lemons by picking out several pieces and putting them together.
Then use them in a 3D environment.
This.
Even a not-3D game could be fun.
I just want a game that lets me invent something instead of following a tree.
In a sane way, not "Oh, mod it!"
A Dwarf Fortress game that's totally completed and advanced.Probably the most common request :P
I just want a game that lets me invent something instead of following a tree.
In a sane way, not "Oh, mod it!"
What I wish would be something where you could make primitives (cylinder, rectangular prism, etc.) out of materials (iron, C4, etc. Possibly alloys of given metals too!) and attach them in interesting ways. (Brass disk + paper tube + impact explosive cylinder + explosive cylinder + lead sphere (x5) + paper disk = shotgun shell.
Copy that a few times and make a steel tube, steel tube, steel cylinder, steel pyramid (tiny spike), handle (x2)
You now have a simple shotgun. (two sliding tubes with a shotshell in the larger, slam shell back into firing pin)
Obviously, this will work better vehicle-scale than personal-scale. I just want my Falling Sand/Gmod/Fantastic Contraption cross.
How would someone go about making a point and click adventure anyhow?Adventure Game Studio's pretty widely used (http://www.bigbluecup.com/)
How would someone go about making a point and click adventure anyhow?I see at least one other answer, below, but all you need is an image editor, a text editor and a bit of HTML wherewithall to do it in HTML. Images and imagemaps for the clicking, a whole load of pages (perhaps deliberately obfuscated, by name, if you didn't want an 'easy cheat')... I can think of a number of HTML tricks that don't even need JavaScript, but you could use JavaScript as well to really obfuscate (or cut down on the number of pages, having more like 'scene templates') and perhaps add movement other than 'mere' animated gif overlays (CSSed, if need be), of either repeating or one-time nature.
I sort of meant in the quality of at least the point and clicks of old... rather then in the style of games like Arise or "Trapped in a phone booth".Well, as I was writing I specifically had in mind that you could do a Beneath A Steel Sky-style front-end (with a little effort into the back-end), ditto the other products you mentioned. For the actual "player walks across the screen" effect would need the JS, but with an artistic bent (and I'm not actually artistic, I admit) you could get the rest of the look and feel of it all pretty much identical.
AGS is pretty damn simple to use, the hardest part is probably the artwork, most of the basic coding for the games is done already.
So if you're dedicated enough to spend a few hours making a good one is easy.
There's plenty of documentation for it, I'd say give it a go before you decide it's too hard. And character animation isn't too hard if you follow the base animation frames they already have.
As for gameplay, the basic formula is wander around and click on things until a thing happens, anything on top of that is a bonus.
Hmm.
*Googlepedia*
So how much freedom does it give you when it says point and click? We talking 'Return to Zork' or full on 'machinarium'? Could one replicate the puzzles from myst? Does it allow for simple turn based combat?
Hmm.
*Googlepedia*
So how much freedom does it give you when it says point and click? We talking 'Return to Zork' or full on 'machinarium'? Could one replicate the puzzles from myst? Does it allow for simple turn based combat?
Magic Carpet II came out in 1995. Was good...had a number of underground/cave levels where you had to use terrain deformation to open up new sections of the level.I remember '95[1]. Must have been lost in the rest of the stuff of that year. (When did Battlezone[2] come out? Carmageddon[2]? Hmm, a couple of years later. Not sure what was trying to attracted my attention at that point, in lieu MC2, but it had obviously succeeded.)
[1]Spoiler: Nostalgia (click to show/hide)
We had a 486 for a while, I was a wee one then though, so I'm not as old as you two old farts.(Elders these days, no respect for their kids, amiright?) I wish a combination of men of war and dwarf fortress existed
(Kids these days, no respect for their elders, amiright?)
Not my first computer[1], nor (intentionally) meant as a oneupmanship shot. Merely a mental milestone that somehow escaped onto the keyboard.
That 486 was the first computer I used and when it was finally rendered unusable it had Windows 98 on it.
I have no idea why we still have it.
That 486 was the first computer I used and when it was finally rendered unusable it had Windows 98 on it.
I have no idea why we still have it.
...Win98?? On a 486?? Why?? D:
My Commodore 128 laughs at your 486. At least, it will in 5 minutes or so when it loads the digitized sound file necessary to laugh. Yeah, I'm one of the five people on the planet who actually went for the 128 instead of just the C64. Even though 90% of everything I ever ran was on the 64 processor. Since almost nobody wrote games that took advantage of the 128 chip, except for my own homebrew stuff. And even after reading the manual, I couldn't make head or tails of CP/M.[1]Spoiler: Nostalgia (click to show/hide)
What's that sonny? A P133? Ha. I've got a 486 in the basement. Used one of its RAM sticks as a keychain fob for several years before the chips fell off.
Sorry to derail your derail, but...
A Harvest Moon-style game as directed by Hideo Kojima. That's honestly the thing I think I'd most enjoy playing.
If there's not at least one opportunity to sneak into someone else's hen coop at night and steal the ever-loving bejeezus out of their (potentially robotic) livestock, it's just not good enough :I
Hmm... I think what I mean is that I really want a game with a sweet, stupid, stereotypical surface that ends up slowly revealing its other, far darker side as you go on. But done in such a way where it seems absurd and almost dadaistic.http://zarat.us/tra/offline-games/eversion.html (http://zarat.us/tra/offline-games/eversion.html)
Hmm... I think what I mean is that I really want a game with a sweet, stupid, stereotypical surface that ends up slowly revealing its other, far darker side as you go on. But done in such a way where it seems absurd and almost dadaistic.http://zarat.us/tra/offline-games/eversion.html (http://zarat.us/tra/offline-games/eversion.html)
I'd just like Cortex Command in 3D. Underground bases would certainly be a hell of a lot more interesting.Funnily enough, I remember reading a post on Data's site about a 3D atom/voxel engine in production(by someone else), and it said that if it ever was completed, a 3D Cortex Command wasn't an impossibility.
Sorry to derail your derail, but...Sounds awesome (except the robotic part). Perhaps you can seduce the owner of a rival farm, set up infrared cameras and alarms to catch other thieves, hire harvest sprites either to help you or sabotage others.
A Harvest Moon-style game as directed by Hideo Kojima. That's honestly the thing I think I'd most enjoy playing.
If there's not at least one opportunity to sneak into someone else's hen coop at night and steal the ever-loving bejeezus out of their (potentially robotic) livestock, it's just not good enough :I
*amazing post-modern idea*
A modern day geo-political strategy game that properly emulates economics and diplomacy.
Something like Superpower 2 but with actual functioning gameplay.
Or a Shadow President that doesn't have pointless messages popping up every ten seconds.
And nothing like Rulers of Nations.
A very makeshift replacement for that would be garrys mod, building tanks and therelike. A lot more fiddly and glitchy then a real game of course, some mods help with it (like automatically giving your tank/probs a certain hp value)
I want a American Politics simulator. Choose your party, and attempt to become president starting only as a lowly candidate for your local town's mayor. The game would make fun of all parties, and it would be very hard to get far in the game playing honestly. You'll have to do things like smear campaigns to make your rivals look worse than you are.
Hardcore mode for the game would be trying to get elected when your apart of the communist party :P
Sorry to derail your derail, but...*Horrible flashbacks to first harvest moon experiance*
A Harvest Moon-style game as directed by Hideo Kojima. That's honestly the thing I think I'd most enjoy playing.
If there's not at least one opportunity to sneak into someone else's hen coop at night and steal the ever-loving bejeezus out of their (potentially robotic) livestock, it's just not good enough :I
Well, I meant something more along the lines of a political satire. Like how the Liberal Crime Squad is.I want a American Politics simulator. Choose your party, and attempt to become president starting only as a lowly candidate for your local town's mayor. The game would make fun of all parties, and it would be very hard to get far in the game playing honestly. You'll have to do things like smear campaigns to make your rivals look worse than you are.
Hardcore mode for the game would be trying to get elected when your apart of the communist party :P
What, haven't played Democracy (http://www.positech.co.uk/democracy/) or the Redistricting Game (http://www.redistrictinggame.org/)?
I want a first person shooter:
- With low lethality, like in TF2
- Variety of game modes
- Lots of options in equipment loadouts for variety in play.
- No leveling/inventory/upgrade system. Everybody always has the same options as everyone else.
- A starcraft II style ranking system/lobby, as well as normal matchmaking/dedicated servers.
- Designed for lower-end machines to help keep a consistent framerate/response time.
I want a first person shooter:
- With low lethality, like in TF2
- Variety of game modes
- Lots of options in equipment loadouts for variety in play.
- No leveling/inventory/upgrade system. Everybody always has the same options as everyone else.
- A starcraft II style ranking system/lobby, as well as normal matchmaking/dedicated servers.
- Designed for lower-end machines to help keep a consistent framerate/response time.
So...you want Team Fortress 2: The original. Plus a matchmaking system.
And not this dumb Hat Fortress 2 shit we have now.
getting taken by The powder game, i ended up looking at the vines, yeasts, and so on...spore with physics? :D
...
now i want a game with physics and tinkering like the powder game, mixed in with the possibility to grow life from the cells to the end...yeah...
I want a fallout-ish rpg based of rouge trader
Or GTA with Kroots.....
A game in which you play as a dragon from birth to death by getting old. Randomly generated world, many monsters, dungeons, events, empires. Damn!So want.
A game in which you play as a dragon from birth to death by getting old. Randomly generated world, many monsters, dungeons, events, empires. Damn!So want.
So want. If I could, I would make that.
The closest we've got: I of the Dragon (http://www.youtube.com/watch?v=aEr0kxm7Wdg).
anything with the pace and complexity of dwarf fortress, playable on a portable (phone, tablet, that sort of stuff)Enviro-Bear 2000 is the game for you.
Dwarf Fortress in space! With spaceships you build yourself, TILE BY TILE, and they move around in realtime, and you have a sector and build a huge floating space station and interact with other entities. Or maybe you build a huge swarm of organic ships around a big mothership and go on a slow cruise through the galaxy, feeding off asteroids and civilization fragments.
Oh, how I used to dream of this. I even downloaded PDCurses ASCII and set myself up to program it...
It probably never will happen. :(
Dwarf Fortress in space! With spaceships you build yourself, TILE BY TILE, and they move around in realtime, and you have a sector and build a huge floating space station and interact with other entities. Or maybe you build a huge swarm of organic ships around a big mothership and go on a slow cruise through the galaxy, feeding off asteroids and civilization fragments.
Oh, how I used to dream of this. I even downloaded PDCurses ASCII and set myself up to program it...
It probably never will happen. :(
Dwarf Fortress in space!I've got a little something up my sleeve that will doubtless not get anywhere near the Real World, which I've been trying to consciously make[1] not DF-IN-SPAAAAACCEEE! But in its current form it's resource management, within an asteroid already on its way through interstellar-space[2], whose body is mined to provide materials (and internal space)[3] to be able to develop the travellers' capabilities for when they can involve themselves in the process of exploring each star (or defending against locals who may not be quite as peaceful in their version of Rendezvous With Rama). Or, indeed, deal with such interstellar issues/opportunities as might occur to break the tranquillity of the journey.
Crusader Kings 2.But that does exist. It's just not released until February.
snipThis sounds a lot like the game Savage 2. Not to the letter, mind you, but damn close.
That is very damn close, although I don't know how many people play it, so I don't think I will download it until I get more knowledge of it. Thanks for the heads up though!snipThis sounds a lot like the game Savage 2. Not to the letter, mind you, but damn close.
Space station 13 + no lag + not BYOND and a stand-alone game instead.
Don't really care if the graphics are any better, but 3D graphics would be a plus.
-Le snip snip-Hey, I got a game thats like that, Except you all are trying to kill eachother, But it can work like you said, IIRC.
Free weekend on steam! YEAH!-Le snip snip-Hey, I got a game thats like that, Except you all are trying to kill eachother, But it can work like you said, IIRC.
Welcome to http://www.nucleardawnthegame.com/ (http://www.nucleardawnthegame.com/)
I hope you enjoy it.
I played it for a good while around a year ago; there were sufficient people to play matches fairly often, mostly depending on the time of day though.That is very damn close, although I don't know how many people play it, so I don't think I will download it until I get more knowledge of it. Thanks for the heads up though!snipThis sounds a lot like the game Savage 2. Not to the letter, mind you, but damn close.
snipThis sounds a lot like the game Savage 2. Not to the letter, mind you, but damn close.
Yeah, that idea sounds like Savage (2) except in a modern setting.
Shores of Hazeron (http://hazeron.com) with a AAA budget and team working on it.
Yep. And less lag. I haven't played it yet due to other issues.Shores of Hazeron (http://hazeron.com) with a AAA budget and team working on it.
Hear hear. Preferably a team with a gameplay consultant.
KG
Shores of Hazeron (http://hazeron.com) with a AAA budget and team working on it.
Shores of Hazeron (http://hazeron.com) with a AAA budget and team working on it.Last time I checked they were using SOH as a sideproject or something, so I second your sentence.
I had to drop by and leave this idea, it's been swimming in my head for a while and I had the urge to share it:it's not that in-depth, but have you looked into the cultures\northland tetralogy? i enjoyed it a lot as a kid, think of it as a DF lite
I wish there were a game that simulated the Norse settlement of North America (Vinland, Markland, Helluland, Greenland). It would be set in the late 900's-early 1000's, you would assume the role of a Viking lord/merchant/ship captain/raider and make your way from Iceland to the new world with supplies and a small troop of settlers. You'd land in either the harsh, barren lands of Greenland or Helluland (http://en.wikipedia.org/wiki/Helluland) (Baffin Island), the great forests of Markland (http://en.wikipedia.org/wiki/Markland) (Labrador Canada), or the relatively warm pasture lands of Vinland (http://en.wikipedia.org/wiki/Vinland).
Your main character would act as the lord of your outpost/village/estate and would order construction, manage trade, diplomacy with the natives (called skraeling by the norse), etc. Your people would assume professions typical of dark age norsemen and you'd hack out an existence in the unforgiving lands of the new world, forging for whatever resources you can find, fending off inuits, and trading away precious goods (from lumber to narwhal tusks). The game would keep track of all the citizens' ancestry and their looks (something like DF, with genetics) and could last for decades until the settlement is abandoned or destroyed. I think it would be interesting to have genetics play a role, say your settlement is overtaken by natives who intermix with your population only to be discovered years later by future explorers or reclaim parties. Religion would also play a role, from feuds between family members to all out civil war over Paganism vs. Christianity.
I guess what I'm saying is that I want a totally realistic/historically accurate Viking DF :P
I would code it myself or even mod DF, save for my lack of skills. Maybe some day....
I wish there were a game that simulated the Norse settlement of North America (Vinland, Markland, Helluland, Greenland). It would be set in the late 900's-early 1000's, you would assume the role of a Viking lord/merchant/ship captain/raider and make your way from Iceland to the new world with supplies and a small troop of settlers.
that sounds like minecraft. it's boringNo. Minecraft is
I considered Minecraft, or a Minecraft mod, but what I want is more an improved version of Stranded II. In my opinion, it's adventure game-style crafting system is far superior to Minecraft's "put some items in a box and hope you made something" system. The building interface is a bit too much clicking and it's sometimes hard to see where you're placing a building site in light-colored areas, but the basic idea of having an area where you need to gather your materials is, in a certain way, more fun than building a device out of parts in any old place and plonking it down wherever you feel like. Deon's Stranded II mod made me realize that it's kind of fun having an enemy that you can never truly conquer, only contain, and how fun it can be building defenses in hostile territory. I think a lot of the rest of my idea is inspired by D&D and the general idea of having fun preparing for individual battles or situations.If you like Stranded II so much, have you tried my mod? It expands crafting a bit and adds some variety (the map is the same though, but it has different biomes).
I considered Minecraft, or a Minecraft mod, but what I want is more an improved version of Stranded II. In my opinion, it's adventure game-style crafting system is far superior to Minecraft's "put some items in a box and hope you made something" system. The building interface is a bit too much clicking and it's sometimes hard to see where you're placing a building site in light-colored areas, but the basic idea of having an area where you need to gather your materials is, in a certain way, more fun than building a device out of parts in any old place and plonking it down wherever you feel like. Deon's Stranded II mod made me realize that it's kind of fun having an enemy that you can never truly conquer, only contain, and how fun it can be building defenses in hostile territory. I think a lot of the rest of my idea is inspired by D&D and the general idea of having fun preparing for individual battles or situations.If you like Stranded II so much, have you tried my mod? It expands crafting a bit and adds some variety (the map is the same though, but it has different biomes).
I stopped developing it because I lack proper animation skills to include new creatures.
OMG ENDERMEN, BASED OF SOME ANGEL SH*T FROM SOME BRITISH SHOWHmmm... I am, myself, British. Can't think what that show would be.
I think Doctor Who, "Crying Angels" or something.OMG ENDERMEN, BASED OF SOME ANGEL SH*T FROM SOME BRITISH SHOWHmmm... I am, myself, British. Can't think what that show would be.
Angels in British shows... Can't immediately think of many. The latter in Randall And Hopkirk (Deceased), Mr Bean, the stone angels in Doctor Who (and a few alternate instances in pre-millenium DW), Angel the supposed-to-be-from-the-British-Isles character in Buffy, but that's a stretched attempt. And none of them look like Endermen.
I did see trailers for a new show coming in the new year on ITV, when I was at my parents' at Christmas. Eternal Law. That the one? If so, I think Leftpondia must have gotten it before us. But I don't get the idea that they're anything like the MC creatures.
(Don't mind me, just pondering out loud.)
I think Doctor Who, "Crying Angels" or something.Well, I mentioned them. But they look nothing like 'em, and do the opposite. Enderman ignore you if you don't look at them[1], and only get nasty when you stare. The Stone/Crying Angels are vicious SOBs that are only harmless if you keep them in sight and don't blink[2]!
I think Seek & Destroy was sort of like that, In that you could customize what weapons and accessories your tank used.
A game of sparta. You have to think of more darastic and evil ways to train your milatary as their skill incrises, to the point or cutting the top half of their skull off and making them figh 1,000's of enimies.Try Dwarf Fortress.
The Stone/Crying Angels are vicious SOBs that are only harmless if you keep them in sight and don't blink[2]!
[2] I loved the episode in which they initially appeared. Mostly the Doctor Who mythos skirts around the flexibility of the timestream, but this episode and the Pompei-based one (in particular) adhere to my "What you go back and do, you've already been back and done" idea. There are early (especially pre-Baker[3]) episodes in which flexibility is shown, plus various strangenesses like that of subverting the Tardis's Paradox Device for massive history-changing events (Mr Saxon[4]'s first post-reboot interference with Earth), but I do like it when it's all self-consistent, and still gives a good story with intrigue.
What [Mister Saxon] an anagram of? Taxes Minors? Smear Toxins?
Doctor Who uses whatever method of time travel is appropriate for the plot to make sense.Yeah, was just giving my aesthetic preference. (Me, not Ultravalican, mis-step on the quote editing, there, but ne'er mind.)
Call of Duty in WW2, portrayed in the boots of a forcefully conscripted german soldier. and, no, i don't want him to turn on his allies in the last mission (or after the first one), but i would like to see the other side's view. but i doubt that's going to happen. so i say CoD in WW2, but let's be members of various anti-occupation ressistance members!I've played an RPG (paper and dice, plus ad-hoc tabletop tableau of the 'home' village) based upon the Volkssturm. I'd say there'd be some cross-pollination between that and the game you're suggesting.
I'd have actually said that Turn Left wasn't an STL, because it was more "branch and recover", while Pompeii was an STL, because he could have 'let it be different' but took part in making it adhere to History, as opposed to not stop it like in Genesis of the Daleks.
The way I understood Turn Left is that by "going right" you have a stable time loop. Every time the loop hits that critical moment, it is repeated. The whole point of Turn Left was to break out of that loop.A different definition of STL than mine (not that I'm claiming authority), because the "Go right" loop is a loop that prompts the "Going left", but as far as the main story timeline is a universal out-budding that, apart from this vital influence, could be considered vestigial. Like Perhaps call it a Stable Time Pretzel? (Still not quite right, I think. But off-topic, still, and trying to make this shorter and sweeter than the previous derail so as not to compound it.)
Space station 13 + no lag + not BYOND and a stand-alone game instead.Not sure if anyone mentioned this, but people over at Baystation12.net are making this.
Don't really care if the graphics are any better, but 3D graphics would be a plus.
Another remake attempt? There's like 16 failed ones already.Space station 13 + no lag + not BYOND and a stand-alone game instead.Not sure if anyone mentioned this, but people over at Baystation12.net are making this.
Don't really care if the graphics are any better, but 3D graphics would be a plus.
The way I understood Turn Left is that by "going right" you have a stable time loop. Every time the loop hits that critical moment, it is repeated. The whole point of Turn Left was to break out of that loop.A different definition of STL than mine (not that I'm claiming authority), because the "Go right" loop is a loop that prompts the "Going left", but as far as the main story timeline is a universal out-budding that, apart from this vital influence, could be considered vestigial. Like Perhaps call it a Stable Time Pretzel? (Still not quite right, I think. But off-topic, still, and trying to make this shorter and sweeter than the previous derail so as not to compound it.)
edit: Bistable Time Loop!?!
Something like Dwarf Fortress Adventurer mode that isn't set in a high fantasy environment. No dwarves and elves or whatever, just humans. Still fantasy, of course, but much more lightly. Also, guns. Seriously, I have had shaped this dream long before I discovered DF.
A full simulator of a megacorp in a sci-fi setting. Start out small on Earth just as one randomly chosen sci-fi tech develops. Follow the tech curve and try to face out random events (That don't just disappear with a click of a mouse! If those miners rebel, you have to deal with it until you either opress them or give them that union). Eventually, you reach a technological singularity, and you may have to orchestrate the downfall of humanity to stop going out of business.Isn't X-Com Apocalypse sorta like this?
Just a general idea, though. I may come up with more.
I wanna be an amoral bastard in a nice suit, not saving the Earth from aliens. As in, plenty of evil options would be nice.A full simulator of a megacorp in a sci-fi setting. Start out small on Earth just as one randomly chosen sci-fi tech develops. Follow the tech curve and try to face out random events (That don't just disappear with a click of a mouse! If those miners rebel, you have to deal with it until you either opress them or give them that union). Eventually, you reach a technological singularity, and you may have to orchestrate the downfall of humanity to stop going out of business.Isn't X-Com Apocalypse sorta like this?
Just a general idea, though. I may come up with more.
You might be able to do some of that by modifying Aurora (4x). Also, you might be able to play Anno 2070 like that- there is an evil corporate side- but I'd suggest getting a cracked version. NOT that I'm advocating piracy, I'm just saying it's better than the alternative. Which I guess is technically advocating it, but I'm not advocating it in the same way that GoDaddy stopped advocating SOPA, which is to say, I am advocating it.
I'm just saying it's better than the alternative.
I'm just saying it's better than the alternative.
why? its drm is that bad?
I'm just saying it's better than the alternative.
why? its drm is that bad?
When it's a rootkit virus?
Yes. Yes it is (https://www.google.com/search?client=firefox-a&rls=org.mozilla%3Aen-US%3Aofficial&channel=s&hl=en&source=hp&biw=1691&bih=853&q=rootkit+drm&oq=rootkit+drm&aq=f&aqi=g-v2g-b1&aql=&gs_sm=e&gs_upl=1025l2640l0l2848l11l11l0l1l1l0l164l1089l4.6l10l0).
oh ok. I was interested in the franchise, but I've the same qualms as you.
anyway, Ubisoft already was on my blacklist, so meh. (I've realized just now who the publisher was)
Spoiler: Mini rant-like thing (click to show/hide)
DRM attracts piracy. From what I've seen, most pirates pirate no matter what. But there are some pirates who pirate the game because they don't like the developer or something. That kind of pirates actually support indie games if they like it.
People are more likely to hate evil, money-hungry corporations and more likely to support peaceful, friendly indie devs.
Just a thought:But that is sort of my point. What's the difference between that and "Download the game, install the game, apply the internet-connection-always-on crack." I tell you what. It's cheaper. Probably even easier in other ways, too. Slippery slope. And I've seen too many machines[1] infected with viruses when a kid's tried to get smart with games, movies and of course pr0n. However imperfect I might be, let me at least be happy with how I managed my nephews' early experiences of their own computers...
Buy the game.
Install the game.
Apply the internet-connection-always-on crack.
You legitimately own the game, you just bypassed the DRM feature (which causes you a headache due to the circumstances). And you need never tell your nephews.
But that is sort of my point. What's the difference between that and "Download the game, install the game, apply the internet-connection-always-on crack." I tell you what. It's cheaper. Probably even easier in other ways, too. Slippery slope.
The difference is being the good customer and insisting on paying full price even when the vendor knows that you could have just as well gotten it cheaper/for free somewhere else and that you support their business.I have no argument with that. I know exactly how far I would go to personally fulfil my own entertainment needs. (fnar fnar) Which lines I would cross, which I would shy away from.
I've paid for DRM games and then pirated them to get the better experience.I would never pay anything that contains DRM. Yep, I'm in the I-boycott-Ubisoft camp.
I've paid for DRM games and then pirated them to get the better experience.I would never pay anything that contains DRM. Yep, I'm in the I-boycott-Ubisoft camp.
I'd play a universe simulator (think Spore, space stage) - in multiplayer. With working economics, politics, and even having each planet as complex as a Dwarf Fortress site (Or maybe even a world, if any PC could handle it). Players would research the species living in their solar systems, new technologies, weapons etcetra. They would buy and sell planets to other players, join unions, and send lightsaber swinging representants to other home bases.
All in real time.
Tons of browser games already have this, but I need something as advanced as DF, rather than the stupid, static worlds those games have.
6. Try to conquer world and accidentally a communist empire in 1800.Ah, but by their nature Marxism and proto-communism were profoundly anti-imperialist. Furthermore, socialism only began to be recognised around the 1830s, it was just "liberalism" back in 1800 or "defending the ideals of the French Revolution", more appropriately. But nevertheless, the term was coined by Karl Marx when he wrote the manifesto of an organisation in London in 1852 if I recall correctly.
So you could not possible have a communist empire in 1800. :P
Rebuild Spacebuild for Garry's Mod as a standalone program. Design the engine from the ground up to support gravity, atmosphere, and (semi) interplanetary distances. Redesign the art to be consistent yet not overly flashy.I'm Sirus, and I support this message.
http://en.wikipedia.org/wiki/Fran%C3%A7ois-No%C3%ABl_Babeuf6. Try to conquer world and accidentally a communist empire in 1800.Ah, but by their nature Marxism and proto-communism were profoundly anti-imperialist. Furthermore, socialism only began to be recognised around the 1830s, it was just "liberalism" back in 1800 or "defending the ideals of the French Revolution", more appropriately. But nevertheless, the term was coined by Karl Marx when he wrote the manifesto of an organisation in London in 1852 if I recall correctly.
So you could not possible have a communist empire in 1800. :P
A game, most likely a roguelike, with a custom spell system so complicated that it's treated in-game like something more akin to a scripting language. You would give commands to a "spell compiler", and could find magical grimoires and tomes that could be imported or #included like magical code libraries and give you access to more spell effects.
Happy Wheels has been getting a lot better lately, especially since level importing was disabled so people actually have to create their own shitty levels, rather than copying other people's shitty levels.Oh, thank fucking *insert diety of your choice here*. I may finally be able to get back into it without cringing whenever I see the level upload list.
I've never seen any high fantasy games with the modern level of science and technology instead of Medieval Stasis (the closest thing I remember is Arcanum of Steamworks and Magick Obscura, a Fallout-like fantasy RPG set in a Victorian England-esque world).
I've meant something more Western, and not PS2-exclusive. Apparently such thing already exists, it is called Warhammer 40000...I've never seen any high fantasy games with the modern level of science and technology instead of Medieval Stasis (the closest thing I remember is Arcanum of Steamworks and Magick Obscura, a Fallout-like fantasy RPG set in a Victorian England-esque world).
There's a number of JRPGs that are like that. Persona, Final Fantasy VIII leap to mind.
A game based on the SCP Foundation. I would pay so much money to play that.
First Person, Yes. Shooter, No.A game based on the SCP Foundation. I would pay so much money to play that.
Oh yes, this. So much potential. There could be a Half-Life-ish shooter where you need to fight through escaped subjects, or perhaps it could be sort of a micromanagement game where you need to make sure the subjects are properly contained and conduct experiments.
A game based on the SCP Foundation. I would pay so much money to play that.Here you go. (http://bay12forums.com/smf/index.php?topic=100606.0)
A dungeon crawler where I get to play as a robot and collect parts to customize myself.
A dungeon crawler where I get to play as a robot and collect parts to customize myself.
It's funny because I wanted to do this game! It was going to be a platform like, somewhat inspired by Mojang's Cobalt.
But theres one very close to that, the name is K.O.L.M. and you can find it on Kongregate.
Scrap RL (http://www.roguetemple.com/reviews/scrap-10drl-11/)A dungeon crawler where I get to play as a robot and collect parts to customize myself.
It's funny because I wanted to do this game! It was going to be a platform like, somewhat inspired by Mojang's Cobalt.
But theres one very close to that, the name is K.O.L.M. and you can find it on Kongregate.
World in Conflict 2.
Crusader Kings, but beginning at the at the beginning of time and ending at the end of time.Damn that Fedual System is versatile. Fuck democracy.
A kind of cross between dungeon keeper, red factions mailable terrain, Savage: Battle for newerths melle and movement abilitys (but with propper physics) and what project offset was promissing before it shut down would be nice.
Why?
You get to controll a base and design it in a 3d environment, see things live and grow in it, depend it etc. You get to make it look awesome or descend down to see it at eye level. Towering keeps, deep dungeons, epic gulfs. small quaint towns. All awash with NPC inhabitants who have routines to do, react propperly, and move as fluidly as the player in first person mode. The NPC's require food and work to make sure they have ample supply etc.
Essentialy youde have a Party, clan, guild, faction and kingdom system. You start as a party of freinds, this grows into like minded incividuals who you trust and fight by the side of, you grow into a guild were you get to make your mark and develop your buisness prospects, you then turn into a faction with millatery might, and through this you get to become a kingdom. In the end its all out war and treachery with diplomacy.
all the wile your on a procedurally generated map server with its own resources that are finite etc with monsters (giants etc) who you could potentialy capture and put to your cause and wildlife. new deposits etc can be found in places and the gear of your foes can all be salvaged and refit for purpose.
WANT.Seconded. I've wanted a type of game like this for many years.
I really wish a game like this existed.
A kind of cross between dungeon keeper, red factions mailable terrain, Savage: Battle for newerths melle and movement abilitys (but with propper physics) and what project offset was promissing before it shut down would be nice.
Why?
You get to controll a base and design it in a 3d environment, see things live and grow in it, depend it etc. You get to make it look awesome or descend down to see it at eye level. Towering keeps, deep dungeons, epic gulfs. small quaint towns. All awash with NPC inhabitants who have routines to do, react propperly, and move as fluidly as the player in first person mode. The NPC's require food and work to make sure they have ample supply etc.
Essentialy youde have a Party, clan, guild, faction and kingdom system. You start as a party of freinds, this grows into like minded incividuals who you trust and fight by the side of, you grow into a guild were you get to make your mark and develop your buisness prospects, you then turn into a faction with millatery might, and through this you get to become a kingdom. In the end its all out war and treachery with diplomacy.
all the wile your on a procedurally generated map server with its own resources that are finite etc with monsters (giants etc) who you could potentialy capture and put to your cause and wildlife. new deposits etc can be found in places and the gear of your foes can all be salvaged and refit for purpose.
An a multiplayer action-storytelling RPG that had tools to build any kind of world you liked and an easy way to mod in new resources such as map tiles and character models, etc.
A rules system that was configurable to fit many different genres.
The ability to set up a persistent server in which players could log in and play in the world you create. A "GM" client to allow you to also enter the world with special Game Master powers, spawn creaturs and encounters, trigger traps, possess NPCs to breathe life into the world.
POwerful server scripting tools to set up automated world maintenance tasks like working economy for player crafting and such.
Basic tiny, themed MMOs (not so massive). Think Neverwinter Nights 1 persistent worlds, just done better with better tools and completely focused on people making small worlds for adventure and group storytelling games.
An a multiplayer action-storytelling RPG that had tools to build any kind of world you liked and an easy way to mod in new resources such as map tiles and character models, etc.
A rules system that was configurable to fit many different genres.
The ability to set up a persistent server in which players could log in and play in the world you create. A "GM" client to allow you to also enter the world with special Game Master powers, spawn creaturs and encounters, trigger traps, possess NPCs to breathe life into the world.
POwerful server scripting tools to set up automated world maintenance tasks like working economy for player crafting and such.
Basic tiny, themed MMOs (not so massive). Think Neverwinter Nights 1 persistent worlds, just done better with better tools and completely focused on people making small worlds for adventure and group storytelling games.
These are called MUDs.
A kind of cross between dungeon keeper, red factions mailable terrain, Savage: Battle for newerths melle and movement abilitys (but with propper physics) and what project offset was promissing before it shut down would be nice.
Why?
You get to controll a base and design it in a 3d environment, see things live and grow in it, depend it etc. You get to make it look awesome or descend down to see it at eye level. Towering keeps, deep dungeons, epic gulfs. small quaint towns. All awash with NPC inhabitants who have routines to do, react propperly, and move as fluidly as the player in first person mode. The NPC's require food and work to make sure they have ample supply etc.
Essentialy youde have a Party, clan, guild, faction and kingdom system. You start as a party of freinds, this grows into like minded incividuals who you trust and fight by the side of, you grow into a guild were you get to make your mark and develop your buisness prospects, you then turn into a faction with millatery might, and through this you get to become a kingdom. In the end its all out war and treachery with diplomacy.
all the wile your on a procedurally generated map server with its own resources that are finite etc with monsters (giants etc) who you could potentialy capture and put to your cause and wildlife. new deposits etc can be found in places and the gear of your foes can all be salvaged and refit for purpose.
...Dwarf Fortress?
KG
Spoiler (click to show/hide)
...Dwarf Fortress?
KG
I'd like a game similar to Star Wars: Battlefront 2, but Warhammer 40k.I've been designing something like this for some time. Nothing actually on a computer yet, but I guess that great minds think alike :D
edit: sorry I'm being vague. Its just that I've been playing supcom and once you get down the nitty gritty analysis of an RTS economy and DPS and such, it makes good features of the game completely useless by comparison to the 'best strategies' that come out of this analysis.
I'd like to see an multiplayer RTS with more than one viable strategy.
edit: sorry I'm being vague. Its just that I've been playing supcom and once you get down the nitty gritty analysis of an RTS economy and DPS and such, it makes good features of the game completely useless by comparison to the 'best strategies' that come out of this analysis.
Spoiler (click to show/hide)
...Dwarf Fortress?
KG
no.. dwarf fortress lacks a good portion of what that suggestion for a game contained. Sure dwarf fortress has lots of depth, but its not the same as what im thinking of in any way bar the management prospects. if youde played the games mentioned in this then you would know what i was on about.
You get to controll a base and design it in a 3d environment, see things live and grow in it, depend it etc. You get to make it look awesome or descend down to see it at eye level. Towering keeps, deep dungeons, epic gulfs. small quaint towns. All awash with NPC inhabitants who have routines to do, react propperly, and move as fluidly as the player in first person mode. The NPC's require food and work to make sure they have ample supply etc.
Essentialy youde have a Party, clan, guild, faction and kingdom system. You start as a party of freinds, this grows into like minded incividuals who you trust and fight by the side of, you grow into a guild were you get to make your mark and develop your buisness prospects, you then turn into a faction with millatery might, and through this you get to become a kingdom. In the end its all out war and treachery with diplomacy.
all the wile your on a procedurally generated map server with its own resources that are finite etc with monsters (giants etc) who you could potentialy capture and put to your cause and wildlife. new deposits etc can be found in places and the gear of your foes can all be salvaged and refit for purpose.
@3, whats up with your avatar every time I hit view image on it it gives me something different each time. ???
<snip a bit> mailable terrain <snip a lot>
Sorry, couldn't resist the inner snark.
Spoiler (click to show/hide)
...Dwarf Fortress?
KG
no.. dwarf fortress lacks a good portion of what that suggestion for a game contained. Sure dwarf fortress has lots of depth, but its not the same as what im thinking of in any way bar the management prospects. if youde played the games mentioned in this then you would know what i was on about.
It might lack some of those right now, but as Putnam mentioned, most of the features you described are either already in place or planned:QuoteYou get to controll a base and design it in a 3d environment, see things live and grow in it, depend it etc. You get to make it look awesome or descend down to see it at eye level. Towering keeps, deep dungeons, epic gulfs. small quaint towns. All awash with NPC inhabitants who have routines to do, react propperly, and move as fluidly as the player in first person mode. The NPC's require food and work to make sure they have ample supply etc.
Essentially what DF is right now, minus the graphical front end you describe, which I believe is in the far-future dev plans. Build a base, NPC dwarves run their routines.QuoteEssentialy youde have a Party, clan, guild, faction and kingdom system. You start as a party of freinds, this grows into like minded incividuals who you trust and fight by the side of, you grow into a guild were you get to make your mark and develop your buisness prospects, you then turn into a faction with millatery might, and through this you get to become a kingdom. In the end its all out war and treachery with diplomacy.
Planned for adventure mode in DF, if I remember correctly.Quoteall the wile your on a procedurally generated map server with its own resources that are finite etc with monsters (giants etc) who you could potentialy capture and put to your cause and wildlife. new deposits etc can be found in places and the gear of your foes can all be salvaged and refit for purpose.
Procedural generation is already in DF, along with new deposits and refitting opponents' gear.
What exactly is it that you described that you feel DF isn't covering?
KG
Also totally getting this (http://www.youtube.com/watch?v=h7eREddMjt4&feature=player_embedded&fmt=22) when it comes out.IF it ever comes out.
I'm looking for this. (http://www.outerra.com/forum/index.php?topic=825.msg9550#new)
OMG. If it's not vaporware, we're about to hit a level of graphics improvement that will be comparable to the creation of color monitors.
http://www.youtube.com/watch?v=00gAbgBu8R4&feature=related
The claims are, honestly, too good to be true.
Yes but, if your elements are small enough (the blades of grass, leaves, pebbles, etc.) you only need 10-20 variations to lay out in various preset patterns. You don't need to keep every pixel of a fractal to render it, you just work it through. There is no reason to keep thousands of volumes of the same rock in memory at the same time, when one volume and thousands of sets of xpos, ypos, zpos, xrot, yrot, zrot will do.
Yes but, if your elements are small enough (the blades of grass, leaves, pebbles, etc.) you only need 10-20 variations to lay out in various preset patterns. You don't need to keep every pixel of a fractal to render it, you just work it through. There is no reason to keep thousands of volumes of the same rock in memory at the same time, when one volume and thousands of sets of xpos, ypos, zpos, xrot, yrot, zrot will do.
While true, the technology they're presenting as "new" has existed for a decade or more.
And they manage to "fool" people into thinking that they have technology that allows for "infinite resolution" which isn't true.
In fact (!) Notch had something to say on it (http://notch.tumblr.com/post/8386977075/its-a-scam).
"Unlimited something something"
Obviously, it is extremely unlikely to be true and possible. Maybe this perpetum mobile design is working but is a good heuristic to ignore claims like this.
They seem to actually be claiming they can model as finely as they desire, only limited by the storage space available, and only displaying a small part based on viewing angle.
They seem to actually be claiming they can model as finely as they desire, only limited by the storage space available, and only displaying a small part based on viewing angle.
This part is possible with polygon graphics ("only limited by the storage space available" is obviously untrue, as this data must be accessed).
A Warcraft 3 like-game where you actually play by the rules of Feudalism, levying footmen, archers, and such from peasants, instead of conjuring them from gold, wood, and food.Make it a Crusader Kings II mod and I'll play it.
You know, there could be a mod for that.
A Warcraft 3 like-game where you actually play by the rules of Feudalism, levying footmen, archers, and such from peasants, instead of conjuring them from gold, wood, and food.
You know, there could be a mod for that.
-snip-I'd play that.
I would too.A game about asteroid impact survivalI'd play that.
Me too. Lets create a huge quote pyramid until someone makes it :PI would too.A game about asteroid impact survivalI'd play that.
Crusader Kings 2 already is a feudalism simulator.I meant a CKii WC3 mod indeed. Although someone has to make it first ofc:p
Unless you're talking about a Crusader Kings 2 Warcraft 3 mod.
Care to elaborate?
I'd also play it.Me too. Lets create a huge quote pyramid until someone makes it :PI would too.A game about asteroid impact survivalI'd play that.
Me too. Lets create a huge quote pyramid until someone makes it :PI would too.A game about asteroid impact survivalI'd play that.
A Warcraft 3 like-game where you actually play by the rules of Feudalism, levying footmen, archers, and such from peasants, instead of conjuring them from gold, wood, and food.
You know, there could be a mod for that.
First person RTS /w voice communication/modern hardware.
You guys know that thing you put on your head and then when you look left, the char/screen moves left, too? That should come with the game.
First person RTS /w voice communication/modern hardware.
First person RTS /w voice communication/modern hardware.
You guys know that thing you put on your head and then when you look left, the char/screen moves left, too? That should come with the game.
That's only viable with a multi-monitor setup, in which case, you don't actually want the screen to move.
As written, you'd be looking at the screen out of the corner of your eye (to the right) while facing left, which is bloody useless (the center of focus moves right while your center of view moves left).
Yeah Arma is the first game I heard about using it, followed IL-2... also gloriously missing the point : DMissing the point? How so?
First person RTS /w voice communication/modern hardware.
You guys know that thing you put on your head and then when you look left, the char/screen moves left, too? That should come with the game.
That's only viable with a multi-monitor setup, in which case, you don't actually want the screen to move.
As written, you'd be looking at the screen out of the corner of your eye (to the right) while facing left, which is bloody useless (the center of focus moves right while your center of view moves left).
Well, awesome news, we can stop wishing and start throwing money at one of our dream games: Shadowrun Returns (http://www.bay12forums.com/smf/index.php?topic=106508) =D !!!
When Kickstarter goes right (http://www.kickstarter.com/projects/1613260297/shadowrun-returns). Oh man, do want.
Isn't there some Minecraft-like that's like that?Well then you clearly haven't played it in the last year.
Ah yes, here (http://www.bay12forums.com/smf/index.php?topic=82254.0).
A Real time strategy game, Napoleonic era or such, where you play as a general, but you have to command from a first person view.
Imagine, having to find a position on the battlefield to watch the battle from. Or maybe you can fight in the battle itself, at the cost of not being able to make tactical decisions once both ( or more ) armies engage. THe plus side is that you will gain more glory, prestige, etc for participating directly.
Regiments won't be able to respond immediately, no military unit in history has been able to do that within a split second of the order being given. A lot of stock will be placed on your general's personality, a la Medieval 2 total war. If you get the, say, "cunning" trait, troops will be better at ambushes, trickery, etc. Having the "brave" trait will inspire your men, giving them the ability to stand longer in battle, and with more ferocity.
Inspired by people like Napoleon and Frederick the Great.
A sandbox/free-roam spaceship bridge command game. I'm surprised it's never really been done that often.
I wish the game I've been wanting and trying and failing to make for years existed: A fully free-form, open-world, almost entirely procedurally generated JRPG in the lieu of Dragon Quest. Each character and enemy has a class (of which there are 500+), one or more skill trees, and lots of customization options. Any NPC is recruitable. Dynamic plot and endings based on the player's choices (and new playable worlds spring up based on how the last one's main plotline ended).Sounds a little bit like wurm.
I want a single-player Shores of Hazeron. Build cities and colonies, explore procedurally-generated planets and star systems, design every facet of your starships...it'd be awesome, and no worrying about crippling lag or starting smack-dab in the middle of a larger empire that only lets you live at it's whim.This would be awesome. I like everything about Hazeron except the multiplayer and unplayable lag.
I want a single-player Shores of Hazeron. Build cities and colonies, explore procedurally-generated planets and star systems, design every facet of your starships...it'd be awesome, and no worrying about crippling lag or starting smack-dab in the middle of a larger empire that only lets you live at it's whim.This would be awesome. I like everything about Hazeron except the multiplayer and unplayable lag.
I'd say it's a game with awesome potential. Still needs a lot of work.I want a single-player Shores of Hazeron. Build cities and colonies, explore procedurally-generated planets and star systems, design every facet of your starships...it'd be awesome, and no worrying about crippling lag or starting smack-dab in the middle of a larger empire that only lets you live at it's whim.This would be awesome. I like everything about Hazeron except the multiplayer and unplayable lag.
We don't even have a Shores of Horizon with GOOD multiplayer even for those large empires.
It still is a pretty awsome game though.
-Most epic dragony idea ever-
-Most epic dragony idea ever-
Yes yes yes! I'm pretty sure I thought of this when I finished the first book. What would be really cool is if there was multiple campains, so in one, you play as the british against the french, but in another campain you could be the Japanese fighting off the Chinese (for whatever reason), so the Japanese have far more dragons with special abilities, as apposed the the Chinese dragons' superior numbers and greater speed (maybe better tactics, because of the imperials and celestials). Another thing, only briefly mentioned in the books, is Machu Pichu (I think, I'll have to check to be sure), so you could be the the Incas fighting off the settlers.
God I want this game so much.
I guess I made one too many assumptions there, but the idea would still be absolutely awesome. Something else to consider would be non - battle gameplay: When you're in a camp, especially a badly organised one, a challenge could be aquiring food for your dragon and crew.
A modern game based on Shadowrun, from early in the setting back when it was still cool. Not an FPS though, because the last time they tried that it sucked.
oh wait
Yar har ho tee hee har!
That's what the 'oh wait' is for. I've been getting a lot of my wishes lately.
Free-to-play version of EVE online.
A multiplayer survival horror. All I see around is multiplayer action horrors. :(
I want to run from zombies with my friends!
A game that realistically depicts politics within a city-republic, similar to Florence. You run for office, business, criminal investments, etc. Kinda like the Guild ( 1 and 2 ) but with less building an army of rogues and more political maneuvering, assassinating, and sanctioned military action ( once you assume a government position that allows you to control military units ).Sounds like there's some overlap with Republic, there. (ISTR a "Let's Play" on these forums, which I meant to keep track of[1] but my attempt to search for it has failed. Doubtless, though, you're meaning something slightly different anyway.)
A multiplayer survival horror. All I see around is multiplayer action horrors. :(
I want to run from zombies with my friends!
...
It all boils down to if you can survive, and how. Perhaps multiple endings depending on if you used your tools, played mind games with the killers, if you actually killed them, if you saved your family as well, etc.
I'm sorry. Dwarf Fortress already exists.actually, it doesnt. and it probably wont for the next ~10 years
I'd surely buy an inverted Call of Duty Modern Warfare-esque game.
Evil Americans are invading Soviet Union/Russia and you are a member of the elite team of Spetsnaz fighting the aggressors throughout various locations.
I'd surely buy an inverted Call of Duty Modern Warfare-esque game.I'd probably play that just for the novelty.
Evil Americans are invading Soviet Union/Russia and you are a member of the elite team of Spetsnaz fighting the aggressors throughout various locations.
Thought of this earlier, while cleaning dishes (I do some of my oddest thinking in the kitchen, it seems).If Tali would've been purple instead of white. So would want this... No spacesuit and a skirt. FUck yeah D:
Take the characters from Mass Effect. Stick them in a high school. Emphasis the relationship aspects. You have the Mass Effect dating sim. The personalities and backgrounds would change slightly to fit the new theme:
Ashley becomes the tomboyish childhood friend.
Kaiden is the laid-back guy with a tragic past.
Joker is the class clown (uses a wheelchair or crutches to get around).
Wrex is the school bully, though not evil or malicious.
Garrus is a wannabe bad boy. Possibly hangs out with Wrex.
Tali is a shrinking violet, at least at first.
Liara is also shy, and of course is bi-curious.
Anderson is one of the teachers, possibly home room. Cool older guy who offers advice.
Udina is the principal.
Miranda is the rich bitch (there's one in every high school drama, after all).
etc, etc.
Like I said, totally weird idea, but now I wouldn't mind seeing some sort of fan project like this :P
Nah, she would stay in her suit. She's still a quarian, after all.Thought of this earlier, while cleaning dishes (I do some of my oddest thinking in the kitchen, it seems).If Tali would've been purple instead of white. So would want this... No spacesuit and a skirt. FUck yeah D:
Take the characters from Mass Effect. Stick them in a high school. Emphasis the relationship aspects. You have the Mass Effect dating sim. The personalities and backgrounds would change slightly to fit the new theme:
Ashley becomes the tomboyish childhood friend.
Kaiden is the laid-back guy with a tragic past.
Joker is the class clown (uses a wheelchair or crutches to get around).
Wrex is the school bully, though not evil or malicious.
Garrus is a wannabe bad boy. Possibly hangs out with Wrex.
Tali is a shrinking violet, at least at first.
Liara is also shy, and of course is bi-curious.
Anderson is one of the teachers, possibly home room. Cool older guy who offers advice.
Udina is the principal.
Miranda is the rich bitch (there's one in every high school drama, after all).
etc, etc.
Like I said, totally weird idea, but now I wouldn't mind seeing some sort of fan project like this :P
Ghostbusters Roguelike.
Now I have seen everything, and my life is meaningless. Do you know if there is a Stay-Puft Man in it?Ghostbusters Roguelike.
There is a Ghostbusters rougelike.
http://roguebasin.roguelikedevelopment.org/index.php/GhostbustersAscii (http://roguebasin.roguelikedevelopment.org/index.php/GhostbustersAscii)
A game with completely 100% accurate physics. It would be awesome.
Now I have seen everything, and my life is meaningless. Do you know if there is a Stay-Puft Man in it?No, sorry, I never really got that far in it.
A game with completely 100% accurate physics. It would be awesome.
A game with completely 100% accurate physics. It would be awesome.
It's called reality and it isn't all that great, but at least when you play your game you could have it run more fun games in itself.
The problem is, I can't pull off a bank heist in real life.A game with completely 100% accurate physics. It would be awesome.
It's called reality and it isn't all that great, but at least when you play your game you could have it run more fun games in itself.
Other than that, a game like say, the Total War games, but allows you to build, name, and develop a completely unique empire from scratch.i've been designing\working for years, though mostly slacking, on a mod for warcraft 3 that does something like that. it's not as in depth as TW, but it's much deeper than wc3 itself
Monster Hunter with online is what i've always wanted. MH Frontier may just make my dreams come true :D
Monster Hunter with online is what i've always wanted. MH Frontier may just make my dreams come true :D
Doesn't MH have online coop already?
Monster Hunter with online is what i've always wanted. MH Frontier may just make my dreams come true :D
Doesn't MH have online coop already?
Tri on the Wii did. The others? I'd have to guess no.
Your character stands up in a trench as impenetrable fog flows away from you. You pick up a strange and mysterious tool and run through earthen trenches, every step lighter and faster than the one before. Soon you leap from the trench and are running through a ruined industrial wasteland. You encounter some dead men. Using your tool, you remove the lead pellets in the corpses and rejuvenate the fallen men. Your enemies stand up and start to breath. Soon they will get their own machines and go out and do the same to others. But before they can even see you, or thank you, you're gone. You travel through the ruined buildings and watch as a cloud of dust roils up and engulfs a pile of rubble. As quickly as it appeared, the cloud vanishes and a shining new building is where the rubble once was. The new building disgorges a rocket which flies up and over the horizon to some distant helicopter. You watch people emerge from the building and you tell your commanders of this over radio. You walk further and further on, until you find your comrades. They are sitting in ruined trucks, but as you come near, debris and smoke funnel into the hulks, searing with heat and energy as the vehicles reassemble themselves. The only things left when all is said and done are a few bland cardboard boxes. Later, young men will come take these boxes and disassemble them, putting the dangerous materials within to practical uses. You ride with your friends back to a fortified compound. Every wall bristles with machines which are occasionally used to restore the dead to life. You turn in your machine and board a plane. You fly in a plane and return home. You are trained to question orders, to shun violence. You callouses are worked away. You live.Whoa. That sounds..... haunting.
There's an inverted CoD game.
Your character stands up in a trench as impenetrable fog flows away from you. You pick up a strange and mysterious tool and run through earthen trenches, every step lighter and faster than the one before. Soon you leap from the trench and are running through a ruined industrial wasteland. You encounter some dead men. Using your tool, you remove the lead pellets in the corpses and rejuvenate the fallen men. Your enemies stand up and start to breath. Soon they will get their own machines and go out and do the same to others. But before they can even see you, or thank you, you're gone. You travel through the ruined buildings and watch as a cloud of dust roils up and engulfs a pile of rubble. As quickly as it appeared, the cloud vanishes and a shining new building is where the rubble once was. The new building disgorges a rocket which flies up and over the horizon to some distant helicopter. You watch people emerge from the building and you tell your commanders of this over radio. You walk further and further on, until you find your comrades. They are sitting in ruined trucks, but as you come near, debris and smoke funnel into the hulks, searing with heat and energy as the vehicles reassemble themselves. The only things left when all is said and done are a few bland cardboard boxes. Later, young men will come take these boxes and disassemble them, putting the dangerous materials within to practical uses. You ride with your friends back to a fortified compound. Every wall bristles with machines which are occasionally used to restore the dead to life. You turn in your machine and board a plane. You fly in a plane and return home. You are trained to question orders, to shun violence. You callouses are worked away. You live.
There's an inverted CoD game.
Your character stands up in a trench as impenetrable fog flows away from you. You pick up a strange and mysterious tool and run through earthen trenches, every step lighter and faster than the one before. Soon you leap from the trench and are running through a ruined industrial wasteland. You encounter some dead men. Using your tool, you remove the lead pellets in the corpses and rejuvenate the fallen men. Your enemies stand up and start to breath. Soon they will get their own machines and go out and do the same to others. But before they can even see you, or thank you, you're gone. You travel through the ruined buildings and watch as a cloud of dust roils up and engulfs a pile of rubble. As quickly as it appeared, the cloud vanishes and a shining new building is where the rubble once was. The new building disgorges a rocket which flies up and over the horizon to some distant helicopter. You watch people emerge from the building and you tell your commanders of this over radio. You walk further and further on, until you find your comrades. They are sitting in ruined trucks, but as you come near, debris and smoke funnel into the hulks, searing with heat and energy as the vehicles reassemble themselves. The only things left when all is said and done are a few bland cardboard boxes. Later, young men will come take these boxes and disassemble them, putting the dangerous materials within to practical uses. You ride with your friends back to a fortified compound. Every wall bristles with machines which are occasionally used to restore the dead to life. You turn in your machine and board a plane. You fly in a plane and return home. You are trained to question orders, to shun violence. You callouses are worked away. You live.
There's an inverted CoD game.
I wish JRPG would get the fuck over themselves, and modernize.Its a culture thing. I don't consider JRPG a genre(personally). But there's a reason a lot of westen games sell like shit in Japan, just like how Japanese games sell like shit in America/if it gets to Europe(and God-willing Australia).
From what I understand, Australia sinks cargo ships containing computer games on sight.Mostly just JRPGs and anything more violent than Halo 3 (which, depending on the politician, either equates to Luigi's Mansion or Manhunt).
Plus they sink half the ships anyway to drive up the price.From what I understand, Australia sinks cargo ships containing computer games on sight.Mostly just JRPGs and anything more violent than Halo 3 (which, depending on the politician, either equates to Luigi's Mansion or Manhunt).
I was under the impression (mostly from Yahtzee) that the gamers themselves want the games, but the politicians are still stuck in the Jack Thompson stage of game savvy.Plus they sink half the ships anyway to drive up the price.From what I understand, Australia sinks cargo ships containing computer games on sight.Mostly just JRPGs and anything more violent than Halo 3 (which, depending on the politician, either equates to Luigi's Mansion or Manhunt).
I was under the impression (mostly from Yahtzee) that the gamers themselves want the games, but the politicians are still stuck in the Jack Thompson stage of game savvy.Yep. It's getting better but still no R rating. My copy of L4D2 has no corpses, the germans just got green blood. :'(
I genuinely feel sorry for Australians. Every living (and some non-living!) thing is trying to kill you, and your games are censored worse than our otherwise oh-so-puritanical society.I was under the impression (mostly from Yahtzee) that the gamers themselves want the games, but the politicians are still stuck in the Jack Thompson stage of game savvy.Yep. It's getting better but still no R rating. My copy of L4D2 has no corpses, the germans just got green blood. :'(
I wish JRPG would get the fuck over themselves, and modernize.Its a culture thing. I don't consider JRPG a genre(personally). But there's a reason a lot of westen games sell like shit in Japan, just like how Japanese games sell like shit in America/if it gets to Europe(and God-willing Australia).
-snip-
There's an inverted CoD game.
Have some internets, literatures and sarcasms. You earned them.
I genuinely feel sorry for Australians. Every living (and some non-living!) thing is trying to kill you, and your games are censored worse than our otherwise oh-so-puritanical society.
I'm also fairly certain I met some Canadians that didn't want to kill me. Although it's hard to tell with those crafty people.Soon the world will be ours, and we'll be able to live somewhere where in doesn't snow in from October to May!
one can adjust steam to consider you american, which makes you safe around 40% on all games by currency (its 40 $ or 40 €) and no censorship...Teach me master!
Cooper, are our avatars identical or am I tripping out?
Total War: Westeros
So...Crusader Kings 2 with actual graphics?
I'd like a game where you're just one individual in a sandbox area, in a vicious tribal setting. And not as in the stereotyped Aztec, Gallic, type tribes, there could be those, but there must be more variety.I'd like this too.
You could live life as an unknown nomad, or join a tribe, make on yourself, do stuff to ensure your tribe's survival, like moving to new hunting and foraging grounds, settling blood feuds by raiding other tribes, etc.
Inspired by the first book in the Conqueror series.
Lol, do you know how ridiculously boring that would be? In the real world, there were diplomatic missions every few years. In the meantime, you just sit at your throne and do fuck all except take money from your serfs. I don't think it's a very good idea due to the enormous delay time for finding out what's happening abroad, and not to mention the very high financial cost of finding out almost any information about what's happening away from your lands (or indeed, in your own lands if you control a large area).
A ye' old ship game sim, deck scrubbing and galley work and all, use to know one that was close but it got on my nerves with its bubble-pop shit.What is "bubble-pop shit", exactly?
I want a pokemon MMORPG game, where battling, trading and a whole bunch more doesnt make you jump thru crazy hoops to do.
I want a pokemon MMORPG game, where battling, trading and a whole bunch more doesnt make you jump thru crazy hoops to do.Does Monster MMORPG (http://www.monstermmorpg.com/) fit the bill? Never got around to trying it, but sounds like a Pokemon MMORPG at least.
also http://www.pokemon-world-online.net/ (http://www.pokemon-world-online.net/) it still in beta but it being work on.I want a pokemon MMORPG game, where battling, trading and a whole bunch more doesnt make you jump thru crazy hoops to do.Does Monster MMORPG (http://www.monstermmorpg.com/) fit the bill? Never got around to trying it, but sounds like a Pokemon MMORPG at least.
A game that simulates a game of DnD 3.5e EXACTLY as it is. Meaning it would be multiplayer, all the spells from DnD 3.5 would be included, and my options for getting through tough situations would be more than either stab everything or talk my way out of it. Like, why fight the dudes through the tower if my use rope and climb skills are high enough to CLIMB said tower? I want to do that, but in a video game.
Yeah, I know that's pretty much impossible with our current technology.
Yeah it's more that simulating every possibility would take forever and by the time it's released it'll be outdated.A game that simulates a game of DnD 3.5e EXACTLY as it is. Meaning it would be multiplayer, all the spells from DnD 3.5 would be included, and my options for getting through tough situations would be more than either stab everything or talk my way out of it. Like, why fight the dudes through the tower if my use rope and climb skills are high enough to CLIMB said tower? I want to do that, but in a video game.
Yeah, I know that's pretty much impossible with our current technology.
Its not impossible at all. It depends on a few factors though, but not impossible at all. It'll just take a very long time to make, and there always things you wont be able to do. Well, even then that depends on a few things.
Yeah it's more that simulating every possibility would take forever and by the time it's released it'll be outdated.A game that simulates a game of DnD 3.5e EXACTLY as it is. Meaning it would be multiplayer, all the spells from DnD 3.5 would be included, and my options for getting through tough situations would be more than either stab everything or talk my way out of it. Like, why fight the dudes through the tower if my use rope and climb skills are high enough to CLIMB said tower? I want to do that, but in a video game.
Yeah, I know that's pretty much impossible with our current technology.
Its not impossible at all. It depends on a few factors though, but not impossible at all. It'll just take a very long time to make, and there always things you wont be able to do. Well, even then that depends on a few things.
If it had the features, I would do text based.Yeah it's more that simulating every possibility would take forever and by the time it's released it'll be outdated.A game that simulates a game of DnD 3.5e EXACTLY as it is. Meaning it would be multiplayer, all the spells from DnD 3.5 would be included, and my options for getting through tough situations would be more than either stab everything or talk my way out of it. Like, why fight the dudes through the tower if my use rope and climb skills are high enough to CLIMB said tower? I want to do that, but in a video game.
Yeah, I know that's pretty much impossible with our current technology.
Its not impossible at all. It depends on a few factors though, but not impossible at all. It'll just take a very long time to make, and there always things you wont be able to do. Well, even then that depends on a few things.
Oh, I don't care if it was outdated. It's gameplay I care about, not graphics. If it had the features, I could deal with bad graphics.
There's only one thing you need to know in Dungeons and Dragons, Magic Missile.Anything that can't be done by Magic Missile can be done by Duct Tape.
Need to open a door? Magic Missile.
Need to slay a dragon? Magic Missile.
Need to get rid of an orc that wants to live in a human town? Magic Missile.
Need to disarm a trap? Magic Missile.
Need to rescue a princess? Magic Missile the quest giver, take his gold pouch and then go to the tavern.
Need to slay a creature with magic immunity? Magic Missile and then Magic Missile again.
All you'll ever need is a mage with a Ring of Wizardly on every finger and a spellbook filled with Magic Missile.
There's only one thing you need to know in Dungeons and Dragons, Magic Missile.
[...]
There's only one thing you need to know in Dungeons and Dragons, Magic Missile.
[...]
Despite all that, I've got a soft spot in my heart for Air Wall. Found useful as everything from shielding against missile weapons to becoming an impromptu surface to allow one to traverse gaps, at first, it really came into its own in naval combat.
Personally I'm a fan of Ice Ship.For a moment there, I was imagining a Pykrete (http://en.wikipedia.org/wiki/Pykrete) vessel, before re-realising the realm that this conversation was referring to. ;)
Indeed, though. I can see how useful a huge chunk of boat-shaped ice could be in so many situations... I applaud the concept wholeheartedly!
bonus points for summoning it IN people.
Indeed, though. I can see how useful a huge chunk of boat-shaped ice could be in so many situations... I applaud the concept wholeheartedly!
We kept trying to drop it on people.
Indeed, though. I can see how useful a huge chunk of boat-shaped ice could be in so many situations... I applaud the concept wholeheartedly!
We kept trying to drop it on people.
That isn't necessarily a good idea.Spoiler (click to show/hide)
bonus points for summoning it IN people.
Can't. No line of sight. ;)
Until they open their mouth to speak.
A shooter on the historicaly losing side where it's possible but unlikely to change the course / strategy in the style of Dark Crusade, but set in WW2.Yeah I have to say this is something that is sorely missing from gaming. We have so many games set in World War II as the Americans, it's tedious. A game based around being a member of a small, ever decreasing, squad in the Wehrmacht on the closing days of the World War II would be interesting.
Something akin to MB merged with Europa Universalis and RTW.So basically a better more in-depth Total War? I could dig that. As for the age why not full Dark Age 500 AD Biritish Isles. With the Irish, Welsh, Cornish, Angles, Saxons, Britons, Picts, Franks and Jutes all fighting for power? Massive shield wars meeting each other in the fog of a British morning, horns blowing.
Like, you have every castle and town in a country, war is realistic (that is, logistics need to be managed and all that), you can lead armies like MB in RTW-like battles, have character lineage progression CK2 style. Pretty much an ancient world nobility simulator. The closer to the Dark Ages the better.
This would be amazing. I'm a sucker for anything set in dark ages britain as it's probably my hands-down favourite period of history. By the way, the welsh and cornish didn't really exist at that point, being descendants of the britons.A shooter on the historicaly losing side where it's possible but unlikely to change the course / strategy in the style of Dark Crusade, but set in WW2.Yeah I have to say this is something that is sorely missing from gaming. We have so many games set in World War II as the Americans, it's tedious. A game based around being a member of a small, ever decreasing, squad in the Wehrmacht on the closing days of the World War II would be interesting.
Never really got the extreme levels of demonisation of the German army in World War II who often seem to blamed for the terrible things the SS and the like did. I would wager the average conscripted German stuck in some foxhole hell covered in mud, piss and blood knew even less of what was going on in Nazi Germany than the citizens.Something akin to MB merged with Europa Universalis and RTW.So basically a better more in-depth Total War? I could dig that. As for the age why not full Dark Age 500 AD Biritish Isles. With the Irish, Angles, Saxons, Britons, Picts, Franks and Jutes all fighting for power? Massive shield wars meeting each other in the fog of a British morning, horns blowing.
Like, you have every castle and town in a country, war is realistic (that is, logistics need to be managed and all that), you can lead armies like MB in RTW-like battles, have character lineage progression CK2 style. Pretty much an ancient world nobility simulator. The closer to the Dark Ages the better.
Something akin to MB merged with Europa Universalis and RTW.
Like, you have every castle and town in a country, war is realistic (that is, logistics need to be managed and all that), you can lead armies like MB in RTW-like battles, have character lineage progression CK2 style. Pretty much an ancient world nobility simulator. The closer to the Dark Ages the better.
By the way, the welsh and cornish didn't really exist at that point, being descendants of the britons.Yeah you're right, they did have their own rulers at the time trying to get power though. I forgot what their "de jure lands" were called at that time. Dark Ages are indeed also my favourite period in history. If there was ever a game like it I would love to play as some kind of "raider king" who gained his power from sacking Pictish towns or something.
oh, i much prefer the late neolithic and early bronze age, the first steps into civilization spawned cultures so alien and fascinating
ain ghazal or teleilat el ghassul
I may have already said this, but I desperately want Old English Metal Gear.
Romeo: Oh Mercutio! I struggle over your great size.
Mercutio: Worry not, I shall make it inside and disable the defenses!
Romeo: Oh Mercutio, that sounds perfect.
Would be cool if this is set in space, like Starship Troopers.So your main weapon would be laughably ineffective against your enemies and you'd have to spend hours training knife throwing for the one time in the game it's useful?
That's the movie version. The original novel has the Mobile Infantry running around in mech suits each capable of taking on the bugs 100 to 1.Would be cool if this is set in space, like Starship Troopers.So your main weapon would be laughably ineffective against your enemies and you'd have to spend hours training knife throwing for the one time in the game it's useful?
I would wish there was a game where you were a banana
You know what would rock? A free-roaming (in the vein of GTA, Saints Row, Red Dead Redemption, ect.) mech game with mech customization on par (or better than) Armored Core.
You know what would rock? A free-roaming (in the vein of GTA, Saints Row, Red Dead Redemption, ect.) mech game with mech customization on par (or better than) Armored Core.
If only. :-\
I'd like a game where you play as an infantryman, and you don't have much control over where you go. You can sign up in different parts of the military ( Commando, Marine, Special Ops, etc ) but that's it. You'll be deployed, and fight, and hopefully not die. Perma-death for a character is essential.Would be cool if this is set in space, like Starship Troopers.Fucking WW1 man.
Unless you count Borderlands, no. :(
I want minecraft with giant mechs. And moar Dakka.
Well, I want that, but I want it to be so immersive that I feel like a shell is going to drop at anytime, and I'm going to have to scoop someone's guts back into their belly, all the while they're screaming their lungs out, only to realize that it's hopeless. I want to wallow around in a blood drenched, corpse laden trench, watching as my comrades are torn to bits by a bayonet charge. I want to slowly go insane and die of Typhus in a trench.
Not enough games these days allow you to die from disease. Actually, I can't think of any offhand other than Oregon Trail.
I've been sucked entirely into Persona 3 lately, mainly because I'm trying to beat it before I have to leave again, and the whole system has really got me thinking of how to make A.I. controlled allies in battle useful and interesting. One thing that bugged me about that game was that whether you were a complete jerk outside of battle had no bearing on allies behavior in battle. So I'd like a game where actions you take, whether it's things like choosing whose advice you follow or who you use that last health-restoring-thingy on or just whether you say 'Hi' or 'Get to work' in the morning influence how your allies fight. So maybe if you're a big enough jerk to the healer, they'll 'forget' that you're low on health and instead give another of your allies a pointless powerup. Or maybe a particularly hot blooded character will ignore your orders to hang back and act as reinforcements unless you've been working on keeping him calm. It's important that it not just be a simple 'how much do I like you' meter, with them being more helpful or obedient the more they like you.
I wish there was a cyberpunk GTA-style game.
I've been sucked entirely into Persona 3 lately, mainly because I'm trying to beat it before I have to leave again, and the whole system has really got me thinking of how to make A.I. controlled allies in battle useful and interesting. One thing that bugged me about that game was that whether you were a complete jerk outside of battle had no bearing on allies behavior in battle. So I'd like a game where actions you take, whether it's things like choosing whose advice you follow or who you use that last health-restoring-thingy on or just whether you say 'Hi' or 'Get to work' in the morning influence how your allies fight. So maybe if you're a big enough jerk to the healer, they'll 'forget' that you're low on health and instead give another of your allies a pointless powerup. Or maybe a particularly hot blooded character will ignore your orders to hang back and act as reinforcements unless you've been working on keeping him calm. It's important that it not just be a simple 'how much do I like you' meter, with them being more helpful or obedient the more they like you.
Star Ocean 2.
You want the game, Star Ocean 2.
What I have been craving for a while is a Victorian era GTA style game based in London. Hijacking cabs, building a reputation, getting invited to the most scandalous parties. So many possibilities.
I love the designer of the FPS getting pelted with stuff in that video.What I have been craving for a while is a Victorian era GTA style game based in London. Hijacking cabs, building a reputation, getting invited to the most scandalous parties. So many possibilities.
What about Berlin? Would Berlin be ok (http://www.kickstarter.com/projects/1613260297/shadowrun-returns/posts/231780)?
I love the designer of the FPS getting pelted with stuff in that video.
TBFPS - Turn based first person shooter. Multiplayer
You plan for x seconds (plan=look around for enemies, cover or whatever) and then you play for y seconds in the traditional FPS way. And then it's all planning again.
I wish there was a game with really low graphics and low system requirements set in the Warhammer 40K universe.Have you tried-- (http://www.gamesworkshop.com)
That's free.Never mind...
Less post-apocalyptic and more pre-or-right-in-the-middle-of the-apocalypse games
Less post-apocalyptic and more pre-or-right-in-the-middle-of the-apocalypse games
Yeah, with randomized apocalypses and disasters. Max replayability.
A MMORPG that feels sort of like a living world, or at least not like some bizarre combat-themed amusement park.
You'd either need very strict RP rules or a very high NPC:player ratio combined with a Thuring-test beating AI.
Damn, I even googled it. Too bad I'm not the only who misspelled it on the internets.
Tried A Tale in the Desert?
An MMO Sandbox that allows you to play as an animal within an ecosystem and revolves around survival
I watched another video about it. Game looks actually good but after watching this video... I think I'll go play CoD or something.An MMO Sandbox that allows you to play as an animal within an ecosystem and revolves around survival
Behold, there is actually something like this that exists. It's called WolfQuest, and no, it is not nearly as good as your idea is.
It was also funded by the good ole United States. Tax dollars hard at work, making video games, and feeding starving video game developers! I'm so proud that I could weep hot tears of joy.
The players play as wolves in Yellowstone, and eat critters. There is no chat (I think?). I wouldn't actually suggest that anybody attempt to play this.
Go ahead and watch it.
http://www.youtube.com/watch?v=XMskYHPG4jw
A MMORPG that feels sort of like a living world, or at least not like some bizarre combat-themed amusement park.
An MMO Sandbox that allows you to play as an animal within an ecosystem and revolves around survival
Behold, there is actually something like this that exists. It's called WolfQuest, and no, it is not nearly as good as your idea is.
Camping in real life is time consuming, you can't easily do it with people form around the world, and it involves a lot of bugs. Plus, you can't go camping on an alien world in real life or go to sleep in a forest lit up by faeries.
Anyway, that was just an example. The main idea is to improve the general MMO experience for people who aren't Achievers or Player Killers. To add something into the modern MMO for Socializers and Explorers.
Personally I wish someone would remake SimEarth, for a more complex simulation with the processing power of modern computers. Also an interface which isn't terrible, though I suppose it wouldn't be so terrible if not for dosbox.
Is it bad that my first thought at instruments was Mabinogi?Looking into it, it seems interesting. I'm not too fond of the animu style, but I do think might try it out.
You can do all of that stuff on there, IIRC, it sounds almost like he's TRYING to describe it.
Less post-apocalyptic and more pre-or-right-in-the-middle-of the-apocalypse gamesLike Death of Grass or the opening chapters of Day of the Triffids. Could be great.
With a liiiiiiitle bit better graphics, it will become the ultimate annihilator of my free time.Personally I wish someone would remake SimEarth, for a more complex simulation with the processing power of modern computers. Also an interface which isn't terrible, though I suppose it wouldn't be so terrible if not for dosbox.
A(n ascii) roguelike with VERY STRONG mercantilism gameplay. I've been yearning to gain some (digital) coin lately.
That sounds fantastic. Downloading.A(n ascii) roguelike with VERY STRONG mercantilism gameplay. I've been yearning to gain some (digital) coin lately.
Try Tales of Middle Earth. There's a merchant class; the only one that can throw coins with deadly force.
That sounds fantastic. Downloading.
Isnt that more or less Battlefield series?Realistic
Isnt that more or less Battlefield series?Realistic
Not, jump out of plane, get rocket launcher, reboard midflight. I meant something more akin to a flight simulator, with failing engines and such.
Gravity for example ?Isnt that more or less Battlefield series?Realistic
Not, jump out of plane, get rocket launcher, reboard midflight. I meant something more akin to a flight simulator, with failing engines and such.
What was really stopping a WW2 pilot from doing that? Other then sanity.
The plane and the pilot fall at the same speed.Gravity for example ?Isnt that more or less Battlefield series?Realistic
Not, jump out of plane, get rocket launcher, reboard midflight. I meant something more akin to a flight simulator, with failing engines and such.
What was really stopping a WW2 pilot from doing that? Other then sanity.
Non superhuman reflexes, and the fact that a human is not as aerodynamic as a plane. Besides, opening up the cover would certainly damage the plane, nor do they keep flying in a straight line. It would spin out of control before you got back in too.Isnt that more or less Battlefield series?Realistic
Not, jump out of plane, get rocket launcher, reboard midflight. I meant something more akin to a flight simulator, with failing engines and such.
What was really stopping a WW2 pilot from doing that? Other then sanity.
The cover is meant to be manually opened. And plane can keep flying in a straight line, you can lock the control stick into place.Non superhuman reflexes, and the fact that a human is not as aerodynamic as a plane. Besides, opening up the cover would certainly damage the plane, nor do they keep flying in a straight line. It would spin out of control before you got back in too.Isnt that more or less Battlefield series?Realistic
Not, jump out of plane, get rocket launcher, reboard midflight. I meant something more akin to a flight simulator, with failing engines and such.
What was really stopping a WW2 pilot from doing that? Other then sanity.
The plane and the pilot fall at the same speed.Gravity for example ?Isnt that more or less Battlefield series?Realistic
Not, jump out of plane, get rocket launcher, reboard midflight. I meant something more akin to a flight simulator, with failing engines and such.
What was really stopping a WW2 pilot from doing that? Other then sanity.
((You just failed physics. The weight of an object doesn't affect it's rate of descent,which is consistent all the time. See the hammer and feather experiment, or Galileo's experiment. In fact, the plane, being more aerodynamic would fall slower))The plane and the pilot fall at the same speed.Gravity for example ?Isnt that more or less Battlefield series?Realistic
Not, jump out of plane, get rocket launcher, reboard midflight. I meant something more akin to a flight simulator, with failing engines and such.
What was really stopping a WW2 pilot from doing that? Other then sanity.
The plane, being much denser than the pilot, would fall much faster.
Plus, there is that whole troublesome engine thing that might lead the plane to fly rapidly away from the un-aerodynamic pilot.
I dunno about you, but when I drop a hammer and a feather at the same time, the feather gently floats down, while the hammer breaks my toe.
ARMA?From what I understand ARMA2 isn't a very realistic flight sim. Their helicopter game does a much better job of helicopters at least.
Try flying an airplane on the moon.I dunno about you, but when I drop a hammer and a feather at the same time, the feather gently floats down, while the hammer breaks my toe.
Try doing it on the moon (http://en.wikipedia.org/wiki/File:Apollo_15_feather_and_hammer_drop.ogg).
An airoplane would continue going forward, while the person stepping outside would fall down.Both would enter a parabolic trajectory, but the planes descent is slowed by the lift of it's wings. The person, being quite a bit less
Try flying an airplane on the moon.I dunno about you, but when I drop a hammer and a feather at the same time, the feather gently floats down, while the hammer breaks my toe.
Try doing it on the moon (http://en.wikipedia.org/wiki/File:Apollo_15_feather_and_hammer_drop.ogg).
Try flying an airplane on the moon.I dunno about you, but when I drop a hammer and a feather at the same time, the feather gently floats down, while the hammer breaks my toe.
Try doing it on the moon (http://en.wikipedia.org/wiki/File:Apollo_15_feather_and_hammer_drop.ogg).
Irrelevant to the point. Which was that, "the plane would hit the ground first because it is heavier."
(And that said point is false for two reasons, one of which is that weight is irrelevant, see: hammer and feather on the moon)
For a more accurate version of that experiment, get a wooden and an iron ball of equal size, and drop them from the tower of Pizza. They will land at the exact same moment.
If the plane and human had the same form, but different densities, they would fall just as fast.(See Galileo's experiment, described in a previous post).
Yep, that's exactly true. But the atmosphere has to be calm, otherwise the inflatable "aircraft" might be blown away (or upwards) by the wind.
If the plane and human had the same form, but different densities, they would fall just as fast.(See Galileo's experiment, described in a previous post).
You're going to stand there and tell me that an inflatable decoy airplane is going to fall as fast as the real thing if dropped from an equal height above the earth, reaching the ground at approximately the same time?
Yep, that's exactly true. But the atmosphere has to be calm, otherwise the inflatable "aircraft" might be blown away (or upwards) by the wind.
If the plane and human had the same form, but different densities, they would fall just as fast.(See Galileo's experiment, described in a previous post).
You're going to stand there and tell me that an inflatable decoy airplane is going to fall as fast as the real thing if dropped from an equal height above the earth, reaching the ground at approximately the same time?
Sure. Except it doesn't matter. The lift will be the same, in absulute terms.Yep, that's exactly true. But the atmosphere has to be calm, otherwise the inflatable "aircraft" might be blown away (or upwards) by the wind.
If the plane and human had the same form, but different densities, they would fall just as fast.(See Galileo's experiment, described in a previous post).
You're going to stand there and tell me that an inflatable decoy airplane is going to fall as fast as the real thing if dropped from an equal height above the earth, reaching the ground at approximately the same time?
Nope, the wings on the decoy will provide more lift relative to the weight of the plane.
Sure. Except it doesn't matter. The lift will be the same, in absulute terms.Yep, that's exactly true. But the atmosphere has to be calm, otherwise the inflatable "aircraft" might be blown away (or upwards) by the wind.
If the plane and human had the same form, but different densities, they would fall just as fast.(See Galileo's experiment, described in a previous post).
You're going to stand there and tell me that an inflatable decoy airplane is going to fall as fast as the real thing if dropped from an equal height above the earth, reaching the ground at approximately the same time?
Nope, the wings on the decoy will provide more lift relative to the weight of the plane.
Let's ditch the inflatable thing and say they are both made of metal, but one is solid, and the other is a hollow shell.
The wings will have the same shape and same air resistance, therefore they will provide the same lift, and both planes will fall at the same speed.
lol, the 2nd one will never hit the floor, so it has no place in a freefalling experiment.
No, lets go back to spheres for a minute. Lets say I get a metal one and a latex one, both about 1m radius. And this is magic latex that wont deform. They are both hollow and I fill them both with helium. They both hit the ground at the same time?
lol, the 2nd one will never hit the floor, so it has no place in a freefalling experiment.
No, lets go back to spheres for a minute. Lets say I get a metal one and a latex one, both about 1m radius. And this is magic latex that wont deform. They are both hollow and I fill them both with helium. They both hit the ground at the same time?
Just read this:
http://www.ehow.com/list_5761172_ball-drop-science-projects.html
Whoever said anything about the plane being heavier but people who weren't paying attention? This was about WWII pilots, none of whom ever did battle in an arena with no atmosphere. Further more, the stated reasons for the pilot not carrying on a short distance from his aircraft were "density" and "aerodynamic forces." You could do the hammer and helium balloon experiement on the moon, but that doesnt mean it would work on Earth.
As long as we're talking about falling objects, density doesn't matter. (Unless you're taking other factors into account, like friction and air currents.)lol, the 2nd one will never hit the floor, so it has no place in a freefalling experiment.
No, lets go back to spheres for a minute. Lets say I get a metal one and a latex one, both about 1m radius. And this is magic latex that wont deform. They are both hollow and I fill them both with helium. They both hit the ground at the same time?
Just read this:
http://www.ehow.com/list_5761172_ball-drop-science-projects.html
So density does matter then?
I think we should quit thread-jacking this topic now.
Here's the thing. We /are/ taking into account air friction and lift, because we're talking about somebody stepping out of a plane, both of whom have drag, and one of whom has lift.Yes and their trajectories will be different because of that. But not because of different mass or densities.
Isnt that more or less Battlefield series?Realistic
Not, jump out of plane, get rocket launcher, reboard midflight. I meant something more akin to a flight simulator, with failing engines and such.
What was really stopping a WW2 pilot from doing that? Other then sanity.
How the hell did you guys go off on a two-page derail? O_oSomeone was being wrong on the internet
see above
Example, the two balls experiment. One drops two balls, one made from solid Iron, one a latex membrane filled with gaseous helium. The balls are of equal size, but different mass. Therefore, their densities are also different. Now if you drop these balls, one will promptly fall to the ground while the other floats idly upwards.
It is thus shown that density has a quite obvious effect on the behavior of objects in a gaseous medium.
You where saying that because the plane had a higher density, it would fall faster. This would not be true, because the plane would fall marginally faster, this would be caused by it's aerodynamic look and not, by it's density.see above
Example, the two balls experiment. One drops two balls, one made from solid Iron, one a latex membrane filled with gaseous helium. The balls are of equal size, but different mass. Therefore, their densities are also different. Now if you drop these balls, one will promptly fall to the ground while the other floats idly upwards.
It is thus shown that density has a quite obvious effect on the behavior of objects in a gaseous medium.
Sorry, just had to fix that for you.
Quod Erat Demonstratum, means "Is also in agreement"Better translation is, which was to be proved.
If you had cared to actually read through the entire thing, you'd have seen that I actually tackled that problem later on.VERY OFF TOPICSpoiler (click to show/hide)
I think the point about density is that a less dense object (ie: a piece of flattened paper) will fall differently due to air/etc. than a more dense object of the same mass (ie: that same piece of paper crumpled into a ball.).Uhm actually, both papers have the same density. You just changed the form and therefore the friction they are recieving. Density isn't even a variable, it's derived from two other variables, Mass and size, both of which are semi- irrelevant, especially in the testing case.
Try flying an airplane on the moon.
Quod Erat Demonstratum, means "Is also in agreement"That's a fast and loose translation.
A game in which you can be truly evil.Preferably something in Dungeon Keeper style with more actions to do and a randomly generated overworldDefinitions of evil vary. For me, you could kill all the innocent babies you wanted, but if you broke a promise I would personally rebel against your evil rule.
A game in which you can be truly evil.Preferably something in Dungeon Keeper style with more actions to do and a randomly generated overworldDefinitions of evil vary. For me, you could kill all the innocent babies you wanted, but if you broke a promise I would personally rebel against your evil rule.
it's pisa not pizza. and the spanish inquiition has no jurisdiction in pisa, that's in italy. galileo faced the roman inquisition
A game in which you can be truly evil.Preferably something in Dungeon Keeper style with more actions to do and a randomly generated overworldDefinitions of evil vary. For me, you could kill all the innocent babies you wanted, but if you broke a promise I would personally rebel against your evil rule.
In other words: Lawful Evil.
I'm not sure if it's been pointed out, but the object with more mass WOULD hit the ground first. It would accelerate faster and have a higher velocity, but so little as to be pretty much impossible to notice without very precise timing, extreme mass differences or a very long fall (all of them for best results).
But this is the internet, I'm pretty sure I don't have to be right.I'm not sure if it's been pointed out, but the object with more mass WOULD hit the ground first. It would accelerate faster and have a higher velocity, but so little as to be pretty much impossible to notice without very precise timing, extreme mass differences or a very long fall (all of them for best results).
...Have you:
A) Taken physics in school and actually passed?
B) Read the last four pages of this thread?
Your entire post is fallacious.
Wait what, allowing people to kill babies/actively killing babies is lawful. What. Is that even a thing that works like that?
Wait what, allowing people to kill babies/actively killing babies is lawful. What. Is that even a thing that works like that?
I'm not sure if it's been pointed out, but the object with more mass WOULD hit the ground first. It would accelerate faster and have a higher velocity, but so little as to be pretty much impossible to notice without very precise timing, extreme mass differences or a very long fall (all of them for best results).Let's continue on the derail for a moment. While an object with more mass would hit the ground first, this is not caused by the arceleration. Objects of different mass still arcelerate at the same rate. (Because, while it does get more energy from falling, it also needs more energy to be moved). However, the object with the most mass would be less affected by friction, allowing it to go faster. In the example of the fighter and pilot, this is unnoticeable because of the differences in shape of both objects.
Holy mother of Derail!You know what? I think that could actually be shocking enough to work, in that people would but it, just to have it.
Ahem. Not sure what set that tangent off, but I came in here to say: The Wii doesn't get enough love.
It's seen as the kiddy console or whatever. You know what would simultaneously help Nintendo shed that image and make an incredibly awesome game? A free-roaming sandbox crime game (i.e GTA ripoff) with cartoony graphics where you play as your Miis. Yes.
Imagine, driving along with the wiimote as steering wheel whilst using the nunchuk to fire your uzi out the window... You and your buddies can take your super-deformed Miis on a violent crime spree through a generic city, or better yet, the Wii Sports resort! Those annoying stock characters who always beat you in wii sports will line the streets as convenient victims, and the game will be integrated with Wii Sports, allowing you to take a relaxing break to shoot some hoops downtown, or play bowling or whatever.
I could probably flesh this idea out further, but it's not likely too happen anyway. :P Oh, make it an MMO, too! You can do drive-bys on the Mii Plaza.
galileo faced the roman inquisition
Holy mother of Derail!
Ahem. Not sure what set that tangent off, but I came in here to say: The Wii doesn't get enough love.
It's seen as the kiddy console or whatever. You know what would simultaneously help Nintendo shed that image and make an incredibly awesome game? A free-roaming sandbox crime game (i.e GTA ripoff) with cartoony graphics where you play as your Miis. Yes.
Imagine, driving along with the wiimote as steering wheel whilst using the nunchuk to fire your uzi out the window... You and your buddies can take your super-deformed Miis on a violent crime spree through a generic city, or better yet, the Wii Sports resort! Those annoying stock characters who always beat you in wii sports will line the streets as convenient victims, and the game will be integrated with Wii Sports, allowing you to take a relaxing break to shoot some hoops downtown, or play bowling or whatever.
I could probably flesh this idea out further, but it's not likely too happen anyway. :P Oh, make it an MMO, too! You can do drive-bys on the Mii Plaza.
I wish there was an apocalypse rebuilding game, somewhat like RTS mod for Fallout 3 and New Vegas. It would be randomly generated.There's a rather limited one in flash. It's called rebuild, as far as I remember.
I wish there was an apocalypse rebuilding game, somewhat like RTS mod for Fallout 3 and New Vegas. It would be randomly generated.
Well I've been lurking on /v/ lately...
and saw this :Spoiler (click to show/hide)
A part of myself kinda' died knowing that a game like that doesn't exist. Except SS13 ey.
I just thought of this, but what about a Source mod set on Space Station 13?
Or a Chronicles of Amber grand strategy game.
Or a Chronicles of Amber grand strategy game.
I would love to see more stuff based on Chronicles of Amber, though it does go directly against Zelazny's wishes. He didn't want anyone else tampering with that setting, even after he died.
And I don't think anything very open-ended would work very well. Shadow travel would have to be a major component, and I just can't imagine how that would work without being pre-determined. Procedurally generated content has come a long way, but not quite that far...
Or a Chronicles of Amber grand strategy game.
I would love to see more stuff based on Chronicles of Amber, though it does go directly against Zelazny's wishes. He didn't want anyone else tampering with that setting, even after he died.
And I don't think anything very open-ended would work very well. Shadow travel would have to be a major component, and I just can't imagine how that would work without being pre-determined. Procedurally generated content has come a long way, but not quite that far...
I know, but could you picture if we had the tech and skill to make it work. A grand strategy game where the field of conquest takes place in several different universes as you try to destroy one of your sibling s
I just thought of this, but what about a Source mod set on Space Station 13?
I wish there was an apocalypse rebuilding game, somewhat like RTS mod for Fallout 3 and New Vegas. It would be randomly generated.
A DF game could easily be "rewritten" to follow apocalypse. Instead of worlds being created out of magic and being in the process of colonization/populization, each civ's capital is the vault or sheltered valley from which they survived the apocalypse. Doesn't necessarily need to be Fallout-style nuclear annihilation, but you'd probably want some kind of McGuffin to explain the extremely dangerous and hostile enemies (the ones that aren't just other competing civs, anyway).
Gameplay-wise you probably don't want to go explicitly with DF's 2D "literally carve out a small colony from the mountain", although extensive underground structures should still be possible.
anyways, I, too would like a post-apocalypse game that is an RTS, but it actually feels like you are saving humanity, not just playing something on a screen that can easily be turned off.
The Earthdawn setting is explicitly post-apocalyptic and firmly pre-tech fantasy.
The Earthdawn setting is explicitly post-apocalyptic and firmly pre-tech fantasy.
Actually, it takes place during the apocalypse. I mean, come on, the horrors* are still active.
*Things man was not meant to see. Eldrich abominations. Creatures from beyond the veil. Ancient Ones. Elder gods.
Maybe active, but certainly reduced in number and influence. During the apoc, even people in a vault-equivalent weren't 100% safe! When play begins you can actually go outside with your donkey and there are people living aboveground.
Maybe active, but certainly reduced in number and influence. During the apoc, even people in a vault-equivalent weren't 100% safe! When play begins you can actually go outside with your donkey and there are people living aboveground.
It's still not entirely post-apocalypse though.
Tail end, sure. But giant man-eating sanity-destroying monsters still wander through once in a while.
I'd call the entire Fallout series TEPA if Earthdawn is!
I wish for a game/roguelike that has you start out in a city just before a zombie apocalypse arrives in the city you're in. You can't leave the city because it's all barricaded and eventually, the city will get nuked. You have to either survive until the nuke hits, or find a way out of the city. Pretty much a sandbox game set during the Raccoon City Incident or something similar.
A spectacle fighter with DF's damage logic would be welcome in my library.I think it would be in anybody's.
Well, that probably won't happen for a while.
Heavy firefights are already sometimes pretty heavy on server strain and such on multiplayer games. It would be even worse if every projectile was being monitored for its shape, density, mass, material, etc.
And I mean, how much detail would you go into simulating things?Well, that probably won't happen for a while.
Heavy firefights are already sometimes pretty heavy on server strain and such on multiplayer games. It would be even worse if every projectile was being monitored for its shape, density, mass, material, etc.
Not to mention the deformation and deterioration of the gun barrel and firing chamber.
Rome: Total War with good voice acting. R:TW 2 is coming out in 2013, so hopefully that'll deliver.
I want Greed Island.
</thread>
I want Greed Island.
</thread>
Agreed
And this is the "games you wish existed" thread, so computer stress can be thrown out the window.
WELL.
In that case, I would love a game that simulated the universe, predicting its particular method of randomness and started from the initial conditions. Except you can mess around with it. Like interrupting a beheading during the French Revolution be dropping a large phallus into the middle of the proceedings.
Could... could I cause Hitler's voice to randomly go super high-pitched during his speeches like the broken dog translator from Up?I assume so, you'd just have to create an area of (high?) pressure around his head, or shorten the strings in his voicebox or something.
Could... could I cause Hitler's voice to randomly go super high-pitched during his speeches like the broken dog translator from Up?I assume so, you'd just have to create an area of (high?) pressure around his head, or shorten the strings in his voicebox or something.
I thought that it COULD have proper applications that are useful though. Like the USA government trying their best to justify Hiroshima and Nagasaki by running a simulation without interference until the bombs were dropping, at which point they'd delete them from existence and run the simulation from there. If it was justified, Japan would kill more that 120,000 in their defense of Japan, otherwise the overall death count would be lower. Or something like that anyway.
But fun application is much higher, I assume.
Like doing things that should be impossible like creating sheer ocen walls, and then slam them shut when somebody goes in to check it out properly. Or maybe give one human access to the debugging menu so they can mess around with it. Probably tell them to be at least considerate with it so they don't kill anyone, just to use it for things that are at best impossible and slightly startling, then resurrect them when they die...
WAIT A MINUTE.
We cannot play the program because the program is too busy being the universe as played by an endless recurring tower of Bay12ers playing god. Each iteration of the universe simulation has more and more interference. This is the only possibility.
Space Rush: a Tycoon game.
An elder scrolls game where, other than Elder Scrolls Online, allows you to go ANYWHERE in Tamriel. You want to go to Elsweyr? Go right ahead! You want to run all the way from Morrowind to Valenwood? Go right ahead! You want to be someone that just wants to see what the other realms look like other than the one you are mainly stuck in? Go right ahead!
I thought about this one when I was trying to look for this mod in Oblivion that allows you to go to Elsweyr. For some reason, it was torn down. :(
An elder scrolls game where, other than Elder Scrolls Online, allows you to go ANYWHERE in Tamriel. You want to go to Elsweyr? Go right ahead! You want to run all the way from Morrowind to Valenwood? Go right ahead! You want to be someone that just wants to see what the other realms look like other than the one you are mainly stuck in? Go right ahead!
I thought about this one when I was trying to look for this mod in Oblivion that allows you to go to Elsweyr. For some reason, it was torn down. :(
An elder scrolls game where, other than Elder Scrolls Online, allows you to go ANYWHERE in Tamriel. You want to go to Elsweyr? Go right ahead! You want to run all the way from Morrowind to Valenwood? Go right ahead! You want to be someone that just wants to see what the other realms look like other than the one you are mainly stuck in? Go right ahead!
I thought about this one when I was trying to look for this mod in Oblivion that allows you to go to Elsweyr. For some reason, it was torn down. :(
Arena >_>
What I would like is an RTS with a campaign where there is no "mission fail, try again?". Basically, you have to accept your losses. A kind of roguelike RTS.
What I would like is an RTS with a campaign where there is no "mission fail, try again?". Basically, you have to accept your losses. A kind of roguelike RTS.
A nice nuclear post apocalyptic management game. After watching jericho the TV series, I really noticed that there isn't quite anything like such a thing. A town cut off from the rest of the world as resources die out, other towns started to gear up Mad Max warfare style, etc.
A nice nuclear post apocalyptic management game. After watching jericho the TV series, I really noticed that there isn't quite anything like such a thing. A town cut off from the rest of the world as resources die out, other towns started to gear up Mad Max warfare style, etc.
>Suddenly interested in watching this series.
What I would like is an RTS with a campaign where there is no "mission fail, try again?". Basically, you have to accept your losses. A kind of roguelike RTS.The Total War series is a good example of this. Screw up, and you can easily lose your faction leader, every one of his sons, and most of your army with no "oops, try again?" function. Nothing stopping you from save-scumming, though.
Total War?
The Total War series
Total War games
Yeah there was this http://oblivion.nexusmods.com/mods/25023 it even had elephants and stuff, but it got taken down.
A nice nuclear post apocalyptic management game. After watching jericho the TV series, I really noticed that there isn't quite anything like such a thing. A town cut off from the rest of the world as resources die out, other towns started to gear up Mad Max warfare style, etc.This sparks a memory. For pretty much a management thing, along those lines, with a bit of (sort of) Mad Max theme, and also a turn-based mutli-unit combat system for hostile encounters, search for "Caravaneer". One-person Flash game, playable online or (as I recall) legitimately downloadable.
An elder scrolls game where, other than Elder Scrolls Online, allows you to go ANYWHERE in Tamriel. You want to go to Elsweyr? Go right ahead! You want to run all the way from Morrowind to Valenwood? Go right ahead! You want to be someone that just wants to see what the other realms look like other than the one you are mainly stuck in? Go right ahead!
I thought about this one when I was trying to look for this mod in Oblivion that allows you to go to Elsweyr. For some reason, it was torn down. :(
Arena >_>
Arena? Daggerfall has the whole of Tamriel randomly generated....
An elder scrolls game where, other than Elder Scrolls Online, allows you to go ANYWHERE in Tamriel. You want to go to Elsweyr? Go right ahead! You want to run all the way from Morrowind to Valenwood? Go right ahead! You want to be someone that just wants to see what the other realms look like other than the one you are mainly stuck in? Go right ahead!
I thought about this one when I was trying to look for this mod in Oblivion that allows you to go to Elsweyr. For some reason, it was torn down. :(
Arena >_>
Arena? Daggerfall has the whole of Tamriel randomly generated....
No, it doesn't. It's only the Iliac bay region in the northwest of Tamriel, which includes much of High Rock and part of Hammerfell.
-snip-
A realistic permadeath zombie MMO, with building, crafting, driving and others.
I think it's mainly because permadeath is taboo in game design these days.
-snip-I can bet that in such a game people would find one, two, maximum four viable builds and roll with them. Happened before.
-snip-I can bet that in such a game people would find one, two, maximum four viable builds and roll with them. Happened before.
I've never seen a game based mainly on invention and crafting fail. Haven't seen one succeed either though. Just... haven't seen one.
I really want a game where you control a self sufficient colony on an environmentally hostile planet, mars style. Aliens and weird stuff entirely optional. There's that Conlan's claim (now Unclaimed World) game that seem to fit the bill, but I'm not convinced it will actually get made in a near future.
The Dev for Maia is kind of full of himself.I really want a game where you control a self sufficient colony on an environmentally hostile planet, mars style. Aliens and weird stuff entirely optional. There's that Conlan's claim (now Unclaimed World) game that seem to fit the bill, but I'm not convinced it will actually get made in a near future.
There's Maia (http://www.maiagame.com/about.php) (Bay12 thread (http://www.bay12forums.com/smf/index.php?topic=112832.0)) in development. It appears to be going for a DF/Dungeon Keeper sort of colony management.
But I expect it's not quite what you're looking for.
I didn't know A Tale in the Desert let you make new things. I thought it was just a convulted tech tree.
A game has limitations, it has limits and parameters.-double snip--snip-I can bet that in such a game people would find one, two, maximum four viable builds and roll with them. Happened before.
A game has limitations, it has limits and parameters.
Thus it has a max, a most effective.
Plus, the sheer amount of man hours needed to make an even basic simulation of real life is ENORMOUS!
Well, I guess this is games you wish existed...
WELL.
In that case, I would love a game that simulated the universe, predicting its particular method of randomness and started from the initial conditions. Except you can mess around with it. Like interrupting a beheading during the French Revolution be dropping a large phallus into the middle of the proceedings. Or building NASA their damn moonbase yourself using computer majyyks. Then sending it to the moon because no doubt they'd still mess it up even with your generous help.
The possibilities are effectively endless.
I want a game where you ARE the evil feral nonsentient creature (Think playing the Alien from all the AvP games), but with modern graphics, and with the ENTIRE game devoted to it.I would also love that. The first Alien Versus Predator (2000) sorta had this to an extent. The Alien gameplay was mostly built around "stealth" and "stalking" in the harder difficulties. Shame the later editions forgot about this and basically had the Alien as mindless charging.
EDIT: And isn't Magic that game where it's much easier to do infinite damage than to do a fixed, very large number?
Minecraft with real life physics and HD, Crysis graphics
I want a game where you ARE the evil feral nonsentient creature (Think playing the Alien from all the AvP games), but with modern graphics, and with the ENTIRE game devoted to it.I would also love that. The first Alien Versus Predator (2000) sorta had this to an extent. The Alien gameplay was mostly built around "stealth" and "stalking" in the harder difficulties. Shame the later editions forgot about this and basically had the Alien as mindless charging.
Also a game where you're being stalked by a monster, like the original Alien, where your fellow crew members are slowly being picked off one by one. Either singleplayer or multiplayer where you have to do the standard monster movie tropes like having to split up and do set tasks alone.
I haven't seen any game really attempt this and they either go for the isolation survival horror or the shoot everything jump scares. Basically I want to play one of those red shirts in monster movies who manages to do slightly less stupid decisions.
A realistic permadeath zombie MMO, with building, crafting, driving and others.
A game I wish existed is basically this:A realistic permadeath zombie MMO, with building, crafting, driving and others.
I can't think of anything else, to be honest.
A game where women are actually portrayed with some modesty. I mean, sure, I'm a guy, and my hormones and stuff make me like it, but the logic part of my brain is saying, "WTH is she going to to a full firefight, nearly naked" And it really ticks me off that is happens in EVERY single game I have ever seen. I mean, really?What games are you even playing? Ones that are ripped straight from the animes?
A game where women are actually portrayed with some modesty. I mean, sure, I'm a guy, and my hormones and stuff make me like it, but the logic part of my brain is saying, "WTH is she going to to a full firefight, nearly naked" And it really ticks me off that is happens in EVERY single game I have ever seen. I mean, really?What games are you even playing? Ones that are ripped straight from the animes?
Most gritty and realistic/brown and grey shooters have everyone in pretty much solid suits of body armour and such. All of Valve's female protagonists wear at least as many clothes as the men as far as I remember, apart from maybe the Left4Dead zombies, but I haven't actually played that so I can't tell you for certain.
Although then again, most FPS war themed games don't even have women because the animators and texture designers and such are a really lazy bunch. Or they know that their primary audience would probably just have t-bag RP sessions or something stupid like that.
RPGs, basically. Y'know, chainmail bikinis and steel armour with breast cups.Oh. Yeah. Fair enough on that.
Spoiler: Totally how they work (click to show/hide)
The joke is that most RPGs have underclothes of some sort drawn onto the character texture, and the comic was referencing it by having the protagonist apply paint-on underwear. Having them irremovable was already pretty strange, so them being actually painted on isn't really too bad of an answer. I guess.Spoiler: Totally how they work (click to show/hide)
I don't get it.
The joke is that most RPGs have underclothes of some sort drawn onto the character texture, and the comic was referencing it by having the protagonist apply paint-on underwear. Having them irremovable was already pretty strange, so them being actually painted on isn't really too bad of an answer. I guess.Spoiler: Totally how they work (click to show/hide)
I don't get it.
I see. The setup wasn't there. Just the punchline.That is because there wasn't really any setup. Here's the page, I missed 1 command and 1 line of text. (http://www.prequeladventure.com/2011/03/katia-take-book/) Really, it's mostly hinging on preexisting knowledge of Oblivion, being based on , most people would sort of know about what Oblivion is and stuff about it.
Ahem, that is more then one game.A game where women are actually portrayed with some modesty.What games are you even playing? Ones that are ripped straight from the animes?
Most gritty and realistic/brown and grey shooters have everyone in pretty much solid suits of body armour and such. All of Valve's female protagonists wear at least as many clothes as the men as far as I remember, apart from maybe the Left4Dead zombies, but I haven't actually played that so I can't tell you for certain.
Although then again, most FPS war themed games don't even have women because the animators and texture designers and such are a really lazy bunch. Or they know that their primary audience would probably just have t-bag RP sessions or something stupid like that.
Yes, there are exceptions, but really, they are blotted out by the massive number of games that are ridiculous.
I see. The setup wasn't there. Just the punchline.That is because there wasn't really any setup. Here's the page, I missed 1 command and 1 line of text. (http://www.prequeladventure.com/2011/03/katia-take-book/) Really, it's mostly hinging on preexisting knowledge of Oblivion, being based on , most people would sort of know about what Oblivion is and stuff about it.
And what I'm saying is that a system doesn't have to be a stupid "oh, but then it would have to perfectly simulate the whole universe durr" thing to have built-in balance. Yes, it is difficult--extremely difficult. It is not beyond us now. Making something harder by definition makes it easier to shatter. As long as a positive in some situations IS a negative in others, things you want have a cost asscociated, etc. you can make a pretty good approximation of "balance" without making everything reskins of everything else.But the point is that with a game, people are always going to find the BEST combinations. Not subjectively best, but absolute best. It is unavoidable, eventually there will be people dominating by having Ultimate Weapon A plus counter to the counter for UW A. Replace A with a variety of letters, it probably won't end up being too long a list. Maybe A-F if the numbers are VERY carefully managed.
What I'm saying is that there is something wrong with the mentality that designs systems that have an absolute best. Granted, some things will be more effective, but the sheer fact that they become common should be a weakness. If everyone expects deadly laser cannons, mirrors will become more popular than Kevlar.Well in that case the best thing would oscillate between a high impact projectile (break through mirrored surfaces) and then when people start favouring impact-resistant materials, strong/high frequency radiation weapons become more popular because they can ignore a lot of armour types.
Exactly. Like real life, the "best thing" depends on inel on what your opponents have.You know in pokemon, how everyone would just have 6 different element pokemon?
What I'm saying is that there is something wrong with the mentality that designs systems that have an absolute best. Granted, some things will be more effective, but the sheer fact that they become common should be a weakness. If everyone expects deadly laser cannons, mirrors will become more popular than Kevlar.Well in that case the best thing would oscillate between a high impact projectile (break through mirrored surfaces) and then when people start favouring impact-resistant materials, strong/high frequency radiation weapons become more popular because they can ignore a lot of armour types.
I swear I remember this being mentioned in a game before (it was a simpler system, but same idea) but I don't remember what it was.
Ah yes, that's what it was. Thanks!Well in that case the best thing would oscillate between a high impact projectile (break through mirrored surfaces) and then when people start favouring impact-resistant materials, strong/high frequency radiation weapons become more popular because they can ignore a lot of armour types.Spoiler (click to show/hide)
I swear I remember this being mentioned in a game before (it was a simpler system, but same idea) but I don't remember what it was.
Starcraft's metagame goes in a (somewhat hilarious) pattern of rock-paper-scissors
wurm onlineOnline but offline?
if they were offline.
Arma 2 but for the Napoleonic time periodDon't worry, there's a mod for that!
Arma 2 but for the Napoleonic time periodisn't there a
gaahh, I still really want my idea on page ten!motivation is hard to gain, but if makes you feel any better instead of wishing the game of my dreams existed, i picked up learning python and i'm currently trying to make it
someone, give me motivation to learn to program so I can make it!
There's a lot of post-apocalyptic content out there, but...
I want to see a tabletop rpg set in near-future earth. The setting is meticulously modeled after the most widely accepted predictions of environmental scientists of what our world will be like in 50-100 years, on the assumption that mankind makes no major behavioral adjustments or "green" technology breakthroughs to stop ecological destruction. Emphasis on brutal realism.
The preface would simply read "Might as well start practicing."
A grand strategy game set in the Duniverse, with an emphasis on political intrigue and economics.This game exists, its a browser based game that is very much inspired by Dune. Though I cant for the life of me remember what is it called.
what would I like?That would get extremely dull unless you sped up all the actions and such and removed the premium restrictions....
wurm online and shores of hazeron.
if they were offline.
Id love a real-time strategy game featuring players vs advanced ai robot faction
Id love a real-time strategy game featuring players vs advanced ai robot faction
This concept, (minus the air land and sea combat and the biological enemy :P) has been explored by AI:war, where the enemy is immensely powerful and you have to keep a low profile to avoid getting too much attention.
Id love a real-time strategy game featuring players vs advanced ai robot faction
This concept, (minus the air land and sea combat and the biological enemy :P) has been explored by AI:war, where the enemy is immensely powerful and you have to keep a low profile to avoid getting too much attention.
"You are outgunned. You are massively outnumbered. You must win." These are your orders.
An evolution game actually simulating evolution*, not divine intervention. It'll probably be just a simulation to watch, unless you can influence the simulation midgame. Like, let's see if they survive this iceage.
*I mean any game where the life is controlled and modified by a higher intelligence(the player), is doing a bad job at simulating evolution.
An evolution game actually simulating evolution*, not divine intervention. It'll probably be just a simulation to watch, unless you can influence the simulation midgame. Like, let's see if they survive this iceage.SimEarth. The 'goal' of the game is technically to get intelligent races to evolve, but you don't control the evolution, only the environment. Your intervention is generally geared towards adjusting planetary temperature or sending a natural disaster to encourage biodiversity and the like. Well, you could just use the 'evolve' button, but that defeats the point unless you want to play the civilization stage.
*I mean any game where the life is controlled and modified by a higher intelligence(the player), is doing a bad job at simulating evolution.
A primeval game set in a worlds early history, starting at the tribal and stone/flint level, with a procedurally generated massive range of twists, from magic to a.i to aliens to atlantis, with it's own procedurally generated wildlife, simulated according to the world and simulating their evolution, in first person with Clangs combat.
I know that feel bro.A primeval game set in a worlds early history, starting at the tribal and stone/flint level, with a procedurally generated massive range of twists, from magic to a.i to aliens to atlantis, with it's own procedurally generated wildlife, simulated according to the world and simulating their evolution, in first person with Clangs combat.
Well, you can get some of that by playing the TerraFirmaCraft mod for Minecraft. No really, I'm ecstatic over having a single zinc tool. Problem is, is that it isn't enough for me to start working copper.
I know that feel bro.
I spent ages working a bellow, trying to get copper to melt, with oak (the hottest burning wood in the area) on the fire, and it wasn't melting. So. Frustrating.
Ya need coal. Good coal.I know that feel bro.
I spent ages working a bellow, trying to get copper to melt, with oak (the hottest burning wood in the area) on the fire, and it wasn't melting. So. Frustrating.
Altitude helps, apparently.
But no, there are no verified and confirmed reports of copper smelting in a camp fire.
I've been conceptualizing about a type of RTS game.So, LCS except with more scheming?
It would start out where there is some oppressive government that has come into power or has been in power (there can be different starting scenarios, it could also be a foreign occupation for example). And you would manage and run a rebellion against your rulers. The idea would be to collect resources, stockpile weapons and such, recruit people, etc.
There would be various events that happen like factory strikes (that you may or may not have started hehe), and if you manage to get soldiers to fire into the crowd you can manipulate things like this to get people to join your cause.
The idea would be to prevent the government from catching on to you before you have the power to overthrow them and restore justice/peace/whatever your cause is.
I've been conceptualizing about a type of RTS game.So, LCS except with more scheming?
It would start out where there is some oppressive government that has come into power or has been in power (there can be different starting scenarios, it could also be a foreign occupation for example). And you would manage and run a rebellion against your rulers. The idea would be to collect resources, stockpile weapons and such, recruit people, etc.
There would be various events that happen like factory strikes (that you may or may not have started hehe), and if you manage to get soldiers to fire into the crowd you can manipulate things like this to get people to join your cause.
The idea would be to prevent the government from catching on to you before you have the power to overthrow them and restore justice/peace/whatever your cause is.
I'd like to see a multiplayer game won mainly or in a large part by feats of engineering on the part of the players. This could take a lot of forms, but requires a lot more simulation and procedurality (is that a word?) than AAA studios are interested in right now. I think this is what most of the examples I've given before boil down to.Ace of Spades kind of was this, except the playerbase seems to have become a lot stupider since I last played, I went on a couple of games recently and there were people CO-OPERATING to tear down the starting defensive structures. And it wasn't a one-off, it happened consistently.
God I wish there was a game like that, i love building and engineering. I dont know if you ever saw any of the red faction: geurilla dev videos but I hear the editor to make buildings was awesome.I saw those videos. It particularly amused me when they said the initial building designs kept collapsing under their own weight. Which is even worse when you consider that Mars gravity is noticeably weaker.
I would like a game that puts you in charge of some sort of high-tech mobile fortress. You'd have to deal with multiple threats simultaneously, and while each on it's own would be insignificant, they'd have the advantage of superior maneuverability and numbers. It would be truly strategic as well; the battle theaters would be massive enough for artillery, air strikes, and even long-range missiles (on both sides), and you'd have to carefully conserve resources and avoid wasting firepower where it wasn't needed.
Actually, Bolos were exactly what I had in mind :PI would like a game that puts you in charge of some sort of high-tech mobile fortress. You'd have to deal with multiple threats simultaneously, and while each on it's own would be insignificant, they'd have the advantage of superior maneuverability and numbers. It would be truly strategic as well; the battle theaters would be massive enough for artillery, air strikes, and even long-range missiles (on both sides), and you'd have to carefully conserve resources and avoid wasting firepower where it wasn't needed.
Maybe this? If you are familiar with the science fiction BOLO tanks, there have been a few games built around them. I have not played it, just poked through some of the features. http://www.winbolo.com/
virtual realityI love some sort of VR room to exist.
It'd be awesome.
Since it was mentioned in the SCP: Containment Breach thread
Since it was mentioned in the SCP: Containment Breach thread, a game where you get to play as Dr. Bright.That could be LOADS of fun. Even better if it was easily modded so we could have the community contribute thousands of SCPs.
hang on, so I could play minecraft and actually break my legs when I fall too far!?
Yeah, but that was back in the day when HL2 was the most magical thing ever."Back in the day"? I still have fun playing HL2 and the episodes. I'm still eagerly awaiting the next installment, if it would ever leave that vortex of doom known as "Valve Time" :P
I thought Last Light was already out? ???Q1 2013 apparently. I'm really hoping it can hold the torch of the first one and fix a few of it's minor flaws. :)
But yeah, I want to play that as well.
I actually want to read the novels. I hear that they're ridiculously grimdark, even for a series whereI thought Last Light was already out? ???Q1 2013 apparently. I'm really hoping it can hold the torch of the first one and fix a few of it's minor flaws. :)
But yeah, I want to play that as well.
Yeah, but that was back in the day when HL2 was the most magical thing ever."Back in the day"? I still have fun playing HL2 and the episodes. I'm still eagerly awaiting the next installment, if it would ever leave that vortex of doom known as "Valve Time" :P
Been wanting to get those books for ages as well as Roadside Picnic.
-snippity snippit-You could basically get this with an organised FPS group. Maybe take the initiative and set some of your own restrictions rather than wanting game makers to mechanically enforce them, that sort of stuff.
Damn it. Thought I was being original for once.3/5 for RUSE I think. Minus the assassination and messing up your own stuff.
But still, I would love to see a FPS/TPS where you have to protect your supply lines, can sabatoge your enemies communicatiosn networks, assassinate key figures, and sabatoge enemy equipment, or your own even, if it might profit you.
3/5 for RUSE I think. Minus the assassination and messing up your own stuff.- FPS/TPS
Oh right, I didn't read that bit. Acronyms are boring and confusing.3/5 for RUSE I think. Minus the assassination and messing up your own stuff.- FPS/TPS
ARMA (first) had something called International Campaign in multi, which had all of that -assassination
WoT, but it's an RTS with something similar to the Generals Challenge of C&C:G:ZH
Except you have a set roster of customizable tanks and tank crews and you increase it over time. Physics, armor, terrain, sight all that stuff is in there (except it works as it should :p).
Basically, I want an RTS with customizable tanks!
It appears my link to Roadside Picnic is no longer valid, but Wikipedia delivers with another (http://lib.ru/STRUGACKIE/engl_picnic.txt).Thanks for that! I think I'd still prefer to pick up the book though. I just prefer being able to lounge around my house with a book than sit at my computer/laptop which can be hard on my eyes. I may consider trying to print it out if I can get decent formatting for the text.
It's a great read. The first scene inside the zone is the most tension I have ever felt from a piece of literature.
Update of teh old game 'Sword of the Samurai' with expanded everything and some neat graphics. That's the game I would like. Not some ninja/duel simulator with fantasy elements or something...I haven't played the game but if you're looking for something that model Japanese feudalism you might want to check out Paradox's Sengoku. It was precursor to Crusader Kings II and hasn't gotten near as much love. It's possibly still one of the more accurate game out there for the period though.
Just bloody, dirty Japan feudalism :V
-snippity snippit-
All the great games available for Windows, on the Linux desktop. Natively. :'(
All the great games available for Windows, on the Linux desktop. Natively. :'(
Doesn't help much if most games dont support Linux.All the great games available for Windows, on the Linux desktop. Natively. :'(
http://steamcommunity.com/app/221410
A game i wish existed would be a game that simulated a larger city, that works completely independently of the player. With its seperate political, economic and such system.
Everybody wants subversion. Even if they don't know what it is, you can assume that they want it and probably be right.A game i wish existed would be a game that simulated a larger city, that works completely independently of the player. With its seperate political, economic and such system.
So. You want Subversion.
Everybody wants subversion. Even if they don't know what it is, you can assume that they want it and probably be right.
I wish they Penny Arcade never stopped working on the games(On the rain slick precipice of darkness series)... I have both episodes, there really awesome, and I wish there was a sequel.There's episode three, though it switched genres.
Its till an rpg.I wish they Penny Arcade never stopped working on the games(On the rain slick precipice of darkness series)... I have both episodes, there really awesome, and I wish there was a sequel.There's episode three, though it switched genres.
A first person game where you start out modestly as a peasant in a medieval village, town, castle or city etc. One with life, a dynamic economy, other nations either warring or signing truces, conducting trade etc. Bandits and outlaws, a justice system. A perfect emulation and simulation of medieval life. And you can play any role you want with great depth. From farming to inspiring a revolution and overthrowing a king. Something with growing towns and places that are built by the people who live there and a dynamic population. The ability to expand technology or build your own kingdom. With the proper pacing for these kinds of events that take time, planning, luck, skill etc. Raise huge armies and march on enemies, lead small units. Be able to sneak through cities and steal valuables. And all of this as a first person game that you personally interact with. Not silly dialogue options with a static NPC and adhoc levelsSo someone making DF ~0.5's adventure mode but prettier?
But I also want it to look good, because silly though it may be I think graphics are important for immersion on some level. Sure, I can get immersed in DF with my imagination, but its not the same.
Well I am talking about a perfect world here where bugs never happenA first person game where you start out modestly as a peasant in a medieval village, town, castle or city etc. One with life, a dynamic economy, other nations either warring or signing truces, conducting trade etc. Bandits and outlaws, a justice system. A perfect emulation and simulation of medieval life. And you can play any role you want with great depth. From farming to inspiring a revolution and overthrowing a king. Something with growing towns and places that are built by the people who live there and a dynamic population. The ability to expand technology or build your own kingdom. With the proper pacing for these kinds of events that take time, planning, luck, skill etc. Raise huge armies and march on enemies, lead small units. Be able to sneak through cities and steal valuables. And all of this as a first person game that you personally interact with. Not silly dialogue options with a static NPC and adhoc levelsSo someone making DF ~0.5's adventure mode but prettier?
But I also want it to look good, because silly though it may be I think graphics are important for immersion on some level. Sure, I can get immersed in DF with my imagination, but its not the same.
I think we have a difference of opinion though, because in my opinion, with something as complex as this, immersion would be ruined by the frequent issues with animation/graphics that would doubtless pop up. Like in TeS where you're pretty into going through a dungeon, then you accidentally walk into a corpse and it gets stuck on something and starts flailing around with collision stuff. Kind of awkward when it's meant to be a consistent, sort-of-realistic world.
A first person game where you start out modestly as a peasant in a medieval village, town, castle or city etc. One with life, a dynamic economy, other nations either warring or signing truces, conducting trade etc. Bandits and outlaws, a justice system. A perfect emulation and simulation of medieval life. And you can play any role you want with great depth. From farming to inspiring a revolution and overthrowing a king. Something with growing towns and places that are built by the people who live there and a dynamic population. The ability to expand technology or build your own kingdom. With the proper pacing for these kinds of events that take time, planning, luck, skill etc. Raise huge armies and march on enemies, lead small units. Be able to sneak through cities and steal valuables. And all of this as a first person game that you personally interact with. Not silly dialogue options with a static NPC and adhoc levels
But I also want it to look good, because silly though it may be I think graphics are important for immersion on some level. Sure, I can get immersed in DF with my imagination, but its not the same.
I want a roguelike where you play as a hunter. E.g. You get to play as a predatory creature that can stalk and kill it's prey, drag it back to it's den, etc. Kind of think Predator 1/2, or maybe just as a vampire. I just wanna get my hunt on. :(
I want a roguelike where you play as a hunter. E.g. You get to play as a predatory creature that can stalk and kill it's prey, drag it back to it's den, etc. Kind of think Predator 1/2, or maybe just as a vampire. I just wanna get my hunt on. :(This exists, you know.
Damnit, what I want is the Spore that we were promised when it was being developed.Let me make you sad by saying that the spore we were promised was actually being made and was actually coming out and it was actually good but EA said NO.
Also, a game where it's our universe, but you have control over everything ever.
So what does LCS stand for?Go here and be enlightened... (http://www.bay12forums.com/smf/index.php?board=3.0)
Cause a quick google search didn't find anything.
tl;drDamnit, what I want is the Spore that we were promised when it was being developed.-snip-click on the link at the top of the quote box.
A renaissance of old-school first-person-shooters. Supersized levels that gave you tons to explore and shoot at. Carry as many weapons as you damn well please. Huge enemies that are fun to kill. Bright, colorful graphics that are actually cool to look at instead of just muddy-grey. An expansive single-player campaign that shows you everything the game has to offer. The list goes on.
Uhh... There's also, y'know, Painkiller (http://en.wikipedia.org/wiki/Painkiller_%28video_game%29). Which is about as retro-y, colorful, lotsa guns, blast 'em all, big-level, bossfighty as they get these days. Focus on singleplayer, but with the classic multiplayer modes too. Also some wonderfully creative weaponry that makes slaughtering the hordes a lot of fun.
Okay, so it came out in 2004... So maybe "these days" is a slightly poor way of putting it.
There are a couple of those. There's one that recently came out that takes place in Dubai that fulfills most of that.
(Because it's intended to be more realistic, you can only carry two different guns, but most of the time you only need two).
It's got a great amount of color, despite the city being buried in sand. I'm not sure how "rail shootery" it is, but in the few hours I played I didn't feel all that hemmed in. The game was all about the single player, too.
I haven't ever heard of this Dubai game, but it sounds interesting and I wish to subscribe to it's newsletter. Is it based on an actual military operation, or is it some kind of action-movie thing the developer threw together?
snipsnip
I would do that with a cyberpunk setting, because then it's rational that mercenaries would have the potential to be major world military groups, what with megacorps all over the place.
Plus it means neat toys and abilities, like Gauss rifles or railgun bombardment or lasers, or nanotherapy or cloning or cybernetics, or maybe just using nothing but attack drones and having your elite military corps composed of nothing but 260-lb Cheetos Marines.
Of course, those options are always going to be more expensive than recruiting a couple dozen Danish skinheads and giving them AK-47s and fingerless gloves.
Heck, I'd play this. You could probably mod the combat portions into ARMA... though I'd wait for ARMA 3 to do that.
snipsnip
SPEC OP is the exact opposite of what you're looking for. It's a biting satire of modern military shooters and uses the mechanics of those games as part of it's message. It might be interesting to pick up if you're interested in that message or you could just watch the Pennyarcade Extra Credits about it.
snip
To this day I still play Doom 2. Something about running at lightspeed and being able to /dodge/ most projectiles without necessarily using cover is good fun. Also the monster infighting, and individual enemy types (compare Archvile, Mancubus, Chaingunner, Hell Knight, Arachnotron and Cacodemon for instance.)
I know what you mean. Nowadays it is all about being the cutting edge of realism, while still being completely unrealistic. In the good ol' days, we had to collect key-cards, health and armor backs, ammo came in the form of a floating weapon, and bodies always disappeared shortly after you killed them. The environments were as open as you can get, you had hideusly overpowered weapons that you'd never use, but always held onto just in-case you COULD use it, and there was always some kind of secret area to uncover or exploit.snip-snip-
The game I want is like a global Jagged Alliance 2, blended with X-COM.Throw in some Peacewalker mechanics like
So you have your merc company, small at first, and nations, companies and maybe even wealthy individuals offer contracts. Take them, or do not take them, to not stretch yourself too thin. When you have to free some South American country to save from its evil queen you might not have the ressources and the manpower to also defend South African mines against the unruly, poor natives. After fulfilling a contract, or maybe after reaching certain half-way goals, you get money to spend on new mercs, new equipment, a better base (maybe it was not that bright to build it in the middle of the North Korea in the first place...). And your reputation rises, and with it the contract rates and the danger of the contracts.
Next to more longterm contracts you could also be hired for some special forces operations, maybe for countries that can't afford proper special forces, or maybe they do not want to risk some of their own in what is almost a suicide attack.
So, New Horizon or Corneriods huh?Hot damn, I had no idea those existed. I'm definitely going to look into them once uni term is over.
Personally, I find it incredibly unsatisfying. Dying easily, especially in multiplayer, usually makes for anti-climactic gameplay, and reduces dynamics to the simply question of who shoots first.
Quake (the first one) is my ideal FPS. There was so much nuance and freedom to the movement of your character, especially when it was standard to leave self-damage off. A rocket duel could turn into a 30 second high-speed aerial acrobatics contest, with the winner usually based on timing and prediction. Then Quake 2 introduced the rail gun and twitch shot became undisputed champion of all.
DOOM 95 which actually works on this computer, and with better graphics. then again, with better graphics, it may lose it's charm...
I loved the fuck outta that game.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
The graphics remind me of the High Resolution Pack for Duke Nukem 3D for some reason.
I am incredibly sick of the so-called-realism fad in fps games. I can't wait for it to go away, assuming it ever will. It deserves some space in the industry for sure, but there's no reason for 90% of the genre to be counter-terrorism themed or modeled after ____ war of the 20th century.
-snip--snip- SS13
Economic sim where you manager of a weapon producing company.
In a faraway land, the Elves, Dwarves, Orcs, and Hobgoblins stand on the brink of war. After years of failed peace negotiations, they have finally decided to take up arms and stand ready to fight. Which is great news for you. Because you'll be selling them their weapons. Sword Merchants is an economic game set in a fantasy land, where players manufacture four different weapons and sell them to various warring races. Demand for each type of weapon will differ throughout the game, but a well-crafted weapon will last longer. The more weapons that are sold to a particular region, the more likely that region will go to war. On each turn, players can forge weapons, equip an army (which gets them money), buy craft (to build better weapons), or take a Kingdom Card (for special powers). Players earn money for equipping armies. It's permitted (and encouraged) to sell your weapons to both sides of the same battle. The more armies that are equipped in a specific battlefield, the more likely that battlefield will erupt into war. Armies risk being defeated in a battle, but surviving armies earn money for surviving. After all, someone has to get paid for sharpening all those weapons... The player with the most money at the end of the game wins.
It's close, but it's miss design part... and company part
I want to run my own Colt, Junkers or Mitsubishi
Economic sim where you manager of a weapon producing company. Design and sell weapons from smallarms to aircrafts to battleships (whatever field of expertise you choose)Check out Starship Corporation. You design and sell space ships. It's under independent development.
This game should have live and developing world around it, with it's wars, revolutions, technological advancement. Not only your company make you rich, but weapons you produce change the world around like AK47 did
Start from something like 1850s to to the current level of military tech and beyond
Check out Starship Corporation. You design and sell space ships. It's under independent development.
A Warhammer 40K grand strategy game.You mean something like Hearts of Iron or Europa Universalis?
That is all.
Preferably Hearts of Iron since it's more combat based, but yeah. Although admittedly it'd probably end up being more of a cross between a 4X game and a grand strategy game.A Warhammer 40K grand strategy game.You mean something like Hearts of Iron or Europa Universalis?
That is all.
I want a game that combines the "make your own girlfriend" elements of obscure Japanese game xx no Kanojo na Tsukurikata combined with the building and resource management elements of Dwarf Fortress, the terraforming and crafting of Haven and Hearth and the open world and endless customization of The Elder Scrolls: Morrowind with both single-player and massively-multiplayer online play. Because I am one lonely bastard.
I want a game that combines the "make your own girlfriend" elements of obscure Japanese game xx no Kanojo na Tsukurikata combined with the building and resource management elements of Dwarf Fortress, the terraforming and crafting of Haven and Hearth and the open world and endless customization of The Elder Scrolls: Morrowind with both single-player and massively-multiplayer online play. Because I am one lonely bastard.
Honestly it sounds almost like you want to make a game that is where you build your own fanclub house that fills with a Harem full of girls who just want to please you.
If that was the case I would play Elona where with the help of a memory editor I managed to do that several times. However no, it is not as I already have that inside my head.I want a game that combines the "make your own girlfriend" elements of obscure Japanese game xx no Kanojo na Tsukurikata combined with the building and resource management elements of Dwarf Fortress, the terraforming and crafting of Haven and Hearth and the open world and endless customization of The Elder Scrolls: Morrowind with both single-player and massively-multiplayer online play. Because I am one lonely bastard.
Honestly it sounds almost like you want to make a game that is where you build your own fanclub house that fills with a Harem full of girls who just want to please you.
But DF is 3d. :PWhat's the tongue for? DF really is 3D.
Because I know it was a smart-ass comment. It's 3d, but not in the sense he's looking for.
A game that is pretty much Hasbro's Frogger (the 3d ones), amped up to 11.
You can also choose which universe your particular transformers are supposed to be. So Optimus Prime could resemble Cybertronian truck or Peter-bilt.What if you want him to be a gorilla? :P
A classic shooter game with a more... in-depth multiplayer mode. Imagine if a match, instead of a 15-minute objective mode, instead was total war waged between three factions?
Sadly this would require server power not available for consoles and an internet connection of the gods, but having a "drop in drop out" system that allows players looking for a match to be thrown into existing ones where players have dropped out, and god forbid I even mention it but have AI-controlled psuedoplayers, could fix the inherent problem.
sweet bro and hella leninI WARNED YOU ABOUT LETTING STALIN INTO THE PARTY COMRADE!!! I TOLD YOU DOG!
Hmm... a simulator which allows you to walk around various architectural designs. So a houses floor plan gets produced and you can walk around inside exploring the layout. Not limited to houses of course, you could walk around inside say a Star Destroyer exploring all the different rooms and sections of the ship, whether all the crewmembers are present is optional.
Hmm... a simulator which allows you to walk around various architectural designs. So a houses floor plan gets produced and you can walk around inside exploring the layout. Not limited to houses of course, you could walk around inside say a Star Destroyer exploring all the different rooms and sections of the ship, whether all the crewmembers are present is optional.
Isn't this any 3d modelling software ever?
Red faction: Guerilla with a NYC map.Because there is a computer capable of handling every skyscraper ever falling because of that
..Oh god, the possibilities for destruction would be endless! ENDLESS!
This is games you wish existed, not games that could conceivably exist at the current time. Don't be a buzzkill.Red faction: Guerilla with a NYC map.Because there is a computer capable of handling every skyscraper ever falling because of that
..Oh god, the possibilities for destruction would be endless! ENDLESS!moronperson with the last name of 'Mason' throwing mining charges on everything.
This is games you wish existed, not games that could conceivably exist at the current time. Don't be a buzzkill.Red faction: Guerilla with a NYC map.Because there is a computer capable of handling every skyscraper ever falling because of that
..Oh god, the possibilities for destruction would be endless! ENDLESS!moronperson with the last name of 'Mason' throwing mining charges on everything.
Red faction: Guerilla with a NYC map.I'd love just for Red Faction: Guerrilla to have a new game plus mode where you can take all your end game toys to a fresh new Mars to begin your destruction anew.
..Oh god, the possibilities for destruction would be endless! ENDLESS!
An interplanetary big game hunter sort of thing, with randomly generated planets and randomly generated prey.so, do i put you down as another "spore done right plz"?
If anything it would be "Monster Hunter done right".An interplanetary big game hunter sort of thing, with randomly generated planets and randomly generated prey.so, do i put you down as another "spore done right plz"?
A realistic zombie survival SANDBOX with Saints Row 2 style customization options, or a zombie survival with DF-like complexity and FUN.I remember seeing a zombie rougelike here somewhere. That might be worth looking into.
Those, and a proper WW2 RPG.
Cataclysm?A realistic zombie survival SANDBOX with Saints Row 2 style customization options, or a zombie survival with DF-like complexity and FUN.I remember seeing a zombie rougelike here somewhere. That might be worth looking into.
Those, and a proper WW2 RPG.
hell no.Cataclysm?A realistic zombie survival SANDBOX with Saints Row 2 style customization options, or a zombie survival with DF-like complexity and FUN.I remember seeing a zombie rougelike here somewhere. That might be worth looking into.
Those, and a proper WW2 RPG.
hell no.Cataclysm?A realistic zombie survival SANDBOX with Saints Row 2 style customization options, or a zombie survival with DF-like complexity and FUN.I remember seeing a zombie rougelike here somewhere. That might be worth looking into.
Those, and a proper WW2 RPG.
And there's loads of parasites that do that to some other animals too. But it reduces their ability to little more than eating and respiring. It wouldn't really cause a significant breakout if one were to catch on in humans. The infected could probably be stopped by doors.I think that a large problem there might be realistic and zombies.Wasps and certain fungi effectively zombiefy certain insects.
Because zombies aren't real.
And there's loads of parasites that do that to some other animals too. But it reduces their ability to little more than eating and respiring. It wouldn't really cause a significant breakout if one were to catch on in humans. The infected could probably be stopped by doors.I think that a large problem there might be realistic and zombies.Wasps and certain fungi effectively zombiefy certain insects.
Because zombies aren't real.
Rogue Survivor. There should be a thread if you search.A realistic zombie survival SANDBOX with Saints Row 2 style customization options, or a zombie survival with DF-like complexity and FUN.I remember seeing a zombie rougelike here somewhere. That might be worth looking into.
Those, and a proper WW2 RPG.
It's not a bacteria. Parasite. Link (http://en.wikipedia.org/wiki/Toxoplasmosis)And there's loads of parasites that do that to some other animals too. But it reduces their ability to little more than eating and respiring. It wouldn't really cause a significant breakout if one were to catch on in humans. The infected could probably be stopped by doors.I think that a large problem there might be realistic and zombies.Wasps and certain fungi effectively zombiefy certain insects.
Because zombies aren't real.
Infects humans too
The wasp one--I think it also effects bees, and there's a termite version--doesn't even let the insect eat. The insect just keeps on "living" until it starves to death.
Or runs out of squishy interior for the fungus to eat.
There's also a parasitic...bacteria that fucks with mice's brains into getting the mice caught by cats, so that the bacteria can reproduce...in the cat's intestines.
How can it be open world if it's in rounds?Yes, http://www.listenonrepeat.com/watch/?v=NlpRBLkgcBo!!!
How can it be open world if it's in rounds?Yes, http://www.listenonrepeat.com/watch/?v=NlpRBLkgcBo!!!
Honestly, I think a Harry Potter MMORPG would be pretty sweet. It should emphasize problem solving and teamwork over "kill X amount of monster Y and bring Z drop". You pick your House and gain experience in working with different areas of magic.That...
Or, I suppose this could do just as well outside the HP universe. The important bits are, you should advance solely or most quickly by beating up monsters (if that's the case, why are you going to school?), and the school should be huge and you should have free reign to explore it and the surrounding area. (Although maybe it shouldn't be quite a wide open sandbox, per say. Some portions of the school and the world should be unlocked gradually throughout the game(s).)
-Harry Potter RPG-Academagia is kind of this, except personally I was massively disappointed by it because the game is only your first year and there's no warning of it. The end of the game is just very anticlimactic. Still sated my appetite for what you described at the time.
A "The Thing" multiplayer game.Space Station 13. It's not exactly (though definitely the closest thing to it, especially with changelings), but all that is necessary is for someone to take it and flesh it out differently, like with that Mars Outpost server.
A "The Thing" multiplayer game.YES! (http://youtu.be/JjIXwkX1e48) And make it MMORPG as well for more fun and mayhem.
If only someone could make it happen.. *sigh*A "The Thing" multiplayer game.YES! (http://youtu.be/JjIXwkX1e48) And make it MMORPG as well for more fun and mayhem.
While we're at it, we need a SS13 mod/e like this as well.
A Mount and Blade with Co-op multiplayer would be nice.
While we're at it, we need a SS13 mod/e like this as well....
A "The Thing"multiplayersingle-player game in which the devs poured ALL THEIR EFFORTS into an insanely immersive experience with procedurally generated maps and situations, and the greatest NPC AI OF ALL AND FOR ALL TIME. Also assloads of features, options, game modes, scenarios, and difficulty levels to ensure I will never be bored, ever. *breath* K I'm done.
Honestly, I think a Harry Potter MMORPG would be pretty sweet. It should emphasize problem solving and teamwork over "kill X amount of monster Y and bring Z drop". You pick your House and gain experience in working with different areas of magic.Take the Discworld MUD[1] and bring its Quest and Achievement modes of play to the fore, convert the Guilds system to a House system, tweak the magic system to be more Hogwartian (and with ma.* primaries universal), perhaps convert the faith-tree skills and deity associations (now open to magic users, obviously) towards the various Deatheater/Muggle-loving philosophy-spectrum, distribute primaries for the various mundane skills as per house (and 'faith'?) affiliation, and rebuild the cityscapes and terrains to the new genre (needn't be anything like as large as it is now, the terrains only need be the size representative of the UK, with perhaps London being the single largest city necessarily abstracted to fulfil canon needs).
I know, I beat it. It was one of the hardest games I've ever played in my life. :)A "The Thing"multiplayersingle-player game in which the devs poured ALL THEIR EFFORTS into an insanely immersive experience with procedurally generated maps and situations, and the greatest NPC AI OF ALL AND FOR ALL TIME. Also assloads of features, options, game modes, scenarios, and difficulty levels to ensure I will never be bored, ever. *breath* K I'm done.
The Thing for PS2 was actually pretty damned good in most of these respects, despite being more linear than I'd imagine you're looking for. Unfortunately I only got halfway through the game because my rental disc was scratched =/
A Mount and Blade with Co-op multiplayer would be nice.
I'm pretty sure there's a mod that does this, to a limited extent. One person plays the game as normal, while the game sort of holds everyone else in reserve. When the main player enters a battle, other players are able to take control of any npc present. I forget what it's called and haven't tried it myself.
A Mount and Blade with Co-op multiplayer would be nice.
I'm pretty sure there's a mod that does this, to a limited extent. One person plays the game as normal, while the game sort of holds everyone else in reserve. When the main player enters a battle, other players are able to take control of any npc present. I forget what it's called and haven't tried it myself.
I'd want that, too bad the description is too vague.
You know what I think I know what game I want to exist
A fun game that I'd want to play that won't disapoint me that will leave me being fulfilled.
I want to play a great game that I cannot ruin for myself.
Speaking of being vague...A Mount and Blade with Co-op multiplayer would be nice.
I'm pretty sure there's a mod that does this, to a limited extent. One person plays the game as normal, while the game sort of holds everyone else in reserve. When the main player enters a battle, other players are able to take control of any npc present. I forget what it's called and haven't tried it myself.
I'd want that, too bad the description is too vague.
You know what I think I know what game I want to exist
A fun game that I'd want to play that won't disapoint me that will leave me being fulfilled.
I want to play a great game that I cannot ruin for myself.
battlefleet gothic video game :'(I assume you want something turn-based? Because plenty of games have real-time spaceship combat.
Ether or, I just wish it had Warhammer 40k stuffbattlefleet gothic video game :'(I assume you want something turn-based? Because plenty of games have real-time spaceship combat.
Something sandboxy like Skyrim, recycled in TECHNICALLYLIVINGZOMBIELANDDDDDD, with the amazing graphics and the detail put into the weapons of Chivalry: Medieval Warfare, an anatomy system similar to Dwarf Fortress, crafting mechanics of Fallen Earth, housing system of Everquest 2, decent plot, and on Steam. Anything else that should be added?
A more serious version of Harvest Moon in a post-apocalyptic setting.that be pretty cool tbh
If only :'(
I would also like a Battlefleet Gothic game. Preferably turn based, with all the races, which is something they can't ever fucking get right. "Oh, we've got everyone! BUT the Tyranids or any inquistorial branches! Wait, we got them all this time! Except for the Tau, Dark Eldar, and Necrons!"
Or, a Turn Based Strategy game for the computer that was WH40K Tabletop, as a computer game. Procedurally generated maps, or custom maps, you can create your troops bit by bleeding bitz, and then war with a procedurally generated foe, or three foes, or twelve.
Sigh.
A more serious version of Harvest Moon in a post-apocalyptic setting.
Speaking of being vague...A Mount and Blade with Co-op multiplayer would be nice.
I'm pretty sure there's a mod that does this, to a limited extent. One person plays the game as normal, while the game sort of holds everyone else in reserve. When the main player enters a battle, other players are able to take control of any npc present. I forget what it's called and haven't tried it myself.
I'd want that, too bad the description is too vague.
You know what I think I know what game I want to exist
A fun game that I'd want to play that won't disapoint me that will leave me being fulfilled.
I want to play a great game that I cannot ruin for myself.
Dwarf Fortress?Speaking of being vague...A Mount and Blade with Co-op multiplayer would be nice.
I'm pretty sure there's a mod that does this, to a limited extent. One person plays the game as normal, while the game sort of holds everyone else in reserve. When the main player enters a battle, other players are able to take control of any npc present. I forget what it's called and haven't tried it myself.
I'd want that, too bad the description is too vague.
You know what I think I know what game I want to exist
A fun game that I'd want to play that won't disapoint me that will leave me being fulfilled.
I want to play a great game that I cannot ruin for myself.
It isn't vague... I want a game I like that I won't find disapointing.
Your own lucid dream? Your only disappointment is your own imagination.And waking up.
The knuckleduster/flipknife/pepperpot pistol? Yeah, interesting. They must have been pretty successful to have a "standard-issue" custom weapon, but why choose a melee gun?
Then again, the stab-shoot probably made it the best KNIFE available, but... no barrell? I guess it might share ammunition and parts with a person's REAL revolver though.
On topic:
I want a game where players compete (race, fight, etc.) in vehicles of thier own design. That's why I bought Garry's mod, but it has its limitations...
Then again, the stab-shoot probably made it the best KNIFE available, but... no barrell?Think about it. What gang is really going to engage itself in a real shoot-out? They're no mobsters, and even they did their best to avoid firefights whenever possible! :D
A real-time civilization builder. You start off with a petty tribe in a randomly generated world. You can advance based on your nearby resources and your access to them. Each tribesman is an individual agent, and based on their traits they will perform actions: you do not have to micromanage them. In fact, as simply the hand behind the chiefdom, you don't have to do anything: the chief (depending on whether he is a good or bad chief) will organize people into doing the best things. As you advance, you build up more of a class system, and begin your path to statehood. End-game would have you as a city-state, with a chief god and thousands of individuals.
Here's the kicker: There' no guarantee you'll ever progress to that end-goal. You will face famine, disease, disaster, crop failure, war, invasions, rebellion, and everything else bad that could (and may) happen. Even worse, there's no guarantee you'll have all the resources you need: you'll either have to find someone else to trade for it, or expand your domain, which of course requires you to maintain control over that domain.
Some games will have you stuck as a tribe. Never expanding past a few hundred. Other games, you will become a massive city-state, with tens of thousands of individuals under your leadership. Only probability will tell you your limits: the rest are created by yourself.
What ways would the player have to interact with the world?
An in depth crime simulator where you control every part of your empire.
I like the 1920s around that time with prohibition was still around.
Something like gangsters organised crime but with a lot more depth to it, so for instance you can buy off the chief of police of have some of your guys infiltrate the police force. And really just having a lot more to do I want something where I could have a empire spanning the world so at some point you could venture into other areas and start bringing coke or opium into America and making connections with other crime organisations.
One thing I really liked about organised crime is that every person had a life and a job in the city you played in and could be bribed,kidnapped or threatened.
Damn I really wish there was a proper crime sim.
An in depth crime simulator where you control every part of your empire.Liberal Crime Squad has some of those elements definitely, though technically no bribes. Sleeper agents in the police force and legal system and such.
I like the 1920s around that time with prohibition was still around.
Something like gangsters organised crime but with a lot more depth to it, so for instance you can buy off the chief of police of have some of your guys infiltrate the police force. And really just having a lot more to do I want something where I could have a empire spanning the world so at some point you could venture into other areas and start bringing coke or opium into America and making connections with other crime organisations.
One thing I really liked about organised crime is that every person had a life and a job in the city you played in and could be bribed,kidnapped or threatened.
Damn I really wish there was a proper crime sim.
This thing hereThat is never going to deliver. It'll either not happen, or not offer what it promises now.
http://lnc.hr/aUif
i know that's a referral link but hey
A crane simulator.
I don't really know why, but I feel it's a mundane job that has been absent from games since basically forever. HL2 had some sections where you control a crane, but it's hardly a full game. I want you having to load/unload ships or construction materials in a set time and with a certain margin of accuracy. If you do it too slow you incur a pay penalty, and also if you miss the positions too much.
I think I actually just got enthused over a crane simulator.
Ohh yes I like your thinking with the ck2 portraits and character personalitys !!
May I suggest you have a crack at it again but don't put the economy in till last, so get base game play other things in and then tie the economy into what you already have.
I'm tempted to try this my self and it play something akin to liberal crime squad ... Maybe hmm or maybe always in real time with designated officers running things whole you over see the main picture, so like dwarf fortress in that you don't control them.
My...A crane simulator.
I don't really know why, but I feel it's a mundane job that has been absent from games since basically forever. HL2 had some sections where you control a crane, but it's hardly a full game. I want you having to load/unload ships or construction materials in a set time and with a certain margin of accuracy. If you do it too slow you incur a pay penalty, and also if you miss the positions too much.
I think I actually just got enthused over a crane simulator.
http://www.excalibur-publishing.com/crane.htm
Excalibur have published a terrible anything mundane simulator.
My...A crane simulator.
I don't really know why, but I feel it's a mundane job that has been absent from games since basically forever. HL2 had some sections where you control a crane, but it's hardly a full game. I want you having to load/unload ships or construction materials in a set time and with a certain margin of accuracy. If you do it too slow you incur a pay penalty, and also if you miss the positions too much.
I think I actually just got enthused over a crane simulator.
http://www.excalibur-publishing.com/crane.htm
Excalibur have published a terrible anything mundane simulator.
It exists?
I'm not sure if I should be pleased or disappointed.
My...A crane simulator.
I don't really know why, but I feel it's a mundane job that has been absent from games since basically forever. HL2 had some sections where you control a crane, but it's hardly a full game. I want you having to load/unload ships or construction materials in a set time and with a certain margin of accuracy. If you do it too slow you incur a pay penalty, and also if you miss the positions too much.
I think I actually just got enthused over a crane simulator.
http://www.excalibur-publishing.com/crane.htm
Excalibur have published a terrible anything mundane simulator.
It exists?
I'm not sure if I should be pleased or disappointed.
You basically have to buy it now.
My...A crane simulator.
I don't really know why, but I feel it's a mundane job that has been absent from games since basically forever. HL2 had some sections where you control a crane, but it's hardly a full game. I want you having to load/unload ships or construction materials in a set time and with a certain margin of accuracy. If you do it too slow you incur a pay penalty, and also if you miss the positions too much.
I think I actually just got enthused over a crane simulator.
http://www.excalibur-publishing.com/crane.htm
Excalibur have published a terrible anything mundane simulator.
It exists?
I'm not sure if I should be pleased or disappointed.
You basically have to buy it now.
And do an LP of it.
My...A crane simulator.
I don't really know why, but I feel it's a mundane job that has been absent from games since basically forever. HL2 had some sections where you control a crane, but it's hardly a full game. I want you having to load/unload ships or construction materials in a set time and with a certain margin of accuracy. If you do it too slow you incur a pay penalty, and also if you miss the positions too much.
I think I actually just got enthused over a crane simulator.
http://www.excalibur-publishing.com/crane.htm
Excalibur have published a terrible anything mundane simulator.
It exists?
I'm not sure if I should be pleased or disappointed.
You basically have to buy it now.
And do an LP of it.
While sitting in a fiend's bathtub. Drunk.
My...A crane simulator.
I don't really know why, but I feel it's a mundane job that has been absent from games since basically forever. HL2 had some sections where you control a crane, but it's hardly a full game. I want you having to load/unload ships or construction materials in a set time and with a certain margin of accuracy. If you do it too slow you incur a pay penalty, and also if you miss the positions too much.
I think I actually just got enthused over a crane simulator.
http://www.excalibur-publishing.com/crane.htm
Excalibur have published a terrible anything mundane simulator.
It exists?
I'm not sure if I should be pleased or disappointed.
You basically have to buy it now.
And do an LP of it.
While sitting in a fiend's bathtub. Drunk.
With a dolphin.
My...A crane simulator.
I don't really know why, but I feel it's a mundane job that has been absent from games since basically forever. HL2 had some sections where you control a crane, but it's hardly a full game. I want you having to load/unload ships or construction materials in a set time and with a certain margin of accuracy. If you do it too slow you incur a pay penalty, and also if you miss the positions too much.
I think I actually just got enthused over a crane simulator.
http://www.excalibur-publishing.com/crane.htm
Excalibur have published a terrible anything mundane simulator.
It exists?
I'm not sure if I should be pleased or disappointed.
You basically have to buy it now.
And do an LP of it.
While sitting in a fiend's bathtub. Drunk.
With a dolphin.
While brain surgery.
So a free roaming multiplayer mech game?If only, But I mean with full survival too, like DayZ. It would be so sweet :)
That probably exists. Never played a mecha (non-flash) game though.
That does sound cool.Oh that is a Definately required feature :D
The mechs should be customizable though.
When did this thread turn into "I want Everything: The Game"? Instead of coming up with feasible ideas for traveling indie devs, we're demanding the universe on a silver platter.Because this thread is for posting, essentially, a dream game.
When did this thread turn into "I want Everything: The Game"? Instead of coming up with feasible ideas for traveling indie devs, we're demanding the universe on a silver platter.Because this thread is for posting, essentially, a dream game.
An indie developer is never going to make something they didn't come up with anyway, it's not like the average person is struggling for inspiration.
An in depth crime simulator where you control every part of your empire.Something like this? http://www.youtube.com/watch?feature=player_embedded&v=g11yvNK7qhg#! (http://www.youtube.com/watch?feature=player_embedded&v=g11yvNK7qhg#!)
I like the 1920s around that time with prohibition was still around.
Something like gangsters organised crime but with a lot more depth to it, so for instance you can buy off the chief of police of have some of your guys infiltrate the police force. And really just having a lot more to do I want something where I could have a empire spanning the world so at some point you could venture into other areas and start bringing coke or opium into America and making connections with other crime organisations.
One thing I really liked about organised crime is that every person had a life and a job in the city you played in and could be bribed,kidnapped or threatened.
Damn I really wish there was a proper crime sim.
A crane simulator.I keep seeing (mostly on the small rotary software-holding stand at one or other of the local electronics retailers priced at 10GBP or less, but they're probably also in the actual games stores as well) various 'practical' simulators for the armchair enthusiast. Train simulators aplenty. At least one farming machinery simulator (control tractos with ploughs, harrows, sprayers, etc, as well as combine, etc... I imagine from the cursory glances I've made). The last one I looked at the package of was an "extraordinary load haulage simulator" (and I'm not talking "Big Mother Truckers"-type, although the one I looked at also promise "missions"). So if there's not one for cranes (or having a heavy amount of crane usage possible, perhaps, in the haulage one just mentioned) I'd be very much surprised.
I don't really know why, but I feel it's a mundane job that has been absent from games since basically forever. HL2 had some sections where you control a crane, but it's hardly a full game. I want you having to load/unload ships or construction materials in a set time and with a certain margin of accuracy. If you do it too slow you incur a pay penalty, and also if you miss the positions too much.
I think I actually just got enthused over a crane simulator.
Playing the original X-Com just gave me an awesome idea- A co-op computer game where you control some organization/government with gameplay similar to X-Com, but much more in depth in various areas. The basic premise would be, of course, to control an agency to do lots of awesome stuff, and most of the major gameplay would either TBS or RTS. The twist would be that different sections of the agency, under the control of the different players, would be scored separately, and each section would have two roles. The first role would be something combat related, such as ground combat, air combat, and naval combat. The second role would be a secondary role, such as logistics, intelligence, and research. The way it would be set up is that you have to all work together to beat the game, but you would also actively compete against each other.
For example, Player 1 might be in charge of the air forces and logistics, Player 2 might be in charge of ground forces and research, and Player 3 would be in control of Naval forces and intelligence. Player 1 would need to get the other players good weapons and armor and things, but he would try to keep as much of the good stuff for himself, while Player 2 would concentrate research on things like rifles and tanks, and Player 3 would concentrate on learning things about underwater minefield emplacements, or what the specifications of the enemy battleships are. Then, when combat starts, each player will have to mutually support each other. Player 2 would take out enemy SAMs and coastal guns, while Player 3 would bombard land positions and offer ESM support, and Player 1 would help take down enemy fortifications and armor. Then, in the secondary roles, Player 1 would want to have his planes upgraded to have lasers, while Player 2 would want a new shipment of artillery. Since neither player can get those things by themselves, they would need the other players to do those things for them. But at the same time, if you help them too much, then you take away an edge your faction would need, and the other player might start getting more kills/points. The game would be just as much about blowing up aliens/russians/koreans/nazis/demons as it would be about trading favors, backstabbing, and grand strategy.
TL;DR/Didn't Understand- A co-op strategy game where each player is in charge of either logistics, research, intellegence, etc, and must limit how much they help other players, while getting other players to help them.
A giant mech game, with several gimmicks. A motion-tracking helmet with noise-cancelling stereo headphones and 3D screens on the inside would allow the player to actually look around inside the cockpit, while a special physical controller a la Steel Batallion allows for manipulation of the mech in-game. This will probably have to be specially placed in meatspace to match up with the world inside the helmet, so you don't reach for the virtual controls and grab nothing in the outside world. Sensor gloves allow you to see and use your hands inside the virtual world.Mangasm
The game stays completely in-character, within reason. Cutscenes play out in real-time without interrupting gameplay. There are no mandatory tutorials or a traditional HUD, only the readings on your cockpit's displays. Completely optional "realistic" settings allow for deletion of save games after one death, or even disabling the pause menu. Your mech's crew members, once dead, are dead forever- you receive a randomly-generated replacement, and the original member's story arc is closed off.
TL;DR - Steel Batallion taken to its logical conclusion: an elaborate VR setup based on unique peripherals.
There needs to be WW1 games. Or any sort of shooter that is not modern/near future/future. The only game that is not post 1939 that I can think of is Assassins Creed. And that's alternate history with sufficiently advanced technology, so it doesn't count.
... We will have everything we need, aside from wizard of the coasts permission. Would we need it? I have a feeling that the answer is yes.
Yeah, US copyright law specifically forbids copywriting game mechanics.You're an idiot. No they dont. Game Mechanics are an issue of patents. And almost no one in the table top gaming industry files patents for their games. And the very very few that have, dont enforce them except one. And the only one company thats tried to did it half heartly, and therefore it doesnt matter. But according to Designers and Dragons they have gotten some royalty based on it.
Well, that was rather uncalled for.Yeah, US copyright law specifically forbids copywriting game mechanics.You're an idiot.
Copyright does not protect the idea for a game, its name or title, or the method or methods for playing it. Nor does copyright protect any idea, system, method, device, or trademark material involved in developing, merchandising, or playing a game. Once a game has been made public, nothing in the copyright law prevents others from developing another game based on similar principles. Copyright protects only the particular manner of an author’s expression in literary, artistic, or musical form.That seems to say that game mechanics can't be copyrighted.
- A First person shooter where you play a young British soldier in the First World War. No GUI, damage system similar to DF. Make as realistic as humanly possible. Ridiculously good graphics, every detail historically accurate. Campaign lasts the whole war, beginning to end. Establish early on that the enemy aren't monsters any more than the player is. Make the main character around 15 and market to the 13-15 age group. Laugh as millions of teenagers develop PTSD and their parents can't sue due to a disclaimer placed on the box where no one would notice.
Right! Because only one game has used lives, or had a health bar, or had regenerating health, or had unlimited ammo, or had limited ammo, or was from the first-person perspective, or the third-person perspective, or has block-based puzzles...Yeah, US copyright law specifically forbids copywriting game mechanics.You're an idiot. No they dont. Game Mechanics are an issue of patents. And almost no one in the table top gaming industry files patents for their games. And the very very few that have, dont enforce them except one. And the only one company thats tried to did it half heartly, and therefore it doesnt matter. But according to Designers and Dragons they have gotten some royalty based on it.
Yeah, US copyright law specifically forbids copywriting game mechanics.The water has been muddied some with that recent Tetris case.
A US District Court judge ruled in June 2012 that the Tetris clone "Mino" from Xio Interactive infringed on the Tetris Company's copyrights by replicating such elements as the playfield dimensions and the shapes of the blocksWikipedia (http://en.wikipedia.org/wiki/Tetris#The_Tetris_Company)
I remember buying a Civil War FPS on the PS2. It was so bad, I took it back to the store for a refund the next day.There needs to be WW1 games. Or any sort of shooter that is not modern/near future/future. The only game that is not post 1939 that I can think of is Assassins Creed. And that's alternate history with sufficiently advanced technology, so it doesn't count.
I seem to recall spotting a FPS or TPS/strategy game civil war era-based game. Forget the title though...
Yeah, US copyright law specifically forbids copywriting game mechanics.The water has been muddied some with that recent Tetris case.QuoteA US District Court judge ruled in June 2012 that the Tetris clone "Mino" from Xio Interactive infringed on the Tetris Company's copyrights by replicating such elements as the playfield dimensions and the shapes of the blocksWikipedia (http://en.wikipedia.org/wiki/Tetris#The_Tetris_Company)
Katamari has copyright on it's gameplay I think.
The wikipedia article says that the copyright issue wasnt over the rules, e.g mechanics. But the other game elements. Field Size and Copying the blocks texture patterns.Yeah, US copyright law specifically forbids copywriting game mechanics.The water has been muddied some with that recent Tetris case.QuoteA US District Court judge ruled in June 2012 that the Tetris clone "Mino" from Xio Interactive infringed on the Tetris Company's copyrights by replicating such elements as the playfield dimensions and the shapes of the blocksWikipedia (http://en.wikipedia.org/wiki/Tetris#The_Tetris_Company)
At the same time, it's the difference of a direct clone vs. taking SOME game mechanics. Although, wasn't the conversation about doing a First person MtG game? And how as long as you avoided proper names you could use the genearl plane-walking theme? I'm not entirely sure why we're talking about copying game mechanics is all, we're not talking about copying the card game, are we?
Confused
This ended up sounding really autistic, but I'd like a game where you start with a bunch of trees and every kind of mineral. You can identify every mineral. You can craft anything with these. There is no goal.so like a good minecraft?
Yeah.This ended up sounding really autistic, but I'd like a game where you start with a bunch of trees and every kind of mineral. You can identify every mineral. You can craft anything with these. There is no goal.so like a good minecraft?
... And integrated PA system to play AC/DC songs, or something. ...
World of Tanks but with 40k vehicles.
This ended up sounding really autistic, but I'd like a game where you start with a bunch of trees and every kind of mineral. You can identify every mineral. You can craft anything with these. There is no goal.so like a good minecraft?
True but I just want to drive around in a Leman Russ, Dreadnought or Defiler :'(... And integrated PA system to play AC/DC songs, or something. ...
It's Black Sabbath or nothing, maaaaaann. ;)World of Tanks but with 40k vehicles.
I'm not sure 40k would translate well to that game style. Dueling tanks seem like a rare occurrence in the fresh-ground-meat-all-the-time type battle fronts characterized in the fluff. It _could_ work for Aeronautica Imperialis, which hasn't seen videogame representation yet, and air combat above the deck is quite divorced from events on the ground.
I'd be more interested to see DoW-style Epic scale battles. Final Liberation was soooooo long ago.
Or a Predator, or Basilisk, or Hammerhead, maybe even a Baneblade...True but I just want to drive around in a Leman Russ, Dreadnought or Defiler :'(... And integrated PA system to play AC/DC songs, or something. ...
It's Black Sabbath or nothing, maaaaaann. ;)World of Tanks but with 40k vehicles.
I'm not sure 40k would translate well to that game style. Dueling tanks seem like a rare occurrence in the fresh-ground-meat-all-the-time type battle fronts characterized in the fluff. It _could_ work for Aeronautica Imperialis, which hasn't seen videogame representation yet, and air combat above the deck is quite divorced from events on the ground.
I'd be more interested to see DoW-style Epic scale battles. Final Liberation was soooooo long ago.
It's not like Minecraft at all in that its creation system involves making the exact motions and devices. You need to hit things against other things to sharpen them and you are involved in all steps, but there are no limits on crafting and you can make a crappy shelter by stacking logs on each other, or you can hand-cut iron nails and a saw and make a slightly better house (which you do yourself).
Oh, sorry for bringing it up then. I should have gone through all 109 pages of this thread just so I wouldn't come up with anything unoriginal and waste peoples' valuable reading time.It's not like Minecraft at all in that its creation system involves making the exact motions and devices. You need to hit things against other things to sharpen them and you are involved in all steps, but there are no limits on crafting and you can make a crappy shelter by stacking logs on each other, or you can hand-cut iron nails and a saw and make a slightly better house (which you do yourself).
So. You want a universe-in-a-box simulator.
Which I believe has come up in this thread like eight times.
Oh, sorry for bringing it up then. I should have gone through all 109 pages of this thread just so I wouldn't come up with anything unoriginal and waste peoples' valuable reading time.
Oh, sorry for bringing it up then. I should have gone through all 109 pages of this thread just so I wouldn't come up with anything unoriginal and waste peoples' valuable reading time.
It's called an "I want everything" idea. Everyone wants everything, ergo it is likely that it has already been asked for.
Minecraft, with the following additional features:
-Mod API
-That sea life Notch said was imminent a couple years ago
-...
-Actually, that's it, since the mod API handles the rest.
I mean like seriously, software really shouldn't take this long.
Notch isn't even working on it any more. Bitch at Jeb.That won't help. Jeb's too busy gleefully crashing his compatriots into other planets... ;)
Looks an awful lot like terra firma craft.
Star Wars Battlefront IIIFuck yeah! I never owned SW Battlefront II myself, but I did play multiplayer with friends, and my favorite maps were the ship battle ones, because you could either attack the other ship directly, or you could fly into the enemy hangar, then run into their engine room and just grenade up the place. Or you could fly in a troop transport and have a mobile spawn point in their base, which the other team could blow up if they got enough hits on it. So much fun.
Katamari has copyright on it's gameplay I think.
Katamari is also so unlike anything that's ever come before, or since.
I want a grand strategy game with a general WW1 like setting that gets down to the nitty gritty of waging war. You would need to make sure your forces are fed, clothed, and outfitted against the enemy and environment. It would also need to showcase the full scope of bloodshed, depravity, and questionable motives of any great war.SECONDED. I actually did a pitch for a game just like that to help out a friend a year back. Never took off. :(
... And integrated PA system to play AC/DC songs, or something. ...
It's Black Sabbath or nothing, maaaaaann. ;)
NO COVER SYSTEM.Fix'd?
BLACK OPS 2 CLASS SYSTEM.
BRINK WHAT IF SCENARIOS
ARMAII STYLE MAPS.
ARMORED CORE LEVEL PARTS LIST
GRFS LEVEL WEAPON CUSTOMIZATION.
What do you have against cover systems?Because with actiony shooters they make it more or less turn into a "who can guess when other people will leave cover first" game. It's just hiding until the other person stops hiding and then you shoot them.
I suppose it's a question of taste.What do you have against cover systems?Because with actiony shooters they make it more or less turn into a "who can guess when other people will leave cover first" game. It's just hiding until the other person stops hiding and then you shoot them.
Stealth games are an exception because staying hidden is probably the most important part of a stealth game.
It also mentions block shape which, given the simple nature of the game, is a mechanic in it's own right. timferius is correct in that so long as it's only loosely based things should be fine. My comment was about what Japa said specifically.The wikipedia article says that the copyright issue wasnt over the rules, e.g mechanics. But the other game elements. Field Size and Copying the blocks texture patterns.Yeah, US copyright law specifically forbids copywriting game mechanics.The water has been muddied some with that recent Tetris case.QuoteA US District Court judge ruled in June 2012 that the Tetris clone "Mino" from Xio Interactive infringed on the Tetris Company's copyrights by replicating such elements as the playfield dimensions and the shapes of the blocksWikipedia (http://en.wikipedia.org/wiki/Tetris#The_Tetris_Company)
At the same time, it's the difference of a direct clone vs. taking SOME game mechanics. Although, wasn't the conversation about doing a First person MtG game? And how as long as you avoided proper names you could use the genearl plane-walking theme? I'm not entirely sure why we're talking about copying game mechanics is all, we're not talking about copying the card game, are we?
Confused
I suppose it's a question of taste.What do you have against cover systems?Because with actiony shooters they make it more or less turn into a "who can guess when other people will leave cover first" game. It's just hiding until the other person stops hiding and then you shoot them.
Stealth games are an exception because staying hidden is probably the most important part of a stealth game.
All the shooters I like the best use cover.
I suppose it's a question of taste.What do you have against cover systems?Because with actiony shooters they make it more or less turn into a "who can guess when other people will leave cover first" game. It's just hiding until the other person stops hiding and then you shoot them.
Stealth games are an exception because staying hidden is probably the most important part of a stealth game.
All the shooters I like the best use cover.
I liked cover in Mass Effect 1. And nothing stopped you from running out of cover and behind someone else's cover and pwning his ass (it was a risk, and often worth taking).
I would like to see a Tales of Maj'Eyal that wasn't on Steam.That game does not exist on Steam. You sir, are cray cray.
I would like to see a Tales of Maj'Eyal that wasn't on Steam.That game does not exist on Steam. You sir, are cray cray.
Its on the Steam Greenlight. That exposure alone has worsened it's community somewhat and has made it kind of difficult to be in that game and play online at the same time. Also, cray cray? That kind of language makes me hate my generation even more.I would like to see a Tales of Maj'Eyal that wasn't on Steam.That game does not exist on Steam. You sir, are cray cray.
For one, Rainbow six: vegas 2's cover system was awesome.
Next, I wish there was some sort of game set in the 18th century where you could make your own custom formations and compositions for units, wouldnt have to be a whole lot of background but some sort of campaign generator would be great in addition to custom battles.
I had to look up what that even means :PI would like to see a Tales of Maj'Eyal that wasn't on Steam.That game does not exist on Steam. You sir, are cray cray.
DONT BE SO CRAY CRAY!
I would also like to see a non-linear sandbox simulation role-playing game that was a cross between The Elder Scrolls III: Morrowind, Fable: The Lost Chapters and The Sims 2 for some reason. I'm not certain how to describe it but perhaps someone else could figure out what I mean by that.
Gauntlet with a sci-fi theme, 3D isometric graphics (keeping it simple and colorful) and online multiplayer.Have you tried Alien Swarm? It's got some of those elements to it.
Each class gets a unique weapon and secondary ability, as well as their own 'panic' ability. I.e., The Space Marine has a heavy machine gun and grenade launcher, but they can also summon an energy field that heavily damages all enemies in a large bubble for a limited amount of time. Meanwhile the Medic only has a low-damage submachine gun, but can heal nearby teammates or throw a virus bomb that poisons enemies.
In addition to Gauntlet-style killing everything in sight, there would be special objective-based missions that can be mixed and matched before the round begins, such as hide-and-seek or killing a boss monster. These objectives can be played on pre-assembled maps or randomly-generated playing fields.
I want a game where I can control my own submarine/destroyer/frigate. It needs to have it's own controller, that has a minimum of 70 buttons, and a klaxon alarm with corresponding red flashing light. You would need to monitor things like sonar, radar, ladar, and any othe -ars there are, while also needing to estimate things like your velocity, enemy velocity, tempature, ocean currents, wind currents, the corealis effect, and gravity when firing at the enemy. You would also have to worry about things like firefighting, flooding, overheating engines, stripped turbines, the fact that your bridge just got blown apart by a passing aircraft, ballast tank levels, the fact that your torpedo man just got his hand torn off by a pulley, and what not. So Steel Battalion combined with NOAH's latest reports, combined with FTL, combined with old submarine movies, combined with the desire to kill every member of the dev team who made the game.Silent Hunter 3.
Oh ya, and when you're at port getting repairs made to your propellor, because your navigator is an idiot and you hit a sandbar, there is a random chance of an enemy air-raid killing off your entire crew.
Thanks. Now I have yet another game I need to buy.I want a game where I can control my own submarine/destroyer/frigate. It needs to have it's own controller, that has a minimum of 70 buttons, and a klaxon alarm with corresponding red flashing light. You would need to monitor things like sonar, radar, ladar, and any othe -ars there are, while also needing to estimate things like your velocity, enemy velocity, tempature, ocean currents, wind currents, the corealis effect, and gravity when firing at the enemy. You would also have to worry about things like firefighting, flooding, overheating engines, stripped turbines, the fact that your bridge just got blown apart by a passing aircraft, ballast tank levels, the fact that your torpedo man just got his hand torn off by a pulley, and what not. So Steel Battalion combined with NOAH's latest reports, combined with FTL, combined with old submarine movies, combined with the desire to kill every member of the dev team who made the game.Silent Hunter 3.
Oh ya, and when you're at port getting repairs made to your propellor, because your navigator is an idiot and you hit a sandbar, there is a random chance of an enemy air-raid killing off your entire crew.
I want a game where I can control my own submarine/destroyer/frigate. It needs to have it's own controller, that has a minimum of 70 buttons, and a klaxon alarm with corresponding red flashing light. You would need to monitor things like sonar, radar, ladar, and any othe -ars there are, while also needing to estimate things like your velocity, enemy velocity, tempature, ocean currents, wind currents, the corealis effect, and gravity when firing at the enemy. You would also have to worry about things like firefighting, flooding, overheating engines, stripped turbines, the fact that your bridge just got blown apart by a passing aircraft, ballast tank levels, the fact that your torpedo man just got his hand torn off by a pulley, and what not. So Steel Battalion combined with NOAH's latest reports, combined with FTL, combined with old submarine movies, combined with the desire to kill every member of the dev team who made the game.
Oh ya, and when you're at port getting repairs made to your propellor, because your navigator is an idiot and you hit a sandbar, there is a random chance of an enemy air-raid killing off your entire crew.
Alternatively, you could just watch "Das Boot"
there is a random chance of an enemy air-raid killing off your entire crew.
3 is the best, closely followed by 4.Alternatively, you could just watch "Das Boot"there is a random chance of an enemy air-raid killing off your entire crew.
Are the Silent Hunter's before 3 any good, or is III the best in the series?
A game, not necessarily even a complicated one, where you rule a nation as in a paradox RTS or a Total War game, but with a catch. You only have the information available in the city or army you're currently leading. Every other army and province is handled by whoever you put in charge, using whatever orders you've given them and as well as their personal judgement to try to do what they think is best. Better hope whoever you put in charge of the border countries is competent and loyal. Everyone tries to send regular reports back and you can see a "best guess" map of the world with indicators as to how recent your info is. Reports and orders can be lost or tampered with, and you can of course use spies to gather info and sabotage your enemies. At the end, you get to see a replay of what really happened in your game.
the joke would get old pretty quickly. it would probably be a better game if the objective was to use different objects in a convoluted way in order to trigger a magma related solutionary event to beat the scenario. goblin invasion? use your axe on that statue to chop it's head so it rolls down that ramp and hit a lever to activate a spike trape that enrages the tame beast that topples the door of the magma filled kitchen from the previous scenario
in other news, the dream game idea i've been nurturing for over 10 years has been fulfilled. it's called elemental:war of magic and is a pile of crap :( the good thing is that i can simply describe my dream game as "elemental done right" instead of spending half an hour describing the detailed mechanics of civilization design i came up with
Wasn't there a Perfect Dark game for the Xbox? Or does that "not count"?
It was shit.Wasn't there a Perfect Dark game for the Xbox? Or does that "not count"?
There is a prequel on 360, and I haven't really played it (don't have a 360) so I can't pass judgment on it. I've heard that it isn't as good as the original. I just kind of wish that Perfect Dark enjoyed the mainstream popularity that Halo and their mutual distant cousin Goldeneye received.
At the end, there's no confirmation of which side is right. The game would need to be written so that either part is just as believable, and although choosing religion should typically be harder as you're being tried for your faith, care would need to be taken so the religious choices aren't seen by players as just hard mode. The point of the religious aspect would be to get players to think about this fictional religion, get invested in it, and potentially debate about it.
the joke would get old pretty quickly. it would probably be a better game if the objective was to use different objects in a convoluted way in order to trigger a magma related solutionary event to beat the scenario. goblin invasion? use your axe on that statue to chop it's head so it rolls down that ramp and hit a lever to activate a spike trape that enrages the tame beast that topples the door of the magma filled kitchen from the previous scenario
in other news, the dream game idea i've been nurturing for over 10 years has been fulfilled. it's called elemental:war of magic and is a pile of crap :( the good thing is that i can simply describe my dream game as "elemental done right" instead of spending half an hour describing the detailed mechanics of civilization design i came up with
Text based life-sim. Like alter ego, but way better.So DF in 20 years or so well the bonuses anyways.
Bonus if it will be based in some fantasy word
Bonus if it will include a deadly and risky roguelike with permanent injuries. Like: Live 18 years, train martial skills, than go adventuring, get rich, lose an arm, retire. Live as a tavern owner. Die of old age
Bonus if you can continue as your child
Big bonus if there are real, procedurally generated world around and you influence it as you live
Nobody else would probably like it, but I'd love it!
A game based on those mechanics.
Nobody else would probably like it, but I'd love it!
Oh no I'd be into it. It sounds like a game idea I'd be into, which is an RPG where all your quests are to help build a city, instead of just save it. Like Legend of Mana or Actraiser but less abstract. For example you'd have to choose whether to clear out an iron mine first or more farmland or salvage stuff from a nearby ancient ruin, and you'd have to decide whether to risk bringing citizens from the town to carry more loot back home.
A game called Hold.I'd support this.
You begin on the front lines of a siege, outnumbered and outgunned, just as the first wave of enemies is about to break. Your allies, and your enemies, are procedurally generated, including race, magic, and tactics (interesting, funny settings are the order of the day, as is genre savvyness). They may or may not realize that you have only just appeared, depending on your similarly random entrance. You, for the sake of the argument, are humanoid, and at least nominally from this world, as is your armour, clothing and weaponry. You need to survive the siege. This will be hard. With permadeath. The first time will be harder then usual, just to rub it in.
Once you survive, however you do it -retreat is popular-, they'll be a war on, no-one is unaffected, it will be deadly, you will have a lot to learn and you will need to find out why this is happening to you. Coming back is now an option, and somewhat more stable, but i wouldn't count your chickens. You'll also discover that your failures may come back to haunt you as time wears on. You'll have plenty of time to think about it, and gods damn it prepare.
So, do you mean like, a sort of, Ye-olde hardcore Planetside 2 with swords and bows and the like?A game called Hold.I'd support this.
You begin on the front lines of a siege, outnumbered and outgunned, just as the first wave of enemies is about to break. Your allies, and your enemies, are procedurally generated, including race, magic, and tactics (interesting, funny settings are the order of the day, as is genre savvyness). They may or may not realize that you have only just appeared, depending on your similarly random entrance. You, for the sake of the argument, are humanoid, and at least nominally from this world, as is your armour, clothing and weaponry. You need to survive the siege. This will be hard. With permadeath. The first time will be harder then usual, just to rub it in.
Once you survive, however you do it -retreat is popular-, they'll be a war on, no-one is unaffected, it will be deadly, you will have a lot to learn and you will need to find out why this is happening to you. Coming back is now an option, and somewhat more stable, but i wouldn't count your chickens. You'll also discover that your failures may come back to haunt you as time wears on. You'll have plenty of time to think about it, and gods damn it prepare.
I think you're overthinking the jokes if you think anyone takes them seriously :P
Damn, that was a lot of thinks....
I think you're overthinking the jokes if you think anyone takes them seriously :P
Damn, that was a lot of thinks....
If you have been on the suggestion forum... you would know that people do in fact take the Dwarf jokes seriously overtime.
How do you make a research tree interesting?Link?!! Please do it MoO2 style. I loved that game to death...
I've been working on the design of a 4X game, where you start off in the Stone Age, and then win the planet, then conquest for the galaxy.
A Civilization to Master of Orion game. Its been a lot of fun marrying the two feature sets.
I havent done any work on the research tree. I did do some interesting work on World Wonders. I went in this direction of being able select which bonuses the WW gives you, from a pool of limited bonuses, which effect build time.
A serial killer simulator. Every once in a I want to play someone truly Depraved.Manhunt?
How do you make a research tree interesting?I think Alpha Centauri makes research interesting by default, where you never research a tech directly but rather have a technological focus. Sword of the Stars also does tech well where tech trees vary and in SotS2 you first have to invest into determining the plausibility of a research project before actual research can be done. CK2 is nice in that tech mostly spreads and government investment is limited. Generally the more dynamic anything is, the more interesting it is, and trying to make it realistic yet good for gameplay also helps.
I've been working on the design of a 4X game, where you start off in the Stone Age, and then win the planet, then conquest for the galaxy.
A Civilization to Master of Orion game. Its been a lot of fun marrying the two feature sets.
I havent done any work on the research tree. I did do some interesting work on World Wonders. I went in this direction of being able select which bonuses the WW gives you, from a pool of limited bonuses, which effect build time.
How do you make a research tree interesting?make technology spread to nations you have contact with. have broad categories to invest into instead of specific technologies. make it so that playing in a certain way gives bonuses to related techs: building a lot of the same unit makes it more likely to discover technologies to improve said unit, consistently building cities in a specific terrain type gives you a tech to improve food production in said terrain, building near the sea makes you a better shipwright, etc...
I've been working on the design of a 4X game, where you start off in the Stone Age, and then win the planet, then conquest for the galaxy.
A Civilization to Master of Orion game. Its been a lot of fun marrying the two feature sets.
I havent done any work on the research tree. I did do some interesting work on World Wonders. I went in this direction of being able select which bonuses the WW gives you, from a pool of limited bonuses, which effect build time.
How do you make a research tree interesting?Link?!! Please do it MoO2 style. I loved that game to death...
I've been working on the design of a 4X game, where you start off in the Stone Age, and then win the planet, then conquest for the galaxy.
A Civilization to Master of Orion game. Its been a lot of fun marrying the two feature sets.
I havent done any work on the research tree. I did do some interesting work on World Wonders. I went in this direction of being able select which bonuses the WW gives you, from a pool of limited bonuses, which effect build time.
If you can make the rest of the game sufficiently interesting, you could go the obtuse way. (Hopefully not obnoxious). Make it so you funnel money into, say, weapons technology? A category, and not a specific "You will get a Sword in 5 turns" deal.
Or have, at least the early game, research be accidental, and up to NPCs in the game going up to you and saying "Sire! I've discovered this dark powder that ignites most spectacularly! There MUST be some use for it!" and giving you the option to fund it or not. (Obviously there'd have to be dead-end researches, like Elixirs of Life (but not that obvious))
This is assuming the research angle isn't the end-all be-all of the game. Which, in a Cave-to-the-Stars game, it might end up being?
(Responding to something now 4xNinjaed, albeit not all these intervening replies seem to be subjectually-similar ninjas, the others just popping in on other things..)
Making a research tree interesting might be a matter of ensuring that pursuing technological expertise in one aspect of the tree precludes another being so well understood.
This could easily be considered 'contrived', so it needs to be thought about, but (as a bad example) going for offensive warrior tech gives you military might, but draws you away from sustainable agricultural methods that you might have developed (past any given point of diversion). Or biotech experterise (for good or ill) draws your culture into "everything is solved with genetics, including growing buildings", but makes you ignore electronics due to your "brain-inna-vat"-like computational devices. In the far future you might create wormhole-tech to take you across space and you're by-passing any more refinements of the Big Dumb Rocket tech, including some rather nifty warp-enabled examples of systems that you might have found useful under other circumstances...
(In a concept I've been long developing, this does not actually mean that you'll never get the better agriculture because you went in for the development of hoplite armies, or whatever equivalent example there might be, but that the focus of the civilisation involved gets drawn towards the militaristic aspect of invention... should a change in research attitude and the society that supports it happen in the future then it may swing back towards the agrarian skillsets, picking up either the original lost tech or some or other era's equivalent stage of such tech, but at the cost of losing knowledge of spear-and-shield warfare to the mists of time, 'rusting' or otherwise becoming pretty much irrelevant.)
Thinking of it, I suspect I've encountered enough examples where, depending on whether one goes for Good or Evil alignment, you get bonus tech of an equivalent association but are excluded from useful items that you might have gotten had you taken a different decision. (At its most basic, all those choices betwen (say) Nod/GGI or Allies/Axis can be boiled down to this. Witness the number of times I've played Battlefield 1942 (single-player) and deliberately left a non-vital checkpoint in the opposing AI's hands so I can sneak in and pinch the better type of tank (usually German) that would respawn there, whenever I wish, because the (usually Allied) equivalents just weren't as sexy, even though they were on my side....)
I'd like a first person shooter, but where your arm is almost entirely ragdoll. The only equipment available would be a revolver with a ridiculous kick, but when you managed to shoot something they would be rocked backwards with the force of a shotgun blast to the chest. The enemies would be ragdolls moving forward from a central point in the chest, not even walking but more like floating towards you. If one should strike another once shot, that one would fall too creating the possibility for domino effects.Noisy Cricket the game.
A serial killer simulator. Every once in a I want to play someone truly Depraved.This has tickle me, from a design perspective. Because, its not about the killing, in my point of view. Its the drive to kill, the need to kill, and to kill certain things with criteria. Then there also not getting captured. ANd living a normal day to day life with these pressures...
How do you make a research tree interesting?
Making a research tree interesting might be a matter of ensuring that pursuing technological expertise in one aspect of the tree precludes another being so well understood.I like this idea, as in most settings a given civilisation usually has one or more areas that they're specialised in - others may also have that technology, but not nearly as refined and advanced. Most games tend to just have everyone ends up specialising in everything (because there's not much preventing you from doing so, and you're at a disadvantage if you don't).
I want to play a game as a clown/jester/bard, and instead of a morality meter it has a meter of "Laughing at You" vs "Laughing with You".
I want a 2-player fighting game controlled like QWOP. That would be hilarious.There is another one, Tam... something. It's not keyboard controlled, but you have to control each limb seperately with the mouse. You set up your attack, and then the game puts it all together and you see what happens and how your enemy countered.
I've seen a video of Toribash where the player tore off his own head.
In any case, I'd like Toribash if it was IK, rather than K.
I'd like Toribash if it was IK, rather than K.Help I am not good at acronyms.
Oh okay.
Well, in that case, I disagree with that opinion. It would make the controls too light and less like actual muscle movements.
Nah, they're pretty easy. Each joint can be relaxed, held, extended or contracted. That's the entirety of the controls; that's the entirety of the controls. If you made it the way you suggest then it would also limit the ability to do a lot of the fancier things; because of the degree of control that it removes.Oh okay.
Well, in that case, I disagree with that opinion. It would make the controls too light and less like actual muscle movements.
The problem is that it makes the controls obtuse and difficult to use. There aren't many solutions that end with "my hand on your chest" for instance, yet I have to solve that equation manually, and in 0.5 second steps.
Nah, they're pretty easy. Each joint can be relaxed, held, extended or contracted.
Toribash isn't limited to one joint at a time; and you have a long time to arrange the movements.
But not really because the joint changes happen all at the same time, in game terms. Time stops during the joint modification phase.
That time there.But not really because the joint changes happen all at the same time, in game terms. Time stops during the joint modification phase.
I meant from a "how the fuck do I do X?" perspective. How many times do I have to say that?
That time there.But not really because the joint changes happen all at the same time, in game terms. Time stops during the joint modification phase.
I meant from a "how the fuck do I do X?" perspective. How many times do I have to say that?
There aren't many solutions that end with "my hand on your chest" for instance, yet I have to solve that equation manually, and in 0.5 second steps.
My point is that you have to modify each joint to find the result you want, rather than say "calculate this result."
I'd say that Toribash is an art game about how we take for granted how easily we can control the movements of our own bodies without even considering the huge amount of processes that take place for it to happen.
I'd say that Toribash is an art game about how we take for granted how easily we can control the movements of our own bodies without even considering the huge amount of processes that take place for it to happen.
It's not like QWOP in terms of control but I remember a stick figure fighting game where you would grab onto your orange fighters arm/leg/torso/head/whatever and fling them against each other.
Interesting. So you want Techs to give you things to do, something active, over something passive.How do you make a research tree interesting?
My answer to this is more relating to the space portion, as I'm not so sure on low tech settings, but personally I find it more interesting to be unlocking new weapons, buildings, armour, etc, or modifications to how existing weapons, buildings, armour, etc work. I find it far less interesting to just be researching +5% attack strength or similar.
So e.g. if I've just researched Laser Cannon technology, I'd much rather future techs in that area be things like adding burst fire, range extension, shield piercing, and so forth, than just researching Laser Cannon II, Laser Cannon III, and maybe +5% to all laser damage. Ideally there's some kind of tradeoff in using those modifications, whether that be that they're sidegrades with e.g. burst fire having reduced range or accuracy, or just give it an increased cost/weight/whatever, such that you do still have to make a decision about when and where to deploy them (and which ones to deploy). If you can take a page out of Aurora's book and actually design and research specific weapons based on the tech you've researched that's even better (and expanding on that, e.g. choosing just how much of a burst your burst fire modification is adding - definitely need tradeoffs if you can do that though).
Interesting. So you want Techs to give you things to do, something active, over something passive.Pretty much. I enjoy unlocking new stuff, incorporating them into my designs and tactics, and seeing how well they blow up the AI's stuff (or stop the AI's from blowing up my stuff).
A game with AI Wars' AI mechanics but with interesting and fun combat / base management.
... So e.g. if I've just researched Laser Cannon technology, I'd much rather future techs in that area be things like adding burst fire, range extension, shield piercing, and so forth, than just researching Laser Cannon II, Laser Cannon III, and maybe +5% to all laser damage. Ideally there's some kind of tradeoff in using those modifications, whether that be that they're sidegrades with e.g. burst fire having reduced range or accuracy, or just give it an increased cost/weight/whatever, ...
This is approximately what MOO2 gives with weapons.Yeah, which isn't a coincidence - I definitely had MOO2 in mind when I was typing that :)
A game I want to exist?
A game that has Conker the squirrel in it but not another Bad Fur Day, a completely new game maybe that looks at what happens one day on his throne, drunk, sick and tired of his situation.
Conker the Squirrel: A royal pain in the ass.
A game I want to exist?
A game that has Conker the squirrel in it but not another Bad Fur Day, a completely new game maybe that looks at what happens one day on his throne, drunk, sick and tired of his situation.
Conker the Squirrel: A royal pain in the ass.
Careful, we may have another Banjo Kazooie : Nuts-o like the original (see what I did there?)
Ahh, I was just being facetious. I watched a playthrough of Conker's Bad Fur day - gameplay didn't look fantastic (although was probably on par with Banjo and the other similar games of the time) but the humor and characterisations were amazing. The ending was alittle strangeBLOODY AMAZING
Another one would be great!
:D
A sequel/remake/spiritual successor for Afterlife.
I want a Valve game. With the number 3 somewhere in the title. Make that, and I should be satisfied.
It doesn't have to be better. As long as it is of comparable quality to the previous game (Long campaign, OP shotgun, good story, no cutscenes) I will be happy.QuoteI want a Valve game. With the number 3 somewhere in the title. Make that, and I should be satisfied.
Everyone keeps wanting it but honestly, what makes anyone think it will be that much better?
I want a Valve game. With the number 3 somewhere in the title. Make that, and I should be satisfied.
+1It doesn't have to be better. As long as it is of comparable quality to the previous game (Long campaign, OP shotgun, good story, no cutscenes) I will be happy.QuoteI want a Valve game. With the number 3 somewhere in the title. Make that, and I should be satisfied.
Everyone keeps wanting it but honestly, what makes anyone think it will be that much better?
Valve should make a game simply called Three.Or Half Life 2: Episode Number after Two/Portal 4/L4D 9x=27
Valve should make a game simply called Three.
Linking (http://www.alpoma.com/images_tecob/plan_espacial.png) the image rather than embedding it because it's 4200x6750 pixels in size... (Even though it's an imperfect scan in the first place, the more conveniently-sized versions lose more of the detail.)
save it to your computer. I opened it up fine in firefox, but it's huge.
I knew I meant to add something... and then last night I was looking through some old files of mine and I came across a reminder. On the subject of tech trees, there's a real-life one you might want to look at....
Linking (http://www.alpoma.com/images_tecob/plan_espacial.png) the image rather than embedding it because it's 4200x6750 pixels in size... (Even though it's an imperfect scan in the first place, the more conveniently-sized versions lose more of the detail.)
When I originally found it, I had been thinking of taking/revamping a copy and colouring in what we've actually done so far. ;)
I warned you... ;)save it to your computer. I opened it up fine in firefox, but it's huge.
Holy fruitcakes that's huge.
(And I'm using FF too)
Teaching physics via a game with thought controlled telekinesis. he challenge being, to defeat your classmates. Traditional usage is fair game, of course.
I want a procedurally generated hunting game where you can travel between different environments and shoot stuff, with the most detail being put into animal variety. Lots of species is good, but I'm talking variants (Indian and African elephants are different!) as well as different colored fur, body sizes and everything. After you kill something you can sell the meat or craft equipment of the leather to show off your achievements. Could have some multiplayer stuff, competitive hunting and such.
Doesn't even need great graphics, I'd still play it if it was 2D topdown perspective, possibly even in ASCII if it manages to convey the feeling of variety.
Teaching physics via a game with thought controlled telekinesis. he challenge being, to defeat your classmates. Traditional usage is fair game, of course.
"Mr. Potter, all things have their accustomed uses. Give me ten unaccustomed uses of objects in this room for combat!" (http://hpmor.com/chapter/16)
Teaching physics via a game with thought controlled telekinesis. he challenge being, to defeat your classmates. Traditional usage is fair game, of course.
"Mr. Potter, all things have their accustomed uses. Give me ten unaccustomed uses of objects in this room for combat!" (http://hpmor.com/chapter/16)
I'm thinking Sylar style (minus psychopathy) as opposed to transmutation. I doubt teachers would complain once they realized that they're effective status as gods compared to a average 9 year old's understanding would be rather fun. The older students could even get battles! I would sign up to that club.
What would be your unconventional use? *running for shelter*
I want an Eldritch horror styled game based on dreams.If I were directing a game such as this, I'd say the girlfriend part is a bad touch. Its better to cultivate that feeling of isolation. You should make the protagonist a student at a university instead. Better to avoid the wangst and stick to horror. Its probably just a matter of personal taste.
The basic plot:
You live in a borading-school like high school, complete with dorms, a gym and track, a nearby town within walking distance, and everything you need to live alone- which is good, because you are alone. You've no relatives to speak of, in fact, the only one you've ever known was your mother. She had always been frail and sickly, bud had never let it stop her. Unfortunately, it kept trying until it took her life, leaving you nowhere to go- until you were swept up and sent to Governess High.
You've been here for a year now, a junior, and have made friends and enemies. You only really care for a small group of people, the center of which is your girlfriend. You are very close to her, and she to you.
She's the only other person to know about the dreams.
The dreams. Your eternal torment ever since you lost your mother. Every night, the field of grey wheat, the floating girl you can't remember anything about, the mouth in the ground that eats you. The one you have no control over. You've seen a psyche. They can't figure it out. You've seen doctors: they tell you that your dream isn't possible: you bolt right awake after a second of complete loss of brain activity. You've given up on ever losing the nightmares, and instead focus on the waking hours of your life- long classes, managing money for food, and your girlfriend and her curves. You feel your days are hectic enough.
You haven't got the slightest idea what your life really is.Spoiler: I'm making a suggestion game so don't read if you're interested. (click to show/hide)
If I were directing a game such as this, I'd say the girlfriend part is a bad touch. Its better to cultivate that feeling of isolation. You should make the protagonist a student at a university instead. Better to avoid the wangst and stick to horror. Its probably just a matter of personal taste.
I like the idea of God games where one can create and do anything. I think that's an awesome role playing game.This is called programming.
QuoteIf I were directing a game such as this, I'd say the girlfriend part is a bad touch. Its better to cultivate that feeling of isolation. You should make the protagonist a student at a university instead. Better to avoid the wangst and stick to horror. Its probably just a matter of personal taste.
Sometimes the best way to foster the sense of isolation is to do the exact opposite. To foster the sense of being together with someone only to have the chair pulled from under you at a later point.
As for "Wangst" if I was making the game and kept the Wangst I'd make it the point and have this be more of a psychological horror game. Where the creatures and events resemble more mundanities taken to the next level.
A 4x space game where a simulated world (complete with NPC empires, procedurally generated quests, NPCs with hopes and dreams and goals to conquer the galaxy, along with ancient secrets of the past that could threaten or save the galaxy, and outer-dimensional horrors threatening the galaxy...) runs and you are free to involve yourself at any level at any time. Tired of running the entire empire? Scale down to a simple, lonely freighter captain. Settle down on a colony world, start a family, bring peace and prosperity to the planet they settle on as a leader in the community. When a war threatens the colony, scale up to the RTS or turn based strategy mode and fight in a space battle to keep the colony safe. Dislike how the empire is being run? Scale back up to full on empire mode and show them how it's done.
After seeing this post (http://kotaku.com/5982413/stargate-sg+1-unleashed-seeks-to-revive-sg+1-as-an-interactive-adventure) on Kotaku about a new Stargate SG-1 game, I'm reminded that I'd really like to see a game set in the Stargate universe (although probably not in Stargate Universe) with X-COM (the original) style tactical missions and tactical / geoscape split. Particularly if you could add in some sort procedurally generated worlds to reach via the Stargate.Yeeeeees
After seeing this post (http://kotaku.com/5982413/stargate-sg+1-unleashed-seeks-to-revive-sg+1-as-an-interactive-adventure) on Kotaku about a new Stargate SG-1 game, I'm reminded that I'd really like to see a game set in the Stargate universe (although probably not in Stargate Universe) with X-COM (the original) style tactical missions and tactical / geoscape split. Particularly if you could add in some sort procedurally generated worlds to reach via the Stargate.Yeeeeees
I suddenly want an MMO style game with permadeath set in the ocean where players control various animals like whales, sharks and fishies. Probably with some sort of limit on the amount of orcas and great whites. :P
TL;DR So, if you do Stargate through X-Com, you'll eventually discover that it turns into a very weird 4X game.*abject desire*
I can go into more detail if anyone body wants.
I'm intrigued as well. It's the sort of project I'd love to see, although the track record of xcomlikes in general isn't particularly pleasant. Also IP would likely be annoying. Still, if you want to bounce ideas off people I'm sure you've got an audience.TL;DR So, if you do Stargate through X-Com, you'll eventually discover that it turns into a very weird 4X game.*abject desire*
I can go into more detail if anyone body wants.
Speaking of X-Com: X-Com starring the X-Men. Order Xavier's students around, having them fight Sentinels, Apocalypse and other mutants while keeping public opinion high to deprive your opponents of popular support and the ever-important funding. With randomly-generated mutants and the ability to play as each faction, it sounds like the best superhero game ever.YES. Make it happen, Marvel.
Speaking of X-Com: X-Com starring the X-Men. Order Xavier's students around, having them fight Sentinels, Apocalypse and other mutants while keeping public opinion high to deprive your opponents of popular support and the ever-important funding. With randomly-generated mutants and the ability to play as each faction, it sounds like the best superhero game ever.YES. Make it happen, Marvel.
Finally, you CAN punch someone in the face over the internet!
It comes with a special headset. It's electrodes that you stick on your face.Finally, you CAN punch someone in the face over the internet!
Unfortunately, they won't feel it.
This is "games you wish existed" not "separate realities you wish existed". This topic works so much better if you restrict yourself to current technology.Okay Debby Downer. I can't *wish* I had a virtual reality boxing game so I could practice at home of all places? I think you need to sit down son.
This is "games you wish existed" not "separate realities you wish existed". This topic works so much better if you restrict yourself to current technology.Okay Debby Downer. I can't *wish* I had a virtual reality boxing game so I could practice at home of all places? I think you need to sit down son.
Its a game. And I wish it existed. Therefore it isn't derailing the thread, mister paralegal-in-training. :P
Speaking of tactile feedback, I remember reading about this Street Fighter II arena where the players would hook up electrodes to themselves. And whenever you were struck in-game, it would electrocute you IRL. It looked like a ton of fun. :) I wish I had it set up to work for Mortal Kombat.
This is "games you wish existed" not "separate realities you wish existed". This topic works so much better if you restrict yourself to current technology.Okay Debby Downer. I can't *wish* I had a virtual reality boxing game so I could practice at home of all places? I think you need to sit down son.
Its a game. And I wish it existed. Therefore it isn't derailing the thread, mister paralegal-in-training. :P
Speaking of tactile feedback, I remember reading about this Street Fighter II arena where the players would hook up electrodes to themselves. And whenever you were struck in-game, it would electrocute you IRL. It looked like a ton of fun. :) I wish I had it set up to work for Mortal Kombat.
What would happen if you got fatalitied though? Ow.
That's really vague. How do you think this would be implemented exactly?
Well, that's relying too much on the developers and the fans, since difficulty is subjective. I imagine some guy managed to make a completely working dwarf fortress on his first try, while someone else dies within a few seconds of playing Pacman. It's all subjective, and that's why it's still vague.
I'm afraid your first point is a matter of opinion Neon. Where a game is 'hard' but not 'too hard to be enjoyable' is very subjective.
The other two points are valid complaints though.
EDIT : Don't ADVERTISE it's difficulty, yet that's a factor? Hmmn. Well if the difficulty makes for a more appealing game, surely you would want to advertise it?
I don't know why, probably reading too much of the western civ books in the college bookstore, but I had an idea of a game where 19th century imperialist countries found/created portals to a fantasy world. And then began to ruthlessly exploit it.
Also, I wouldn't mind seeing a game where you manage a Middle East insurgent group, kinda like a FPS/strategy-style Liberal Crime Squad set in the Middle East.
I don't know why, probably reading too much of the western civ books in the college bookstore, but I had an idea of a game where 19th century imperialist countries found/created portals to a fantasy world. And then began to ruthlessly exploit it.
What game?I don't know why, probably reading too much of the western civ books in the college bookstore, but I had an idea of a game where 19th century imperialist countries found/created portals to a fantasy world. And then began to ruthlessly exploit it.
Also, I wouldn't mind seeing a game where you manage a Middle East insurgent group, kinda like a FPS/strategy-style Liberal Crime Squad set in the Middle East.
I can only think of one game anywhere close to this where you control a middle eastern country.
I don't know why, probably reading too much of the western civ books in the college bookstore, but I had an idea of a game where 19th century imperialist countries found/created portals to a fantasy world. And then began to ruthlessly exploit it.
A game where your only weapon is falconry.
either way the game I wish existed is a modern game that is hard but:
1) Isn't advertised as hard
2) The fans do not advertise as hard
Shadow of the Colossus meets Mount and Blade and Skyrim in a well-written MMO with mandatory roleplay. :PGodawful acting while climbing the ass hairs of a giant for the sole purpose of ramming a lance into its head, while on horseback?
Shadow of the Colossus meets Mount and Blade and Skyrim in a well-written MMO with mandatory roleplay. :PGodawful acting while climbing the ass hairs of a giant for the sole purpose of ramming a lance into its head, while on horseback?
A fallout-style RPG set on a depopulated asteroid colony where you can be human, cyborg, or android, and it has a decompression mechanic for indoor areas if something punches a hole.
A fallout-style RPG set on a depopulated asteroid colony where you can be human, cyborg, or android, and it has a decompression mechanic for indoor areas if something punches a hole.This sounds kinda of cool.
A science-fiction RPG in the vein of Knights of the Old Republic, but in a cheesy B-movie setting straight out of sci-fi's earliest days. Giant blinking lights that do nothing, ray guns, spandex, hammy acting, cheap special effects, all of it.Aww! I love you too! <3
May get some crap for this but a hunger games (or similar, doesn't have to follow the lore but something very similar.) roguelike. I wish I had more programming experience... :-\
A fallout-style RPG set on a depopulated asteroid colony where you can be human, cyborg, or android, and it has a decompression mechanic for indoor areas if something punches a hole.
With or without Dwarf Fortress levels of contact area?
The pin has punctured Space Station 22's hull!
Everything in the room is ground into meat paste!
A fallout-style RPG set on a depopulated asteroid colony where you can be human, cyborg, or android, and it has a decompression mechanic for indoor areas if something punches a hole.
With or without Dwarf Fortress levels of contact area?
The pin has punctured Space Station 22's hull!
Everything in the room is ground into meat paste!
Decompression, even in space, is rarely that exciting.
https://www.youtube.com/watch?v=4yG2h1aDB6k (Mythbusters, using an airplane)
A flamethrower made for use in space would include it's own oxygen, windows should be stronger, and androids need to breath to(Processor cooling is important*).Couldn't an emergency system using the cold of space to dump heat work?
*Liquid cooling doesn't help, as they still need to dump the heat someway, and vacuum makes a pretty good isolator.
Couldn't an emergency system using the cold of space to dump heat work?
A flamethrower made for use in space would include it's own oxygen, windows should be stronger, and androids need to breath to(Processor cooling is important*).
*Liquid cooling doesn't help, as they still need to dump the heat someway, and vacuum makes a pretty good isolator.
If someone makes a Warhammer 40K themed Planetside 2, along with the business model and everything, I don't think I'd play anything else for... well, for quite a long time.I've thought this more than once. Although I do wonder if such a game might have issues when it comes to factions - maybe too many of them to ensure an even spread of population (and the inevitable dismay if they limit it and don't include your favourite(s)).
Makes me kinda sad Games' Workshop is actively opposed to making money out of their IP.
And you'd have to think strategically about using explosives and whether or not to rush into a firefight, since you've got to be careful about the integrity of your space suit or whatever building you're in.Yeah. I can imagine sweating pretty hard in a standoff wherein you and your opponent are both well-armed, but neither one of you wishes to damage the shelter you're disagreeing over. Whoever walks away is going to die, but if one of you shoots and misses, then its game over for all involved.
all rendered with pixels!
And you'd have to think strategically about using explosives and whether or not to rush into a firefight, since you've got to be careful about the integrity of your space suit or whatever building you're in.Yeah. I can imagine sweating pretty hard in a standoff wherein you and your opponent are both well-armed, but neither one of you wishes to damage the shelter you're disagreeing over. Whoever walks away is going to die, but if one of you shoots and misses, then its game over for all involved.
Liquid cooling can still work, they'd just need high surface area radiators so they could use radiant heat in vacuum conditions.Couldn't an emergency system using the cold of space to dump heat work?
Space is not cold. Space is empty, but the handful of particles that do roam it are extremely hot compared to what we'd ever be used to on Earth. They're just way too small to transfer much heat.
Have you tried the Hitman series? Although you can blaze away through the levels if you want, the game rewards careful planning, hiding in plain sight via disguise, and some of the best ways to eliminate your targets involved acts of sabotage that were virtually untraceable to you. No minigames either, at least not in Blood Money.It's also freaking hard if you don't play on novice.
You say that as though it was a bad thing :PHave you tried the Hitman series? Although you can blaze away through the levels if you want, the game rewards careful planning, hiding in plain sight via disguise, and some of the best ways to eliminate your targets involved acts of sabotage that were virtually untraceable to you. No minigames either, at least not in Blood Money.It's also freaking hard if you don't play on novice.
Nah, that was one of the pros :PYou say that as though it was a bad thing :PHave you tried the Hitman series? Although you can blaze away through the levels if you want, the game rewards careful planning, hiding in plain sight via disguise, and some of the best ways to eliminate your targets involved acts of sabotage that were virtually untraceable to you. No minigames either, at least not in Blood Money.It's also freaking hard if you don't play on novice.
Again, we already have computers and robots in space. Namely, every single satellite ever launched. If computers didn't function in vacuum due to lack of air exchange for cooling, then none of our space technology would ever have worked. And yet, it does, some of it for decades now.
The exposed liquids would boil, but not freeze. The rest of the liquids wouldn't do anything unless you had a cut or something, in which case goodbye blood.Again, we already have computers and robots in space. Namely, every single satellite ever launched. If computers didn't function in vacuum due to lack of air exchange for cooling, then none of our space technology would ever have worked. And yet, it does, some of it for decades now.
Like I said, it all depends on the amount of heat lost due to black body radiation. An android may well produce more heat than a satellite does.
(For reference, if a human is exposed to a vacuum, they'd pretty much boil--except the eyes, lips and tongue, which due to the extreme low pressures the water-liquids on them would evaporate, causing them to freeze).
Awesome. Can we get this thread back on the rails please?The exposed liquids would boil, but not freeze. The rest of the liquids wouldn't do anything unless you had a cut or something, in which case goodbye blood.Again, we already have computers and robots in space. Namely, every single satellite ever launched. If computers didn't function in vacuum due to lack of air exchange for cooling, then none of our space technology would ever have worked. And yet, it does, some of it for decades now.
Like I said, it all depends on the amount of heat lost due to black body radiation. An android may well produce more heat than a satellite does.
(For reference, if a human is exposed to a vacuum, they'd pretty much boil--except the eyes, lips and tongue, which due to the extreme low pressures the water-liquids on them would evaporate, causing them to freeze).
The water in your blood would begin expanding, and the nitrogen and other gasses would fall out of solution. It is called embulism, and is very dangerous. Holding your breath might cause the lungs to rupture. Anyway, ten seconds and you're incapacitated, a minute and a half and you're guaranteed fatally damaged.The exposed liquids would boil, but not freeze. The rest of the liquids wouldn't do anything unless you had a cut or something, in which case goodbye blood.Again, we already have computers and robots in space. Namely, every single satellite ever launched. If computers didn't function in vacuum due to lack of air exchange for cooling, then none of our space technology would ever have worked. And yet, it does, some of it for decades now.
Like I said, it all depends on the amount of heat lost due to black body radiation. An android may well produce more heat than a satellite does.
(For reference, if a human is exposed to a vacuum, they'd pretty much boil--except the eyes, lips and tongue, which due to the extreme low pressures the water-liquids on them would evaporate, causing them to freeze).
The exposed liquids would boil, but not freeze. The rest of the liquids wouldn't do anything unless you had a cut or something, in which case goodbye blood.
If someone makes a Warhammer 40K themed Planetside 2, along with the business model and everything, I don't think I'd play anything else for... well, for quite a long time.I've thought this more than once. Although I do wonder if such a game might have issues when it comes to factions - maybe too many of them to ensure an even spread of population (and the inevitable dismay if they limit it and don't include your favourite(s)).
Makes me kinda sad Games' Workshop is actively opposed to making money out of their IP.
There wasn't a huge amount of information on the WH40K MMO, but what I did read didn't make it sound terribly Planetside-like, it sounded more like the standard PvE/PvP dual model of MMO. Might've still been fun (and if the single-player redirect survives THQ's crash and burn, it might still be fun), but it didn't sound like it was going to fulfil that particular desire.If someone makes a Warhammer 40K themed Planetside 2, along with the business model and everything, I don't think I'd play anything else for... well, for quite a long time.I've thought this more than once. Although I do wonder if such a game might have issues when it comes to factions - maybe too many of them to ensure an even spread of population (and the inevitable dismay if they limit it and don't include your favourite(s)).
Makes me kinda sad Games' Workshop is actively opposed to making money out of their IP.
Oho? They got to that egg before you did. It was in the works, but i think THQ had money troubles and it was changed to an rpg. I dont know whats happened to it in the current toss up though. I'll eat my hat if someone doesn't do something with clang and a moddable space sim when they come out.
Another Animal Crossing game that has a good soundtracks and also creates nostalgia.
I feel like Wild World's soundtrack is probably the best so far, since the Wii one was basically the same.
I felt like the more energetic track of the Gamecube AC didn't fit the game too well. It's a slow game and I preferred the calmer soundtrack to match.Another Animal Crossing game that has a good soundtracks and also creates nostalgia.
I feel like Wild World's soundtrack is probably the best so far, since the Wii one was basically the same.
I like the Gamecube's soundtrack way better to be honest.
I felt like the more energetic track of the Gamecube AC didn't fit the game too well. It's a slow game and I preferred the calmer soundtrack to match.Another Animal Crossing game that has a good soundtracks and also creates nostalgia.
I feel like Wild World's soundtrack is probably the best so far, since the Wii one was basically the same.
I like the Gamecube's soundtrack way better to be honest.
I felt like the more energetic track of the Gamecube AC didn't fit the game too well. It's a slow game and I preferred the calmer soundtrack to match.Another Animal Crossing game that has a good soundtracks and also creates nostalgia.
I feel like Wild World's soundtrack is probably the best so far, since the Wii one was basically the same.
I like the Gamecube's soundtrack way better to be honest.
Could just be nostalgia masking my opinion, I have fond memories of waking up early and being greeted by the early music as I start playing. I haven't played the newest one on the 3DS but the Wii one wasn't that great...they removed more stuff than they added.
Well, I was a bit late for the Gamecube, but I did get the DS pretty soon after it came out, and the first game was Animal Crossing Wild World. The DS was my first portable console, which meant that unlike the Playstation, I could play it in bed and nobody would be able to stop me. And play it in bed I did.I felt like the more energetic track of the Gamecube AC didn't fit the game too well. It's a slow game and I preferred the calmer soundtrack to match.Another Animal Crossing game that has a good soundtracks and also creates nostalgia.
I feel like Wild World's soundtrack is probably the best so far, since the Wii one was basically the same.
I like the Gamecube's soundtrack way better to be honest.
Could just be nostalgia masking my opinion, I have fond memories of waking up early and being greeted by the early music as I start playing. I haven't played the newest one on the 3DS but the Wii one wasn't that great...they removed more stuff than they added.
Well, I was a bit late for the Gamecube, but I did get the DS pretty soon after it came out, and the first game was Animal Crossing Wild World. The DS was my first portable console, which meant that unlike the Playstation, I could play it in bed and nobody would be able to stop me. And play it in bed I did.I felt like the more energetic track of the Gamecube AC didn't fit the game too well. It's a slow game and I preferred the calmer soundtrack to match.Another Animal Crossing game that has a good soundtracks and also creates nostalgia.
I feel like Wild World's soundtrack is probably the best so far, since the Wii one was basically the same.
I like the Gamecube's soundtrack way better to be honest.
Could just be nostalgia masking my opinion, I have fond memories of waking up early and being greeted by the early music as I start playing. I haven't played the newest one on the 3DS but the Wii one wasn't that great...they removed more stuff than they added.
And so the night music in Wild World is nostalgia fuel for me.
Well, I was a bit late for the Gamecube, but I did get the DS pretty soon after it came out, and the first game was Animal Crossing Wild World. The DS was my first portable console, which meant that unlike the Playstation, I could play it in bed and nobody would be able to stop me. And play it in bed I did.I felt like the more energetic track of the Gamecube AC didn't fit the game too well. It's a slow game and I preferred the calmer soundtrack to match.Another Animal Crossing game that has a good soundtracks and also creates nostalgia.
I feel like Wild World's soundtrack is probably the best so far, since the Wii one was basically the same.
I like the Gamecube's soundtrack way better to be honest.
Could just be nostalgia masking my opinion, I have fond memories of waking up early and being greeted by the early music as I start playing. I haven't played the newest one on the 3DS but the Wii one wasn't that great...they removed more stuff than they added.
And so the night music in Wild World is nostalgia fuel for me.
The response in my head was "What about the Gameboy Pocket?!" and then I was struck with the sudden realization that I am getting older... o.O
Speaking of nostalgia, I remember when the second generation consoles came out when I was in the fifth grade. Time for Kids had some neat articles, and relating the technological progress to progress toward exploring glorious, undiscovered possibilities and bettering mankind!
Man, the Old World was awesome. :P
I want The Guild 2 combined withHarvest MoonRune Factory, Minecraft, and maybe Don't Starve in a post-apocalyptic steampunk setting.
A whale harpoon hunting simulator, with DF like history and historically important characters.Or something like Oregon trail, but for the Northwest Passage, and you invariably die at the end.
An alternate western, 1st person open-ended RPG where there are things like dragons in the Sierra Nevadas. Aw hell, that sounds like an idea for a Skyrim total conversion...
An Elder Scrolls game with a naval combat mechanic, or any large-scale combat mechanic if you become a commander of some sort.
An alternate western, 1st person open-ended RPG where there are things like dragons in the Sierra Nevadas. Aw hell, that sounds like an idea for a Skyrim total conversion...
An Elder Scrolls game with a naval combat mechanic, or any large-scale combat mechanic if you become a commander of some sort.
All I want is an Elder Scrolls game with an actual realistic amount of people. Armies of more then 10 men, massive castles, more than 30 people living in a city.
Specifically console GPUs.An alternate western, 1st person open-ended RPG where there are things like dragons in the Sierra Nevadas. Aw hell, that sounds like an idea for a Skyrim total conversion...
An Elder Scrolls game with a naval combat mechanic, or any large-scale combat mechanic if you become a commander of some sort.
All I want is an Elder Scrolls game with an actual realistic amount of people. Armies of more then 10 men, massive castles, more than 30 people living in a city.
GPU needs to become better before that can happen methinks, but eventually it will. :)
The Greece RPG sounds fun:That could be pretty fun although I could see a lot of savescumming if some of the paths aren't as good as the others.
Here's one I just thought of: a Civ game or Civ mod with alternate tech trees, and whichever one you wind up going down is (ideally, I SUPPOSE you could choose but that'd ruin the fun) randomly selected. Will your world become a steampunk world? Will androids become possible with roughly 1960s technology in other areas? Does Mars, in fact, have intelligent life? Does magic turn out to be real? FTL? Alchemical transmutation? Do humans wind up evolving into something else? Do aliens land? Maybe, like, 10 or 12 different futures.
It would definitely make the end-game more interesting. :D
And it would have an obligatory mission where you shoot Hitler, changing absolutely nothing for some reason.Hitler decoy. Either you shot the decoy, or the Nazi government claimed you shot a decoy and brought out a replacement.
And it would have an obligatory mission where you shoot Hitler, changing absolutely nothing for some reason.Or you kill him, and the replacement is more competent and wins WWII, causing you to have to go back again and stop your former self from assassinating him.
I just remembered an idea that came up at my D&D game some weeks ago:I don't want to do this...
There needs to be some sort of wrestling game made in the style of the Saint's Row series, where you can make and customize your own wrestler, competing in tournaments and getting into fights outside of the ring, leading to grudge matches. And, of course, you'd be able to completely customize your costume and moveset (possibly even being able to create your own moves) and voice (there would absolutely need to be one that insists on calling everyone "brother".)
You are a bad person and you should feel bad.I just remembered an idea that came up at my D&D game some weeks ago:I don't want to do this...
There needs to be some sort of wrestling game made in the style of the Saint's Row series, where you can make and customize your own wrestler, competing in tournaments and getting into fights outside of the ring, leading to grudge matches. And, of course, you'd be able to completely customize your costume and moveset (possibly even being able to create your own moves) and voice (there would absolutely need to be one that insists on calling everyone "brother".)
But... http://www.mdickie.com/downloads.htm (http://www.mdickie.com/downloads.htm)
I know, but at least once of his games does actually have all of those things.You are a bad person and you should feel bad.I just remembered an idea that came up at my D&D game some weeks ago:I don't want to do this...
There needs to be some sort of wrestling game made in the style of the Saint's Row series, where you can make and customize your own wrestler, competing in tournaments and getting into fights outside of the ring, leading to grudge matches. And, of course, you'd be able to completely customize your costume and moveset (possibly even being able to create your own moves) and voice (there would absolutely need to be one that insists on calling everyone "brother".)
But... http://www.mdickie.com/downloads.htm (http://www.mdickie.com/downloads.htm)
Honestly, I think a Harry Potter MMORPG would be pretty sweet. It should emphasize problem solving and teamwork over "kill X amount of monster Y and bring Z drop". You pick your House and gain experience in working with different areas of magic.
Not just where those possibilities exist, but where Greater Harry has already finished all his 7 epic years of Hogwarts without dieing or being exiled and has sent the entire government and magical world into progressive chaos! Suddenly, your magical schooling is no longer a goal in itself but instead one epic tutorial you barely notice is even a tutorial that prepares you for fighting the deathless war in service of the glorious Light Lord Scientist Potter-Evans-Verres! In which your job is to use your many powers of technology and magic to break down the masquerade, overthrow the corrupt, and bring about a new age of understanding and wonder.Or, I suppose this could do just as well outside the HP universe. The important bits are, you should advance solely or most quickly by beating up monsters (if that's the case, why are you going to school?), and the school should be huge and you should have free reign to explore it and the surrounding area. (Although maybe it shouldn't be quite a wide open sandbox, per say. Some portions of the school and the world should be unlocked gradually throughout the game(s).)I recommend that you think on this idea more seriously after you read Harry Potter and the Methods of Rationality (http://hpmor.com).
Because holyshit it does awesome things with the HP universe, pokes fun at the books, and takes the plot where it wants to go. You'd want to design a game where those possibilities exist, as well as even more.
Not just where those possibilities exist, but where Greater Harry has already finished all his 7 epic years of Hogwarts without dieing or being exiled and has sent the entire government and magical world into progressive chaos! Suddenly, your magical schooling is no longer a goal in itself but instead one epic tutorial you barely notice is even a tutorial that prepares you for fighting the deathless war in service of the glorious Light Lord Scientist Potter-Evans-Verres! In which your job is to use your many powers of technology and magic to break down the masquerade, overthrow the corrupt, and bring about a new age of understanding and wonder.
Which, of course, primarily values making good choices a la King of Dragon Pass and Planescape:Torment, but with other interesting game systems either cloaking it (such as a first-person shooter mode for missions, schools games, or the School Armies) or acting as resources for it (like the ad-lib magic systems in those forum games lately (http://www.bay12forums.com/smf/index.php?topic=119572.0) and long ago (http://www.bay12forums.com/smf/index.php?topic=64791.0), where experimentation is key*). It would make a hard game...a thoughtful game...a game that makes you greater than you were before; much like the work it would be based on. (Not the work the work is based on; that's too much of a children's book).
*I recall published games exist like this, but I can't seem to remember any of them...
Not just where those possibilities exist, but where Greater Harry has already finished all his 7 epic years of Hogwarts without dieing or being exiled and has sent the entire government and magical world into progressive chaos! Suddenly, your magical schooling is no longer a goal in itself but instead one epic tutorial you barely notice is even a tutorial that prepares you for fighting the deathless war in service of the glorious Light Lord Scientist Potter-Evans-Verres! In which your job is to use your many powers of technology and magic to break down the masquerade, overthrow the corrupt, and bring about a new age of understanding and wonder.
Which, of course, primarily values making good choices a la King of Dragon Pass and Planescape:Torment, but with other interesting game systems either cloaking it (such as a first-person shooter mode for missions, schools games, or the School Armies) or acting as resources for it (like the ad-lib magic systems in those forum games lately (http://www.bay12forums.com/smf/index.php?topic=119572.0) and long ago (http://www.bay12forums.com/smf/index.php?topic=64791.0), where experimentation is key*). It would make a hard game...a thoughtful game...a game that makes you greater than you were before; much like the work it would be based on. (Not the work the work is based on; that's too much of a children's book).
*I recall published games exist like this, but I can't seem to remember any of them...
Oh god yes.
An Elder Scrolls-style fantasy RPG set in something other than the "All-In-One European Fantasy Starter Box". While Skyrim is pretty cool with its vikings, I want to see something really out there that's never been done before. Something along Native American lines, or tribal Africa, or something that I haven't thought of yet. Morrowind is pretty close to what I mean, with the Ashlander tribes, dust storms, volcanoes, and long lonely treks across barren wastelands.
The thing is that people want dragons to punch in the face.
The problem is that AAA doesn't realize that there are mesoamerican dragons.
The thing is that people want dragons to punch in the face.
The problem is that AAA doesn't realize that there are mesoamerican dragons.
Just look at any Aztec/Mayan god.
When folks say Dragon, 9 out of ten times, they're talking about european dragons. You have to denote from an NA, and EU prospective, mesiamerican or Chinese dragons.The thing is that people want dragons to punch in the face.
The problem is that AAA doesn't realize that there are mesoamerican dragons.
Just look at any Aztec/Mayan god.
Well, obviously. What I mean is, none of the big companies want to make a game with feathered serpents because "the players want dragons." They feel they can't take risks, so they don't, and the game ends up a flop.
When folks say Dragon, 9 out of ten times, they're talking about european dragons. You have to denote from an NA, and EU prospective, mesiamerican or Chinese dragons.The thing is that people want dragons to punch in the face.
The problem is that AAA doesn't realize that there are mesoamerican dragons.
Just look at any Aztec/Mayan god.
Well, obviously. What I mean is, none of the big companies want to make a game with feathered serpents because "the players want dragons." They feel they can't take risks, so they don't, and the game ends up a flop.
And the gaming industry does take risk. The issue isnt risk, the issue that Gamers bitch about wanting different things, then wont buy it.
Most new IP fail, and what sells the most are sequels from established franchises. Gamers as a consumer basis have no fuckin idea what they want.
True, there are a lot of dragons. My point is there are A LOT of kinds of dragons and we keep getting the same ones.Man, I've yet to meet any. Am afraid there's not much dragons around here. Lucky you.
True, there are a lot of dragons. My point is there are A LOT of kinds of dragons and we keep getting the same ones.Man, I've yet to meet any. Am afraid there's not much dragons around here. Lucky you.
Exactly my point. Personally, I'd rather fight a feathered serpent than generic European dragon #6.Kinda in agreement. Even an Asian dragon would be a nice change of pace.
Most new IP fail, and what sells the most are sequels from established franchises. Gamers as a consumer basis have no fuckin idea what they want.
Exactly my point. Personally, I'd rather fight a feathered serpent than generic European dragon #6.Kinda in agreement. Even an Asian dragon would be a nice change of pace.
You talk about breaking the mold, but you want to conform Quetzalcoatl to the mold of a draconic monster to be fought? The mesoamerican god of civilization, the sun, and the wind?But playing villains and fighting gods who bring order is fun.
You talk about breaking the mold, but you want to conform Quetzalcoatl to the mold of a draconic monster to be fought? The mesoamerican god of civilization, the sun, and the wind?
True, there are a lot of dragons. My point is there are A LOT of kinds of dragons and we keep getting the same ones.How in the world can you claim knowledge how new IP games are made? And how can you then further imply that these 'cut' features and mechanics would have improved the game?
Also, the reason new IP fails is because it isn't carried through. Corners get cut and mechanics changed to make it more like "what sells," so it end up being crap. Anything that does come out and isn't crap tends to not be advertised very well/much and the publisher ends up shooting themselves in the foot.
Of course, the same is true for remakes. They keep getting genericicized into bland mush. But it sells because "gamers" liked the last one, or hope it is more like the first one, or...
But yes
In while that sounds neat, it in practice wouldnt be. Conversation are entirely passive in video games because in the end, it has to rely on a finite script. Your choices are presented ahead of you, as their response. So it might be a good experience, or cut scene, it would be a [edit] poor basis for a game.Exactly my point. Personally, I'd rather fight a feathered serpent than generic European dragon #6.Kinda in agreement. Even an Asian dragon would be a nice change of pace.
Even more irritating wehn they opt for dumb brute European dragons. I'd rather have someone play up the silver tongue for once.
The idea of a sacrifice was that their loss should be a sacrifice, giving up someone dear, not a garbage disposal. The Aztecs always offered someone valuable, usually the son of a noble. They didn't use it as a punishment, as a lowly criminal would be an offensive offer, and the marked victim got the utmost lavish, hedonistic treatment in their final days.
How in the world can you claim knowledge how new IP games are made? And how can you then further imply that these 'cut' features and mechanics would have improved the game?
The idea of a sacrifice was that their loss should be a sacrifice, giving up someone dear, not a garbage disposal. The Aztecs always offered someone valuable, usually the son of a noble. They didn't use it as a punishment, as a lowly criminal would be an offensive offer, and the marked victim got the utmost lavish, hedonistic treatment in their final days.
Fair point. I was just making something up on the fly. There's still a whole huge area of possibility to throw a player into the mesoamerican culture and for one reason or another have to face down a feathered serpent god.How in the world can you claim knowledge how new IP games are made? And how can you then further imply that these 'cut' features and mechanics would have improved the game?
Have you played Spore recently?
And yes, features do get cut. Ever heard of "Day 1 DLC"?
And yes, games get pushed through to release before things are ready (I'm in the gorram industry where this happens all the gorram time).
I'm not saying that Features dont get cut, I'm saying that you cant know when features do get cut, or what those features are and you cannot know if those features that may have been cut would have improved the game. Spore may have been shit, if it was left 'intact'.
Day 1 DLC are thing because of how the economics of DLC work. DLC are most likely to be bought the sooner they are released when the game is released. The further away from release the DLC is released the least less likely it'll be bought.
And games, are never done, they just get released like most creative endeavors.
This is so untrue on so many levels...Also, every developer that I've heard has spoken to that similar effect. Seems to hold true to any game maker, be it board games, card games or dem video games. There a whole wikia dedicated to left over content in games, that couldnt make the cut for various reasons.
What game cannot be completed without DLC? oO And further more, what do you mean by complete?
Also, why shouldnt a publisher have a say so in the games their funding?
QuoteThis is so untrue on so many levels...Also, every developer that I've heard has spoken to that similar effect. Seems to hold true to any game maker, be it board games, card games or dem video games. There a whole wikia dedicated to left over content in games, that couldnt make the cut for various reasons.
I'm not really seeing any [edit] substantiation in your claim that Dungeon Defender cannot be beat without DLC. I think you're confusing their business model with completion.What game cannot be completed without DLC? oO And further more, what do you mean by complete?
Dungeon Defenders. Without the Series EV or the Summoner, completing all of the core content on all difficulty levels is actually impossible. Nightmare difficulty without SEV is neigh impossible because of Goblin Copters (the missile reflect wall nullifies them). Without the summoner you're just gimping yourself, because the summoner allows you to double your defense capabilities.
That's not the only game. But I'd be hard pressed to name one, largely because I never play them. Also unable to answer the second half of that for the same reason (that is, by not remembering what game it was, I can't specify what I mean exactly).
Ah, once again you're claiming knowledge you do not have. When Publisher 'meddling' is beneficial for the game, its private but when its not its public. And we dont even really know for sure when it is due to Publisher Meddling because most games are not made with 100 percent transparency. Its speculation and generally baseless.QuoteAlso, why shouldnt a publisher have a say so in the games their funding?
Because publishers are complete dumbfucks. Developers want their funding sources to be hands off so that they can make the game they want to make without a dozen people Building By Committee it into a complete mess.
I dont get what point you're making here, or how the example demonstrates it.QuoteQuoteThis is so untrue on so many levels...Also, every developer that I've heard has spoken to that similar effect. Seems to hold true to any game maker, be it board games, card games or dem video games. There a whole wikia dedicated to left over content in games, that couldnt make the cut for various reasons.
There's a difference between "cutting a few features for budget (or other) reasons, but the game is otherwise finished" and "this game is blatantly obviously unfinished and incomplete."
Shadowrun Returns wanted to include a kind of multiplayer where you could hire a friend's characters as NPCs, but it was cut because no one could quite figure out how that would actually work (one of the features was that if you got that NPC killed, you couldn't hire them again....but the game was client side single player with a save function: what happened if you loaded up the game prior to getting the NPC killed? Could you still hire them?)
The loss of that feature was lamented, but it was widely known that there were design issues with it, and rather than spending time and money figuring out how to make it work, it was scrapped. But the game, when released, shouldn't be any less "complete" without it.
Yeah. For example, the most vocal gamers could be also a tiny minority. What they want is not what ALL gamers want, what the MAJORITY of gamers want is expressed in what they purchase.
So if you make what the vocal minority wants, they're happy, but you only sell like, ten copies. And if you make what sells, the vocal minority is pissed, but you sell ten million.
I'm not saying this is what it is, but it has some explaining power in that regard.
I'm not saying that Features dont get cut, I'm saying that you cant know when features do get cut, or what those features are and you cannot know if those features that may have been cut would have improved the game. Spore may have been shit, if it was left 'intact'.
I'm not saying that Features dont get cut, I'm saying that you cant know when features do get cut, or what those features are and you cannot know if those features that may have been cut would have improved the game. Spore may have been shit, if it was left 'intact'.
In some cases it's easier than others, but you (http://tcrf.net/Command_and_Conquer:_Generals) actually (http://tcrf.net/Ogre_Battle_64:_Person_of_Lordly_Caliber) can (http://tcrf.net/GoldenEye_007_%28Nintendo_64%29) find quite a lot of unused content in many games. Some of it is debug stuff that developers used during the making of the game, but a lot of them (particularly in Generals and Goldeneye) are actually features and assets that were cut during development. There's crazy amounts of unused stuff in Super Mario Galaxy (http://tcrf.net/Super_Mario_Galaxy) as well, just to show that more modern games have unused content on the actual disc.
Not trying to make any actual point, I just find all this unused stuff fascinating :P
On-topic, I want to see a parkour racing game set in dangerous environments where you can trip and shove your opponents in to deadly obstacles and off of rooftops. The animations should be motion captured, but with limited amounts of procedurally-applied variation so that they don't start to look robotic after a while.
I put expectation on Ultima Ratio Regum for being a promising-looking open-world type game. Like Dwarf Fortress but more serious and generally more focused around the individual character.
A fighting game, set in Ancient Greece, where you can customize your character, and use various fighting styles, like wrestling, pankration, etc.I wrestle, and I agree that that would be epic.
A game where one player plays from an RTS omniscient godcam point of view, while the other players, all against the first one, play from an FPS point of view.
A game where one player plays from an RTS omniscient godcam point of view, while the other players, all against the first one, play from an FPS point of view.
Dunno, the video made it look like someone plays RTS with option to take control of a single unit.
The new Dungeonland (http://store.steampowered.com/app/218130/?snr=1_7_15__13) release has an omnipotent player-controlled dungeon master who has to kill other players who take a more aRPG control. It's also not quite what you're looking for but close enough to mention.
Or, something similar in set Vietnam. Beating Conflict: Vietnam only makes me long for a good Vietnam game, not "We're totally not trying to cash in on Full Metal Jacket, I mean come on really". Considering all this amazing technology we have both presently and coming up, there's no technical reason not to retell the story of the Vietnam War. Especially since Spec Ops: The Line is getting quite a large following.Try Vietcong. Its a bit dated, and very hard, but it rocks so hard.
Standard WWII shooter meets Valve storytelling meets to-the-dot historical accuracy meets unbiased representation of all countries involved, and it takes you through every major battle of World War II as either the Axis or the Allies. No made-up subplots about Nazi superscience, no "one man army" levels (like 80% of Medal of Honor: Frontline), just a retelling of the entire war from both sides using the real people who were involved.That story sounds like it would work better for this:
That story sounds like it would work better for this:
A campaign with two parallel stories. In one, you're a prisoner in a concentration camp for unspecified reasons (whether you're jewish, gay, gypsie, communist, or have an inborn mental disorder is left open to interpretation). In the other, you're a Nisei conscientious objector in the prison camp on McNeil Island, WA. Both stories involve trying to escape. There would be some shooting, but also puzzle solving, stealth, managing resources for survival, and working out deals and alliances with other prisoners and guards. Also, multiple paths to eventual escape, each affecting the story.
That sounds pretty awesome
A game about exploration (probably some level of sandboxy) where most things out-level you and you have to avoid them rather than trying to take them on, because they will curb stomp you. They shouldn't be so omnipresent that it becomes a stealth game, but you should always be wary in case suddenly jumps you. By necessity, it would have to be in realtime, and preferably 3D, so that you'd have to look around to be aware of your surroundings.
A game about exploration (probably some level of sandboxy) where most things out-level you and you have to avoid them rather than trying to take them on, because they will curb stomp you. They shouldn't be so omnipresent that it becomes a stealth game, but you should always be wary in case suddenly jumps you. By necessity, it would have to be in realtime, and preferably 3D, so that you'd have to look around to be aware of your surroundings.
And realtime. Also, I'd prefer a world that's hand-built rather than procedurally-generated, as I prefer to find things that were hidden by a person rather than generated by a computer. Also, you would have some means of telling that things are above your abilities to defeat. So I'm not sure how DF is a good comparison at all.A game about exploration (probably some level of sandboxy) where most things out-level you and you have to avoid them rather than trying to take them on, because they will curb stomp you. They shouldn't be so omnipresent that it becomes a stealth game, but you should always be wary in case suddenly jumps you. By necessity, it would have to be in realtime, and preferably 3D, so that you'd have to look around to be aware of your surroundings.
So basically, DF adventure mode in 3D
A peasant with no skills and a bronze sword is clearly outmatched by a solid metal giant or a trained goblin with armor, you don't go after said armored opponents until you've built up your own ability to block/dodge and/or acquired armor of your own, exploration is a main aspect limited only by your character's abilities, and there are hidden fun features imposed to always appear despite randomness. The random system also creates rare peculiarities unique to the generated world, such as the Elf King of Dwarves or a queen with 4,000+ kills.And realtime. Also, I'd prefer a world that's hand-built rather than procedurally-generated, as I prefer to find things that were hidden by a person rather than generated by a computer. Also, you would have some means of telling that things are above your abilities to defeat. So I'm not sure how DF is a good comparison at all.A game about exploration (probably some level of sandboxy) where most things out-level you and you have to avoid them rather than trying to take them on, because they will curb stomp you. They shouldn't be so omnipresent that it becomes a stealth game, but you should always be wary in case suddenly jumps you. By necessity, it would have to be in realtime, and preferably 3D, so that you'd have to look around to be aware of your surroundings.
So basically, DF adventure mode in 3D
A game where you play as a god, in a pantheon of gods that rule of the universe. You won't be a incorporeal, ethereal type god, you'd be more like on of the Norse gods.
I don't want to go through the whole game feature-by-feature with you. I like DF adventure mode, but it's not what I want in this case, and I don't understand why you're pressing the issue.A peasant with no skills and a bronze sword is clearly outmatched by a solid metal giant or a trained goblin with armor, you don't go after said armored opponents until you've built up your own ability to block/dodge and/or acquired armor of your own, exploration is a main aspect limited only by your character's abilities, and there are hidden fun features imposed to always appear despite randomness. The random system also creates rare peculiarities unique to the generated world, such as the Elf King of Dwarves or a queen with 4,000+ kills.And realtime. Also, I'd prefer a world that's hand-built rather than procedurally-generated, as I prefer to find things that were hidden by a person rather than generated by a computer. Also, you would have some means of telling that things are above your abilities to defeat. So I'm not sure how DF is a good comparison at all.A game about exploration (probably some level of sandboxy) where most things out-level you and you have to avoid them rather than trying to take them on, because they will curb stomp you. They shouldn't be so omnipresent that it becomes a stealth game, but you should always be wary in case suddenly jumps you. By necessity, it would have to be in realtime, and preferably 3D, so that you'd have to look around to be aware of your surroundings.
So basically, DF adventure mode in 3D
However, there are no talking mudcrab merchants, or tombs named after dev-team family members, or cyphers hidden in seemingly random wall flavor runes. Unless someone goes around adding that stuff in fort mode, of course, but a DF world with so many forts is rare.
Got to say, I'd prefer that game more if you weren't flat-out told what's out of your ability. It would make actually observing things more important; because I like it when games reward paying attention to the environment instead of just checking the GUI.Yeah, that was just the inspiration; Anarchy is a game with 200+ levels, so they were forced by necessity to reuse models. A game where you could tell if an enemy was one that is above your abilities just by looking at it would be preferable. Although they should probably make sounds or something so that you don't suddenly turn around and there's a great big jungle cat or whatever staring at you (at least not all the time).
Got to say, I'd prefer that game more if you weren't flat-out told what's out of your ability. It would make actually observing things more important; because I like it when games reward paying attention to the environment instead of just checking the GUI.
Got to say, I'd prefer that game more if you weren't flat-out told what's out of your ability. It would make actually observing things more important; because I like it when games reward paying attention to the environment instead of just checking the GUI.Yeah, that was just the inspiration; Anarchy is a game with 200+ levels, so they were forced by necessity to reuse models. A game where you could tell if an enemy was one that is above your abilities just by looking at it would be preferable. Although they should probably make sounds or something so that you don't suddenly turn around and there's a great big jungle cat or whatever staring at you (at least not all the time).
I'd care for a game where you're a wizard with a number of obscure abilities, and have to use them to solve puzzles.Things like total control of things colored fuchsia, the ability to bend aardvarks to your will, willy nilly silly stuff. It would require a large amount of tongue-in-cheek humor, aimed at you. Bard's Tale, but magic puzzles.
Clockwork Empires with Mewgenics mixed in. You have to manage the crazed cat ladies in your colony to keep the cat population in balance
A decent single player dinosaur fps/rpg, Jurassic Park meets, I dunno, Far Cry 3...?
Previous games have shown that whenever given the chance to play as a dinosaur, people will want to play as a dinosaur.A decent single player dinosaur fps/rpg, Jurassic Park meets, I dunno, Far Cry 3...?
Where you can optionally play as some kind of dromeosaur.
Previous games have shown that whenever given the chance to play as a dinosaur, people will want to play as a dinosaur.A decent single player dinosaur fps/rpg, Jurassic Park meets, I dunno, Far Cry 3...?
Where you can optionally play as some kind of dromeosaur.
Previous games have shown that whenever given the chance to play as a dinosaur, people will want to play as a dinosaur.A decent single player dinosaur fps/rpg, Jurassic Park meets, I dunno, Far Cry 3...?
Where you can optionally play as some kind of dromeosaur.
Which begs the question: Why aren't there more games where you can play as a dinosaur?
Dino Run on Kongregate
ORION: Dino Horde
That's Dino Beatdown. Dino Horde is a forthcoming upgrade which will allow one player to play as a T-Rex. Also, his question specified nothing about the quality of said games.ORION: Dino HordeHas dinos in it, can not play as a dino. Also, it's terrible.
That's Dino Beatdown. Dino Horde is a forthcoming upgrade which will allow one player to play as a T-Rex. Also, his question specified nothing about the quality of said games.
Previous games have shown that whenever given the chance to play as a dinosaur, people will want to play as a dinosaur.A decent single player dinosaur fps/rpg, Jurassic Park meets, I dunno, Far Cry 3...?
Where you can optionally play as some kind of dromeosaur.
Which begs the question: Why aren't there more games where you can play as a dinosaur?
I know of a handful:
Dino D-Day (Allies vs. Nazi Dinosaurs)
Off-Road Velociraptor Safair (Unity browser game)
Nanosaur Extreme
The Nanosaur franchise, is such a shit game franchise.
If I recall correctly. I first played one of the Nanosaur on the old mulit color imacs. I think the game came standard.
I want a game where you play as Master Chief and you command Blue Team. I'm not sure about whether I would prefer for it be like Reach, albeiet with them being competent (You see a banshee! Kelly ricochets the bullet to hit the banshee pilot in the head!), or if it has some sort of squad command system. And it would need to be a prequel to the prequel, in order to give Halo back the feel where ou are humanities only hope, and even then you're not enough.Meh..
GTA-esque sandbox/open world roguelike that takes place in a huge city and surrounding areas. (that's not post-apocalyptic) Then again maybe this is already a thing and I haven't found it yet.
A SimCity like game that lets you play in the cities GTA style would be great.
A SimCity like game that lets you play in the cities GTA style would be great.
Maybe also a Prototype/Spiderman mode too?
Maybe also a Prototype/Spiderman mode too?
Sure, why not. Anything that lets you use a user-made city into pretty much any other genre 8)
Of course, not an editor for every game, but actual importing of the same city in different games could be nice.
By the way, saints row 4 is based around superpowers. Any wish is granted ;).
By the way, saints row 4 is based around superpowers. Any wish is granted ;).
(http://serve.mysmiley.net/confused/confused0052.gif)
A racing game with an interesting and plausible story would be fun to play just for the novelty.Most racing games ever?
Except for Initial D, thats thing a fuckin soap opera.A racing game with an interesting and plausible story would be fun to play just for the novelty.Most racing games ever?
They're generally "You're a racer. You race cars. You start racing smaller cars in smaller races. You get better and start racing better cars in bigger races. You become the best racer in the world."
A 'game' that used Googlemaps to analyze your locality and inserted a generic rpg plot into the area (potentially with 'real' characters as well.)
IIRC, Sim copter could import simcity 2000 cities or somthingMaybe also a Prototype/Spiderman mode too?
Sure, why not. Anything that lets you use a user-made city into pretty much any other genre 8)
Of course, not an editor for every game, but actual importing of the same city in different games could be nice.
Like a bundle of games made by the same company. Ex. 'Brand' City, 'Brand' Heroes, 'Brand' Gangsters, 'Brand' Flight, etc. Pretty much Each full game would be DLC for the other full games. Kinda like how Garry's Mod works with the game content.
Semi-Zero Player RPG
In short: you generate a character and have no control on him except a) initial generation and b)leveling up after reaching the next XP level
And generation should include mental attributes that will influence decisions of the character. Generate a coward and he'll avoid tough combats and run away at first opportunity, generate gready character and he'll look for shady ways to get cash and so on
A racing game with an interesting and plausible story would be fun to play just for the novelty.Most racing games ever?
They're generally "You're a racer. You race cars. You start racing smaller cars in smaller races. You get better and start racing better cars in bigger races. You become the best racer in the world."
I want a Japanese dating racing sim.
Semi-Zero Player RPG
In short: you generate a character and have no control on him except a) initial generation and b)leveling up after reaching the next XP level
And generation should include mental attributes that will influence decisions of the character. Generate a coward and he'll avoid tough combats and run away at first opportunity, generate gready character and he'll look for shady ways to get cash and so on
http://www.progressquest.com/
I'm think about 3D sandbox planet colonizer, where you have a dwarf, who will be a head of the group of colonists(with various skills), who may be recruited to accompany you or, if you want, land on planet and survive alone..Terminus was going to be kind of like that; but the funding failed.
Before landing, you will get embark shop, where you buy machines, robots, stuff, recruits and other rather advanced things needed to survive the first moments on the planet.
Land with your ship where you want and build your base!
Your job would be about giving tasks, doing researches, fighting, raising base, ask government for other stuff and more colonists.
If you want, can you encourage mates to take part in declaration of independence of your planet.
Meet other civilizations and trade with them. Meet natives and learn their language or destroy them.
Make war, colonise other planets and ect.
That would be a good game :D
A 'game' that used Googlemaps to analyze your locality and inserted a generic rpg plot into the area (potentially with 'real' characters as well.)
http://www.progressquest.com/Don't you think that the fact that I know about ZPGs mean that I know about Progress Quest? I described something much more complex
here is fantastic story for game made by team-slesvig. translated by Harken Brunkauf:Sounds like a great follow-up to cauldron of loots!
Teleborian Phillipe, half Swedish/Spanish consult to the King of Sweden, begins partaking in extra-marital relations with a penguin's carcass.
Meanwhile, in order to further his position in the Swedish royal family, he begins his own bean fermentation faculty beneath the royal court, hoping to pass on the foul tasting alcoholic beverages for favour amongst the nobles.
However, a fire breaks out, and he is forced to hurl his beloved penguin carcass at the king in order to prevent him from being immolated.
As it quickly transpires, in royal Swedish law decreed centuries ago, those that shall throw the carcass of any non-flying bird at the King shall henceforth become the new ruler.
And so Teleborian becomes the new King of Sweden and all ends happily ever after until his wife discovers his dead penguin fetish- having encovoured the king's semen covered saviour while cleaning up the burnt husk of the royal palace.
And as we all know- as is customary in Sweden- if a member of royalty has had extra-marital affairs, be it with man or beast, they can either step down from power or fight their spouse to the death in a one on one sword fight, above a tiger pit.
And so Teleborian must make the toughest choice of his life. Fight his once beloved wife to the death or abdicate from power?
Teleborian, led by his new taste for power, takes the latter option and so begins the fight of his life, above the infamous tiger pits of Sweden.
However, Teleborian was not to be favoured by the Gods of Sweden on that fateful day for his wife brought with her a cunning ploy. In her hands she held an object of Teleborian's feverish desires- the decapitated head of his deceased-penguin lover.
His wife, overcome with marital jealousy and rage, hurls the penguins head into the depths of the pit. Teleborian, his loins desperate for the touch of penguin flesh, dives in after it, only for both man and penguin to be eaten. The tigers would have their fill on that day.
His wife, the victor of the battle, emerges as queen of Sweden and the world would never again see such a cold and bitter rule, leading to Sweden's invasion by American and British coalition forces in a bid for freedom and liberty.
An ASCII game running on an engine familiar to the one used by Dorf Fort, but taking place in a huge, sprawling metropolis (complete with fully-furnished apartments, working transit systems, electricity and other networks and appropriately large population doing all their typical business in real-time)
No particular goal - but lots of things to do. Become a businessman, a gangster, a bus driver, or just a common worker with a family and children. You know how it goes.
An ASCII game running on an engine familiar to the one used by Dorf Fort, but taking place in a huge, sprawling metropolis (complete with fully-furnished apartments, working transit systems, electricity and other networks and appropriately large population doing all their typical business in real-time)
No particular goal - but lots of things to do. Become a businessman, a gangster, a bus driver, or just a common worker with a family and children. You know how it goes.
While I will quietly mod it to play as a horrific mutant urban predator.An ASCII game running on an engine familiar to the one used by Dorf Fort, but taking place in a huge, sprawling metropolis (complete with fully-furnished apartments, working transit systems, electricity and other networks and appropriately large population doing all their typical business in real-time)
No particular goal - but lots of things to do. Become a businessman, a gangster, a bus driver, or just a common worker with a family and children. You know how it goes.
Yes. Someone will figure out how to become "city destroying terrorist," after which everyone will play as one :D
I'd be a serial killer. Obviously.While I will quietly mod it to play as a horrific mutant urban predator.An ASCII game running on an engine familiar to the one used by Dorf Fort, but taking place in a huge, sprawling metropolis (complete with fully-furnished apartments, working transit systems, electricity and other networks and appropriately large population doing all their typical business in real-time)
No particular goal - but lots of things to do. Become a businessman, a gangster, a bus driver, or just a common worker with a family and children. You know how it goes.
Yes. Someone will figure out how to become "city destroying terrorist," after which everyone will play as one :D
Not that neither of those are mutually exclusive with "city destroying terrorist."I'd be a serial killer. Obviously.While I will quietly mod it to play as a horrific mutant urban predator.An ASCII game running on an engine familiar to the one used by Dorf Fort, but taking place in a huge, sprawling metropolis (complete with fully-furnished apartments, working transit systems, electricity and other networks and appropriately large population doing all their typical business in real-time)
No particular goal - but lots of things to do. Become a businessman, a gangster, a bus driver, or just a common worker with a family and children. You know how it goes.
Yes. Someone will figure out how to become "city destroying terrorist," after which everyone will play as one :D
There was a thing a while back where a group of people were supposedly making a serial killer rougelike.I'd be a serial killer. Obviously.While I will quietly mod it to play as a horrific mutant urban predator.An ASCII game running on an engine familiar to the one used by Dorf Fort, but taking place in a huge, sprawling metropolis (complete with fully-furnished apartments, working transit systems, electricity and other networks and appropriately large population doing all their typical business in real-time)
No particular goal - but lots of things to do. Become a businessman, a gangster, a bus driver, or just a common worker with a family and children. You know how it goes.
Yes. Someone will figure out how to become "city destroying terrorist," after which everyone will play as one :D
There was a thing a while back where a group of people were supposedly making a serial killer rougelike.
Would you play as a serial killer every time you played?You'd have to do things like cover up evidence, be careful not to leave DNA, stalk targets, that kind of thing. I think it was part of some prank/college project thou.
I think that's kinda the point...
I feel like this might have been posted before, but I've kinda dreamed of a true 'grand strategy' game. No, not like EU3 or whatever.
Let's call this "Aspirations of Greatness".
There are 3 (up to 5) distinct 'levels' or 'styles' of play.
1. Traditional grand strategy: You rule a realm. You no longer have time to handle the petty squables of your lords nor to command most of your armies - instead you delegate, politicize, plot, and negotiate. You also handle the allotment of resources and funds from your grand treasury to others. You may provide general advice or directives to your lords. This level plays probably somewhat like EU3 or maybe CK2, but in real time.
Optional sub-level: Advisor: Perhaps through personal preference or through being absorbed into another's kingdom, you serve the ruler in some fashion. Maybe you handle all the negotiations. Maybe you just come up with advice while secretly plotting in the background.
2. Mid-level strategy: You rule a province or an army. Possibly both. You are the lord who squabbles with other lords, and you also have to make sure your requests to the ruler and your requests of your generals get paid attention to. You mainly concern yourself with provincial level politics but you you also have to worry about the crops and the economy in your region. Depending on how much control you have over the local politics (I guess 'how big your province/army is') this might play again like a subsection of EU3 or CK2, or more like an RTS game.
Optional sub-level: Mayoral or city level or an army: Direct delegation of economy and crops in your area. OR commanding a bunch of local troops. Politicking with other mayors for the advice of your lord, or subterfuge against them somehow. RTS level play.
3. Low-level strategy: You lead a small section of troops or people. Maybe you farm. Maybe you run a shop. Maybe you are in command of a small section of army units. Nonetheless, you take orders and you complete objectives in real time. Of course, you could rebel, but... Plays very much like any top-down or squad based combat game.
In terms of play: 1 commands all 2s in their realm, 2s command all 3s in their realm. 3s appear as 'hero units' in 2's vision, and 2s appear as 'governors' or 'generals' and their groups of 3s as armies to 1s.
So in essence: 3 (or 4) tiers of gameplay, changing from squad-combat to RTS to EU3 - all in real time - as you start delegating over more and more regions. Of course, the difficulty is synchronization (probably heroes and generals style, but with the added 'grand strategy' tier) and making everything fit together in a coherent way. Especially when you throw in the fact that combat is being waged between multiple rulers of realms simultaneously, each of whom have governors who may change hands at any time.
I mention things like farming, shopping, etc, because presumably there must be an economic aspect as well, and I assume there are gonna be some people who want to be farmers. But I guess the primary draw of the game would be the strategy and combat aspects.
A single player mode might work well starting you at Tier 3 and allowing you to prove yourself and amass enough followers to eventually grow to Tier 1. Of course, you could also lose everything at Tier 1 too, so it's not all about growth - one lucky assassin or coup is all it takes...
(things)
I feel like this might have been posted before, but I've kinda dreamed of a true 'grand strategy' game. No, not like EU3 or whatever.
Let's call this "Aspirations of Greatness". [snip]
I feel like this might have been posted before, but I've kinda dreamed of a true 'grand strategy' game. No, not like EU3 or whatever.
Let's call this "Aspirations of Greatness".
There are 3 (up to 5) distinct 'levels' or 'styles' of play.
1. Traditional grand strategy: You rule a realm. You no longer have time to handle the petty squables of your lords nor to command most of your armies - instead you delegate, politicize, plot, and negotiate. You also handle the allotment of resources and funds from your grand treasury to others. You may provide general advice or directives to your lords. This level plays probably somewhat like EU3 or maybe CK2, but in real time.
Optional sub-level: Advisor: Perhaps through personal preference or through being absorbed into another's kingdom, you serve the ruler in some fashion. Maybe you handle all the negotiations. Maybe you just come up with advice while secretly plotting in the background.
2. Mid-level strategy: You rule a province or an army. Possibly both. You are the lord who squabbles with other lords, and you also have to make sure your requests to the ruler and your requests of your generals get paid attention to. You mainly concern yourself with provincial level politics but you you also have to worry about the crops and the economy in your region. Depending on how much control you have over the local politics (I guess 'how big your province/army is') this might play again like a subsection of EU3 or CK2, or more like an RTS game.
Optional sub-level: Mayoral or city level or an army: Direct delegation of economy and crops in your area. OR commanding a bunch of local troops. Politicking with other mayors for the advice of your lord, or subterfuge against them somehow. RTS level play.
3. Low-level strategy: You lead a small section of troops or people. Maybe you farm. Maybe you run a shop. Maybe you are in command of a small section of army units. Nonetheless, you take orders and you complete objectives in real time. Of course, you could rebel, but... Plays very much like any top-down or squad based combat game.
In terms of play: 1 commands all 2s in their realm, 2s command all 3s in their realm. 3s appear as 'hero units' in 2's vision, and 2s appear as 'governors' or 'generals' and their groups of 3s as armies to 1s.
So in essence: 3 (or 4) tiers of gameplay, changing from squad-combat to RTS to EU3 - all in real time - as you start delegating over more and more regions. Of course, the difficulty is synchronization (probably heroes and generals style, but with the added 'grand strategy' tier) and making everything fit together in a coherent way. Especially when you throw in the fact that combat is being waged between multiple rulers of realms simultaneously, each of whom have governors who may change hands at any time.
I mention things like farming, shopping, etc, because presumably there must be an economic aspect as well, and I assume there are gonna be some people who want to be farmers. But I guess the primary draw of the game would be the strategy and combat aspects.
A single player mode might work well starting you at Tier 3 and allowing you to prove yourself and amass enough followers to eventually grow to Tier 1. Of course, you could also lose everything at Tier 1 too, so it's not all about growth - one lucky assassin or coup is all it takes...
Romance of the Three Kingdoms seven (I think its seven) is pretty much this, albiet with a bit less complexity than you probably want. You can even be a wandering ronin, join or leave any nation, become king, prefect of a province, a warlord, or just a unit level commander. (And with a button code it becomes hotseat multiplayer to boot.)
I feel like this might have been posted before, but I've kinda dreamed of a true 'grand strategy' game. No, not like EU3 or whatever.
Let's call this "Aspirations of Greatness".
There are 3 (up to 5) distinct 'levels' or 'styles' of play.
1. Traditional grand strategy: You rule a realm. You no longer have time to handle the petty squables of your lords nor to command most of your armies - instead you delegate, politicize, plot, and negotiate. You also handle the allotment of resources and funds from your grand treasury to others. You may provide general advice or directives to your lords. This level plays probably somewhat like EU3 or maybe CK2, but in real time.
Optional sub-level: Advisor: Perhaps through personal preference or through being absorbed into another's kingdom, you serve the ruler in some fashion. Maybe you handle all the negotiations. Maybe you just come up with advice while secretly plotting in the background.
2. Mid-level strategy: You rule a province or an army. Possibly both. You are the lord who squabbles with other lords, and you also have to make sure your requests to the ruler and your requests of your generals get paid attention to. You mainly concern yourself with provincial level politics but you you also have to worry about the crops and the economy in your region. Depending on how much control you have over the local politics (I guess 'how big your province/army is') this might play again like a subsection of EU3 or CK2, or more like an RTS game.
Optional sub-level: Mayoral or city level or an army: Direct delegation of economy and crops in your area. OR commanding a bunch of local troops. Politicking with other mayors for the advice of your lord, or subterfuge against them somehow. RTS level play.
3. Low-level strategy: You lead a small section of troops or people. Maybe you farm. Maybe you run a shop. Maybe you are in command of a small section of army units. Nonetheless, you take orders and you complete objectives in real time. Of course, you could rebel, but... Plays very much like any top-down or squad based combat game.
In terms of play: 1 commands all 2s in their realm, 2s command all 3s in their realm. 3s appear as 'hero units' in 2's vision, and 2s appear as 'governors' or 'generals' and their groups of 3s as armies to 1s.
So in essence: 3 (or 4) tiers of gameplay, changing from squad-combat to RTS to EU3 - all in real time - as you start delegating over more and more regions. Of course, the difficulty is synchronization (probably heroes and generals style, but with the added 'grand strategy' tier) and making everything fit together in a coherent way. Especially when you throw in the fact that combat is being waged between multiple rulers of realms simultaneously, each of whom have governors who may change hands at any time.
I mention things like farming, shopping, etc, because presumably there must be an economic aspect as well, and I assume there are gonna be some people who want to be farmers. But I guess the primary draw of the game would be the strategy and combat aspects.
A single player mode might work well starting you at Tier 3 and allowing you to prove yourself and amass enough followers to eventually grow to Tier 1. Of course, you could also lose everything at Tier 1 too, so it's not all about growth - one lucky assassin or coup is all it takes...
I feel like this might have been posted before, but I've kinda dreamed of a true 'grand strategy' game. No, not like EU3 or whatever.
Let's call this "Aspirations of Greatness".
There are 3 (up to 5) distinct 'levels' or 'styles' of play.
1. Traditional grand strategy: You rule a realm. You no longer have time to handle the petty squables of your lords nor to command most of your armies - instead you delegate, politicize, plot, and negotiate. You also handle the allotment of resources and funds from your grand treasury to others. You may provide general advice or directives to your lords. This level plays probably somewhat like EU3 or maybe CK2, but in real time.
Optional sub-level: Advisor: Perhaps through personal preference or through being absorbed into another's kingdom, you serve the ruler in some fashion. Maybe you handle all the negotiations. Maybe you just come up with advice while secretly plotting in the background.
2. Mid-level strategy: You rule a province or an army. Possibly both. You are the lord who squabbles with other lords, and you also have to make sure your requests to the ruler and your requests of your generals get paid attention to. You mainly concern yourself with provincial level politics but you you also have to worry about the crops and the economy in your region. Depending on how much control you have over the local politics (I guess 'how big your province/army is') this might play again like a subsection of EU3 or CK2, or more like an RTS game.
Optional sub-level: Mayoral or city level or an army: Direct delegation of economy and crops in your area. OR commanding a bunch of local troops. Politicking with other mayors for the advice of your lord, or subterfuge against them somehow. RTS level play.
3. Low-level strategy: You lead a small section of troops or people. Maybe you farm. Maybe you run a shop. Maybe you are in command of a small section of army units. Nonetheless, you take orders and you complete objectives in real time. Of course, you could rebel, but... Plays very much like any top-down or squad based combat game.
In terms of play: 1 commands all 2s in their realm, 2s command all 3s in their realm. 3s appear as 'hero units' in 2's vision, and 2s appear as 'governors' or 'generals' and their groups of 3s as armies to 1s.
So in essence: 3 (or 4) tiers of gameplay, changing from squad-combat to RTS to EU3 - all in real time - as you start delegating over more and more regions. Of course, the difficulty is synchronization (probably heroes and generals style, but with the added 'grand strategy' tier) and making everything fit together in a coherent way. Especially when you throw in the fact that combat is being waged between multiple rulers of realms simultaneously, each of whom have governors who may change hands at any time.
I mention things like farming, shopping, etc, because presumably there must be an economic aspect as well, and I assume there are gonna be some people who want to be farmers. But I guess the primary draw of the game would be the strategy and combat aspects.
A single player mode might work well starting you at Tier 3 and allowing you to prove yourself and amass enough followers to eventually grow to Tier 1. Of course, you could also lose everything at Tier 1 too, so it's not all about growth - one lucky assassin or coup is all it takes...
That sounds like what Ultima Ratio Regum is trying to achieve. You should check that out :D
I've always wanted a cooperative/semi-cooperative game of first person (or third person) spaceships, in which each player is a crewmember. You can do whatever you want in the spaceship, say, go to a gunning station, go to the helm to fly it places, go power the shields, etc. However, there are other players in your ship also running things, so you have to coordinate who's doing what. Then the spaceship gets into fights, maybe with other player controlled spaceships, and everyone's rushing around repairing things, manning stations, racing for the escape pods, etc. Over time, the players in the spaceship can use booty/profits to upgrade the ship, maybe buy more ships, and eventually make a big ass space fleet to go about conquering things.
A game where wizards bring back dinosaurs to fight aliens. Nuff said.XCOM: Sectoids v. Dinomagi!
In Earth's greatest time of need, the world's nations combine their resources, finally bringing together all the miraclemen, magicians, alchemists, and assorted occultists they've been keeping imprisoned in madhouses for centuries. They create the Fossil Thaumaturginator, and with the help of avant-garde genetic scientists and authoritative filmmakers, clone an army of dinosaurs. At the pinnacle of the project, a crack team of ace dromeosaurids, filled with utahraptor and deinonychus of a wide array of nationalities and accents and armed with the latest weapons, armor, ancient mystic artifacts, and spells.
Various choices and strategies in the war cause side effects that can become wide-reaching and affect the dynamic. For instance, does a zombie apocalypse begin because of magical pollution from your weaponized necromancy, or because of alien bioweapons, or because the aliens tried to copy your magic? Who released the grey goo, if it gets released at all? Even if it might win the war, are you prepared to accept the ethical consequences of creating Hitlerosaurus Stalinodae?
I'm pretty sure this has been said before, but Igynpadca (http://www.bay12forums.com/smf/index.php?topic=104495.0).Huh. Looking back at it, pinecones first started out as just something just used to power the Lightning Rod, to something which was supposedly used in a bafflingly large amount of things (which was backed up by in-game lore), to PTTG??'s first patch notes (which I still find hilarious) mentioning pinecones being devalued, which subsequently led to it becoming a currency.
Think of the craziest, most player-centric MMO you can imagine, and then take it up a notch. Or five. If only it could be made.
Fine with me. Did you hear they're working on a new game called Igynpadca 2: Cosmic Revolution?I have not, but we're derailing this thread, so why don't you make a new thread about it so we can discuss it there?
You forgot 4X (which would probably require at least a few other factions in the conflict), which must certainly include a SMAC-style unit customization.
I -really- don't know about the Z levels, I fear that they might overcomplicate Heroes' battle system - that being said, the worms are dope and high ground is an excellent addition.
In general, concepts like that are most prone to fail because of too much stuff overloading the core systems. I'd look at each system and ask myself 'How much does this idea add to the game? Where can it fail?' For example, your proposed run mode gives retreaters a great advantage, since you need to use the run yourself to keep up to them, and that disables your attack.
...wait, I'm being practical in a wishlist thread. :P
I wish not for a game, but an app required to run games such as Dwarf Fortress, Mount and Blade, Minecraft, etc. Said application have direct access the NSA's grand database, as well as the local records of all prospective gamers, denying access and preventing fans of popular game series and cultures in general from depreciating indie games, thus keeping the Bay12 community and others like it pure (http://www.youtube.com/watch?v=b1B_pZC8aWU)! :D
/end multiplayer rage
Heresy! You must either be an indie-following hipster loser or a lamestream brainless CoD fanboi! There is no middle ground!I wish not for a game, but an app required to run games such as Dwarf Fortress, Mount and Blade, Minecraft, etc. Said application have direct access the NSA's grand database, as well as the local records of all prospective gamers, denying access and preventing fans of popular game series and cultures in general from depreciating indie games, thus keeping the Bay12 community and others like it pure (http://www.youtube.com/watch?v=b1B_pZC8aWU)! :D
/end multiplayer rage
Or accept that some people can be interested in both mainstream and indie games, because eventually you get tired of one and feel like playing the other.
Replay Dues Ex, or System Shock 2.
Shits clunky.
I'd like a Chivalry-esque game, but Highlander.
Replay Dues Ex, or System Shock 2.
Shits clunky.
Only as clunky as most other 3D games from that era. I don't think it has anything to do with the RPG mechanics underneath, but as with all things that's IMO.
SUDDEN CRASH BACK TO TOPIC
Who else misses actual FPS-RPG hybrids like Deus Ex and System Shock 2??
SUDDEN CRASH BACK TO TOPIC
Who else misses actual FPS-RPG hybrids like Deus Ex and System Shock 2? Too many shooters randomly tack on shops or superficial upgrade systems, especially games that don't bloody need them like Splinter Cell: Conviction. While DE: HR was a great game, it was definitely a step down in complexity from DE and (IMO) the lesser game for it.
"Inquisitor"
Here's a game idea I was thinking about recently.This sounds very much like Cataclysm DDA except for the actual enemy progression.
You are a survivor after a very non-specific apocalypse. It may be a few months after, it may be a few years, it may be a few centuries after. The story should be as non-intrusive as possible, and be basically a premise to launch the main bulk of the idea forward. It all takes place in a ruined city that can be explored in a lot of directions, even Assassins Creed rooftop running is acceptable.
First idea: you only have a bolt-action rifle and a machete for weapons. Sure, you can use one-use weapons like harpoons and grenades, but the rifle and the machete will last you the entire game. Upgrades would be possible, but it would be a momentous occasion. The rifle is good for long-range but it's ammo is rare enough. The machete will never run out of ammo but it can't take out long-range enemies.
Second idea: you can use the environment to your advantage. You can use parkour like I said before, but you can also lay booby traps of various kinds, exploit natural problems such as unstable floors or barrels full of volatile chemicals with the safety locks rotted off. Generally, the environment is a good ally but it can screw you over badly.
Third idea: the main enemy is not humans. There aren't any bandits trying to kill you even though you're dirt poor and the whole area is bereft of obvious targets to rob. In fact, spotting any kind of human would be practically a miracle. Instead, your main enemy is mutants of various kinds.
At first, you'll deal with your basic wolf-sized enemies who you can deal with the machete. Then, as time goes on, there'll be more wolf-sized enemies. Then they'll get bigger until you get epic-sized horrors. The largest creatures would be like the boss fights of the game. They'd be a set amount, randomly placed, with their own tactics and appearances. You'd have to use a combination of your own weapons, the environment, and booby traps. Once you've sufficiently weakened them, it turns into Shadow of the Colossus as you have to actually climb on top of them to finish them off.
This would be a problem as this would be the period where they get the most aggressive in their attempts to kill/run away from you. Not that the fight beforehand would be easy. Did I mention these bosses can usually knock down buildings and sometimes have a special ability like breathing fire or summoning packs of small-sized enemies?
And here you are, with your rifle and your machete, and you wanna take down this fire-breathing, building sized mutant abomination with all the tentacles and the harpoons sticking out of it's hide from former survivors who wanted to try and take it down. Think you can take it?
In essence, the idea is I Am Alive crossed with Shadow of the Colossus/Monster Hunter Tri.
That sounds cool.So Turok?
I'd like a game where you can hunt a yeti/bigfoot/sasquatch, Carnivores: Ice Age style, with a bunch of different weapons, both modern and ancient. Sure, you can bring down your quarry with a high-powered sniper rifle, but imagine being able to bring down the mythical beast with a spear, or a knife.
That sounds cool.So Turok?
I'd like a game where you can hunt a yeti/bigfoot/sasquatch, Carnivores: Ice Age style, with a bunch of different weapons, both modern and ancient. Sure, you can bring down your quarry with a high-powered sniper rifle, but imagine being able to bring down the mythical beast with a spear, or a knife.
Yeah, but I'd like it to play like a 3D action-adventure. I like Cataclysm, though.*SNIP*This sounds very much like Cataclysm DDA except for the actual enemy progression.
You know what game I want? I want a roguelike where you play an animal in a world after humans have died off. With random towns/areas. And the ability to play as anything from a mouse to a dog to a lion. And PROPER environmental hazards like the weather and maybe even radioactive fallout. And the ability to continue your game when you die by having offspring. And those offspring mutating from said radioactive fallout. So you could possibly get boned by transferring to a sterile child.
Thinking back to my Anarchy Online days once again, I have the urge to see an RPG that's all about self-twinking.Morrowind, kinda?
It's like, there'd be no leveling of any kind, the sole means of "progressing" would be by wearing stat-boosting armor that brings your stats up so that you can cast a spell that would allow you to wear a ring which gives you the tradeskill stats to craft some better armor, which you need to use a different spell and a different ring to put on. This armor allows you to survive against tougher monsters which drop more gear and crafting ingredients.
So, basically, the core of the game would be killing monsters, equipping shit, crafting, and finagling. Mostly finagling. I'm not sure if it would be a fun game at all, but it would definitely be a thing to see.
Except non-linear, which would be epic, and just as cool as the 64 version. Not like that garbage they released for PS3.That sounds cool.So Turok?
I'd like a game where you can hunt a yeti/bigfoot/sasquatch, Carnivores: Ice Age style, with a bunch of different weapons, both modern and ancient. Sure, you can bring down your quarry with a high-powered sniper rifle, but imagine being able to bring down the mythical beast with a spear, or a knife.
Sounds awesome. But yeah, it's gotta be like the N64 version.Except non-linear, which would be epic, and just as cool as the 64 version. Not like that garbage they released for PS3.That sounds cool.So Turok?
I'd like a game where you can hunt a yeti/bigfoot/sasquatch, Carnivores: Ice Age style, with a bunch of different weapons, both modern and ancient. Sure, you can bring down your quarry with a high-powered sniper rifle, but imagine being able to bring down the mythical beast with a spear, or a knife.
As far as I know, Morrowind had levels.Thinking back to my Anarchy Online days once again, I have the urge to see an RPG that's all about self-twinking.Morrowind, kinda?
It's like, there'd be no leveling of any kind, the sole means of "progressing" would be by wearing stat-boosting armor that brings your stats up so that you can cast a spell that would allow you to wear a ring which gives you the tradeskill stats to craft some better armor, which you need to use a different spell and a different ring to put on. This armor allows you to survive against tougher monsters which drop more gear and crafting ingredients.
So, basically, the core of the game would be killing monsters, equipping shit, crafting, and finagling. Mostly finagling. I'm not sure if it would be a fun game at all, but it would definitely be a thing to see.
Yeah, that doesn't sound like Morrowind at all. Most RPGs have some form of this but I don't believe I've ever played one that relied entirely on it. Sounds neat.As far as I know, Morrowind had levels.Thinking back to my Anarchy Online days once again, I have the urge to see an RPG that's all about self-twinking.Morrowind, kinda?
It's like, there'd be no leveling of any kind, the sole means of "progressing" would be by wearing stat-boosting armor that brings your stats up so that you can cast a spell that would allow you to wear a ring which gives you the tradeskill stats to craft some better armor, which you need to use a different spell and a different ring to put on. This armor allows you to survive against tougher monsters which drop more gear and crafting ingredients.
So, basically, the core of the game would be killing monsters, equipping shit, crafting, and finagling. Mostly finagling. I'm not sure if it would be a fun game at all, but it would definitely be a thing to see.
No, the idea of this game is that the designers assume that players are going to use every exploit possible to try to win the game, so they make acquiring those exploits a challenging yet rewarding experience, and they'd include some things that are immune to the exploits that are gain. Character progression would be a matter of puzzling out the game to be able to overcome challenges, rather than just grinding out levels or simply acquiring gear (you'd still acquire gear, but that's just step one to using it, and the usefulness of gear would be based on more than just it's combat stats).
Morrowind had a series of exploits stemming from bad design that allowed you to do something quite similar.Which eventually let you craft a weapon that killed the final boss in one hit or jump clear across the continent.
Like, crafting a Int Boosting Potion, that when quaffed that let you craft a better Int Potion, that when quaffed let you... ect ect ect.
You could do similar things in Oblivion, but it was slightly nerfed. Now you need 4 hits to kill the final boss and can only jump a hundred feet or so.Damn pansies.
They didn't remove acrobatics O.o;I meant from Skyrim, not Oblivion. :P But yeah I miss levitating too. :C
I mean, they took out stuff like levitation, but you could still train acrobatics for things like jumping and whatever.
Pokemon in the style of Skyrim. Dragonite roaming free. Riding Rapidashes. Ursaring caves. *sigh*I want Fallout, personally. Post-apoc Pokemon.
Pokemon in the style of Skyrim. Dragonite roaming free. Riding Rapidashes. Ursaring caves. *sigh*I want Fallout, personally. Post-apoc Pokemon.
...Postemon...Pokepoc?
Apocalyptamon sounds like some sort of BBEG from Digimon.Pokemon in the style of Skyrim. Dragonite roaming free. Riding Rapidashes. Ursaring caves. *sigh*I want Fallout, personally. Post-apoc Pokemon.
...Postemon...Pokepoc?
Apocalyptamon. Hmmm. That would be an entirely different vibe, though. Which would fit for a different region...
Apocalyptamon sounds like some sort of BBEG from Digimon.
I think I said it before but I forgotMay look childish, but it's pretty much what you described.
An Adult Educational Game
Not a non-game that is called a game and not a teaching tool that is also a game.
Just a fun educational game for people who are not young children.
As far as I know, Morrowind had levels.Thinking back to my Anarchy Online days once again, I have the urge to see an RPG that's all about self-twinking.Morrowind, kinda?
It's like, there'd be no leveling of any kind, the sole means of "progressing" would be by wearing stat-boosting armor that brings your stats up so that you can cast a spell that would allow you to wear a ring which gives you the tradeskill stats to craft some better armor, which you need to use a different spell and a different ring to put on. This armor allows you to survive against tougher monsters which drop more gear and crafting ingredients.
So, basically, the core of the game would be killing monsters, equipping shit, crafting, and finagling. Mostly finagling. I'm not sure if it would be a fun game at all, but it would definitely be a thing to see.
No, the idea of this game is that the designers assume that players are going to use every exploit possible to try to win the game, so they make acquiring those exploits a challenging yet rewarding experience, and they'd include some things that are immune to the exploits that are gain. Character progression would be a matter of puzzling out the game to be able to overcome challenges, rather than just grinding out levels or simply acquiring gear (you'd still acquire gear, but that's just step one to using it, and the usefulness of gear would be based on more than just it's combat stats).
Dragon game.I approve of this.
Procedurally generated maps,
Play as a dragon. Start young and get bigger as you age. Terrorize villages and steal cattle for quick gain, or work to establish a mutual relationship for longer lasting stability at the added cost of helping the villagers with their problems.
Protect your cave and territory from roaming flocks of quick and precise griffons, slower but deadly poisonous wyverns, other dragons, or even the dreaded Terrasque.
Defend your lair from roaming adventurers, or depending on your reputation roving knights. Steal princesses from castles to do...whatever dragons do with stolen princesses. Collect gold and metal to eat and keep your scales in good condition. Find a mate, and go far afield by yourself to hunt enough food for your entire family, or stay in the cave protecting your young from things harmless to you, but of great danger to your young. Expand your lair for your growing family, or recriut friendly dragons, and potentially other creatures into your own growing cave city.
...I can dream can't I?
Dragon game.I'd play it.
Procedurally generated maps,
Play as a dragon. Start young and get bigger as you age. Terrorize villages and steal cattle for quick gain, or work to establish a mutual relationship for longer lasting stability at the added cost of helping the villagers with their problems.
Protect your cave and territory from roaming flocks of quick and precise griffons, slower but deadly poisonous wyverns, other dragons, or even the dreaded Terrasque.
Defend your lair from roaming adventurers, or depending on your reputation roving knights. Steal princesses from castles to do...whatever dragons do with stolen princesses. Collect gold and metal to eat and keep your scales in good condition. Find a mate, and go far afield by yourself to hunt enough food for your entire family, or stay in the cave protecting your young from things harmless to you, but of great danger to your young. Expand your lair for your growing family, or recriut friendly dragons, and potentially other creatures into your own growing cave city.
...I can dream can't I?
Dragon game.i think i saw a 2d pixel flash game with most of this. maybe armor games?
Procedurally generated maps,
Play as a dragon. Start young and get bigger as you age. Terrorize villages and steal cattle for quick gain, or work to establish a mutual relationship for longer lasting stability at the added cost of helping the villagers with their problems.
Protect your cave and territory from roaming flocks of quick and precise griffons, slower but deadly poisonous wyverns, other dragons, or even the dreaded Terrasque.
Defend your lair from roaming adventurers, or depending on your reputation roving knights. Steal princesses from castles to do...whatever dragons do with stolen princesses. Collect gold and metal to eat and keep your scales in good condition. Find a mate, and go far afield by yourself to hunt enough food for your entire family, or stay in the cave protecting your young from things harmless to you, but of great danger to your young. Expand your lair for your growing family, or recriut friendly dragons, and potentially other creatures into your own growing cave city.
...I can dream can't I?
Another game with this kind of gameplay...
http://en.wikipedia.org/wiki/The_Clue!
"The Clue!" was a wonderful Burglary Game which involved planning out the Thefts with a interesting system of Time Management. If you have 2 or more people in an attempt, when you enter the planning stage you would have to move each one separately. But when you move the first guy, no one else moves, so you make the plans to move him where and make him do things. For example have him pick a lock, open the door then move through...
THEN you would switch to the second guy, this causes the first guy to reset and as you start moving the second guy, what you had planned with the first starts to play as you move the second. This means that you need to move the second guy around or have him wait till the first finishes picking the lock and opens the doors then finally moves out of the way before you can move through. This piles up with more people...
This also means that if you make the plan for someone to take out a Guard for example, you can plan out the others movements and take into consideration that the guard will not be there when they are cause he has been taken out already...
Quite an interesting game...
The Squeal went 3D but that fully ruined it due to Camera issues. 2D Top Down playstyle is best of this game...
I had originally hoped that the game "Monaco" was going to be something like this, sadly it is not...
I already know a name: @rrHoly shit.
I'd just be happy with Banjo and Kszooie in Smash Bros...Probably never gonna happen, now that Rare is owned by Microsoft...
But they got Snake and Sonic didn't they? 3rd party characters aren't totally locked out.I'd just be happy with Banjo and Kszooie in Smash Bros...Probably never gonna happen, now that Rare is owned by Microsoft...
Except that Snake and Sonic aren't owned by one of Nintendo's direct competitors in the console wars :PBut they got Snake and Sonic didn't they? 3rd party characters aren't totally locked out.I'd just be happy with Banjo and Kszooie in Smash Bros...Probably never gonna happen, now that Rare is owned by Microsoft...
Well, one can only live in hope...
Another game with this kind of gameplay...
http://en.wikipedia.org/wiki/The_Clue!
"The Clue!" was a wonderful Burglary Game which involved planning out the Thefts with a interesting system of Time Management. If you have 2 or more people in an attempt, when you enter the planning stage you would have to move each one separately. But when you move the first guy, no one else moves, so you make the plans to move him where and make him do things. For example have him pick a lock, open the door then move through...
THEN you would switch to the second guy, this causes the first guy to reset and as you start moving the second guy, what you had planned with the first starts to play as you move the second. This means that you need to move the second guy around or have him wait till the first finishes picking the lock and opens the doors then finally moves out of the way before you can move through. This piles up with more people...
This also means that if you make the plan for someone to take out a Guard for example, you can plan out the others movements and take into consideration that the guard will not be there when they are cause he has been taken out already...
Quite an interesting game...
The Squeal went 3D but that fully ruined it due to Camera issues. 2D Top Down playstyle is best of this game...
I had originally hoped that the game "Monaco" was going to be something like this, sadly it is not...
Sounds kind of like a CRPG, or X-com.
I'd like a multiplayer dueling game, with rapiers, pistols, sabres, and whatnot.A game that focuses entirely on single combat and nothing else would be epic.
Toribash?I'd like a multiplayer dueling game, with rapiers, pistols, sabres, and whatnot.A game that focuses entirely on single combat and nothing else would be epic.
Toribash is turn-based QWOP, with the final goal being to knock the other player down before you fall over yourself, or, if you are quite skilled at the game, to defeat them with your own thrown severed head. It's not exactly a good simulation of an elegant duel between two gentlemen.Toribash?I'd like a multiplayer dueling game, with rapiers, pistols, sabres, and whatnot.A game that focuses entirely on single combat and nothing else would be epic.
Yeah, not the same. I have Toribash (Brown Belt! :D) and its not exactly graceful unless you're watching the pros.Toribash is turn-based QWOP, with the final goal being to knock the other player down before you fall over yourself, or, if you are quite skilled at the game, to defeat them with your own thrown severed head. It's not exactly a good simulation of an elegant duel between two gentlemen.Toribash?I'd like a multiplayer dueling game, with rapiers, pistols, sabres, and whatnot.A game that focuses entirely on single combat and nothing else would be epic.
Except that Snake and Sonic aren't owned by one of Nintendo's direct competitors in the console wars :PBut they got Snake and Sonic didn't they? 3rd party characters aren't totally locked out.I'd just be happy with Banjo and Kszooie in Smash Bros...Probably never gonna happen, now that Rare is owned by Microsoft...
Well, one can only live in hope...
But yeah, one can always hope.
This has probably already been mentioned before, but I'm rolling the idea around of developing a 2d cutaway ship building/management game. Being able to build and install different ship systems with the ability to upgrade systems as you progressed. Sort of like FTL mixed with Starbound, but more focused on the ship management and being able to build rooms and placing objects however you want. The shipbuilding part isn't the hard part for me, its more of how to make a game like this fun and with purpose.
Actually, you hit it pretty close on, I had a sim toweresque visual in mind when I was thinking of this project. But I think you are talking more of maritime, where I'm thinking more of space. But it would be easy to take your concept but apply it to a sci-fi theme. Nice write-up, really great ideas in there.
Army Men? (http://www.youtube.com/watch?v=82yIRgiCNFI) I remember liking the multiplayer. The plot itself was completely forgettable though.I loved that game. The story seemed hardcore when I was a kid, with all the prejudice and stuff. Number two was better, and there were about six different colours of army men. Red, Blue (The French. they get steamrolled early on by the Tan), Tan (The Germans. they kill everything. the silver is on their side at least some of the time, I think), Silver, Green (Americans, of course. they save the day, etc., etc.), just to name a few.
Maybe this game already exists..Eh. Not on the scale that RTS' are normally on.
-partial snip-
Also, I BADLY want a game where you play as tin soldiers/something else in an enormous house (think all those rats maps in TF2, CS etc.)That sounds awesome.
Toy Story was nowhere near good enough.
I mean, of all things, it's the most plausible "large-scale" game design I wanted so far - since you won't make an Internet Explorers game or a Dwarf City, but such a game would be perfectly possible.
Fighting with little toy guns, flying on RC airplanes, trying to scale down the staircase...Or fending off cats. GOD, THE CATS!
Well there is Toy Soldiers, which is a pretty sweet XBLA game, but it sounds like you've got something more open-world in mind, which would frankly be epic.Also, I BADLY want a game where you play as tin soldiers/something else in an enormous house (think all those rats maps in TF2, CS etc.)That sounds awesome.
Toy Story was nowhere near good enough.
I mean, of all things, it's the most plausible "large-scale" game design I wanted so far - since you won't make an Internet Explorers game or a Dwarf City, but such a game would be perfectly possible.
Fighting with little toy guns, flying on RC airplanes, trying to scale down the staircase...Or fending off cats. GOD, THE CATS!
Also, I BADLY want a game where you play as tin soldiers/something else in an enormous house (think all those rats maps in TF2, CS etc.)I swear I remember something along these lines, a sort of MMOFPS where you played as toys in a normal-sized house. Damn if I can remember the name or details though.
Toy Story was nowhere near good enough.
I mean, of all things, it's the most plausible "large-scale" game design I wanted so far - since you won't make an Internet Explorers game or a Dwarf City, but such a game would be perfectly possible.
Fighting with little toy guns, flying on RC airplanes, trying to scale down the staircase...Or fending off cats. GOD, THE CATS!
Is it some sort of Story involving Toys?Also, I BADLY want a game where you play as tin soldiers/something else in an enormous house (think all those rats maps in TF2, CS etc.)I swear I remember something along these lines, a sort of MMOFPS where you played as toys in a normal-sized house. Damn if I can remember the name or details though.
Toy Story was nowhere near good enough.
I mean, of all things, it's the most plausible "large-scale" game design I wanted so far - since you won't make an Internet Explorers game or a Dwarf City, but such a game would be perfectly possible.
Fighting with little toy guns, flying on RC airplanes, trying to scale down the staircase...Or fending off cats. GOD, THE CATS!
You know, I think I saw that MMOFPS myself. I can't recall a name, though. Perhaps the Google holds the answers you seek.GIVE ME THIS AND I WILL THROW MONEY AT MY SCREEN
I really want to see more done with the technology of Spore, another project with huge amounts of resources behind it, but with all the genius of Will Wright without EA there to strip it away the depth. That game has such a brilliant concept, and I enjoyed creating creatures immensely, but EA seems to have left it behind and allowed the whole idea to stagnate.
Nothing much, just a management game where you play as Gendo.Eh. Maybe something similar (building underground bases and fighting giant nightmare-inducing monsters) but nothing actually based in the NGE-verse.Spoiler: You know you want it (click to show/hide)
Eh. Maybe something similar (building underground bases and fighting giant nightmare-inducing monsters) but nothing actually based in the NGE-verse.I posted that mostly because I really want to see a game with a little focus on the psychological aspects of characters.
Aside from DF, of course.Eh. Maybe something similar (building underground bases and fighting giant nightmare-inducing monsters) but nothing actually based in the NGE-verse.I posted that mostly because I really want to see a game with a little focus on the psychological aspects of characters.
I just don't think NGE would work very well as a game. All the psychological aspects have been argued over and rehashed until there's pretty much nothing left to discuss. We'd need new characters with new issues and motivations, but then you'd have the diehard fans screaming about Y NO SHINJI?Eh. Maybe something similar (building underground bases and fighting giant nightmare-inducing monsters) but nothing actually based in the NGE-verse.I posted that mostly because I really want to see a game with a little focus on the psychological aspects of characters.
I just don't think NGE would work very well as a game. All the psychological aspects have been argued over and rehashed until there's pretty much nothing left to discuss. We'd need new characters with new issues and motivations, but then you'd have the diehard fans screaming about Y NO SHINJI?Eh. Maybe something similar (building underground bases and fighting giant nightmare-inducing monsters) but nothing actually based in the NGE-verse.I posted that mostly because I really want to see a game with a little focus on the psychological aspects of characters.
So yeah. Different universe, similar themes.
NGE has also been in a couple of games in the Super Robot Wars series, but I think those are all Japan-only as well.I just don't think NGE would work very well as a game. All the psychological aspects have been argued over and rehashed until there's pretty much nothing left to discuss. We'd need new characters with new issues and motivations, but then you'd have the diehard fans screaming about Y NO SHINJI?Eh. Maybe something similar (building underground bases and fighting giant nightmare-inducing monsters) but nothing actually based in the NGE-verse.I posted that mostly because I really want to see a game with a little focus on the psychological aspects of characters.
So yeah. Different universe, similar themes.
There actually was a Japan-only NGE game for the N64. From what I've seen it was just a collection of minigames that loosely followed the plot through End of Evangelion until it replaced the ending of the movie with you fighting the MP Evas in the clouds as Shinji. The graphics were impressive, but otherwise it was pretty forgettable.
I think the only way an NGE game would work would be through a similar-but-not-really plot, like the Rebuild films are doing. I personally don't enjoy the Rebuild films, but I think they'd make a better game than the show.
Maybe this game already exists, but I want to see a game that genuinely feels like an RTS being played from the perspective of a soldier on the ground. Players can buy vehicles and upgrades from their base, and you can destroy your enemy's buildings to deprive them of those advantages. Destroying the power plant makes operations slower, destroying the supply silo reduces the other team's ability to purchase stuff, etc.The multiplayer mode in Command & Conquer: Renegade is the closest thing in existence that matches your description.
Base buildings are fully modeled and functional fortifications, rather than decorative spawn points with health bars. Players can make a last stand on the roof of the command building, tanks roll out of factories one at a time, and massively overpowered base defenses need the power plant to continue working. Standard RTS balance and progression is there too, so the first tank to enter a match can only be overcome with a zerg rush until both sides have tanks, up to air units (though excluding unlimited-range Press-X-to-win superweapons).
To really get a good experience though you'd need a lot of players, at least 16 per team with a significant amount of bots to flesh out the battles. 4v4 is hardly comparable to the armies amassed during even the early stages of an RTS game.
A game about first-responder paramedics would be cool. Or firefighters. Or even medics in the battlefield, as long as the focus stayed on saving lives. For how long video games have existed, I can think of very few straight attempts at games like this, most of them being Trauma Center and the only other one being a shovelware title for the Wii (I think, don't quote me on that).
Nothing much, just a management game where you build an underground base and fight horrors.
Hm... a game where the main view is of a world sliced down the middle, showing all the different layers down to the core. From this view you would have a base on one part of the surface where you begin mining, seeing the shafts reaching down through the layers.
Possibly it could have opponents who're also mining. You mine to collect resources for building underground habitats and other structures as well as missiles which you use to fire at the opponents mines attempting to trigger collapses in their underground bases. Liberal usage of crater-creating explosions and water physics to allow tunnel breaching as well as flooding.
The goal could be to reach the core of the planet first to reach an alien artefact or portal to another world, though research is needed to survive the increasing pressure the deeper you go into the planet.
-snip-Everything sounded great except pissing on your weapons. That was dumb.
-snip-If you decided to actually make this game, I would help so hard, in whatever way that I could. Just saying.
Death by old age.Instilling good psychological values in yourself? Unlocking psychic powers and seeing the Waking person go crazy with them?
There's the answer! What if your adventures in the dream world are the key to unlocking your IRL abilities? Perhaps you would be able to play as the Waking person? That seems like a good fix that would add a lot more depth to the gameplay, but I can see how it might detract from what appears to be your goal of centring the game around the experiences in the Dream world, and how the two lives clash and influence one another. Would the Dream person just be the IRL person, or would he have a different personality? And would they be aware of one another?Death by old age.Instilling good psychological values in yourself? Unlocking psychic powers and seeing the Waking person go crazy with them?
Also, I BADLY want a game where you play as tin soldiers/something else in an enormous house (think all those rats maps in TF2, CS etc.)Ok lets see... Just gonna like some Wiki Pages to some known games...
Toy Story was nowhere near good enough.
I mean, of all things, it's the most plausible "large-scale" game design I wanted so far - since you won't make an Internet Explorers game or a Dwarf City, but such a game would be perfectly possible.
Fighting with little toy guns, flying on RC airplanes, trying to scale down the staircase...Or fending off cats. GOD, THE CATS!
-snip-Everything sounded great except pissing on your weapons. That was dumb.
Respawning would be easy too since wrecked cars could just appear at the back of the pack. Someone should make this happen. I could actually see a mainstream company making this work fairly well as long as their vision was clear and, as you said, serious, but like an action movie.
Hm... a game where the main view is of a world sliced down the middle, showing all the different layers down to the core. From this view you would have a base on one part of the surface where you begin mining, seeing the shafts reaching down through the layers.
Also, I BADLY want a game where you play as tin soldiers/something else in an enormous house (think all those rats maps in TF2, CS etc.)
Toy Story was nowhere near good enough.
I mean, of all things, it's the most plausible "large-scale" game design I wanted so far - since you won't make an Internet Explorers game or a Dwarf City, but such a game would be perfectly possible.
Fighting with little toy guns, flying on RC airplanes, trying to scale down the staircase...Or fending off cats. GOD, THE CATS!
Also, I BADLY want a game where you play as tin soldiers/something else in an enormous house (think all those rats maps in TF2, CS etc.)
Toy Story was nowhere near good enough.
I mean, of all things, it's the most plausible "large-scale" game design I wanted so far - since you won't make an Internet Explorers game or a Dwarf City, but such a game would be perfectly possible.
Fighting with little toy guns, flying on RC airplanes, trying to scale down the staircase...Or fending off cats. GOD, THE CATS!
There's an amazing game (well back then it was amazing, not sure how it holds up) called Toy Commander (http://en.wikipedia.org/wiki/Toy_Commander) for the dreamcast.
You complete various missions using RC vehicles such as helicopters, planes, cars, trucks, and tanks. (I think there are some crazy ones too) Each mission takes place in a different room in the house and there's also multiplayer which i sunk all my time into. It's only TDM from what I can remember but depending on the vehicle type you can go into different areas like mouse holes as a car and up chimneys and vents as planes/helicopters. Ah the memories.
P.S. All the weapons were also house hold items like a pencil launcher (rockets) and eraser bombs (mortar-ish)
A game on a flat field, where two gigantic armies would rush right at one another, in big rectangular lines. Each unit is the same, and there's nothing different but a selection of weapons. You'd be one guy, in third person. Sword fights, also multiplayer. One big server that could handle everyone, with a number of computer guys. Each team would have a set number of respawns, a few thousand.No respawn limit. Eternal war FTW.
Pretty much, Mount And Blade at a larger scale, without all that strategy, army building, and non-fighting stuff. Also, to add to my impossible thought, it would run very well on every single type of computer, including mine.
A game on a flat field, where two gigantic armies would rush right at one another, in big rectangular lines. Each unit is the same, and there's nothing different but a selection of weapons. You'd be one guy, in third person. Sword fights, also multiplayer. One big server that could handle everyone, with a number of computer guys. Each team would have a set number of respawns, a few thousand.
Pretty much, Mount And Blade at a larger scale, without all that strategy, army building, and non-fighting stuff. Also, to add to my impossible thought, it would run very well on every single type of computer, including mine.
An RPG game where it looks like you're playing a tabletop RPG. For cutscenes, you might have slideshows of miniatures moving around a gameboard to narration. Whenever a die roll takes place, you see a die rolling on the playing area and settling on a number. A behind-the-scenes DM picks from many available choices at random plot junctures, with the ability to cope with unexpected situations a la Deus Ex. Even the starting area can be different, meaning you won't have to suffer through the same tutorial level over and over to see all the plot branches.I played a game online where you're "actually playing a board game." As in you had to set up the board, clicking the individual pieces and cards, interpreting and enforcing the rules yourself (lots of arguing), plus you could flip out and start throwing stuff when stuff doesn't go your way, etc. etc. It was too small to be fun for very long though, plus at any time any of the players can click the RESET button and put all the pieces back in their original places. Trolls would drop in to people's games, click RESET, watch the rage, then leave, but thats what friends, Skype, and a private match are for. :P
Spending some GP to bring food to game night has a chance of fudging the DM's secret rolls in your favor. :P
I played a game online where you're "actually playing a board game." As in you had to set up the board, clicking the individual pieces and cards, interpreting and enforcing the rules yourself (lots of arguing), plus you could flip out and start throwing stuff when stuff doesn't go your way, etc. etc. It was too small to be fun for very long though, plus at any time any of the players can click the RESET button and put all the pieces back in their original places. Trolls would drop in to people's games, click RESET, watch the rage, then leave, but thats what friends, Skype, and a private match are for. :P"Hello, I am Nonchalant Guard"
Desparate Gods? (http://youtu.be/8WD0gMu0LDU)An RPG game where it looks like you're playing a tabletop RPG. For cutscenes, you might have slideshows of miniatures moving around a gameboard to narration. Whenever a die roll takes place, you see a die rolling on the playing area and settling on a number. A behind-the-scenes DM picks from many available choices at random plot junctures, with the ability to cope with unexpected situations a la Deus Ex. Even the starting area can be different, meaning you won't have to suffer through the same tutorial level over and over to see all the plot branches.I played a game online where you're "actually playing a board game." As in you had to set up the board, clicking the individual pieces and cards, interpreting and enforcing the rules yourself (lots of arguing), plus you could flip out and start throwing stuff when stuff doesn't go your way, etc. etc. It was too small to be fun for very long though, plus at any time any of the players can click the RESET button and put all the pieces back in their original places. Trolls would drop in to people's games, click RESET, watch the rage, then leave, but thats what friends, Skype, and a private match are for. :P
Spending some GP to bring food to game night has a chance of fudging the DM's secret rolls in your favor. :P
I want a groundhog day type of game where you have 24 hours to fix, or cause, as many problems as possible, and have it being that their is more than one way to stop a problem, boys going to get hit by a car, play football with him in the nearby field instead, or just knock down a tree in the cars path, but that could cause someone to be late, so you have to find out the best ways to do things.
Also it must be sandbox.
That's the one. I set up a thread for it here but it died.Desparate Gods? (http://youtu.be/8WD0gMu0LDU)An RPG game where it looks like you're playing a tabletop RPG. For cutscenes, you might have slideshows of miniatures moving around a gameboard to narration. Whenever a die roll takes place, you see a die rolling on the playing area and settling on a number. A behind-the-scenes DM picks from many available choices at random plot junctures, with the ability to cope with unexpected situations a la Deus Ex. Even the starting area can be different, meaning you won't have to suffer through the same tutorial level over and over to see all the plot branches.I played a game online where you're "actually playing a board game." As in you had to set up the board, clicking the individual pieces and cards, interpreting and enforcing the rules yourself (lots of arguing), plus you could flip out and start throwing stuff when stuff doesn't go your way, etc. etc. It was too small to be fun for very long though, plus at any time any of the players can click the RESET button and put all the pieces back in their original places. Trolls would drop in to people's games, click RESET, watch the rage, then leave, but thats what friends, Skype, and a private match are for. :P
Spending some GP to bring food to game night has a chance of fudging the DM's secret rolls in your favor. :P
You know what video game I want? I want a video game where you can be or combat The Thing (John Carpenter version). Not the really, REALLY bad games that make no sense and have been christened 'Piss, Vomit and Panels', but something that's actually GOOD and stuff. It'd be like Spore but infinitely more complex and badass. It would be a pain in the ass to change out of th blue without having to design every 5 seconds, but maybe you could design a bunch of limbs/bodies/etc and then pull them up in a tab ingame (the game would pause as you do this), put the part that YOU desgined on wherever you needed it on the Thing, and unpause, watch it transform, and proceed to wreck shit. Hell, you could even build spacecraft if you went far enough! It would be an absolute bitch to do, though, because to do it right you'd need DF levels of procedural generation and attention to detail, combined with at least moderate graphics so we can see how the wings we put on our curent form flap as we fly, or the way people spasm as you impale them on the end of your giant spike thing growing out of your arm.This, so much, but the focus should be on who is The Thing, and who isn't?
If anyone ends up making that, I will do great things for that person. Great things.
True, that would probably be a big part of it, but at least in my interpretation and from what I've read, the Thing isn't so much a natural imitator as every single piece of fiction seems to portray it as so much as what Ash said in the first Alien movie - the perfect biological organism. It can literally do anything with biomass, and the imitation was not so much a natural hunting behavior as a reaction to the humans burning a few of it's forms to death. It knows that the humans trust and thus won't burn to death other humans, so it imitates them in an attempt to survive. Presumably in the movies it doesn't have the time and/or resources to develop a fireproof coating, or it doesn't have the appropraite gene for it and doesn't have time to manufacture it on the fly. In reality, the Thing doesn't have any special vulnerability to fire any more than a naked man does. Setting both of them on fire will result in intense pain for both of them and presumably shock and/or death in the case of the human. However, if you test a flamethrower against a Thing actually trying to kill you? The bugger's going to be more deadly than a Xenomorph.You know what video game I want? I want a video game where you can be or combat The Thing (John Carpenter version). Not the really, REALLY bad games that make no sense and have been christened 'Piss, Vomit and Panels', but something that's actually GOOD and stuff. It'd be like Spore but infinitely more complex and badass. It would be a pain in the ass to change out of th blue without having to design every 5 seconds, but maybe you could design a bunch of limbs/bodies/etc and then pull them up in a tab ingame (the game would pause as you do this), put the part that YOU desgined on wherever you needed it on the Thing, and unpause, watch it transform, and proceed to wreck shit. Hell, you could even build spacecraft if you went far enough! It would be an absolute bitch to do, though, because to do it right you'd need DF levels of procedural generation and attention to detail, combined with at least moderate graphics so we can see how the wings we put on our curent form flap as we fly, or the way people spasm as you impale them on the end of your giant spike thing growing out of your arm.This, so much, but the focus should be on who is The Thing, and who isn't?
If anyone ends up making that, I will do great things for that person. Great things.
Didn't they use a heated piece of wire on blood samples to tell whether someone was the Thing?They did. The blood screamed, IIRC.
I remember hearing that the Thing was sorta vulnerable to electricity, in that it will instinctively attack whatever zaps it even if it would be in it's best interest to remain undetected. In the movie, they attempt to use a defibrillator on some dude who turns out to be a/the Thing. If it had just played dead, or pretended to "get better", it would have been fine. Instead it sprouts a set of jaws from it's ribcage and reveals itself only to get roasted.True, for fire/acid resistance I was thinking of carapaces/exoskeletons and the like. I think that Norris-Thing was kinda fucked up from having a heart attack and was having trouble coordinating or something - a Thing's brain is its body, not just the brain, so a malfunctioning organ would screw the thought process over and leave it to it's instincts. That mainly came about because it never expected to have a body part that was broken, considering that that's impossible for it.
So perhaps that's the Thing's major weakness. That and enough fire or acid will destroy anything made of organic matter.
It also jumped out of the container and later flowed away, which I'm not even sure how that's possible. It's CELLS can jump!Didn't they use a heated piece of wire on blood samples to tell whether someone was the Thing?They did. The blood screamed, IIRC.
True, that would probably be a big part of it, but at least in my interpretation and from what I've read, the Thing isn't so much a natural imitator as every single piece of fiction seems to portray it as so much as what Ash said in the first Alien movie - the perfect biological organism. It can literally do anything with biomass, and the imitation was not so much a natural hunting behavior as a reaction to the humans burning a few of it's forms to death. It knows that the humans trust and thus won't burn to death other humans, so it imitates them in an attempt to survive. Presumably in the movies it doesn't have the time and/or resources to develop a fireproof coating, or it doesn't have the appropraite gene for it and doesn't have time to manufacture it on the fly. In reality, the Thing doesn't have any special vulnerability to fire any more than a naked man does. Setting both of them on fire will result in intense pain for both of them and presumably shock and/or death in the case of the human. However, if you test a flamethrower against a Thing actually trying to kill you? The bugger's going to be more deadly than a Xenomorph.It can't do anything with biomass. It can only imitate the organisms it had absorbed (otherwise it would just be a shapeshifter, not an animal that mimics its prey perfectly). BUT. It can, in layman's terms, mix around the parts he has already absorbed. Either that or The Thing is really dumb, or single-minded, in the sense that he only can do two things: mimic the living stuff around me perfectly, or attach as many pointy objects and limbs as I can to myself in the hope that I can a) kill everything nearby, or b) escape to try again.
Anyhow, yeah, any game that properly emulates the Thing would have to be REALLY complex.
[/infodump]
I remember hearing that the Thing was sorta vulnerable to electricity, in that it will instinctively attack whatever zaps it even if it would be in it's best interest to remain undetected. In the movie, they attempt to use a defibrillator on some dude who turns out to be a/the Thing. If it had just played dead, or pretended to "get better", it would have been fine. Instead it sprouts a set of jaws from it's ribcage and reveals itself only to get roasted.In the original book that the film is based off of they kill The Thing using makeshift zappers that they wore on their backs. It was pretty much just jumper cables, batteries and metal rods with some insulation (not literally but somewhere along those lines. in the first movie (there was a 40's one) they tricked it into walking onto a puddle on the floor that they had electrified, but before they tried to shoot it).
So perhaps that's the Thing's major weakness. That and enough fire or acid will destroy anything made of organic matter.
Yeah I tend to do that. :P Sorry if I WMG'd a bit too wildly.True, that would probably be a big part of it, but at least in my interpretation and from what I've read, the Thing isn't so much a natural imitator as every single piece of fiction seems to portray it as so much as what Ash said in the first Alien movie - the perfect biological organism. It can literally do anything with biomass, and the imitation was not so much a natural hunting behavior as a reaction to the humans burning a few of it's forms to death. It knows that the humans trust and thus won't burn to death other humans, so it imitates them in an attempt to survive. Presumably in the movies it doesn't have the time and/or resources to develop a fireproof coating, or it doesn't have the appropraite gene for it and doesn't have time to manufacture it on the fly. In reality, the Thing doesn't have any special vulnerability to fire any more than a naked man does. Setting both of them on fire will result in intense pain for both of them and presumably shock and/or death in the case of the human. However, if you test a flamethrower against a Thing actually trying to kill you? The bugger's going to be more deadly than a Xenomorph.It can't do anything with biomass. It can only imitate the organisms it had absorbed (otherwise it would just be a shapeshifter, not an animal that mimics its prey perfectly). BUT. It can, in layman's terms, mix around the parts he has already absorbed. Either that or The Thing is really dumb, or single-minded, in the sense that he only can do two things: mimic the living stuff around me perfectly, or attach as many pointy objects and limbs as I can to myself in the hope that I can a) kill everything nearby, or b) escape to try again.
Anyhow, yeah, any game that properly emulates the Thing would have to be REALLY complex.
[/infodump]
If any of that is true, then the Thing is not reactive. He is not human. His intelligence would be rudimentary in the sense that he would only be as smart as he needs to be. The only reason he would demonstrate forethought when building the spaceship (since he KNOWS he is unstoppable once he has reached a populated area) is because it means he will propagate himself more quickly.
But thats all speculation, and most of it is extremely self-contradictory and nonsensical in hindsight anyway.
TBH I think you're going a bit overboard with how hard you're thinking about this Xant. The best (and probably only) way to make The Thing a game would be to reenact the movie, with a lot of randomisation and different ways to interact with the environment. The fun would have to stem from the fact that there would be so many potential factors that it would be like reliving the movie, in a different way, every single time. The outpost would have more facilities and NPCs (if any) instead of fewer, there would be a snowcat and a helicopter instead of two snowmobiles, the armoury would have shotguns instead of hunting rifles, etc.
-snip-The Thing is afraid of fire. He fears fire. It is his weakness because it puts the entire body in danger, and thus all the cells stop working together, because they want to escape. If you blasted a Thing with a flamethrower, no matter what he is dressed up as every part of him will immediately bail, because 'fuck fire it hurts.'
That didn't always happen as it did in the movies, but I see your point.-snip-The Thing is afraid of fire. He fears fire. It is his weakness because it puts the entire body in danger, and thus all the cells stop working together, because they want to escape. If you blasted a Thing with a flamethrower, no matter what he is dressed up as every part of him will immediately bail, because 'fuck fire it hurts.'
Well there have to be some rules and exceptions, otherwise the whole thing would be a mess. Making a good monster means knowing when to draw the line, and John Carpenter nailed it perfectly, so let's not ruin it by trying to poke holes in the idea.That didn't always happen as it did in the movies, but I see your point.-snip-The Thing is afraid of fire. He fears fire. It is his weakness because it puts the entire body in danger, and thus all the cells stop working together, because they want to escape. If you blasted a Thing with a flamethrower, no matter what he is dressed up as every part of him will immediately bail, because 'fuck fire it hurts.'
True dat.Well there have to be some rules and exceptions, otherwise the whole thing would be a mess. Making a good monster means knowing when to draw the line, and John Carpenter nailed it perfectly, so let's not ruin it by trying to poke holes in the idea.That didn't always happen as it did in the movies, but I see your point.-snip-The Thing is afraid of fire. He fears fire. It is his weakness because it puts the entire body in danger, and thus all the cells stop working together, because they want to escape. If you blasted a Thing with a flamethrower, no matter what he is dressed up as every part of him will immediately bail, because 'fuck fire it hurts.'
True dat.Why Xant?! Why can't you understand meeeeeeeeee??!!! D:
I had a dream. A dream that one day, a motivated and more-or-less skilled someone can sit down and make a game that would be Space Station 13 + FTL. You play as a single crewmember along with other people being other crewmembers, and you have to perform all the actions, whether it's combat or fixing the engine or piloting, yourself.That would be epic if you were playing with friends.
The way I see it, the ship you use and its surrounding are would operate like FTL, except in an open world: every time you fly to a location, an event may pop up. The crew gets some time to deliberate on what to do, and make the decision over the console.
I had a dream. A dream that one day, a motivated and more-or-less skilled someone can sit down and make a game that would be Space Station 13 + FTL. You play as a single crewmember along with other people being other crewmembers, and you have to perform all the actions, whether it's combat or fixing the engine or piloting, yourself.So pretty much an open-world Guns of Icarus thing?
The way I see it, the ship you use and its surrounding are would operate like FTL, except in an open world: every time you fly to a location, an event may pop up. The crew gets some time to deliberate on what to do, and make the decision over the console.
Except not bad.I had a dream. A dream that one day, a motivated and more-or-less skilled someone can sit down and make a game that would be Space Station 13 + FTL. You play as a single crewmember along with other people being other crewmembers, and you have to perform all the actions, whether it's combat or fixing the engine or piloting, yourself.So pretty much an open-world Guns of Icarus thing?
The way I see it, the ship you use and its surrounding are would operate like FTL, except in an open world: every time you fly to a location, an event may pop up. The crew gets some time to deliberate on what to do, and make the decision over the console.
I had a dream. A dream that one day, a motivated and more-or-less skilled someone can sit down and make a game that would be Space Station 13 + FTL. You play as a single crewmember along with other people being other crewmembers, and you have to perform all the actions, whether it's combat or fixing the engine or piloting, yourself.That would be epic if you were playing with friends.
The way I see it, the ship you use and its surrounding are would operate like FTL, except in an open world: every time you fly to a location, an event may pop up. The crew gets some time to deliberate on what to do, and make the decision over the console.
Magicka + the spell creator in Oblivion. Minus the limitation on how many elements you can combine. It'd be an RPG where say, you could specialize in one kind of element while branching out would bring advantages and disadvantages, and should you balance all of them you become a Prismatic jack of all trades, master of none. You get to make your own spells and choose their damage, effects, manna cost, duration, range, and cooldown. But balanced, so the more damage you add the more manna cost and cooldown get added. You'd have access to burst damage, continuous spray, area of effect, damage over time, high cooldown but overpowered spells, walls of an element, element aura, stuff like that. Specializing in a different element would yield different effects for each sort of spell. Like focusing in water would make you progressively more agile while slowing down others to a point (i.e. you travel faster on water, which slows others). You'd be heavily resistant to fire, but god forbid should a thunder or ice mage show up once you soaked the entire area.
Magicka + the spell creator in Oblivion. Minus the limitation on how many elements you can combine. It'd be an RPG where say, you could specialize in one kind of element while branching out would bring advantages and disadvantages, and should you balance all of them you become a Prismatic jack of all trades, master of none. You get to make your own spells and choose their damage, effects, manna cost, duration, range, and cooldown. But balanced, so the more damage you add the more manna cost and cooldown get added. You'd have access to burst damage, continuous spray, area of effect, damage over time, high cooldown but overpowered spells, walls of an element, element aura, stuff like that. Specializing in a different element would yield different effects for each sort of spell. Like focusing in water would make you progressively more agile while slowing down others to a point (i.e. you travel faster on water, which slows others). You'd be heavily resistant to fire, but god forbid should a thunder or ice mage show up once you soaked the entire area.
Mating flights
Ants mate on the wing, so "flying ants" are males and immature queens. Mating / nuptial flights of Lasius niger usually occur around June to September throughout the species' range; in North America flights usually occur during the autumn, whereas in Europe they generally take place during the hot summer months of July and August. Flights can contain thousands of winged males and females.[2]
Disparities between local weather conditions can cause nuptial flights to be out of phase amongst widespread populations of L. niger. During long-lasting, hot summers, flights can take place simultaneously across the country, but overcast weather with local patches of sunshine results in a far less synchronised emergence of alates (winged individuals).
Once the queens have mated they will land and discard their wings and begin to find a suitable place to dig a tunnel. Meanwhile the males generally only live for a day or two after the mating flights and will then die.
New nest
Once the tunnel has been completed, a queen will block the entrance and retreat to the bottom. Subsequently, the queen will begin to dig out a small chamber; this will serve as the founding chamber of the new colony. Generally, a queen will begin to lay eggs immediately after the construction of the chamber; the eggs will hatch after 8–10 weeks. Until the eggs hatch and grow to maturity, a Lasius niger queen will not eat, relying on the protein of her wing muscles to be broken down and digested. In some cases, a Lasius niger queen may eat her own eggs in order to survive.
Egg to ant
Lasius niger have 4 stages of development egg, larva, cocoon and adult. Lasius niger lay tiny, white kidney shaped eggs with a smooth sticky surface which helps them to be carried in a group instead of one by one. After hatching Lasius niger proceed onto the larva stage resembling tiny maggots. The larva need to be fed by the queen (or workers in the case of an established colony) if they are to mature, as they feed the larva grow shedding their skin, doing so usually three times in total. With each molt the larva grow hooked hairs which allows them to be carried in groups. When Lasius niger larva reach the last molt they are generally too big to be carried as part of a group and so are carried singularly. Once the larva grows big enough it spins a cocoon around itself. To aid this process a queen (or workers) may bury the larva so that it can spin its cocoon undisturbed, and begins a process of metamorphosis. Once the process is complete the Lasius niger worker emerges from the cocoon, at this stage Lasius niger is completely white but will darken over the course of an hour until it has turned black.
Colony established
The first worker ants that emerge are very small compared to later generations. At this point the workers immediately begin to expand the nest and care for the queen and brood, they eventually remove the seal from the entrance to the nest and begin to forage above ground. This is a crucial time for the colony as they need to gather food quickly to support future growth and particularly to feed the starved queen, who would have lost around 50% of her body weight. From this point on the queen's egg laying output will increase significantly, becoming the queen's sole function. The later generations of worker ants will be bigger, stronger and more aggressive, reason being dependent on the amount of nutrition Lasius niger receives at the larva stage. The initial brood being fed only by the scarce resources available to a queen will be much smaller than brood supported by a team of foraging and nursing workers. Provided workers are able to find food at this stage the colony will see an exponential rise in population. After several years once the colony is well established the queen will lay eggs that will become queens and males. Black ants often make large nests with extensive tunnel connections.
I'd like either a fight club-esque game of just pure bare-knuckle boxing/brawling, or a knife fighting game.They had one of those, it was called Fight Club (http://www.youtube.com/watch?v=fGfNLg2g4rw).
Of course he hadn't heard of it though, nobody talks about it.I'd like either a fight club-esque game of just pure bare-knuckle boxing/brawling, or a knife fighting game.They had one of those, it was called Fight Club (http://www.youtube.com/watch?v=fGfNLg2g4rw).
-snip-
I really want this game to happen. Might run this by some folks I know and see how they feel, if it's cool with you.
I want a mix of FPS and strategy on a grand scale- such as this:
You have to balance missions and technology- for instance, let's say you're at an early mission in the game. You need to scout, disable the power, then strike coordinatedly on a single target before fleeing. Your target should be the only one to see you and not be able to tell anyone that after you're done.
Before this mission, you've done research. You've spent funds in various areas, such as the weapons, armor, equipment, and training of your operatives, as well as infil, exfil, pre-mission intelligence, and tools to use during a mission. You've also bought various assets that you have to keep track of- if you buy a carrier to launch air vehicles from, it's also your job to place it before missions and put it out of harm's way in the mean-time.
So then. You've managed to get yourself a small strike force of VFM Harpies (VTOL jets, capable of hovering to provide stable close air support) and borrow a nearby carrier to launch them from. Thanks to research and manufacturing, you've outfitted your four-man team with equipment such as advanced octorotor drones (quadrotor, 2x2. Capable of flips.) and silent breaching equipment. They have semiactive camo which mimics colors, and they're loaded out with silenced weapons of choice. Before the mission, you used a stealth satellite to take pictures of the compound, allowing you to mark areas of interest.
As for infil, you've chosen the expensive option of a HALO dragchute. The stealthiest option at the time, it involves a regular HALO jump, but the parachutes are activated earlier. They don't fully balloon until a certain speed is reached, ensuring safe landing, while sacrificing little in the way of stealth.
The mission starts. You are outside the compound walls. You order everyone to hold back, and take control of a character with the octorotor drone. Sending it up, you fly above surveillance and scout the area firsthand. Marking waypoints, you make your way to the power supply with the drone and fly it close to a vital area of the machine before detonating the drone, causing a power outage.
You order your team to start moving along the waypoints. Still in "quiet" mode, everyone avoids engagements. Not a problem, since the power is out and everyone is more worried about that than the four shadows that flicker by.
Reaching your target after taking out a few troublemakers quietly, you breach the small hangar and reveal a plot point as well as a warning- the enemy has a Big Weapon, and probably many more. You have a choice appear. Put a tracker on it, track and sabotage, or place a beacon and send the VFM Harpies to destroy it?
---
In an almost X-Com like system, gameplay is half management of research and arming your team and half strategy- though, in this case, it's real time. Online would offer co-op where four or five players (each outfitting themselves based on who's in charge and what they have) allowing strategy beyond what the AI is set to handle.
You will have to keep up with your enemies, especially in certain missions set to allow the enemy AI a range of options. Say a low-rank enemy sees you. Chances are he'll shout and a gunfight will break out, but he could also silently go and set off an alarm. Either way could alert a high-ranking officer, and they could very well have something up their sleeve you aren't going to like- such as attack helicopters, drones, and any number of things out to kill you.
The game has a stealth bend but stealth is not the only way to play. Sort of like GR:FS's campaign.
-snip-
I wonder why this hasn't been made yet. I'd call it "Uplift", and throw in a Big Black Monolith that you use, Von-Neumann-Probe style, to discover and reach out to new species across the galaxy as a little nod.
The metagame follows your progress as you work your way up from interstellar empire to the single superpower in the your Galaxy. Then you capture the heart of your Galaxy, and using it are able to cross the void between Galaxies, and wage war against other Galaxies, with their own superpowers. Perhaps your goal is to capture the heart of each galaxy, which is the energy source/key to the space-bending tech you need to go between galaxies or something.
Add some more 4x elements, and make war just an option and not a necessity for victory. And If you wanted to make it Spore Space Stage Done Right, you could then publish your Galaxy and put it out on the cloud, and it would track your success, so you can see how your forces do in a battle against other players Intergalactic Empires.
I really want this game to happen. Might run this by some folks I know and see how they feel, if it's cool with you.
Guns of Icarus + FTL
You and some amount of other people crew a space ship from a first person perspective. The spaceship does most of the fighting but you keep it running from the inside by controlling systems, repairing damage, and fighting off boarders, while attempting to blow up or board enemy ships.
A game about being a bodyguard. NO, HEAR ME OUT.I want to make this into a forum game.
Games that have escort missions in them, like Resident Evil 4, have actually been kinda neat in the past, even having some enjoyable moments within those dreaded missions. Particularly in RE4, you have a large degree of control over your charge, plenty of time to prevent any mishaps and in the end Ashley can take a few hits if you're not quite quick enough.
The game I have in my head is a bit of a cross between that and reverse Hitman, in a Deus Ex-style setting. Missions can include keeping an eye out for snipers while high-profile targets give speeches, escorting intelligence officers or humanitarians through war zones, recovering VIPs from their captors and then extracting them, etc.
In the game, you have an energy shield that essentially creates a large wall hovering in the air in front of you. It stops enemies and projectiles, but once it overloads it's gone for good. You can keep close to your charge and fire around it, or leave it in a doorway to stop pursuing assassins. After the shield's gone, you can still force your charge to the ground and protect them with your own body, using a sidearm to keep firing.
Instead of having an escort mission shoehorned into an entirely different game, why not make the escort mission into an entirely new type of game crafted around the concept?
I want to make this into a forum game.
However, with improved AI that kind of game might actually be good. But without it... anyone who has played the above game would understand
I think I've seen that before. (http://www.wolfire.com/black-shades)
By far, the most brilliant thing Ashley did was duck if you aimed in her direction. It's amazing how effective such a simple move can be :PI literally shouted at the screen "WHY HASN'T ANYONE THOUGHT OF THAT BEFORE?!" when I saw her do so.
I would like a game where you play as a space marine, but you handle your armor, guns, and maybe vehicles like you do in Reciever- By handling every step of the process.
It wouldn't be hard to use, you just wouldn't know how to use it.I would like a game where you play as a space marine, but you handle your armor, guns, and maybe vehicles like you do in Reciever- By handling every step of the process.
You could be one of those "recruited from an uncivilized world" space marines. Like you start the game wielding a sword and then some crazy space people come down, give you a bunch of weapons you don't know how to use, and then you end up fighting bugs on a moon base.
That would explain why you have such a hard time using your own equipment.
It wouldn't be hard to use, you just wouldn't know how to use it.I would like a game where you play as a space marine, but you handle your armor, guns, and maybe vehicles like you do in Reciever- By handling every step of the process.
You could be one of those "recruited from an uncivilized world" space marines. Like you start the game wielding a sword and then some crazy space people come down, give you a bunch of weapons you don't know how to use, and then you end up fighting bugs on a moon base.
That would explain why you have such a hard time using your own equipment.
I wonder what this big red button do-SELF DESTRUCT ACTIVATED
Maybe if I press this green but- fuck it, this way at least someone I know can outrun the blast.It wouldn't be hard to use, you just wouldn't know how to use it.I would like a game where you play as a space marine, but you handle your armor, guns, and maybe vehicles like you do in Reciever- By handling every step of the process.
You could be one of those "recruited from an uncivilized world" space marines. Like you start the game wielding a sword and then some crazy space people come down, give you a bunch of weapons you don't know how to use, and then you end up fighting bugs on a moon base.
That would explain why you have such a hard time using your own equipment.
I wonder what this big red button do-SELF DESTRUCT ACTIVATED
OH GODS! Maybe I can stop the self destruction by pressing this blue bu-- SUPER ULTRA SELF DESTRUCT ACTIVATED
It wouldn't be hard to use, you just wouldn't know how to use it.I would like a game where you play as a space marine, but you handle your armor, guns, and maybe vehicles like you do in Reciever- By handling every step of the process.
You could be one of those "recruited from an uncivilized world" space marines. Like you start the game wielding a sword and then some crazy space people come down, give you a bunch of weapons you don't know how to use, and then you end up fighting bugs on a moon base.
That would explain why you have such a hard time using your own equipment.
I wonder what this big red button do-SELF DESTRUCT ACTIVATED
OH GODS! Maybe I can stop the self destruction by pressing this blue bu-- SUPER ULTRA SELF DESTRUCT ACTIVATED
https://www.youtube.com/watch?v=CBawCe6du3w&list=SP269398EFF9B8DE81&index=41
This Vid from Corridor Digital...
A game about being a bodyguard. NO, HEAR ME OUT.I want to make this into a forum game.
Games that have escort missions in them, like Resident Evil 4, have actually been kinda neat in the past, even having some enjoyable moments within those dreaded missions. Particularly in RE4, you have a large degree of control over your charge, plenty of time to prevent any mishaps and in the end Ashley can take a few hits if you're not quite quick enough.
The game I have in my head is a bit of a cross between that and reverse Hitman, in a Deus Ex-style setting. Missions can include keeping an eye out for snipers while high-profile targets give speeches, escorting intelligence officers or humanitarians through war zones, recovering VIPs from their captors and then extracting them, etc.
In the game, you have an energy shield that essentially creates a large wall hovering in the air in front of you. It stops enemies and projectiles, but once it overloads it's gone for good. You can keep close to your charge and fire around it, or leave it in a doorway to stop pursuing assassins. After the shield's gone, you can still force your charge to the ground and protect them with your own body, using a sidearm to keep firing.
Instead of having an escort mission shoehorned into an entirely different game, why not make the escort mission into an entirely new type of game crafted around the concept?
https://www.youtube.com/watch?v=CBawCe6du3w&list=SP269398EFF9B8DE81&index=41
This Vid from Corridor Digital...
Its workable up until your "Unlink" an older character. What happens then???https://www.youtube.com/watch?v=CBawCe6du3w&list=SP269398EFF9B8DE81&index=41
This Vid from Corridor Digital...
This would also be pretty neat, something like a turn-based fight, where you have to react to the other player's previous turn and prepare for their next one, but with a quirky time element to it.
no ideas at the moment, so PTW as this thread is filled with some nice ideas :D
I'd like a game where you're dropped into a randomly generated maze, with random item drops, and all the while, you're being stalked by a hungry minotaur.I'm actually pretty sure there is an indie dungeon crawler that is exactly like that out right now.
New version of Carmageddon.... Close to the original one in style
Basically lets move the camera about and look around without actually moving yourself(ie, remote viewing; you are a psychic in that game). Kinda useless since assassins will still attack the VIP while you're doing it, and assassins will only ever spawn near your VIP, so there's no point in scouting ahead(plus, your VIP wanders randomly anyway).I think I've seen that before. (http://www.wolfire.com/black-shades)
What does "soul release mode" do? ???
My idea is a sort of RPG / dungeon crawl, with a large amount of customization, in a large tower. The game would focus largely on elemental magic. The tower will have magically altered spatial properties, so the individual floors can be extremely large. You'd start off in an underground village, cut off from the outside world. The only way for them to be free is for a champion to ascend to the top of the tower. Each floor will be themed around either a single element, or a combination of two elements. I have com up with eleven elements, so when I do the math I get eleven floors with one element, plus another fifty-five, each with a combination of two, and two more floors, one for the entrance and a sort of rooftop for the boss. So that gives a total of 68 floors. Each one should take between 15 minutes if you're over leveled and rushing through, to up to 45 if you search out all the collectibles. The floors will generally move from the 11 single element floors, to the element combinations that make sense, to the most dangerous floors, which would be those with conflicting elements.I like it.
For example, the floor with the elements fire and dark will create a Hell floor, with scorched terrain, demonic enemies, and many fire and cursing attacks. Fire and water, would create a Steam floor, with enemies like steam elementals or maybe steampunkesque automatons. And a water and dark would create an Abyssal floor, with constricting corridors, dark rooms, aquatic enemies, and dangerous swims through submerged pipes, to promote that frantic drowning feeling.
And finally, is character development. Rather than loot, as you defeat enemies and beat floors you'd gain Class points, which unlock new class abilities, Magic points, which unlock new spells, and Weapon points, which evolve your weapon. I'm thinking that the Class and Magic points would be able to spend in any part of the tree you have unlocked, where weapon points form a more linear path; each weapon would give you two choices to upgrade, and when you level up your weapon and pick one, you can't turn back.
And that, is my mothertrucking essay on a very hypothetical scenario if I was a game developer.
no ideas at the moment, so PTW as this thread is filled with some nice ideas :D
This thread is BLOATING with epic ideas.
If you feel like going through the 157 pages so far.
Some kind of Bioware-style team RPG or stealth game set in Ancient Rome.
Except its not set in ancient Rome...Some kind of Bioware-style team RPG or stealth game set in Ancient Rome.Spoiler: You mean Dragon Age: Origins? (click to show/hide)
EDIT: http://www.youtube.com/watch?v=Fg-qSoEkVo0 (http://www.youtube.com/watch?v=Fg-qSoEkVo0)
I want a sort of randomly generated FPS, based around a sick mental mashup of Front Mission and Far Cry 3 that's been flying through my head the past few days. Imagine now that Far Cry 3 took place on a singular island, and rather than the three factions (Rakyat, Privateers, Pirates) you've got an entirely different grouping: Most (roughly 90%) of the island is controlled by the ODU (Oceanic Defense Union, your enemy), but only 50% of that is their territory. The other 40% in their control is mostly small villages with groups of soldiers (think of this as a difficulty curve- the first outposts aren't fully equipped, but the latter half of the island is crawling with nasties.That sounds dope. I've always wanted to play Front Mission! D: Maybe I could forum game it sometime, but I don't think I could come up with better ideas for bots than you can.
You've got the remaining 10%, equating to 2 or 3 outposts. One of these is heavily fortified, the others are much less defended. It's mentioned that they'll need to be upgraded soon, which hints at an outpost upgrade feature- your opponents will actively attack outposts even when you aren't there (data would be abstracted DF style- check outpost strengths then simulate battle in the simplest way), starting fairly nonaggressive and getting honey-badger level nearer the 50/50 mark.
You start as a basic recruit, so your skill with anything but basic rifles and pistols is abysmal, and even they'll jam. Gunfights aren't exactly something you'll want to do that much. The more you use a weapon, however, the better you get with it as well as that type of weapon: say, for instance, you're using a basic lever-action shotgun.
Primarily every kill you get nets you XP for that particular gun. With a few kills, you'll pick up the basics, reliably and quickly maneuvering the lever and keeping the gun steady.
Secondarily you'll get general shotgun XP, which helps for all shotguns. While less than what you get for the single gun, if you pick up a SPAS-12 after getting good with the Model 1887, you'll be OK at first, especially with things such as stability and aim. Reloading gets the least skill gain from secondary XP.
Tertiarily, you'll get XP for any weapon similar to the Model 1887- lever actions, weapons with similar grips, through a tag-based system. Most noticeable on fully-automatic arms, as they'd be the largest group, but still only a very tiny amount of XP.
Levels don't exist, but XP gained dosen't always go to the same place. Primary XP generally tries to apply itself evenly across the board- it still ignores the fact you're really good at reloading a gun you aren't entirely sure how to hold, so you'll be awesome at reloading by the time you can operate it properly- but doesn't apply XP to anything that's maxed out if possible.
Secondary XP tends to go for specific areas such as handling, while avoiding things that vary from gun to gun such as reloads. Secondary XP will attempt to "fill in" low areas more than higher areas, but still applies points to high areas and does not care if a value is already maxed out.
Tertiary XP goes for lowest stat, or operation (such as faster bolt-action-ing) if they're mostly equal. Tertiary XP never goes to a maxed stat.
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With a complicated weapons-handling system, you feel as though you're actually learning how to use the guns rather than becoming Rambo the moment you get your first LMG (you'd feel like a loud, bullet-happy idiot for about one box, and then the barrel overheats- that is, if you're lucky enough to not jam) and stealth becomes a MAJOR aspect...
Especially when you near 40~45% control. That's when the other half of the island gets active and the Walker Tanks (Needs a better title, but it's hard as hell to give mecha a new name) start coming out.
You don't want to fight a Walker Tank.
You NEVER want to fight Walker Tanks.
Sure, they have weaknesses. If you've really trained up that sniper, try and take out it's cameras. Maybe you've become quite the demolitions expert? I hope you brought your own ammo chest full of rockets. Absolutely HAVE to kill the thing? You could try ramming it with a car...
So long as you don't try these on the wrong models. Yes, there should be roughly 16-22 different, unique models of Walker Tank, with a few variations on each- When not to use certain strategies?
Sniper vs The Jameson
The Jameson is primarily a recon drone, but it's armed well enough. It's head is a radar dish atop a round array of eight eyecameras, and it gets kinda pissed off if you try and shoot them out one by one. Generally, when a Jameson gets pissed off, it uses it's single Vulcan to tear down whatever shot it, but if it can't find you, it just locks onto a wide area where you could be and fires a MIRV-style missile that rains down TWELVE WARHEADS. Don't shoot the Jameson.
Demolitions vs The Albert
The Albert is the tank of all Walker Tanks. It's so thickly coated in metal that not only is it worshipped by certain music groups, but it needs four legs to hold itself up.
It makes up for that with a four-barreled grenade launcher. And by "grenade" we really mean "about the force of eight hand grenades in one blast".
Explosives don't really work against it, in case that didn't click in when I mentioned that heavy metal bands worship it for its metal.
Vehicular Manslaughter vs The Michaelis
The Michaelis is a fast-response Walker Tank with very stable footing. Chances are ramming into it, assuming you manage to dodge it's twin Vulcans, will do bugger all, and then it will crush you underfoot if you're lucky. It can just kick you. Generally, the crushing is a faster death.
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So, a very tactical, survival-and-mecha blend in a Far Cry 3 engine.
I'd like a magic system that's based entirely around drug use. Hear me out.
Basically, it'd take place in a nasty part of town in your usual East Coast city that's not New York, honest. You are your average gangster at the bottom, trying to make a living through intimidation and killing, but you aren't the best at it since you aren't as durable or strong as the other protagonists: you can take one, maybe two hits from a pistol at best. However, you manage to gain access to a military-developed drug that was discontinued, and you learn how to make more of it. Basically, the drugs would be spells. You'd have a drug that makes you super-durable, one that makes you extremely fast, one makes you be able to shoot fireballs, etc. However, it's not exactly like plasmids. For one, you can't mix opposites. Sure, you can supplement your fireballs with super-speed, but you're going to have a backfire if you try to blend it with ice. Another is that there are two main problems with the drugs. One, they are really addictive and the withdrawal is awful and will screw up your gameplay. No superspeed drug? You can't move as fast. No mindreading drug? Your character gets huge headaches meaning the screen blurs and distorts. Worse, if you take too much of a drug, disasterous side effects ensue: your powers go haywire and cause chaos. Fires just naturally happen around you with the firestarter drug, you crush your guns and render them useless with superstrength, etc.
You'd have to balance your addictions and try not to overdo it or else disasterous consquences ensue.
Some kind of Bioware-style team RPG or stealth game set in Ancient Rome.Spoiler: You mean Dragon Age: Origins? (click to show/hide)
EDIT: http://www.youtube.com/watch?v=Fg-qSoEkVo0 (http://www.youtube.com/watch?v=Fg-qSoEkVo0)
Cool! I was thinking of making a forum game with that as the magic system as well. Any good ideas that RP had for it?*snip*Interesting, I'm playing a Play-by-Post role-playing game right now that has a magic system based around drug use (and addiction). It works for things like spellcasting or specific powers.
Except its not set in ancient Rome...Some kind of Bioware-style team RPG or stealth game set in Ancient Rome.Spoiler: You mean Dragon Age: Origins? (click to show/hide)
EDIT: http://www.youtube.com/watch?v=Fg-qSoEkVo0 (http://www.youtube.com/watch?v=Fg-qSoEkVo0)
I should read that book. I throughly enjoyed the (badly marketed but excellent) film.
Edit: KOTOR? Star wars has princesses and spaceships, right?
Cool! I was thinking of making a forum game with that as the magic system as well. Any good ideas that RP had for it?*snip*Interesting, I'm playing a Play-by-Post role-playing game right now that has a magic system based around drug use (and addiction). It works for things like spellcasting or specific powers.
I would like a game with heroes like Majesty but with much deeper guild tech trees and multiple units. Also with some citybuilding. And guilds should be able to produce special goods above and beyond what the economic guilds can make. Also I'd like extensive multiclassing options. So a wizards guild that multiclasses to pyromancy or geomancy or something and then an archers guild that multiclasses to like nature magic like vines on arrows or arrows adding rot damage and shit.Honestly I'd be satisfied with a remake. The game was just so darn simple that anyone could play it and have a good time. I loved it as a kid.
I would like a game with heroes like Majesty but with much deeper guild tech trees and multiple units. Also with some citybuilding. And guilds should be able to produce special goods above and beyond what the economic guilds can make. Also I'd like extensive multiclassing options. So a wizards guild that multiclasses to pyromancy or geomancy or something and then an archers guild that multiclasses to like nature magic like vines on arrows or arrows adding rot damage and shit.Honestly I'd be satisfied with a remake. The game was just so darn simple that anyone could play it and have a good time. I loved it as a kid.
Definitely. It would be insanely easy to just make the game bigger.I would like a game with heroes like Majesty but with much deeper guild tech trees and multiple units. Also with some citybuilding. And guilds should be able to produce special goods above and beyond what the economic guilds can make. Also I'd like extensive multiclassing options. So a wizards guild that multiclasses to pyromancy or geomancy or something and then an archers guild that multiclasses to like nature magic like vines on arrows or arrows adding rot damage and shit.Honestly I'd be satisfied with a remake. The game was just so darn simple that anyone could play it and have a good time. I loved it as a kid.
I think it was simple enough to do with some added complexity and still be super easy. There were so many huge maps where you got finished before you citified 1/10 of it. There was room for so much more.
Heroes of Might and Magic III HD.Fixed a typo for you there.
That game needs a remake more than anything else in the series, I love it, but it's kinda limited due to its sub-par aesthetics...
Basic game universe I'm working on:
7 worlds; each with 6 towers (dungeons...) that link to another world.
The towers are the source of all magical (and technological) power, exploiting the potential energy between the worlds.
Each world will have 2 of 14 heros, but only 2 can be in/from another world at a time (until the end game).
In the end game (spoiler) the towers fail, and the big bad collects massive energy from the collapse, and all the worlds hodge-podge together in a massive disaster. Wizards and Robots living together, mass hysteria; and you have to collect your party all over again after a time-skip, like the midpoint of Final Fantasy F3/6
Basic game universe I'm working on:So it's like Stephen King's The Dark Tower (sort of)?
7 worlds; each with 6 towers (dungeons...) that link to another world.
The towers are the source of all magical (and technological) power, exploiting the potential energy between the worlds.
Each world will have 2 of 14 heros, but only 2 can be in/from another world at a time (until the end game).
In the end game (spoiler) the towers fail, and the big bad collects massive energy from the collapse, and all the worlds hodge-podge together in a massive disaster. Wizards and Robots living together, mass hysteria; and you have to collect your party all over again after a time-skip, like the midpoint of Final Fantasy F3/6
A strategic FPS game. Each map is in fact a localized "world", like a small region of an MMORPG game. There's two to four small towns (five tiny buildings at the most), each with some services like weapon caches, hospitals, vehicles and a gaggle of NPC guards that may or may not respawn depending on server settings.
Each team ultimately has to gain a certain amount of points. The most direct way to gain points for your team is by killing the other team's players, but this gains a small amount of points and thus isn't really feasible in 500-point matches. This is where the towns come in. Towns have a large number of ways to gain points associated with them.
Capturing a town grants you a moderate amount of points, as well as all the services that particular town has available. If a town is proving too tough to recapture, say if it has an automated turret network, enemy players can deprive the defending team of a town's advantage by destroying the buildings from a distance. Rockets, grenades and bombs can all damage buildings, and once a building is completely leveled it is useless. Destroying structures doesn't directly gain any points, but the team that formerly owned those buildings will lose points for every building destroyed, culminating in a massive deduction if the entire town is lost.
There will also be defense game modes for massive amounts of players, where one team has to defend a sprawling castle laden with turrets, poison gas, secret tunnels and other obstacles while the attacking team has stealth, speed and unpredictability on their side, attacking from aircraft, underground or blowing a hole straight through the castle wall.
Games can be as small as 12 players to as large as 32, with players split between two, three or four teams.
tl;dr Team Fortress 2 plus Star Wars Battlefront plus Command and Conquer plus Havok physics.
Heroes of Might and Magic III HD.Fixed a typo for you there.
That game needs a remake more than anything else in the series, I love it, but it's kinda limited due to its sub-par aesthetics...
This one:Spoiler (click to show/hide)
An RPG with Zelda style combat (target locking, combos, much skill), but with an open-ended sandbox world. And immense level of mobility, going anywhere if you have the right tools (including scaling walls, etc).So Zelda but not story driven?
This one:Spoiler (click to show/hide)
One thing I would love to see is Mount and Blade style game with more (way more) powerful main hero, but with less army - management style. You now, like more standard RPG, with powerful main hero mowing down armies. Also, assembling a party instead of assembling an army would be nice feature (with changeable equipment for the party members, but with level - gaining similar in vein to that of M&B units).
It sounds like there could be a mod for something like that. ;)
It's called Diablo II. :P
I want a game with two modes. the first like star wars battlefront, where you are just a regular soldier, nothing special, the second is controlling everything like an rts and you can swap between modes mid battle. (but it kills your troop if you go to rts mode to make it fair)
yes i have played it. but only on a console.I want a game with two modes. the first like star wars battlefront, where you are just a regular soldier, nothing special, the second is controlling everything like an rts and you can swap between modes mid battle. (but it kills your troop if you go to rts mode to make it fair)
Did you try Mount and Blade? It is quite a bit like that, except you control your forces AS a soldier. Then there are mods: one which allows you to become a regular soldier in a lord's army commonly bundled with another that gives you free view when you get knocked out, letting you control troops RTS-style, and another that makes you take control over a soldier of yours when your character is knocked out.
yes i have played it. but only on a console.I want a game with two modes. the first like star wars battlefront, where you are just a regular soldier, nothing special, the second is controlling everything like an rts and you can swap between modes mid battle. (but it kills your troop if you go to rts mode to make it fair)
Did you try Mount and Blade? It is quite a bit like that, except you control your forces AS a soldier. Then there are mods: one which allows you to become a regular soldier in a lord's army commonly bundled with another that gives you free view when you get knocked out, letting you control troops RTS-style, and another that makes you take control over a soldier of yours when your character is knocked out.
but those mods do sound like what im looking for.
I'd like a ninja game. As in, actually sneaking around, not ninja gaiden 3.
Also make it so you can run around as a peasant, to scout out your target or just take in the beautiful surroundings. you would get most points, not by killing guards or fighting your way through, but by skillful hiding.
WOOPS! got that confused with another game....yes i have played it. but only on a console.I want a game with two modes. the first like star wars battlefront, where you are just a regular soldier, nothing special, the second is controlling everything like an rts and you can swap between modes mid battle. (but it kills your troop if you go to rts mode to make it fair)
Did you try Mount and Blade? It is quite a bit like that, except you control your forces AS a soldier. Then there are mods: one which allows you to become a regular soldier in a lord's army commonly bundled with another that gives you free view when you get knocked out, letting you control troops RTS-style, and another that makes you take control over a soldier of yours when your character is knocked out.
but those mods do sound like what im looking for.
Mount and Blade didn't come out for consoles... are you sure you played it?
One thing I would love to see is Mount and Blade style game with more (way more) powerful main hero, but with less army - management style. You now, like more standard RPG, with powerful main hero mowing down armies. Also, assembling a party instead of assembling an army would be nice feature (with changeable equipment for the party members, but with level - gaining similar in vein to that of M&B units).
It sounds like there could be a mod for something like that. ;)
So... basically just a traditional RPG?
A game where you explore the space and planets via starships and meet aliens etc.(http://25.media.tumblr.com/tumblr_m3mh2np1bO1rnewpeo1_500.jpg)
The catch: the space is the Internet, and the planets are websites. (and "aliens" could be people's avatars)
A game where you explore the space and planets via starships and meet aliens etc.(http://25.media.tumblr.com/tumblr_m3mh2np1bO1rnewpeo1_500.jpg)
The catch: the space is the Internet, and the planets are websites. (and "aliens" could be people's avatars)
I remember that show. I learned about negative numbers looooong before other kids my age due to that show. All I can really rember is a weird chicken called Digit (I think) and Hacker dude.
Same here. I also remember Motherboard's creepy-ass blue collage face.O.O
(http://static.tvtropes.org/pmwiki/pub/images/motherboardcyberchase_4376.jpg)Same here. I also remember Motherboard's creepy-ass blue collage face.O.O
Oh thank you for reminding me. I thought I had successfully repressed that.I remember that show. I learned about negative numbers looooong before other kids my age due to that show. All I can really rember is a weird chicken called Digit (I think) and Hacker dude.
Same here. I also remember Motherboard's creepy-ass blue collage face.
Give the girl some credit, she is Corrupted due to the Big Bad...Oh thank you for reminding me. I thought I had successfully repressed that.I remember that show. I learned about negative numbers looooong before other kids my age due to that show. All I can really rember is a weird chicken called Digit (I think) and Hacker dude.
Same here. I also remember Motherboard's creepy-ass blue collage face.
Give the girl some credit, she is Corrupted due to the Big Bad...Oh thank you for reminding me. I thought I had successfully repressed that.I remember that show. I learned about negative numbers looooong before other kids my age due to that show. All I can really rember is a weird chicken called Digit (I think) and Hacker dude.
Same here. I also remember Motherboard's creepy-ass blue collage face.
I am sure she is a very beautiful processor...
I want a game with two modes. the first like star wars battlefront, where you are just a regular soldier, nothing special, the second is controlling everything like an rts and you can swap between modes mid battle. (but it kills your troop if you go to rts mode to make it fair)Urban Assault is sorta like that. It's basically an RTS but you can direct control of individual units. It lacks infantry, just tanks, planes, and helicopters, and whatever the fuck the alien factions use.
That was a popular gimmick for RTSes a while back, I know some versions of TA: Spring have it, and there was a mythology-themed one I can't remember the name of.I want a game with two modes. the first like star wars battlefront, where you are just a regular soldier, nothing special, the second is controlling everything like an rts and you can swap between modes mid battle. (but it kills your troop if you go to rts mode to make it fair)Urban Assault is sorta like that. It's basically an RTS but you can direct control of individual units. It lacks infantry, just tanks, planes, and helicopters, and whatever the fuck the alien factions use.
Um... There is "Primal Carnage 2" thats out right now...That was a popular gimmick for RTSes a while back, I know some versions of TA: Spring have it, and there was a mythology-themed one I can't remember the name of.I want a game with two modes. the first like star wars battlefront, where you are just a regular soldier, nothing special, the second is controlling everything like an rts and you can swap between modes mid battle. (but it kills your troop if you go to rts mode to make it fair)Urban Assault is sorta like that. It's basically an RTS but you can direct control of individual units. It lacks infantry, just tanks, planes, and helicopters, and whatever the fuck the alien factions use.
A game where you have to go around framing people for crimes. and then you're framed for framing a crime you didn't frame somebody forUplink has that. So much of it.
There's also Void Destroyer, kickstarting as we speak. But it is already fairly advanced, with a playable demo. I stress playable. Also enjoyable. (Back that sh*t up!)That was a popular gimmick for RTSes a while back, I know some versions of TA: Spring have it, and there was a mythology-themed one I can't remember the name of.I want a game with two modes. the first like star wars battlefront, where you are just a regular soldier, nothing special, the second is controlling everything like an rts and you can swap between modes mid battle. (but it kills your troop if you go to rts mode to make it fair)Urban Assault is sorta like that. It's basically an RTS but you can direct control of individual units. It lacks infantry, just tanks, planes, and helicopters, and whatever the fuck the alien factions use.
Anybody remember Splinter Cell Conviction? That, but a multiplayer-only game about ninjas in feudal Japan. Hide in the shadows, wait for an unsuspecting foe to pass underneath your hiding spot, and gank them when they walk by. It'd be difficult to encourage players to actually move around instead of rushing for all the best hiding spots and staying right there, though.So pretty much The Ship/The Ship's Kickstarted spiritual successor/Assassin Creed's multiplayer? You should check out all of those.
A Red Orchestra like game set in the Spanish Civil war. You'd create a character, and basically customize their personal background and appearance. You could pick what nation they're from, what ideology they represent, and what their previous profession was. Each decision gives a small boost to a certain in-game mechanic, and your ideology represents who'll you'll be fighting for. It'd also have a large campaign map, where both sides are trying to win multiple battles over a long period of time (Similar to Planetside or WW2 Online.)Would you have the opportunity to shoot George Orwell?
Your chosen political ideology would also serve as a sort of faction within the faction you chose, and you'll be working to sort of out perform opposing ideologies within your overall factions. The Communists want help repelling a group of volunteer fascists soliders? Too bad, you're an Anarchist and you hate their guts, so you're going to try assaulting a nearby town instead.
Character customization would also be extensive, and the more you fought the more options you'd have to customize your character. You'd start off wearing basically civilian clothing, but the more experienced you'd get the more military-like clothing would be available, and the more battle-worn your character would appear (Like in RO2.)
Anybody remember Splinter Cell Conviction? That, but a multiplayer-only game about ninjas in feudal Japan. Hide in the shadows, wait for an unsuspecting foe to pass underneath your hiding spot, and gank them when they walk by. It'd be difficult to encourage players to actually move around instead of rushing for all the best hiding spots and staying right there, though.
I'm not the only one who read that book and had this as their first thought! Dammit, I was gonna post that.A Red Orchestra like game set in the Spanish Civil war. You'd create a character, and basically customize their personal background and appearance. You could pick what nation they're from, what ideology they represent, and what their previous profession was. Each decision gives a small boost to a certain in-game mechanic, and your ideology represents who'll you'll be fighting for. It'd also have a large campaign map, where both sides are trying to win multiple battles over a long period of time (Similar to Planetside or WW2 Online.)Would you have the opportunity to shoot George Orwell?
Your chosen political ideology would also serve as a sort of faction within the faction you chose, and you'll be working to sort of out perform opposing ideologies within your overall factions. The Communists want help repelling a group of volunteer fascists soliders? Too bad, you're an Anarchist and you hate their guts, so you're going to try assaulting a nearby town instead.
Character customization would also be extensive, and the more you fought the more options you'd have to customize your character. You'd start off wearing basically civilian clothing, but the more experienced you'd get the more military-like clothing would be available, and the more battle-worn your character would appear (Like in RO2.)
I don't mean a game where you run in dark corridors and kill demon-like aliens with space swords.
I want a game that is Diablo IN SPACE! Or maybe more like Torchlight IN SPACE!
I don't mean a game where you run in dark corridors and kill demon-like aliens with space swords. I mean actually being in a spaceship, flying around, maybe in an isometric view. While I think of games such as Freelancer as Diablo IN SPACE!, I want to be more literal: enemy ships that drop a Laser Cannon of the Fox that gives you +5 maneuverability and other "magic" loot like that. Green loot, blue loot, sets, all that crap. So basically, you have an equipment swap screen just like Diablo/TL... perhaps it only works in a spacedock, or not. Instead of classes, we could have the Merchant Ship, the Pirate Ship, etc.
According to early projections by actual physicists and engineers, a real space battle (in orbit) would be somewhat more akin to a game of billiards than the aircraft-carrier naval battles and dogfights they're usually portrayed as. Basically, the combatants are orbiting around the planet in every which way, and they fire whatever projectiles so as to intersect each others' orbits while evading through subtle orbital adjustment via the thrusters.That's what I always think when people mention space battles.
You might fire a missile/shell so that it orbits a few times before hitting the target, and other crazy and math-intensive things.
That's why I like Mass Effect. It acknowledges that, and points out how most ships are not outright destroyed in space combat, as unless they are holding a critical position they can just do an FTL jump and fly away to safely. Now, why they show combat in the game itself at a thousand of the "Knife Fight" range talked about in the codex I don't know. Except with the Battle of the Citadel. That's the only place I can see it as excusable.According to early projections by actual physicists and engineers, a real space battle (in orbit) would be somewhat more akin to a game of billiards than the aircraft-carrier naval battles and dogfights they're usually portrayed as. Basically, the combatants are orbiting around the planet in every which way, and they fire whatever projectiles so as to intersect each others' orbits while evading through subtle orbital adjustment via the thrusters.That's what I always think when people mention space battles.
You might fire a missile/shell so that it orbits a few times before hitting the target, and other crazy and math-intensive things.
It's not like you can really fly straight at something from orbital distances and expect it to work.
I don't know why, but I had an idea for a board game called "Shenanigans"(is there already a board game called that?)That sounds really bad, actually.
I don't have any idea what the rules would be, but they would certainly involve a situation where one player does something and another player gets to call them out on it by calling "Shenanigans!".
Maybe it would work if it was intentionally made really campy? I think the premise of the game should be that you're playing a family that is playing a family board game, and maybe they all secretly hate each other.I don't know why, but I had an idea for a board game called "Shenanigans"(is there already a board game called that?)That sounds really bad, actually.
I don't have any idea what the rules would be, but they would certainly involve a situation where one player does something and another player gets to call them out on it by calling "Shenanigans!".
Now it sounds funny.Maybe it would work if it was intentionally made really campy? I think the premise of the game should be that you're playing a family that is playing a family board game, and maybe they all secretly hate each other.I don't know why, but I had an idea for a board game called "Shenanigans"(is there already a board game called that?)That sounds really bad, actually.
I don't have any idea what the rules would be, but they would certainly involve a situation where one player does something and another player gets to call them out on it by calling "Shenanigans!".
This thing.Spoiler (click to show/hide)
With tons of content, high moddability and online multiplayer to boot.
This thing.Spoiler (click to show/hide)
With tons of content, high moddability and online multiplayer to boot.
Something I've wanted to see for a long time. An FPS deathmatch where your only weapons are a grappling hook, portal gun, gravity gun, and the environment.
I'd like a DF arena mode style game, but with ragdoll physics and where you can practice a bunch of real life martial arts against an AI opponent or in multiplayer.Have you tried Toribash?
afaik, those mockups were made by the artist from cortex comand and are at least a coupe years old. there was also a demo\prototype where you could drive arround that tank thingieThis thing.Spoiler (click to show/hide)
With tons of content, high moddability and online multiplayer to boot.
DANG that reminds me of a game that isn't anywhere close to that good uhhh... I forget the name but you had a brainbot and you had to protect your...
Ohh yeah Cortex Command.
There are some aspects of Cortex Command I think is genius (for example the "create a base" before a match)
I look at that and I go "Wow, A Cortex Command if they actually had multiplayer!"
I agree that NRDL would find this perfect. Too bad its one-on-one and very QWOPish unless you really know what you're doing.I'd like a DF arena mode style game, but with ragdoll physics and where you can practice a bunch of real life martial arts against an AI opponent or in multiplayer.Have you tried Toribash?
APB Reloaded but better.
It got sold off to Gamersfirst. And they kind of stopped doing anything with it and just tried to cash-cow something that was nowhere near finished. It didn't work.APB Reloaded but better.
Honestly I don't know what happened to that game, it had so much potential...
I think it was still pretty bad before Gamersfirst got their hands on it. I don't even know if it was bad, because it kept crashing every time I tried to play it. I got five seconds of gameplay one time!It was still bad, but it was getting better and bigger. Which is an important thing when you know you're playing something that will never be properly finished.
Something I've wanted to see for a long time. An FPS deathmatch where your only weapons are a grappling hook, portal gun, gravity gun, and the environment.
Spoiler (click to show/hide)
-snip-
I honestly don't understand how people play DayZ. I tried, but it just felt too horribly broken in every way. I appreciate what it's trying to do, but it seems like it has a very long way to go.I'll agree, I can't stand it right now, as it's just too damn buggy. However, it seems like it's shaping up to play like an MMO version of DF adventure mode.
There should be more variety along a spectrum between twitch gameplay and 'press button to watch character fight'. The exclusion works both ways.
And I think there are plenty of more interesting ways to handle things, too. A game with twitchy combat could still make room for intelligent players to fill in less combat-intensive roles. The ideal of an MMO should be that proper organization and social dynamics are every bit as important to the game as combat ability. I understand that most people want to be involved in combat, so that's a difficult idea to implement. So really I'd just be happy with combat being more dynamic in general. It doesn't have to be fast-paced and reflex-oriented. Just make it less about raw numbers, and more about interesting decisions and interactions.
Spoiler (click to show/hide)
MOBAs are a fad, like mobile gaming. They're taking market share but not killing it.
A faithful PC version of the Netrunner card game.
Talking about MMOs: I think a big part of what makes them boring or non-immersive is because the staticness that has been inherited from MUDs. You have a monster, in a location, and it dies, and it respawns. It's the same monster (in some cases with slightly randomized equipment), it just goes away for a nap. The world never changes.Spoiler (click to show/hide)
Talking about MMOs: I think a big part of what makes them boring or non-immersive is because the staticness that has been inherited from MUDs. You have a monster, in a location, and it dies, and it respawns. It's the same monster (in some cases with slightly randomized equipment), it just goes away for a nap. The world never changes.Spoiler (click to show/hide)
I spent a long time working on a dynamic world with no NPCs and monster populations expanding and spreading and forming hierarchies. It got pretty detailed but due to the necessity of restricting access to vetted players to prevent griefing its not commercially viable. In fact I don't think compelling worlds will ever be commercially viable. You certainly can't run them on a free to play model.
Talking about MMOs: I think a big part of what makes them boring or non-immersive is because the staticness that has been inherited from MUDs. You have a monster, in a location, and it dies, and it respawns. It's the same monster (in some cases with slightly randomized equipment), it just goes away for a nap. The world never changes.Spoiler (click to show/hide)
The Titan players would be universally loathed and envied by all those who came after, as they go around ganking the mortals.
An MMO ... (snip)
There was a similar idea many pages back, but I was too lazy to look for it, or just didn't know what to actually search for.
Actually that might be cool, with some more story elements, i'd try that. I just hope it wouldnt be test drive: EVE edition.
I'd like a melee/fighting game with a realistic damage system and the ability to swing your weapon any way you want, kinda like a mix between toribash/overgrowth/m&b.
Eve NOT OnlineThe X series is somewhat similar, and has a great deal of mods if you're bored with the standard universe.
I'd like a melee/fighting game with a realistic damage system and the ability to swing your weapon any way you want, kinda like a mix between toribash/overgrowth/m&b.
Die by the Sword
A game that is intentionally programmed with glitches. The glitches themselves, once found, give a very creepypasta-esque effect. If you've even heard of Lavender Town Syndrome (http://creepypasta.wikia.com/wiki/Lavender_Town_Syndrome), chances are you know what I mean.You can get a similar effect by corrupting older games. YouTube has some good examples.
The difference is though, these glitches are actually glitches, not completely intentional graphical effects as in some fan-made "hacks" of Pokemon games designed to resemble creepypasta. This game is more likely to be an accident than a response to any sort of demand, but I think it would still make a more exciting horror experience than the whole Slender game phenomenon (ZING!).
I came up with a game design last night. It's called Locked In.This, plus inspiration from the board game/movie Clue, made me comeup with another idea. The players are locked in a mansion by a mysterious host(who is also a player) who is blackmailing their characters, and has evidence of each character's past wrongdoings(each player chooses some crime or something in their past beforehand) hidden around the mansion. The host has also set it up that the police arrive in the event of their death. Should the host be murdered by one of the other players, a policeman(played by the same player who played the host) will arrive a short time later to investigate the murder, as well as look for the blackmail evidence to arrest the characters for that. Meanwhile, the other players will be looking for that evidence to either destroy it(in case its the evidence on them) or turn it over to the policeman, or otherwise scheming(with the possibility of murdering the others) against the other players.
It's set in a mansion that is loaded with valuables. 8 Guests and two inspectors are locked in for a "night". The thieves have to steal a certain number of objects and hide them in their "cache" spot without being caught. However, there is a camera system that inspectors can tap into(but can also be temporarily disabled). Inspectors can work together and have a to way radio, so they can work together on foot or one in a video booth guiding the other, or both alone.
Thieves randomly leave evidence behind but can decrease the odds temporarily through mechanics like wearing gloves, however, gloves only last for 45 seconds and are then visible hanging out of their pocket for 1 minute(necessary mechanic for balance). There are a series of tools that can be used but there is always a counter balance. For example, a thief wears gloves to avoid leaving fingerprints but then an inspector sees them walking with gloves out of their pocket and follows them to their cache and busts them.
I've got a lengthy design document but I imagine it will take me years to balance everything better.
The board game is called Cluedo.
A game that is intentionally programmed with glitches. The glitches themselves, once found, give a very creepypasta-esque effect. If you've even heard of Lavender Town Syndrome (http://creepypasta.wikia.com/wiki/Lavender_Town_Syndrome), chances are you know what I mean.
The difference is though, these glitches are actually glitches, not completely intentional graphical effects as in some fan-made "hacks" of Pokemon games designed to resemble creepypasta. This game is more likely to be an accident than a response to any sort of demand, but I think it would still make a more exciting horror experience than the whole Slender game phenomenon (ZING!).
An online game about professional wrestlers. Make your own wacky nickname, form rivalries with other players, work your shenanigans outside of the ring into a storyline with the execs. And above all else, beat the crap out of other players, knocking theminto wrestler 2! The wrestler 1's corpse becomes lodged in the wrestler 2's head!around with a special move unique to your wrestler that grows in power and adds secondary effects as you level up.
As someone who was accidentally given Pokemon: Missing No Edition. I support this idea.A game that is intentionally programmed with glitches. The glitches themselves, once found, give a very creepypasta-esque effect. If you've even heard of Lavender Town Syndrome (http://creepypasta.wikia.com/wiki/Lavender_Town_Syndrome), chances are you know what I mean.
The difference is though, these glitches are actually glitches, not completely intentional graphical effects as in some fan-made "hacks" of Pokemon games designed to resemble creepypasta. This game is more likely to be an accident than a response to any sort of demand, but I think it would still make a more exciting horror experience than the whole Slender game phenomenon (ZING!).
The game could not really be "actual glitches" (many glitches would end up outright hanging or crashing the game, which would not be alot of fun). But I also really want to see a game that both appears and functions more "corrupt" as you play through it. Corrupt some old NES roms, and that is what I want to see.
-snip-
Hardcore Awesomenauts
Battles are planet-scale, with multiple planets per game. Everything out there IS nasty - saw droids can and will cut your limbs off (unless you're Voltar, I guess), explosions destroy terrain. All of your weapons can overheat, which will stop them from shooting, or in the worst case scenario, they're gonna explode and blow your arm off (as will popping Spike's bubbles).
You have to scavenge for upgrades and Solar. Teleporting can randomly malfunction and teleport you to a random place - even the enemy ship. Oh, and you can also visit (and consequentially destroy) ships, which will prevent you from visiting other planets until another one arrives.
Characters now have much more mechanics related to their personalities - Clunk has anger management issues and can explode at random (with effects that you can probably guess by now), Genji (and Skolldir) have a bad attitude towards food, and don't be surprised if you suddenly drive the ship's food storage empty when you wanted to just eat a bit. Yeah, there's a hunger (and thirst) system in the game, which Clunk (and to a lesser extent Voltar) is "immune".
Oh, and morale is also a thing, which is a major problem for someone like Ayla (hello, this girl was put in a freakin' psychiatric ward not without reason).
was also free to play
I don't trust the notion that pay-to-play games are superior to free-to-play games when every single pay-to-play game I have tried has been a miserable excuse for a game that I could not enjoy, though I will admit my experience with subscription-based games has been limited to maybe just a few as most of the games out there today are unplayable on my machine. Personally I hope the World of Darkness MMO that is in the works will be different and if it is I would gladly pay for a subscription as long as I could afford it, but it still stands that I've had more fun in free-to-play games. That may of course be because I don't participate in player-versus-player combat however and thus have no reason to pay-to-win or compete with the pay-to-win players in any given game.Quotewas also free to play
Trust me that is what is going to kill your dream.
To quote myself:Hardcore Awesomenauts
Battles are planet-scale, with multiple planets per game. Everything out there IS nasty - saw droids can and will cut your limbs off (unless you're Voltar, I guess), explosions destroy terrain. All of your weapons can overheat, which will stop them from shooting, or in the worst case scenario, they're gonna explode and blow your arm off (as will popping Spike's bubbles).
You have to scavenge for upgrades and Solar. Teleporting can randomly malfunction and teleport you to a random place - even the enemy ship. Oh, and you can also visit (and consequentially destroy) ships, which will prevent you from visiting other planets until another one arrives.
Characters now have much more mechanics related to their personalities - Clunk has anger management issues and can explode at random (with effects that you can probably guess by now), Genji (and Skolldir) have a bad attitude towards food, and don't be surprised if you suddenly drive the ship's food storage empty when you wanted to just eat a bit. Yeah, there's a hunger (and thirst) system in the game, which Clunk (and to a lesser extent Voltar) is "immune".
Oh, and morale is also a thing, which is a major problem for someone like Ayla (hello, this girl was put in a freakin' psychiatric ward not without reason).
Not that current Awesomenauts are even remotely close to being a bad game, though.
revampedI see what you did there.
Casual Gears of War:
Battlefields are sunny, and while the environments are still ruins, caves, wastelands and various fortifications at least they have many colors other than brown.
Blood and gore is minimal and there is no dismemberment, just the standard "burst of blood when you get hit and ragdoll when you die". The current level of gore is still in the game, but as an unlockable easter egg called "overdrawn at the blood bank".
Marcus Fenix is still roughly the same character, but is the comically serious guy in a much more cheerful squad that is constantly exchanging friendly banter and commenting on the ridiculous overkill that many of their weapons represent. The team gets along almost entirely and there is no more than one named character death per game that actually sticks.
The Locust are still a horde of monsters trying to kill humanity, but their character designs are less grim and fleshy looking and more simply alien. There is at least one type of locust that is entertainingly stupid.
The multiplayer doesn't track K/D, and the community is wide enough that there are no implicit rules like "only gnasher" and "no kill theifing", because not enough people would follow them anyway. You can chose between at least 5 guns for each slot. The gameplay isn't quite so tilted towards forcing people to fight at extreme close range, although the cover system still makes ranged kills hard. The heavy weapons that are always lying in the center of the arena are more exaggeratedly effective, representing almost automatic kills in exchange for very low ammo counts.
Health is significantly less but all players automatically revive in all modes (as opposed to needing help or bleeding out). Players can choose to respawn instantly if they are downed and the mode allows it (which almost all do) and there is no form of execution that makes it take longer to respawn. Game modes that require close combat or put a lot of responsibility on one player are switched out for modes that provide wide shifts in gameplay, such as attack/defense, larger scale battles, or a rotating set of unusual silly modes a la Halo 3's grab bag.
Receiver with a slow-zombie horror setting instead of a vaguely cyberpunk apartment complex. The approaching zombies would give you time to fumble around trying to reload your gun while still killing you if you failed. And the whole scavenging for individual bullets thing fits much better with a post-apocalypse anyway.I would buy this game.
Damn taserbots don't ever give you enough time to reload your gun.
All my +1s.Receiver with a slow-zombie horror setting instead of a vaguely cyberpunk apartment complex. The approaching zombies would give you time to fumble around trying to reload your gun while still killing you if you failed. And the whole scavenging for individual bullets thing fits much better with a post-apocalypse anyway.I would buy this game.
Damn taserbots don't ever give you enough time to reload your gun.
Damn taserbots don't ever give you enough time to reload your gun.
snip
A game where you play a child with an imaginary friend. Except you're actually a telekinetic, and the imaginary friend is how your powers manifest. That's what the doctor said, anyway. The one who did all the bad things to you. You don't know what it means. He's probably lying, just like he's lying about your parents. Your imaginary friend helped you escape. Now he protects you from more bad people, who want to take you back.YES
You control the child via typical first person/adventure game controls. You don't control the imaginary friend. Not directly. You wear an EEG headset, and the imaginary friend acts on the emotional responses you have to your environment.
Holy crap that would be awesome!A game where you play a child with an imaginary friend. Except you're actually a telekinetic, and the imaginary friend is how your powers manifest. That's what the doctor said, anyway. The one who did all the bad things to you. You don't know what it means. He's probably lying, just like he's lying about your parents. Your imaginary friend helped you escape. Now he protects you from more bad people, who want to take you back.YES
You control the child via typical first person/adventure game controls. You don't control the imaginary friend. Not directly. You wear an EEG headset, and the imaginary friend acts on the emotional responses you have to your environment.
I would actually buy any game like Receiver that was actually done well, but that especially. It would fit so well. You rapidly back away, fumbling your magazine, until your back is against the wall. You quickly fire, but to your horror your first two rounds miss, and there isn't a third.
What I want is a game with true freedom of choice, and not choosing one of two ways to accomplish an objective. For example, a mission could have to trying to enter a base, for either killing a target or rescuing someone. To enter, you could-Aside from the bit about co-op, the Hitman series has a good deal of that sort of thing. Give Blood Money (my personal favorite, though they're all pretty good) a shot.
Use some form of bolt cutters to cut a hole in a fence, then avoid patrols as you approach your target
Kill a guard and take his uniform
Blow up a giant fuel tank, then use the distraction to slip in.
Get a vehicle, strap some C4 to it, and ram it into the front gate
Hide underneath a truck as it goes through the front gate.
However, each of these would have possible problems
A passing patrol could find the hole in the fence, alerting the base to he prescence of an intruder
Someone will ask for ID, and recognize that you are the wrong person, blowing your disguise
When hiding under the truck, a guard might look underneath it.
I'll download the demo tonight. Hopefully this will turn into one of those times this thread gives me one of my dream games.What I want is a game with true freedom of choice, and not choosing one of two ways to accomplish an objective. For example, a mission could have to trying to enter a base, for either killing a target or rescuing someone. To enter, you could-Aside from the bit about co-op, the Hitman series has a good deal of that sort of thing. Give Blood Money (my personal favorite, though they're all pretty good) a shot.
Use some form of bolt cutters to cut a hole in a fence, then avoid patrols as you approach your target
Kill a guard and take his uniform
Blow up a giant fuel tank, then use the distraction to slip in.
Get a vehicle, strap some C4 to it, and ram it into the front gate
Hide underneath a truck as it goes through the front gate.
However, each of these would have possible problems
A passing patrol could find the hole in the fence, alerting the base to he prescence of an intruder
Someone will ask for ID, and recognize that you are the wrong person, blowing your disguise
When hiding under the truck, a guard might look underneath it.
Lemme give you a spoiler-free example:I'll download the demo tonight. Hopefully this will turn into one of those times this thread gives me one of my dream games.What I want is a game with true freedom of choice, and not choosing one of two ways to accomplish an objective. For example, a mission could have to trying to enter a base, for either killing a target or rescuing someone. To enter, you could-Aside from the bit about co-op, the Hitman series has a good deal of that sort of thing. Give Blood Money (my personal favorite, though they're all pretty good) a shot.
Use some form of bolt cutters to cut a hole in a fence, then avoid patrols as you approach your target
Kill a guard and take his uniform
Blow up a giant fuel tank, then use the distraction to slip in.
Get a vehicle, strap some C4 to it, and ram it into the front gate
Hide underneath a truck as it goes through the front gate.
However, each of these would have possible problems
A passing patrol could find the hole in the fence, alerting the base to he prescence of an intruder
Someone will ask for ID, and recognize that you are the wrong person, blowing your disguise
When hiding under the truck, a guard might look underneath it.
A few (many) pages back, someone mentioned a pirate roguelike.
I want to expand upon that idea.
@rr (the name was also suggested) is a game that takes place in a procedurally-generated world, complete with archipelagos, towns, temples, , shipwrecks (on the shore and deep below), volcanoes and of course - the endlessly vast oceans.
You can start out as a lonely trader with a tartan (http://en.wikipedia.org/wiki/Tartane), trading coconuts and wheat between two islands, or gank up with a few pirate comrades and steal a frigate and become the most badass pirate captain around.
Or be the governor of the archipelago. Works as well.
All your favorite colonial-era weapons are here - cutlasses, flintlocks and of course - the cannons.
Build your own island empire, dig for treasures, drink grog and rum!
Or be unlucky enough to find yourself in an ancient temple or eaten by sharks after Kraken tore your "Troll Sock" apart.
SOMEBODY MAKE THIS SHIT HAPPEN, I'M EVEN WILLING TO PAY!
A realistic survival game, zombie apocalypse or not, every fight could be your last, cuts get infected after a time, bruises could be something else, and your skill in the thing you are attempting actually matter, as in, if your medical skill is low/you have no skill in first aid or anything, you have no clue if it is infected until it is green and hurting like hell.You're looking for Project Zomboid. It doesn't have other scavengers right now, but it will soon. You can even join them, lead them and establish meaningful relationships with them that will affect procedurally-generated emergent events down the road.
Also, realistic food collecting, not like State of Decay, where you can save the game, quit and then reload, and BOOM! EVERYTHING SUDDENLY HAS STUFF IN IT AGAIN! But more "Fuck, this place is dry, I could try the market downtown, but that place is a scavenger hotspot... Shit..."
If the game is made so that co-op is possible, then even more possibilities open up-I've lived very similar situations to that you describe playing the ARMA series coop. I'd look into ARMA 3 if I were you. Coop stealth missions with its new and improved features will surely be a blast. They already are in the alpha.
Person B could set up in a good vantage point overlooking the base with a sniper rifle. Person A sneaks into the base, with Person B acting as a sort of mission control, giving intel on enemy positions and useful cover. Then, when needed, Person B will take out key enemy soldiers, with Person A hiding their bodies to keep the enemy from going into high alert.
Person A and B get a bunch of guns, and Person C gets a helicopter. Person C drops A and B off as closely as possible, then takes off. Person A and B try to stay stealthy, but they are eventually discovered. They then go in guns blazing, calling out targets they need taken out ("Machine gun nest, red building!"), and taking out enemy AA defenses. Person C only has so much ammo, so he can only take out targets that prevent an immediate threat to A and B. Eventually, after they accomplish their objective, A and B quickly clear a landing zone for extraction, but C is shot down on approach. Because of this, A and B have to fight their way to the crash site, rescue C, and then they steal an enemy APC.
Person A and B both go in guns blazing. However, several minutes ago both Person C and D got in stealthily, and set key charges on at various locations, along with killing the base commander and the people in the watchtowers. While A and B go through, C and D take out key positions, using A and B as a distraction and keeping the initiative on the players side.
All of this would probably take a good bit of development, but would be awesome.
A few (many) pages back, someone mentioned a pirate roguelike.
I want to expand upon that idea.
@rr (the name was also suggested) is a game that takes place in a procedurally-generated world, complete with archipelagos, towns, temples, , shipwrecks (on the shore and deep below), volcanoes and of course - the endlessly vast oceans.
You can start out as a lonely trader with a tartan (http://en.wikipedia.org/wiki/Tartane), trading coconuts and wheat between two islands, or gank up with a few pirate comrades and steal a frigate and become the most badass pirate captain around.
Or be the governor of the archipelago. Works as well.
All your favorite colonial-era weapons are here - cutlasses, flintlocks and of course - the cannons.
Build your own island empire, dig for treasures, drink grog and rum!
Or be unlucky enough to find yourself in an ancient temple or eaten by sharks after Kraken tore your "Troll Sock" apart.
SOMEBODY MAKE THIS SHIT HAPPEN, I'M EVEN WILLING TO PAY!
YES GOD YES.
Pretty much thisA few (many) pages back, someone mentioned a pirate roguelike.
I want to expand upon that idea.
@rr (the name was also suggested) is a game that takes place in a procedurally-generated world, complete with archipelagos, towns, temples, , shipwrecks (on the shore and deep below), volcanoes and of course - the endlessly vast oceans.
You can start out as a lonely trader with a tartan (http://en.wikipedia.org/wiki/Tartane), trading coconuts and wheat between two islands, or gank up with a few pirate comrades and steal a frigate and become the most badass pirate captain around.
Or be the governor of the archipelago. Works as well.
All your favorite colonial-era weapons are here - cutlasses, flintlocks and of course - the cannons.
Build your own island empire, dig for treasures, drink grog and rum!
Or be unlucky enough to find yourself in an ancient temple or eaten by sharks after Kraken tore your "Troll Sock" apart.
SOMEBODY MAKE THIS SHIT HAPPEN, I'M EVEN WILLING TO PAY!
YES GOD YES.
ALL OF MY YES.
Yeah, only do that if you're serious and know how to program a game.
A few (many) pages back, someone mentioned a pirate roguelike.
I want to expand upon that idea.
@rr (the name was also suggested) is a game that takes place in a procedurally-generated world, complete with archipelagos, towns, temples, , shipwrecks (on the shore and deep below), volcanoes and of course - the endlessly vast oceans.
You can start out as a lonely trader with a tartan (http://en.wikipedia.org/wiki/Tartane), trading coconuts and wheat between two islands, or gank up with a few pirate comrades and steal a frigate and become the most badass pirate captain around.
Or be the governor of the archipelago. Works as well.
All your favorite colonial-era weapons are here - cutlasses, flintlocks and of course - the cannons.
Build your own island empire, dig for treasures, drink grog and rum!
Or be unlucky enough to find yourself in an ancient temple or eaten by sharks after Kraken tore your "Troll Sock" apart.
SOMEBODY MAKE THIS SHIT HAPPEN, I'M EVEN WILLING TO PAY!
I want a simple tactics game based around the idea of space stations.
Levels would be randomly generated with various functional parts of the station grouped, some "rooms" could be found in various places and sometimes the groups merge together- a medbay might have been generated with a garden, and had the Kitchen latch to that, forming a full fresh-as-it-gets bar and grill and ER.
You would be sent with different missions, determining the amount of damage the station has taken before you arrive and the population as well as their alert level. If you're coming as a primary invasion force, the station will be well populated and the people in the station will be more or less ready for you, whereas if you're salvaging, the station will be little more than space junk and, at best, contain a few refugees, or at worst, an alien hive.
You get infinite units, but you can only send a set number of waves and each vehicle can only carry so many units. Unit generation is more or less balanced so that you don't wind up with one guy completely maxed in stats and one guy who will immediately trip over the air and break every bone in his body in the fall and die before he hits the ground. You can set stats to blind so you aren't completely sure what the stats are.
Let's say you have to take down a station. Your first wave is a WHAL9K Carrier, with a total of 6 crew space.
The "Whale" Carrier is a mid-sized ship, what do you mean it only holds six crew!?
Four Soldiers = 1 Crew Space.
This means you could send a force of all footsoldiers and have 24 units on the first wave. This isn't smart.
Two Hardsuits = 1 Crew Space
Hardsuits are soliders in cool mecha bodies. They get all the cool weapons, all the awesome abilities, and all the hot babes. They are varied, but they are linked in that EMPs will completely wreck them for a few turns. This is bad when you breach a door with one, watch it get hit in the face with an EMP, and then sit there, blocking the door, getting made into swiss cheese by enemy weapons. Used right, they're menacing.
One Mecha = 1 Crew Space
Mecha are soldiers in badass mecha frames. They sit in a cockpit rather than move inside a suit, and have unparallelled "fuck shit up" abilities. Sometimes walls get in your way. Use a Soldier with an item, using up the item and using a whole turn, to break a wall, equip a Breaching device to a hardsuit, still requiring a turn but not using up items, or just break the fucking wall with brute force, immediately breaking the wall and scaring the shit out of anything behind it.
Plus, they have the best weapons. Period. Most are ineffective at damaging ground units, but there are some designed to slaughter, such as a mounted LMG. There are also weapons such as flashbang mortars to assist in soldier-killing.
Different units have different strengths and weaknesses. Some soldiers are fantastic at killing other crew, some are experts at killing people encased in a hardsuit, and some are mecha-slaughtering demolitions masters. Hardsuits can be equipped to deal with fleshy hordes of soldiers, built from the ground up to stop others like it, or be designed to replicate Mechanical David Vs Goliath. Mecha can be murdermechs, mechamidget stompers, or the most badass rockem-sockem robots you've ever seen.
Say on that mission I take two mecha, four hardsuits, and eight soldiers. One mecha is for anti-mecha, one is for anti-soldier. The hardsuits are made to counter other hardsuits, and the soldiers are varied as to what they can kill, 3 for hardsuits, 3 for mecha, and 2 for other soldiers.
I get two later waves, each a single Shooting Star carrier with 2 crew slots each. These carriers are fun in that they crash into the station heading for a beacon placed by other soldiers.
The enemy force seems mostly unprepared, as few trained security members are backing up a force of regular employees, as well as three or four hardsuits. My squad was built to counter Hardsuits rather heavily, and the two Hardsuits assisted by the soldiers takes them down, I lose only two anti-HS soldiers in the process. I was not, however, built to counter the fucktons of fleshy soldier they have, and once the hardsuits go down I eat facefuls of EMP and the tide starts shifting. All is hinging on my anti-soldier Mech which is steadily taking damage, and I know they're rallying more defenses deeper in the station. Still a minute before the first Shooting Star, so I place the beacon in a corner near a window out to space and retreat. They don't see, or seem to care about the beacon, but I lose my first mecha trying to hold them off. On that first Shooting Star I have two anti-Soldier mecha inbound.
This causes the battle to turn as soon as the lander crashes through the window, killing a good amount of enemies in hiding and unleashing chaos. They retreat VERY quickly, allowing me to push forward.
As soon as I reach new territory, two new mecha burst free from a wall, revealing that I've come very close to their medical center. First, I must defeat these two mecha- my anti-mecha immediately engages but it seems that they're a very close match, as the other of their Mecha unleashes fire on my two anti-soldier mecha. I fight back ineffectually, managing to hold my ground but taking heavy losses everywhere. I'm down to a hardsuit, four Soldiers and a very damaged mecha. The next Shooting Star is ready, and I lament the fact that it is a one-way craft as I call for four hardsuits, one for each counter plus another anti-mecha unit.
Again the tide turns in my favor, as the Medbay is evacuated and the shipboard AI begins evacuation protocol. Smashing through medbay reveals the Robotics lab, allowing me to stop some hardsuits before they deploy, and leaving me winning with four soldiers and five hardsuits. I push more, and reveal Security.
Security was bracing for me the whole time. As soon as the wall is breached a hail of fire opens up, forcing me away from the door I just made. The firing fizzles as soon as a clanking noise is heard...
EMP grenade. All of my hardsuits are disabled for a turn, as Sec members pour out and kill my last remaining soldiers before using hacking kits to open the hardsuits, killing the pilots.
I caused massive damage to the station and all crew will have to evacuate, but I also gave them five hardsuits loaded with our intel and tech. Mission very, very unsuccessful.
someone who knew to create titin and whatnot, but I guess...Have fun playing for years to get it right.
someone who knew to create titin and whatnot, but I guess...Have fun playing for years to get it right.
A real-time strategy about atoms and all kinds of molecular warfare.
The only way you can interact with your "units" is by attraction, and all the chemical reactions that could happen between the compounds you would be able to create. (you can assemble atoms from scratch ie. elementary particles, which would cost you something, I guess. (mind you I haven't studied chemistry higher than organic, so stuff like proteins, carbohydrates and fats are the most sophisticated subject you could somewhat successfully talk about with me)
I know that it'd be unfair in multiplayer, especially if you were against someone who knew to create titin and whatnot, but I guess...
Also, obligatory Antimatter expansion pack. (NOT DLC!)
The more I think about it, the enchanted Rubik's Cube would make for a fun artifact in some other game or universe.There's a Rubik's Cube in Zenoclash. Not sure if its enchanted or whatever.
A Fallout roguelike
A Fallout rogueliketry out caves of qud
Dwarf Fortress 1.00?
Also, I really want an RPG that could be rando-/procedurally generated game, that let you really influence things, and built everything from parts - vehicles, buildings, items, even creatures. Fantasy, modern, sci-fi... doesn't matter.
So, like, you could design a sweet base, installing an armory, storage and barracks and stuff, or maybe a massive palatial house just to show off. All the buildings would be built off the same system, too. Similarly, you could make your own items - pre-existing items basically being the exact same thing, pre-designed - by arranging the parts on your own, swapping out barrels and power sources and magic gems and power sources or whatever you wanted (the thing I always envision with this thing is a giant metal spear-thing you plant someplace, with a big outer casing to keep out weather and deployable ground-latchy things like the Siege Tank has, that acts as a teleporter beacon). It's efficiency, reliability, and all that would be determined, for the most part, how well your design is - though, maybe some kind of skill would play a part in it. Similarly, individual items might be better or worse than the base design, depending on who built it - some-guy with [craftskill] 0, or a master craftsman with a huge [craftskill]. Vehicles might be built with the same system, and you could, say, finding a wagon or an APC or something, and slowly tricking it out with a bigger engines, a rare power source, or just more armor plating or whatever. And if you could get a production center going, you could sell these things to the NPC populace, and it would actually appear in the world.
Like... say, the world starts with normal old iron weapons. You find fictional-element-x, and you discover it makes a better alloy when mixed with iron. You now are the inventor of... mithril, or ToadyOneium, or whatever you want to call it. Now maybe you find some magical crystals. You could make a staff out of ToadyOneium, stick a magic crystal in it, fiddle with some gubbins to so it shoots straight, scatters more/less, and has a more efficient magic-layzer-output, and then get a building full of people to start cranking them out. Suddenly, your town local town has magic laser gunwandthings. If your gunwandthings are easy to make, you'd have basically started the shift of warfare from spears/arrows to guns.
Making creatures out of parts would make it easy to do stuff like make crazy monsters, new races, or body-part-damage. You could modify creatures in a genetics lab or something, adding wings to scorpions or lionfish quills to bears, or make a genetic abomination from scratch ("more muscles! Bigger claws! Holy crap this digestive system I designed is terrible, let's make it better! More arms! Lasers in it's eyes!")... or maybe some kind of super-worm that reinvigorates the world's flora after some kind of apocalypse... or maybe just making the ubermensch, who might eventually take over the world's cities and population... If an arm got hacked off, you could build a robo-arm (with the aforementioned crafting thing :D ) to replace it... or just to gloat, you could kill whoever did it, take his arm, and use that instead.
I'd also like the ability to organize groups, guilds and factions, and have a personality thing, like DF has, as well... every NPC you meet would react to you based off of it. Depending on personality, kings might rather go to war than negotiate peace. Small factions would exist in the game - unions, guilds, like I said. A given group could be anything... Robin Hood's bandits, a cabal of conspirators, bloodthirsty thugs, a neighborhood watch, maybe an independent adventuring party. You could ask any of these dudes to join you or work for you or whatever... every NPC has their own stats, and such. ...This sounds pretty much just Future-plans-DF, so yeah.
I guess the TL;DR of it is that I want a super-dynamic world you can see and play in, detailed enough that you can play it through a single character's eyes.
A real-time strategy game where where you can build units, their weapons, bases, armor, defenses etc. from scratch (modding support would be appropriate) and either make them manned (player-controlled), remote-controlled or AI-controlled.
The last one could be made for everything - self-building bases, anyone?
And you wouldn't be limited in terms of design beyond physics bringing you down, so you could make an autonomous floating aircraft carrier for all I care.
Positioning of your systems and armor shape/angle would be important as well.
And don't forget making your own weapons, Loadout-style, but more elaborate.
It could be a RTS or an FPS depending on your playstyle. No restrictions.
(of course some tactics and designs would be better than others, but that's pretty much how those kinds of games play out in the end)
Warzone 2200 comes to mind; while not as indepth as you are describing it is a RTS where you design units.
A few more entries in the portable mecha TBS genre.AGREED.
I LOVE Front Mission 1st. Double Helix went and slaughtered any chance of the franchise coming back (don't get me started on Double Helix) after Evolved and it's lackluster FPS performance. I'd like to see a return of the mecha TBS style, and I think it would be perfect to revisit an older title like Front Mission 5 for inspiration on a 3DS title. The turns were simple, but firing and the like cued a cutscene of the combat. This would be fantastic on a 3DS.
A modern AAA first-person shooter that has none of the following (Top to bottom, most annoying to least):
- "Go here and press this button" objectives
- "Use this cool gadget that you only get this one time and will never see again, even in multiplayer!"
- Mandatory tutorials
- Quick time events
- Short linear corridor-shooter campaign
- Energy shields + melee attack + regenerating health + cover shooting (it's the new pistol-shotgun-chaingun-rocket-plasma-BFG)
- Simultaneous PS3/360/Xbone/PS4/DS/3DS/PSP/Wii/WiiU/PC release
A modern AAA first-person shooter that has none of the following (Top to bottom, most annoying to least):I don't mind regenerating health, but only if there is a valid reason for it, or it only regenerates some. Let me bring up F.E.A.R, which I have been playing-
- "Go here and press this button" objectives
- "Use this cool gadget that you only get this one time and will never see again, even in multiplayer!"
- Mandatory tutorials
- Quick time events
- Short linear corridor-shooter campaign
- Energy shields + melee attack + regenerating health + cover shooting (it's the new pistol-shotgun-chaingun-rocket-plasma-BFG)
- Simultaneous PS3/360/Xbone/PS4/DS/3DS/PSP/Wii/WiiU/PC release
Deus Ex:HR? That was linear but gave you plenty of options.A modern AAA first-person shooter that has none of the following (Top to bottom, most annoying to least):I don't mind regenerating health, but only if there is a valid reason for it, or it only regenerates some. Let me bring up F.E.A.R, which I have been playing-
- "Go here and press this button" objectives
- "Use this cool gadget that you only get this one time and will never see again, even in multiplayer!"
- Mandatory tutorials
- Quick time events
- Short linear corridor-shooter campaign
- Energy shields + melee attack + regenerating health + cover shooting (it's the new pistol-shotgun-chaingun-rocket-plasma-BFG)
- Simultaneous PS3/360/Xbone/PS4/DS/3DS/PSP/Wii/WiiU/PC release
You have regenerating health, but all it does is bring you from "Oh god I'm going to die if someone looks at my funny" to "Oh god "I'm going to die if someone points a rusted pistol at me." To get to the point that you can take a shot and live you have to use medkits, which you can carry with you. I also like how they do melee. Instead of the generic hit them with the butt of our rifle, what you are doing influences it. For example, you hit the melee button to deliver a swift punch, and then press jump to deliver a kick. While trying to do this against a group of prepared enemies is a good alternative to "Go to last checkpoint", if you can find a group of enemies looking the wrong way it is a great way to quickly take a group of them down.
But it's like now we have a choice between either corridor shooting and completely open world. We no longer have games like the original Far Cry or Crysis, where it was linear yet had a great many ways to approach your target.
Cover-based shooting, on the other hand, has yet to be successfully married to the freedom of movement on the battle field present in many first person shooters (since cover-based games are all 3rd person by necessity).False.
Deus Ex:HR? That was linear but gave you plenty of options.A modern AAA first-person shooter that has none of the following (Top to bottom, most annoying to least):I don't mind regenerating health, but only if there is a valid reason for it, or it only regenerates some. Let me bring up F.E.A.R, which I have been playing-
- "Go here and press this button" objectives
- "Use this cool gadget that you only get this one time and will never see again, even in multiplayer!"
- Mandatory tutorials
- Quick time events
- Short linear corridor-shooter campaign
- Energy shields + melee attack + regenerating health + cover shooting (it's the new pistol-shotgun-chaingun-rocket-plasma-BFG)
- Simultaneous PS3/360/Xbone/PS4/DS/3DS/PSP/Wii/WiiU/PC release
You have regenerating health, but all it does is bring you from "Oh god I'm going to die if someone looks at my funny" to "Oh god "I'm going to die if someone points a rusted pistol at me." To get to the point that you can take a shot and live you have to use medkits, which you can carry with you. I also like how they do melee. Instead of the generic hit them with the butt of our rifle, what you are doing influences it. For example, you hit the melee button to deliver a swift punch, and then press jump to deliver a kick. While trying to do this against a group of prepared enemies is a good alternative to "Go to last checkpoint", if you can find a group of enemies looking the wrong way it is a great way to quickly take a group of them down.
But it's like now we have a choice between either corridor shooting and completely open world. We no longer have games like the original Far Cry or Crysis, where it was linear yet had a great many ways to approach your target.
I believe that regenerating health has its place. Let's look at why it was invented.
In the original Halo (and its a great game), they provided energy shields to fix the problem of a game becoming unwinnable. In most previous shooters, you had a limited amount of health, and while there might be medkits and such, they were also finite. You could wind up with a single hitpoint and have no way out of a situation, no matter your skill, other than restarting the entire level/game. And in a fast-paced actiony shooter, that's not exactly fair.
In fact, the regeneration mechanic can make sense if you take a slightly different tack: rather than define as damage the player takes, from which the player recovers, define it instead as the player's "panic" level: it's not so much that he just took a bullet to the head, it's that the bullet came really close to taking out his head, and that freaked you out something fierce. In that respect, taking a few seconds to breathe and calm down before popping out again can make better sense than actually regenerating health, and even implications for becoming more stoic in the face of a bulletstorm. Of course, such an interpretation requires refinement to function well in a wargame./me takes notes
I'd like to see a mechanic where taking damage in areas makes you worse off. Getting shot in the arm makes your aim SUCK, for instance, and healthpacks are the only way- they take time to use and don't work all at once.I think that Operation Flashpoint has that. Exept that you use a first aid kit to stop the bleeding. Can't remember how it functions after that.
I know that in Fallout 3 and New Vegas, taking damage to different body parts affects them in various ways. They can only be healed with the game's version of health kits. However, the kits do not take time to use.an inferior version of the way it worked in 1&2, where you had to visit a doctor or use your own doctor skill (which could fail) to heal crippling injuries
I'd like to see a mechanic where taking damage in areas makes you worse off. Getting shot in the arm makes your aim SUCK, for instance, and healthpacks are the only way- they take time to use and don't work all at once.
A game that's set in a generic action movie, that tracks health as "luck". While you're getting shot at, your luck goes down based on your range to enemies and which weapons they're using. Instead of actually tracking bullets the game fakes it (either by giving the gunman really bad aim or quietly changing the path of the bullet) so that they never hit you until your luck runs out and you get killed by a single accurate shot to the head/torso.Bonus points if the protagonist is like the pair of Americans from CoD4. If you don't know, basically massively egotistical and self-centred with little concern for anything else, but consider themselves to absolutely be the hot shit on the battleground.
So basically normal FPS health, but without all the ridiculousness of the main character getting shot dozens of times and surviving.
A game that's set in a generic action movie, that tracks health as "luck". While you're getting shot at, your luck goes down based on your range to enemies and which weapons they're using. Instead of actually tracking bullets the game fakes it (either by giving the gunman really bad aim or quietly changing the path of the bullet) so that they never hit you until your luck runs out and you get killed by a single accurate shot to the head/torso.I think this has been done before, but I don't know what it was called. I read about it on TVTropes and I think it was set in one of the world wars.
So basically normal FPS health, but without all the ridiculousness of the main character getting shot dozens of times and surviving.
Guns of Icarus + FTL
You and some amount of other people crew a space ship from a first person perspective. The spaceship does most of the fighting but you keep it running from the inside by controlling systems, repairing damage, and fighting off boarders, while attempting to blow up or board enemy ships.
QuoteThe storyline is hopefully something along the lines of "player discovers x, slowly finds evidence of y, gets a hold of z, and eventually solves humanity. Or whatever. And the three or so people destined to go down this path. My idea is that in order to continue the storyline, then you must first find the corpse of your last character. Or at least reattain the items once they are scattered across the kingdom/continent/world/space and time. That way it's like you get to play out the lives of the second+ characters prior to their life-changing discovery
Ok, I will tell you that there are elements of GENIUS! in here.
I certainly would love to play a game where you are an Archiologist in the future from the games main setting... and you play the game by finding the bodies of dead adventurers.
And you can only continue their story by finding more artifacts and bodies... heck the world could only be as large as your knowledge of the ancient world.
Honestly there is soo much that could be done with that premise.
DANG IT MAN OF PAPER! Now I want to play that game!
I Always wanted a political take over game where your the Secret head of a militia wing of anti government soldiers, general secretary of a political party, and a buisness group.Yeah I always wanted the ultimate revolution simulator, with levels of warfare and all the great stuff necessary to properly simulate a civil war/revolution.
Using organizations you order them to destabalize and yake over your government from foreigners who were installed due to outaide forces.
At the same time recruiting and making sure your subordinate leaders are hapy an not g rouge/defect.
Kinda like republic the revolution but more rts like.
I Always wanted a political take over game where your the Secret head of a militia wing of anti government soldiers, general secretary of a political party, and a buisness group.If it ends up like a bigger Liberal Crime Squad I will be happy. I don't think I could play something like that if it took itself seriously.
Using organizations you order them to destabalize and yake over your government from foreigners who were installed due to outaide forces.
At the same time recruiting and making sure your subordinate leaders are hapy an not g rouge/defect.
Kinda like republic the revolution but more rts like.
Reverse Arkham City. Perform GTA-style missions in Arkham, knowing that every time you so much as raise your voice you're risking having the shit beat out of you by an invisible, seemingly invincible beast made out of fists and a desire to punch you and everything you hold dear.both singleplayer and multiplayer.
"Star Wars" Majesty.I'm just.... an Ewoooookk...... *dies*
Just that. Could even be a mod :D
Reverse Arkham City. Perform GTA-style missions in Arkham, knowing that every time you so much as raise your voice you're risking having the shit beat out of you by an invisible, seemingly invincible beast made out of fists and a desire to punch you and everything you hold dear.
Jeopardy Chess.
The board is made up of Jeopardy categories and dollar amounts. When you move to a square you have to answer a question. Answer it right and you get that dollar value. Answer it wrong and you lose that dollar value. When you move to take an opponent's piece, you answer the question for the square as usual, but if you get it wrong, YOU lose your piece and theirs stays. The Daily Double Square allows you to risk you piece that lands on the square. If you get it right, you regain any one piece and replace it in it's original position.
There would be 8 categories and 8 dollar values. Dollar values reverse for each person obviously. For example, the first square would be $100 question for one person and $800 for the opponent.
More of a mechanic, really, but missile-jousting would be awesome.For added awesome you can have ECM systems that can cause missiles to swerve off course if you try to shoot someone in the back. As such, you will have to charge at someone from head on. This will lead to games of chicken where two players with extremely powerful missiles will charge at each other at max speed.
FM1, but SHort weapons have 1-X range, Long weapons can't fire at melee range and generally have extreme but donut-shape ranges. Each missile type (including Ballistic, for snipers) can fire in different scenarios and have different ability to track enemies, as well as moving as independent entities. A missile might move extremely fast in a linear path and hit when it's fired, or a slow but highly guided arc that hits a few turns later but will hit unless it's shot down, which is very hard to do.
Also, missile jousting on certain launchers. You can choose "Joust" with the linear missiles- you choose your target and rush at them at high speeds, letting the missile fly at it's normal speed PLUS yours. Ingame this would mean an instant hit at more damage but possibly less accuracy.
More of a mechanic, really, but missile-jousting would be awesome.For added awesome you can have ECM systems that can cause missiles to swerve off course if you try to shoot someone in the back. As such, you will have to charge at someone from head on. This will lead to games of chicken where two players with extremely powerful missiles will charge at each other at max speed.
FM1, but SHort weapons have 1-X range, Long weapons can't fire at melee range and generally have extreme but donut-shape ranges. Each missile type (including Ballistic, for snipers) can fire in different scenarios and have different ability to track enemies, as well as moving as independent entities. A missile might move extremely fast in a linear path and hit when it's fired, or a slow but highly guided arc that hits a few turns later but will hit unless it's shot down, which is very hard to do.
Also, missile jousting on certain launchers. You can choose "Joust" with the linear missiles- you choose your target and rush at them at high speeds, letting the missile fly at it's normal speed PLUS yours. Ingame this would mean an instant hit at more damage but possibly less accuracy.
Jeopardy Chess.This wouldn't work well as a video game because of how much jeopardy games always suck due to their small database of questions. All you need is to have a database of jeopardy questions and play Chess as such. I'd add that each column should be a randomly generated category announced at the start, that way players will adjust their strategy to what they think they know. What would be the purpose of money, though? Just a victory condition?
The board is made up of Jeopardy categories and dollar amounts. When you move to a square you have to answer a question. Answer it right and you get that dollar value. Answer it wrong and you lose that dollar value. When you move to take an opponent's piece, you answer the question for the square as usual, but if you get it wrong, YOU lose your piece and theirs stays. The Daily Double Square allows you to risk you piece that lands on the square. If you get it right, you regain any one piece and replace it in it's original position.
There would be 8 categories and 8 dollar values. Dollar values reverse for each person obviously. For example, the first square would be $100 question for one person and $800 for the opponent.
"Star Wars" Majesty.
Just that. Could even be a mod :D
An RPG with class-mixing as a standard.I want this so bad now.
Imagine taking Fire Emblem's reclassing (drops you to lv1, but you keep relevant weapon tech and skills) and applying this to a far-reaching class mixer. Your holy monk can take a level in the necromantic arts and become a Deranged Monk. Your dragon rider can totally take a class in fire magery and spam fire everywhere with dragonbreath and mana, becoming (insert name here.). Your Paladin can take lessons in thievery and become a Swindler. Have a weak thief? Have the Lumberjack teach him a few things and get a (something "evil") Woodsman.
Now take the Deranged Monk and combine it with any other class you've seen ever before ever.
That's right. Infinite skill trees.
The system would have to have some kind of automation- take these stats, these growth levels, change them like this, give them these skills and if they have these skills together give them this other new skill, to be truly infinite. You'll be able to hopefully breed your perfect class.
The monster breeder meets the class change system.
An RPG with class-mixing as a standard.I want this so bad now.
Imagine taking Fire Emblem's reclassing (drops you to lv1, but you keep relevant weapon tech and skills) and applying this to a far-reaching class mixer. Your holy monk can take a level in the necromantic arts and become a Deranged Monk. Your dragon rider can totally take a class in fire magery and spam fire everywhere with dragonbreath and mana, becoming (insert name here.). Your Paladin can take lessons in thievery and become a Swindler. Have a weak thief? Have the Lumberjack teach him a few things and get a (something "evil") Woodsman.
Now take the Deranged Monk and combine it with any other class you've seen ever before ever.
That's right. Infinite skill trees.
The system would have to have some kind of automation- take these stats, these growth levels, change them like this, give them these skills and if they have these skills together give them this other new skill, to be truly infinite. You'll be able to hopefully breed your perfect class.
The monster breeder meets the class change system.
You should contact me when its done. ;3An RPG with class-mixing as a standard.I want this so bad now.
Imagine taking Fire Emblem's reclassing (drops you to lv1, but you keep relevant weapon tech and skills) and applying this to a far-reaching class mixer. Your holy monk can take a level in the necromantic arts and become a Deranged Monk. Your dragon rider can totally take a class in fire magery and spam fire everywhere with dragonbreath and mana, becoming (insert name here.). Your Paladin can take lessons in thievery and become a Swindler. Have a weak thief? Have the Lumberjack teach him a few things and get a (something "evil") Woodsman.
Now take the Deranged Monk and combine it with any other class you've seen ever before ever.
That's right. Infinite skill trees.
The system would have to have some kind of automation- take these stats, these growth levels, change them like this, give them these skills and if they have these skills together give them this other new skill, to be truly infinite. You'll be able to hopefully breed your perfect class.
The monster breeder meets the class change system.
I may or may not be able to get it up and going as a forum game- to prototype some of the systems, and try out some things I've been meaning to GM all mixed in one huge blender.
Skies of Arcadia 2, or some sort of game in that universe/style.MY SOUL BELONGS TO YOU. SKIES OF ARCADIA WAS THE BEEEEEEEEEEESSSSTTTT!!
A crying fucking shame no one noticed the game, because it was arguably the best damn game on the gamecube and dreamcast. So freaking good.
If only the PC port had been finished. It might have gotten a cult following and stuff might have happened. Ah well.
If there was a Skies of Arcadia kickstarter, I would sell my organs on the black market and my soul to satan to support it.
Skies of Arcadia 2, or some sort of game in that universe/style.Yessssss. I managed to pick up the Gamecube version at a used game store. It was their VERY LAST COPY. I've since beaten it twice and still love it.
A crying fucking shame no one noticed the game, because it was arguably the best damn game on the gamecube and dreamcast. So freaking good.
If only the PC port had been finished. It might have gotten a cult following and stuff might have happened. Ah well.
If there was a Skies of Arcadia kickstarter, I would sell my organs on the black market and my soul to satan to support it.
*tears of anticipatory joy*Skies of Arcadia 2, or some sort of game in that universe/style.Yessssss. I managed to pick up the Gamecube version at a used game store. It was their VERY LAST COPY. I've since beaten it twice and still love it.
A crying fucking shame no one noticed the game, because it was arguably the best damn game on the gamecube and dreamcast. So freaking good.
If only the PC port had been finished. It might have gotten a cult following and stuff might have happened. Ah well.
If there was a Skies of Arcadia kickstarter, I would sell my organs on the black market and my soul to satan to support it.
A sequel of some sort (or hell, a working PC port) would probably be the Best Thing Ever.
Neat, also looking for general miencraft esque space games that isn't where you basically get owned by pirates *looks at star-made* have to repeatedly dig for various materials that take friggin forever to find/ tedious to mine * looks at corneroids* and you can land at planets, and has A neat building system, and you can just simply buy A premade ship for A certain amount of credits, or build your own, depending on how you feel that day.I think that corneroids kind of planned on getting to those stages, by having shipbuilding and automation and such. But as I said, the developer gave up or lost motivation or something.
It CAN cost A bit of money, I dont have any right now, but preferably it can be free :)
A Roman war/ strategy/ interpersonal sim game. Concept: you are a legate in charge of a Roman legion. You must see to the loyalty, training, and discipline of your troops, and handle your officers. Hire mercenaries, loot provinces. Juggle a variety of people with their own predilections and biases, CKII-style, more or less. Promote valiant soldiers from within your ranks and give them assignments. Punish the weak and disloyal. And direct your legion in combat! However, you don't call the shots – it is up to the Senate/ Emperor to determine when and where you are deployed. Your goal is either a comfortable and prestigious retirement or a glorious death. After all, you're not the one who gets to decide if you wind up supervising a Gallic conquest or deathmarching through the heart of Parthia.
Your orders would be procedurally generated and not strictly historical.
You can choose a career from any period between the Republic around 250 BC to the late Empire up to 450 AD, with appropriate changes in organization, equipment, manpower, targets, etc.
Just don't get decimated!
@ HugoLuman
Well, I also want Wizardry 9. And Might and magic RTS/RPG.
@ HugoLuman
Well, I also want Wizardry 9. And Might and magic RTS/RPG.
@ HugoLuman
Well, I also want Wizardry 9. And Might and magic RTS/RPG.
God damnit I love the setting of Wizardry 8 so much!
@ HugoLuman
Well, I also want Wizardry 9. And Might and magic RTS/RPG.
God damnit I love the setting of Wizardry 8 so much!
From what I remember when I was looking into the Wizardry series, they've been quite popular over in Japan, to the point that several sequels and remakes have been made as well as a number of games using the same combat and exploration mechanics. While it's not Wizardry 9, they might do the job of tiding you over.
In spite of a 'final save' prior to the final battle, Sir-Tech announced that they had no plans to make a sequel. The company later went out of business.
@ HugoLuman
Well, I also want Wizardry 9. And Might and magic RTS/RPG.
God damnit I love the setting of Wizardry 8 so much!
From what I remember when I was looking into the Wizardry series, they've been quite popular over in Japan, to the point that several sequels and remakes have been made as well as a number of games using the same combat and exploration mechanics. While it's not Wizardry 9, they might do the job of tiding you over.
@ HugoLuman
Well, I also want Wizardry 9. And Might and magic RTS/RPG.
God damnit I love the setting of Wizardry 8 so much!
From what I remember when I was looking into the Wizardry series, they've been quite popular over in Japan, to the point that several sequels and remakes have been made as well as a number of games using the same combat and exploration mechanics. While it's not Wizardry 9, they might do the job of tiding you over.
Yes, but while keeping the overall wizardry gameplay, they made games set in your typical anime fantasy setting.
I do feel like there is just too many space/sci-fi themed games at this moment. Like, there's at least 2 in development with "star" as a part of the name. It's like somebody with a name said that "space sells durr" and suddenly everybody is making space games. This of course refers to the "indie" games, since mainstream remains mainstream-ish.
I'd more like to see some kind of RTS or wargame for a time period of about 1850 to 1920. I feel like that period is really interesting, because there were a LOT of various inventions. Bolt-action rifles, trenches, powerful artillery, machine guns, aircraft, gas... even submachine guns.I do feel like there is just too many space/sci-fi themed games at this moment. Like, there's at least 2 in development with "star" as a part of the name. It's like somebody with a name said that "space sells durr" and suddenly everybody is making space games. This of course refers to the "indie" games, since mainstream remains mainstream-ish.
Starbound, Stardrive, Starmade, Starforge.
The first one is good actually good, but still, yeah, I agree.
Where did all the pirate games go for God's sake? Or WWI games (it's always WW2 for some goddamn reason).
Where did all the pirate games go for God's sake? Or WWI games (it's always WW2 for some goddamn reason).Because evil Nazis are basic villains. I don't really know any pirate game (well, I can't recall any right now). Now I want a game where I can be an evil/villain pirate.
Where did all the pirate games go for God's sake? Or WWI games (it's always WW2 for some goddamn reason).Because evil Nazis are basic villains. I don't really know any pirate game (well, I can't recall any right now). Now I want a game where I can be an evil/villain pirate.
WWI games arent around, because their weapons aren't fun to play with. And lets not forget the fun and enjoyment of sitting in a trench for hours shooting blindly at the other guys in their trench.
An RPG-like game where you play as fire. You can extend yourself to surrounding tiles, at the expense of weakening the tiles you're extending from. Each tile has a set lifespan, so you have to expand towards flammable objects to keep the fire going, while not over-extending yourself. There's destructible terrain + gravity, not unlike Dwarf Fortress, and falling terrain can put out fires in a radius around the falling piece. I'm not really sure what the objective would be, but I think with some work this would be a pretty neat concept.Objective would be consume everything. Thats how fires think right?
An RPG-like game where you play as fire. You can extend yourself to surrounding tiles, at the expense of weakening the tiles you're extending from. Each tile has a set lifespan, so you have to expand towards flammable objects to keep the fire going, while not over-extending yourself. There's destructible terrain + gravity, not unlike Dwarf Fortress, and falling terrain can put out fires in a radius around the falling piece. I'm not really sure what the objective would be, but I think with some work this would be a pretty neat concept.As a counterpoint, I'd like a tile-based TBS (think Advance Wars) where you fight fires. Your primary concerns would be containment and limiting the fire's spread, and like all TBSs everywhere you'd start small (little old lady set her toaster on fire! Go put it out!) and end big (fighting 1,000-acre forest fires).
It remembers me a flash game, where there is a blue liquid, the creeper, which destroy everything on his path (like water). And you build turrets, and stuff to keep it out.LOVE THAT GAME.
An RPG-like game where you play as fire. You can extend yourself to surrounding tiles, at the expense of weakening the tiles you're extending from.
Though, the original proposition was for a roguelike WWI game, not a shooter. I imagine roguelikes would be a good genre for the whole "Industrialized war, you are going to die most likely" atmosphere WWI had.TBH, I would probably not play an urban/WWI roguelike as much as I would a fantasy/scifi one, just because it feels like, for the most part, there's not too much discovery with gameplay elements. A WWI game wouldn't tell a new story or create a new world for me to explore, it would just provide a different perspective on a story I've already heard.
What if it wasn't historical, but just a game with trench warfare in it? Minus the deadlock.Though, the original proposition was for a roguelike WWI game, not a shooter. I imagine roguelikes would be a good genre for the whole "Industrialized war, you are going to die most likely" atmosphere WWI had.TBH, I would probably not play an urban/WWI roguelike as much as I would a fantasy/scifi one, just because it feels like, for the most part, there's not too much discovery with gameplay elements. A WWI game wouldn't tell a new story or create a new world for me to explore, it would just provide a different perspective on a story I've already heard.
A MOBA mecha game.End of Nations might suit you. The (former?) members of Westwood are working on it, and they've even dragged Frank Klepacki along to make the soundtrack.
Frank Klepacki? Westwood? Going to be two years before I can actually play multiplayer, but this might be a game I need to try.A MOBA mecha game.End of Nations might suit you. The (former?) members of Westwood are working on it, and they've even dragged Frank Klepacki along to make the soundtrack.
They were originally going to make it an RTS, but they went dark for a while and when they resurfaced, they announced that they had scrapped that idea for reasons unknown. I'm just glad they didn't give up entirely after being decimated by EA.Frank Klepacki? Westwood? Going to be two years before I can actually play multiplayer, but this might be a game I need to try.A MOBA mecha game.End of Nations might suit you. The (former?) members of Westwood are working on it, and they've even dragged Frank Klepacki along to make the soundtrack.
A cosmic horror game by Bethesda using one of the Elder Scrolls engines.
-snop-I'm going to need a time machine, The Tower of London, a cult leader, a PEPS gun, and blueprints of the building Bethesda is situated in.
Not on less than a century's notice. Sorry.-snop-I'm going to need a time machine, The Tower of London, a cult leader, a PEPS gun, and blueprints of the building Bethesda is situated in.
Can anyone get those for me?
A cosmic horror game by Bethesda using one of the Elder Scrolls engines. Giant monsters, creeping things, things that don't die when you stab them, tentacles, all that fun stuff. Plus open world, lots of easy modability, and bugs that might help or hinder the player, or make them laugh or freak out. They could even add in a few things that seem like bugs but are there intentionally like Eternal Darkness did. Textures tearing, things shooting off at in a random direction, and NPCs that fall into the depths of the uncanny valley could add to the atmosphere.
The setting would either be modern times with magic and Things-Man-Was-Not-Meant-To-Know coming back or after an apocalypse caused by the afore mentioned event. I'm a bit torn between wanting magic and technology to work together (lots more possible bugs) or for them to cancel each other out (like in Arcanum). Either way there would be lots of magic arms and armor and lots of firearms.
Firearms would be like in Fallout 3/NV but with the scale going higher so things like this (http://en.wikipedia.org/wiki/Solothurn_S-18/1000) would be used at higher levels instead of the puny .50BMG. Some relatively common monsters would be big enough to need that much firepower.
Magic would cost sanity to use. Low sanity would cause hallucinations like seeing something that's not there, seeing things as something they're not, and animation failures.
There would be some monsters that would seem unbeatable. Extremely fast regeneration, high hit points, tough armor, or a combination of those would make defeating them seem impossible. True cosmic horrors that can only be run from. Players will probably find bugs or make mods that let them beat the impossible horrors but that's fine. It fits perfectly with the theme for players to defeat them using something else that should not be.
A cosmic horror game by Bethesda using one of the Elder Scrolls engines. Giant monsters, creeping things, things that don't die when you stab them, tentacles, all that fun stuff. Plus open world, lots of easy modability, and bugs that might help or hinder the player, or make them laugh or freak out. They could even add in a few things that seem like bugs but are there intentionally like Eternal Darkness did. Textures tearing, things shooting off at in a random direction, and NPCs that fall into the depths of the uncanny valley could add to the atmosphere.
The setting would either be modern times with magic and Things-Man-Was-Not-Meant-To-Know coming back or after an apocalypse caused by the afore mentioned event. I'm a bit torn between wanting magic and technology to work together (lots more possible bugs) or for them to cancel each other out (like in Arcanum). Either way there would be lots of magic arms and armor and lots of firearms.
Firearms would be like in Fallout 3/NV but with the scale going higher so things like this (http://en.wikipedia.org/wiki/Solothurn_S-18/1000) would be used at higher levels instead of the puny .50BMG. Some relatively common monsters would be big enough to need that much firepower.
Magic would cost sanity to use. Low sanity would cause hallucinations like seeing something that's not there, seeing things as something they're not, and animation failures.
There would be some monsters that would seem unbeatable. Extremely fast regeneration, high hit points, tough armor, or a combination of those would make defeating them seem impossible. True cosmic horrors that can only be run from. Players will probably find bugs or make mods that let them beat the impossible horrors but that's fine. It fits perfectly with the theme for players to defeat them using something else that should not be.
Possibly have the sanity as a difficulty- if your sanity is low, even common monsters can lead to fatal encounters.
I have yet to see sanity implemented as a mechanic in a way that really excited and enthralled me. Except for that one gamecube game by Nintendo. That was pretty cool.
I freaked out pretty good when my head exploded and I was still walking around. :CI have yet to see sanity implemented as a mechanic in a way that really excited and enthralled me. Except for that one gamecube game by Nintendo. That was pretty cool.
That's Eternal Darkness, which was already directly referenced as the model for sanity mechanics for that game concept. And I agree. It's the only one I've ever played that did it convincingly. I'll never forget when that fake game over screen popped up at a really anti-climactic moment, telling me to wait for the sequel. I sat there jaw-dropped for several seconds until the game snapped back to normal gameplay... and then laughed so much. Clever girl.
A cosmic horror game by Bethesda using one of the Elder Scrolls engines. Giant monsters, creeping things, things that don't die when you stab them, tentacles, all that fun stuff. Plus open world, lots of easy modability, and bugs that might help or hinder the player, or make them laugh or freak out. They could even add in a few things that seem like bugs but are there intentionally like Eternal Darkness did. Textures tearing, things shooting off at in a random direction, and NPCs that fall into the depths of the uncanny valley could add to the atmosphere.
The setting would either be modern times with magic and Things-Man-Was-Not-Meant-To-Know coming back or after an apocalypse caused by the afore mentioned event. I'm a bit torn between wanting magic and technology to work together (lots more possible bugs) or for them to cancel each other out (like in Arcanum). Either way there would be lots of magic arms and armor and lots of firearms.
Firearms would be like in Fallout 3/NV but with the scale going higher so things like this (http://en.wikipedia.org/wiki/Solothurn_S-18/1000) would be used at higher levels instead of the puny .50BMG. Some relatively common monsters would be big enough to need that much firepower.
Magic would cost sanity to use. Low sanity would cause hallucinations like seeing something that's not there, seeing things as something they're not, and animation failures.
There would be some monsters that would seem unbeatable. Extremely fast regeneration, high hit points, tough armor, or a combination of those would make defeating them seem impossible. True cosmic horrors that can only be run from. Players will probably find bugs or make mods that let them beat the impossible horrors but that's fine. It fits perfectly with the theme for players to defeat them using something else that should not be.
Possibly have the sanity as a difficulty- if your sanity is low, even common monsters can lead to fatal encounters.
That's kind of a neat idea. I think sanity would work better as a difficulty setting then as an "alternate health bar."
As far as the sanity mechanics go, I would like to add one more idea - you are all actually thinking that being completely sane is good, and being completely insane bad (on Bay 12 Forums? Really, guys?) and I see it differently. Sanity could be not a gauge - full or empty - but a slider. Less sane characters would actually see more of the world behind the Veil; they would see devils and horrors for what they are, but, unfortunately, they would also see themselves and objects in the world warped. Like the never-know-your-health effect, or enemy markers and quest markers all messed up. The perfectly sane characters wouldn't have any trouble with this, but on the other hand, they would perceive potential threats as normal, everyday things, having they brains filter the impossible from the world around them...
Perhaps at lower sanities it starts getting into a sort of meta-narrative (e.g. Save The Date); having the game world itself reveal itself to be gamey to the protagonist.As far as the sanity mechanics go, I would like to add one more idea - you are all actually thinking that being completely sane is good, and being completely insane bad (on Bay 12 Forums? Really, guys?) and I see it differently. Sanity could be not a gauge - full or empty - but a slider. Less sane characters would actually see more of the world behind the Veil; they would see devils and horrors for what they are, but, unfortunately, they would also see themselves and objects in the world warped. Like the never-know-your-health effect, or enemy markers and quest markers all messed up. The perfectly sane characters wouldn't have any trouble with this, but on the other hand, they would perceive potential threats as normal, everyday things, having they brains filter the impossible from the world around them...I was thinking this, in a way. Such as some enemies being much harder to see and or hit if you're sane- say the final boss is EXTREMELY hard if you have anything above 5% sanity, then make the secret good ending if you manage to not hit 0% sanity.
As far as the sanity mechanics go, I would like to add one more idea - you are all actually thinking that being completely sane is good, and being completely insane bad (on Bay 12 Forums? Really, guys?) and I see it differently. Sanity could be not a gauge - full or empty - but a slider. Less sane characters would actually see more of the world behind the Veil; they would see devils and horrors for what they are, but, unfortunately, they would also see themselves and objects in the world warped. Like the never-know-your-health effect, or enemy markers and quest markers all messed up. The perfectly sane characters wouldn't have any trouble with this, but on the other hand, they would perceive potential threats as normal, everyday things, having they brains filter the impossible from the world around them...
A cosmic horror game by Bethesda using one of the Elder Scrolls engines. Giant monsters, creeping things, things that don't die when you stab them, tentacles, all that fun stuff. Plus open world, lots of easy modability, and bugs that might help or hinder the player, or make them laugh or freak out. They could even add in a few things that seem like bugs but are there intentionally like Eternal Darkness did. Textures tearing, things shooting off at in a random direction, and NPCs that fall into the depths of the uncanny valley could add to the atmosphere.All my yes.
The setting would either be modern times with magic and Things-Man-Was-Not-Meant-To-Know coming back or after an apocalypse caused by the afore mentioned event. I'm a bit torn between wanting magic and technology to work together (lots more possible bugs) or for them to cancel each other out (like in Arcanum). Either way there would be lots of magic arms and armor and lots of firearms.
Firearms would be like in Fallout 3/NV but with the scale going higher so things like this (http://en.wikipedia.org/wiki/Solothurn_S-18/1000) would be used at higher levels instead of the puny .50BMG. Some relatively common monsters would be big enough to need that much firepower.
Magic would cost sanity to use. Low sanity would cause hallucinations like seeing something that's not there, seeing things as something they're not, and animation failures.
There would be some monsters that would seem unbeatable. Extremely fast regeneration, high hit points, tough armor, or a combination of those would make defeating them seem impossible. True cosmic horrors that can only be run from. Players will probably find bugs or make mods that let them beat the impossible horrors but that's fine. It fits perfectly with the theme for players to defeat them using something else that should not be.
-stuff-I'd play Supreme Commander in a game like that...
I could spend all day making items in a game like that...
Basically an expanded Alter Ego (http://en.wikipedia.org/wiki/Alter_Ego_%281986_video_game%29). It would be awesome if it had these features, though.The experiences aren't as in depth, and as far as I know, it doesn't cover your last bullet point, but you might want to check out Real Lives (http://www.educationalsimulations.com/). I think the best way to describe the difference between the two is that while Alter-Ego is similar to a "Choose your own adventure" Real Lives plays more like a simulator.
- You could have your character move into a different town or city, and each would have different traits. Do you move to the city for the jobs, or to the small towns for their general safety?
- Your character could lose or gain different traits themselves as they go on in life.
- High-risk careers. Being a police officer, criminal, or even a military draftee might pay very well, but you never know when you will get injured...
Heck, I'd even be happy if there were only more experiences added to, well, experience!
I want a GTA-like game that takes place in a utopia where crime and poverty has been been completely eliminated... except for you. Your character would go around committing crimes and just generally messing up the utopia, and by the end it would have degraded into a horrible dystopia.
This. (http://heroescommunity.com/viewthread.php3?TID=39321)If anything like that gets made it must be FE.
Also, a MLP MOBA/ARTS (DOTALIKE GODDAMNIT) with this kind of art style (http://derpicdn.net/media/W1siZiIsIjIwMTIvMDkvMTMvMjJfMTBfNDRfMTY5Xzk3MzgwX19VTk9QVF9fc2FmZV9vY3RhdmlhXzNkX3dpcF9hcnRpc3RfaGFzaGJyb19jZWxfc2hhZGluZyJdXQ/97380__safe_octavia_3d_wip_artist-hashbro_cel-shading.jpg).
What? I think that you accepted the fact I'm a brony at this point, and let's be honest, you know want it.
-snop-What do you mean by 'not thematic'? Because I could easily put all of your examples as being themed differently.
This. (http://heroescommunity.com/viewthread.php3?TID=39321)Would you mind putting your work in a Creative Project's thread? (It probably won't get much attention on the HoMM forums [hacking is hard], or while it's hosted where not everyone reading the thread can view it.)
A Fantasy RPG with a mostly colonial/frontier-esque setting as opposed to the traditional 7mi2 of the British Isles. Early breach-loading firearms and late flintlocks, bows used by various native people, supernatural elements inspired by a mixture of traditional fantasy and Native American mythology, with a healthy dose of Cajun voodoo.The way you describe it it sounds less like high-fantasy and more like a straight up Colonise America sim. Or aren't there orcs and elves and such?
Ideally, you make a PC and can assemble a party out of a choice of several NPC's, and the ones you've befriended but who aren't currently in your party hang out at wherever your base is. Maybe you own a lodge or small fort out in the sticks, or maybe you've got a ship or riverboat. So, some elements of faction building/management, but you've only a small band so it doesn't consume the whole game.
I'd like a world generation game. This game would gen a world ( in a similar manner to DF ) and you can pause the world at any time. It would have a detailed history, with races and civs popping up, having their own lives, journeys and sagas independent of you.This sounds goddamn amazing. However, I'd like for there to be a multitude of moral paradigms there could be selected, ie good/evil, order/chaos, bacon/necktie, etc.
The player would be able to be one of two sides: One side would be demons, and the other angels. If playing on the side of demons, you can corrupt the creatures and races and civs of the world, to an extent. The more specific your corruption, the more effective. Trying to evil-ize the entire world at once would have an extremely negligible effect, if at all. But, if you were to focus all your power and efforts to corrupting ( both the body and soul of ) a king, it wouldn't be all that difficult, and his madness, mutation and moral decay would then influence all those near and underneath him.
Same goes for angels, who instead, try to purify the races of the world, and inspire men and women to acts of bravery, wisdom and compassion.
In the middle would be randomly generated beasts and forgotten monsters, completely neutral in the battle of good and evil, but can be used to serve either end. A player on the side of demons can corrupt these beasts, drive them mad and have them besiege the poor races of the world, as if they were in an old fashioned giant monster movie. A player on the side of angels can alternatively have these beasts become protectors of the civilisations.
One side would win once the entire world has become either pure good or evil, an extremely long and arduous task.
I'd like a world generation game. This game would gen a world ( in a similar manner to DF ) and you can pause the world at any time. It would have a detailed history, with races and civs popping up, having their own lives, journeys and sagas independent of you.This sounds goddamn amazing. However, I'd like for there to be a multitude of moral paradigms there could be selected, ie good/evil, order/chaos, bacon/necktie, etc.
The player would be able to be one of two sides: One side would be demons, and the other angels. If playing on the side of demons, you can corrupt the creatures and races and civs of the world, to an extent. The more specific your corruption, the more effective. Trying to evil-ize the entire world at once would have an extremely negligible effect, if at all. But, if you were to focus all your power and efforts to corrupting ( both the body and soul of ) a king, it wouldn't be all that difficult, and his madness, mutation and moral decay would then influence all those near and underneath him.
Same goes for angels, who instead, try to purify the races of the world, and inspire men and women to acts of bravery, wisdom and compassion.
In the middle would be randomly generated beasts and forgotten monsters, completely neutral in the battle of good and evil, but can be used to serve either end. A player on the side of demons can corrupt these beasts, drive them mad and have them besiege the poor races of the world, as if they were in an old fashioned giant monster movie. A player on the side of angels can alternatively have these beasts become protectors of the civilisations.
One side would win once the entire world has become either pure good or evil, an extremely long and arduous task.
Also, Galactic Civilizations 2, with a very significant improvement: the map is now a cube, not a square.
A game where one player designs a giant (100ft) robot and has to try to destroy a city, while the other player would have to infiltrate the robot and take it down. Not only would the robot player have to create traps and defenses, but the army fighting him outside could blow holes in the robot, making it much more dangerous for the player.Do it Dansmithers. Prove yourself to be worthy of the crown.
I want a strategy game inspired by Legend of the Galactic Heroes.
Me no have code-knowings.A game where one player designs a giant (100ft) robot and has to try to destroy a city, while the other player would have to infiltrate the robot and take it down. Not only would the robot player have to create traps and defenses, but the army fighting him outside could blow holes in the robot, making it much more dangerous for the player.Do it Dansmithers. Prove yourself to be worthy of the crown.
I didn't say high-fantasy anywhere. Or that you'd be directing an entire nation/settlement. Just that it would be set in a colonial/frontier setting with fantasy elements.A Fantasy RPG with a mostly colonial/frontier-esque setting as opposed to the traditional 7mi2 of the British Isles. Early breach-loading firearms and late flintlocks, bows used by various native people, supernatural elements inspired by a mixture of traditional fantasy and Native American mythology, with a healthy dose of Cajun voodoo.The way you describe it it sounds less like high-fantasy and more like a straight up Colonise America sim. Or aren't there orcs and elves and such?
Ideally, you make a PC and can assemble a party out of a choice of several NPC's, and the ones you've befriended but who aren't currently in your party hang out at wherever your base is. Maybe you own a lodge or small fort out in the sticks, or maybe you've got a ship or riverboat. So, some elements of faction building/management, but you've only a small band so it doesn't consume the whole game.
Oh okay. I didn't say anything about directing a nation/settlement, I meant you'd be a pioneer or somefin'. So what do you mean by fantasy elements then? Just weird monsters and stuff?I didn't say high-fantasy anywhere. Or that you'd be directing an entire nation/settlement. Just that it would be set in a colonial/frontier setting with fantasy elements.A Fantasy RPG with a mostly colonial/frontier-esque setting as opposed to the traditional 7mi2 of the British Isles. Early breach-loading firearms and late flintlocks, bows used by various native people, supernatural elements inspired by a mixture of traditional fantasy and Native American mythology, with a healthy dose of Cajun voodoo.The way you describe it it sounds less like high-fantasy and more like a straight up Colonise America sim. Or aren't there orcs and elves and such?
Ideally, you make a PC and can assemble a party out of a choice of several NPC's, and the ones you've befriended but who aren't currently in your party hang out at wherever your base is. Maybe you own a lodge or small fort out in the sticks, or maybe you've got a ship or riverboat. So, some elements of faction building/management, but you've only a small band so it doesn't consume the whole game.
Evil Genius 2+1
Fantasy doesn't need Orcs and Elves. That's what I meant by not the usual 100 acres of Tolkein. There'd be alchemy and conjuring based on the writings of heretics from the Homeland, and other magic would come from the Natives. There'd be a few traditional monsters, like Dragons and werewolves, but there'd also be things based on various Native American myths, like the Wendigo, ghost-drummer, trickster-deities like Coyote or Raven, as well as some cajun-voodoo stuff and a few purely American folklore things (like the jackalope).Oh okay. I didn't say anything about directing a nation/settlement, I meant you'd be a pioneer or somefin'. So what do you mean by fantasy elements then? Just weird monsters and stuff?I didn't say high-fantasy anywhere. Or that you'd be directing an entire nation/settlement. Just that it would be set in a colonial/frontier setting with fantasy elements.A Fantasy RPG with a mostly colonial/frontier-esque setting as opposed to the traditional 7mi2 of the British Isles. Early breach-loading firearms and late flintlocks, bows used by various native people, supernatural elements inspired by a mixture of traditional fantasy and Native American mythology, with a healthy dose of Cajun voodoo.The way you describe it it sounds less like high-fantasy and more like a straight up Colonise America sim. Or aren't there orcs and elves and such?
Ideally, you make a PC and can assemble a party out of a choice of several NPC's, and the ones you've befriended but who aren't currently in your party hang out at wherever your base is. Maybe you own a lodge or small fort out in the sticks, or maybe you've got a ship or riverboat. So, some elements of faction building/management, but you've only a small band so it doesn't consume the whole game.
I know haha, thats high fantasy (with the orcs and elves and such), which is why I was referring to it as such. :PThe other way is good too. I was involved in an RP on this forum a while back where I played a Spanish elf and Napoleon had turned out to be a halfling (the GM said this was coincidental, and just happened because of how he assigned races to nations.
Like I said, sounds cool.
However, you can recruit followers from terrorized civilizations, who may give tribute or become cannon fodder for your dungeons.
There need to be more stealth games where you're the monster, the hunter, instead of the whole "outnumbered and outgunned" vibe. You know, like how Batman: Arkham Asylum/City did it where you get to watch the mooks break down in panic as you start to take them out one by one...I like you. Come over to my house and fuck my sister. That game is the reason why I am wanting and waiting for the World of Darkness MMO to come out with so much hope that the anticipation is killing me. I want more games where you play a monster, villain or a hunter of some kind as I'm tired of how society has a perpetual hard-on for do-gooders and mary sue heroes of all sorts. It's like people are afraid to get in touch with their inner demons and live alongside them for some reason.
Maybe mix that with my desire for a sequel to Vampire: The Masquerade - Bloodlines, and make that be what the stealth is like.
I don't think I've ever played a zombie game that actually satisfied me or even felt good to play. Cataclysm comes close, but there's that distinct lack of fear and urgency because of the graphical style (nothing against ASCII of course). Zombies are very easy monsters to portray visually, but they generally have a hard time being expressed mechanically in a way that feels right.I think the problem is just that you can't make zombies scary if you take them logically and in a somewhat realistic setting. We would beat the shit out of them with guns and bombs.
No, thats not it. Its because no one has ever taken them to the maximum level of logic (the word realism puts a bad taste in my mouth but thats basically what I'm talking about). Slow zombies that can only be killed with a headshot are only ever scary when you are well and truly outnumbered, but a lot of games never even try to portray them in such a way because its hard.I don't think I've ever played a zombie game that actually satisfied me or even felt good to play. Cataclysm comes close, but there's that distinct lack of fear and urgency because of the graphical style (nothing against ASCII of course). Zombies are very easy monsters to portray visually, but they generally have a hard time being expressed mechanically in a way that feels right.I think the problem is just that you can't make zombies scary if you take them logically and in a somewhat realistic setting. We would beat the shit out of them with guns and bombs.
I now really want a game were you play a designer in third world country which must supply an array of modern combat equipment using only old soviet surplus equipment.
As the game goes on you could even capture nearby nations surplus equipment, diversifying your stock.
Basically Crusader Kings 2 in space, I guess?
See, I want a Victoria 2 style game, but set in space. I would call it Post Sacristy. The 8 great powers, would be in a post sacristy economy.Basically Crusader Kings 2 in space, I guess?
I've wanted a sci-fi (or otherwise not real world) CK2 for a while. I think that in CK2s quest to be historically accurate, it was awesome, but it also added a lot of systems that require a great deal of management without being interesting. For example, the vast majority of wars in CK2 are won by the side that has the most troops (or the player exploiting AI stupidity), yet we still have to play build the doomstack every single time we go to war. Compare to, say, Total War where the military system is more detailed and the decisions you make can have a much larger effect on your success, yet the system is still somehow less of a pain in the ass. The reason for this issue is that the devs have to simulate the way feudal societies raised their levies, but they don't actually care much about the gritty details of war because that isn't what the game is about. So we get something that is complicated and time consuming yet de-emphasized. Its the same way with the economy, tech, and construction systems.
If CK2 were made in a non-realistic setting, it could simplify systems like the military and the economy and focus on the politicking, which I consider the main appeal of the game.
Wouldn't that give you infinite resources by definition, and thus just make it a game about clicking buttons?See, I want a Victoria 2 style game, but set in space. I would call it Post Sacristy. The 8 great powers, would be in a post sacristy economy.Basically Crusader Kings 2 in space, I guess?
I've wanted a sci-fi (or otherwise not real world) CK2 for a while. I think that in CK2s quest to be historically accurate, it was awesome, but it also added a lot of systems that require a great deal of management without being interesting. For example, the vast majority of wars in CK2 are won by the side that has the most troops (or the player exploiting AI stupidity), yet we still have to play build the doomstack every single time we go to war. Compare to, say, Total War where the military system is more detailed and the decisions you make can have a much larger effect on your success, yet the system is still somehow less of a pain in the ass. The reason for this issue is that the devs have to simulate the way feudal societies raised their levies, but they don't actually care much about the gritty details of war because that isn't what the game is about. So we get something that is complicated and time consuming yet de-emphasized. Its the same way with the economy, tech, and construction systems.
If CK2 were made in a non-realistic setting, it could simplify systems like the military and the economy and focus on the politicking, which I consider the main appeal of the game.
FPS games about wars between two nations that aren't America, in a conflict where America didn't exist yet or didn't get involved. Just from a brief section in history class, the Cambodian-Vietnamese war seems a million times more interesting than THOSE DAMN RUSSKIES ARE FUNDING THE TURRURISTS AGAIN.The proper 'Murrican pronunciation is not "Turrurist", it's "Terrrist". With a long "r".
Wouldn't that give you infinite resources by definition, and thus just make it a game about clicking buttons?See, I want a Victoria 2 style game, but set in space. I would call it Post Sacristy. The 8 great powers, would be in a post sacristy economy.Basically Crusader Kings 2 in space, I guess?
I've wanted a sci-fi (or otherwise not real world) CK2 for a while. I think that in CK2s quest to be historically accurate, it was awesome, but it also added a lot of systems that require a great deal of management without being interesting. For example, the vast majority of wars in CK2 are won by the side that has the most troops (or the player exploiting AI stupidity), yet we still have to play build the doomstack every single time we go to war. Compare to, say, Total War where the military system is more detailed and the decisions you make can have a much larger effect on your success, yet the system is still somehow less of a pain in the ass. The reason for this issue is that the devs have to simulate the way feudal societies raised their levies, but they don't actually care much about the gritty details of war because that isn't what the game is about. So we get something that is complicated and time consuming yet de-emphasized. Its the same way with the economy, tech, and construction systems.
If CK2 were made in a non-realistic setting, it could simplify systems like the military and the economy and focus on the politicking, which I consider the main appeal of the game.
I don't really consider MC Creative a game, either. Fun as hell for sure, but more of a toy than a game.Wouldn't that give you infinite resources by definition, and thus just make it a game about clicking buttons?See, I want a Victoria 2 style game, but set in space. I would call it Post Sacristy. The 8 great powers, would be in a post sacristy economy.Basically Crusader Kings 2 in space, I guess?
I've wanted a sci-fi (or otherwise not real world) CK2 for a while. I think that in CK2s quest to be historically accurate, it was awesome, but it also added a lot of systems that require a great deal of management without being interesting. For example, the vast majority of wars in CK2 are won by the side that has the most troops (or the player exploiting AI stupidity), yet we still have to play build the doomstack every single time we go to war. Compare to, say, Total War where the military system is more detailed and the decisions you make can have a much larger effect on your success, yet the system is still somehow less of a pain in the ass. The reason for this issue is that the devs have to simulate the way feudal societies raised their levies, but they don't actually care much about the gritty details of war because that isn't what the game is about. So we get something that is complicated and time consuming yet de-emphasized. Its the same way with the economy, tech, and construction systems.
If CK2 were made in a non-realistic setting, it could simplify systems like the military and the economy and focus on the politicking, which I consider the main appeal of the game.
Depends on how you implement it. You could say that Minecraft Creative mode was about clicking buttons, too.
It Post Scarcity doesnt mean infinite resources literally. Just that resources are no longer a bottle neck.Wouldn't that give you infinite resources by definition, and thus just make it a game about clicking buttons?See, I want a Victoria 2 style game, but set in space. I would call it Post Sacristy. The 8 great powers, would be in a post sacristy economy.Basically Crusader Kings 2 in space, I guess?
I've wanted a sci-fi (or otherwise not real world) CK2 for a while. I think that in CK2s quest to be historically accurate, it was awesome, but it also added a lot of systems that require a great deal of management without being interesting. For example, the vast majority of wars in CK2 are won by the side that has the most troops (or the player exploiting AI stupidity), yet we still have to play build the doomstack every single time we go to war. Compare to, say, Total War where the military system is more detailed and the decisions you make can have a much larger effect on your success, yet the system is still somehow less of a pain in the ass. The reason for this issue is that the devs have to simulate the way feudal societies raised their levies, but they don't actually care much about the gritty details of war because that isn't what the game is about. So we get something that is complicated and time consuming yet de-emphasized. Its the same way with the economy, tech, and construction systems.
If CK2 were made in a non-realistic setting, it could simplify systems like the military and the economy and focus on the politicking, which I consider the main appeal of the game.
Really, just any game (vehicular or on foot) where a player faction can design and manufacture thier own weapons. Please tell me if there already is one.
I just want to see somebody not in our group go "Oh, this? It's an old Bay12 design. Not optimised as of recent patches, but everyone and their grandma can make ammunition for it and it hits pretty hard." some time after we play.
(I was just playing in the big Bay12 Guns of Icarus group, and marveling at the design of some of the airship weapons. "Steam-powered extractors? That's so clever! The shells just fly out of the cylinder with a satisfying pop-hiss once you open the cannon to reload!" Then I was struck with the urge to invent my own steampunk weapon systems.)
A somewhat realistic cooking game that allows you put ingredients together in any way that's edible, and then the customer likes or dislikes it based on what the dish tastes like and what the customer likes.
Bonus points if there's a spinoff with controls from Surgeon Simulator 2013.
An FPS with randomly generated terrain, you take the role of a specific faction of space fairing aliens and can switch control to anyone of the members. You're tasked with the job of chopping down a forest and securing a base, but, horrible beasts live in the forest, and you must also dig down to gather metal for weaponry, the end goal is to chop down the entire forest. There would be an optional mode that tasks you with mining to the centre of the planet and ultimately creating a devastating Death Star like planet, paving everything over with industrial steel.
Starmade, just with Airships in a Steampunk universe.
A mech game similar to Front Mission, XCOM, Pacific Rim, and... well, from there it's unique? Anyway, the idea:Gimme.
-snip-
isn't cube getting a airship editer? or something like that.Starmade, just with Airships in a Steampunk universe.
Shut up and take my yes. All of it.
Not my idea, but a friend's that I thought was cool.
An FPS where people respawn on each side, but their bodies don't disappear. Games would theoretically last a while to allow a large amount of bodies to pile up, and players' behavior would change as the game went on. Is that just a pile of dead sniper bodies on that building, or is there a sniper hidden in them getting ready to pick you off? Mind games ensue.
Not my idea, but a friend's that I thought was cool.
An FPS where people respawn on each side, but their bodies don't disappear. Games would theoretically last a while to allow a large amount of bodies to pile up, and players' behavior would change as the game went on. Is that just a pile of dead sniper bodies on that building, or is there a sniper hidden in them getting ready to pick you off? Mind games ensue.
I foresee lag, teebagging and general desecration.
And no suicide button. Because people would abuse that so hard.
And no suicide button. Because people would abuse that so hard.I can imagine the briefing as they send the soldiers out
And no suicide button. Because people would abuse that so hard.So no grenade cooking? Or grenades that hurt you period?
So... impromptu "smoke" grenades? Made from finest gibs.mmmm baby backed ribs. ;)
A game like this. (http://macromeme.com/dog/awesome-game-concept-horror.html)
Would be awesome.
A game like this. (http://macromeme.com/dog/awesome-game-concept-horror.html)
Would be awesome.
An entire game of shit like this: https://www.youtube.com/watch?v=dBfv3cYJBEY
Something like "Barkley - Shut Up and Jam: Gaiden", but with action gameplay and a massive budget.
That ain't no masochistic AAA action game! That's a gameboy beat-em-up!
A game with extensive base-building and class-based shooting.A game that is what AoS was shaping up to be before the Jagex sellout - a non-class based, slower-paced, realistic-guns, quasi-realistic gameplay, voxel-based, base-building, FPS.
Think Ace of Spades, but taken up to eleven with TF2 theme and aesthetics.
I know there's the FortWars mod for TF2, but it's just spam and a crapshoot when it comes to lag and actual base-building, which has a finesse of a gang rape.
What the hell did happen to Ace of Spades? I was gone for several months, and when I come back it's TF2 with voxels. I like TF2, but you don't really need two.They sold out to another company, and remade the engine from scratch after they couldn't get permission from the original engine's creators to use it commercially. I think.
Nice to know EA is reaching out to the independent scene.
Jagex... the purveyors of Runescape.That would be incredible. I once had a membership to RS on my parent's credit card, but the card got cancelled and really my only thoughts on the loss of the membership were, "Know what? GOOD," and I haven't played it since then. There's plenty to do in that game, but it feels a little bit too grindy, and the combat was crappy.
Hmm, how about a game with the ridiculous amount of crafting available in RS, but with actual fun gameplay?
A game with extensive base-building and class-based shooting.
Think Ace of Spades, but taken up to eleven with TF2 theme and aesthetics.
I know there's the FortWars mod for TF2, but it's just spam and a crapshoot when it comes to lag and actual base-building, which has a finesse of a gang rape.
I would which for a strategy game that would be like a mix of Europa Universalis and Civilization with a tad of Total War in the strategic part but featuring not only a single planet but hundreds of them, and their respective star systems. A turn based strategy game.
With Total War like battles for land and sea battles and Homeworld like battles for the space ones. Or real time tactical game.
With a research system akin to the one of Space Empires V and overall feel of Emperor of the Falling Suns. Where population and resources are taken into account in a local way. No magic piles of resources, if you have steel in one side of the planet and a vehicle in the other side or even in another planet, there must be a way of taking the steel from point A to B.
Oh and with a custom array of design for infantry gear and vehicles load out, but also even buildings and races themselves, like Spore but not aimed at 5 years old, something serious looking. Where in the case of vehicles each design really affects it's performance and fire arcs and such. And borrowing a little from SotS where prototype vehicles have more cost and some vehicles are really nice while sometimes others are kind of lemons. As you progress in technology new types of components, hulls and vehicles are available.
As for the infantry, you get to not only choose the uniform and weapon load out, but can make several types of infantry and then the squad, platoon and company load out. For the individual soldier imagine something along the lines of the Dawn of War army painter but with the Firestorm Over Kronus mod weapons choices, but instead of just painting you choose which weapons they carry and what kind of uniform they use for desert, urban, ice, jungle and so environments, the weapons they will use and their combat behavior. Also while at it, as with the vehicles, you get more things as your tech progress.
As with the infantry squads and companies system, an army and fleet load out system should be used, so instead of you needing to recruit everything individually you can have an template and recruit whole armies and fleets on the whim of a click, the game recruiting and commissioning the vehicles from the nearest/most suitable/convenient planets, factories and shipyards.
And last but not least, a proper naming system for ships, where you can customize if they get random names (from generic or custom lists), numbers or both, and their class and design type are also made clear and if any or all of this is written on the hull or not, where the first of a class can auto get it's class name if you choose to. The same go for army naming, specifically for squad, platoon and company levels.
Graphic wise I would not be much concerned. Something along the lines of Dawn of War level of graphics would be nice but I would be happy even if is something in 2D, however I have heard that even when 2D is less demanding to the machine, quality 2d graphics (Starcraft 1, Age of Empires comes to mind) are actually harder to make than 3d.
I would which for a strategy game that would be like a mix of Europa Universalis and Civilization with a tad of Total War in the strategic part but featuring not only a single planet but hundreds of them, and their respective star systems. A turn based strategy game.
With Total War like battles for land and sea battles and Homeworld like battles for the space ones. Or real time tactical game.
With a research system akin to the one of Space Empires V and overall feel of Emperor of the Falling Suns. Where population and resources are taken into account in a local way. No magic piles of resources, if you have steel in one side of the planet and a vehicle in the other side or even in another planet, there must be a way of taking the steel from point A to B.
Oh and with a custom array of design for infantry gear and vehicles load out, but also even buildings and races themselves, like Spore but not aimed at 5 years old, something serious looking. Where in the case of vehicles each design really affects it's performance and fire arcs and such. And borrowing a little from SotS where prototype vehicles have more cost and some vehicles are really nice while sometimes others are kind of lemons. As you progress in technology new types of components, hulls and vehicles are available.
As for the infantry, you get to not only choose the uniform and weapon load out, but can make several types of infantry and then the squad, platoon and company load out. For the individual soldier imagine something along the lines of the Dawn of War army painter but with the Firestorm Over Kronus mod weapons choices, but instead of just painting you choose which weapons they carry and what kind of uniform they use for desert, urban, ice, jungle and so environments, the weapons they will use and their combat behavior. Also while at it, as with the vehicles, you get more things as your tech progress.
As with the infantry squads and companies system, an army and fleet load out system should be used, so instead of you needing to recruit everything individually you can have an template and recruit whole armies and fleets on the whim of a click, the game recruiting and commissioning the vehicles from the nearest/most suitable/convenient planets, factories and shipyards.
And last but not least, a proper naming system for ships, where you can customize if they get random names (from generic or custom lists), numbers or both, and their class and design type are also made clear and if any or all of this is written on the hull or not, where the first of a class can auto get it's class name if you choose to. The same go for army naming, specifically for squad, platoon and company levels.
Graphic wise I would not be much concerned. Something along the lines of Dawn of War level of graphics would be nice but I would be happy even if is something in 2D, however I have heard that even when 2D is less demanding to the machine, quality 2d graphics (Starcraft 1, Age of Empires comes to mind) are actually harder to make than 3d.
Yes. So much yes. Yes, yes, yes. Too bad the market for that game would be INCREDIBLY niche, though I think if they made a functional AI similar to Distant World's that you can switch on and off for every feature as you please, it'd make it less tedious in terms of micromanagement. As for graphics, so long as they were made in a way so as to be easy to comprehend, I'd be fine with ASCII-like graphics. Or low-res 2D (maybe something like Dominions sprites?), even.
I REALLY want that game to happen; it's the exact type of gameplay I've been daydreaming about for years. It's a sci-fi/Grand Strategy geek's holiest wet dream of a game, really. :P
the only way to get near 1:1 movement was to undergo neural interfacing that, if you weren't REALLY REALLY compatible with, would drive you insane and render part of your brain useless.Worth it.
Front Mission had melee, but it was all punches and piledrivers, no real "blades" or anything like that.
Well tanks with legs do are silly with current tech, at least bipedal ones, which would be extra silly anyway. However legged vehicles could theoretically be useful under some environments.
Well tanks with legs do are silly with current tech, at least bipedal ones, which would be extra silly anyway. However legged vehicles could theoretically be useful under some environments.
Legged vehicles have no purpose. Better just to use helicopters or something.
Legged vehicles have no military purpose. They can be very useful if you need to move heavy things around.Sounds like someone's never heard of logistics.
Legged vehicles have no military purpose. They can be very useful if you need to move heavy things around.
I'd like to see a space policing game where you play as head of internal affairs combating criminal organizations and the political protection they bribe. At the same time not look weak because space emperor Stalin will consider you a traitor and hang you...with space piano wires.
A game where I can mow through dungeons that I myself can design with some limits and randomization thrown in to keep things interesting.Master of the Monster Lair for NDS is pretty much just this. You build a dungeon to attract monsters then go through it and kill them. I can't remember if there was any randomization but if there was it was probably minimal. I didn't really like it but you may want to give it a try.
Something like "Barkley - Shut Up and Jam: Gaiden", but with action gameplay and a massive budget.
Care to explain your profound logic? Because things like, I don't know, reality seems to conflict with your point of view.Well tanks with legs do are silly with current tech, at least bipedal ones, which would be extra silly anyway. However legged vehicles could theoretically be useful under some environments.
Legged vehicles have no purpose. Better just to use helicopters or something.
Aren't DARPA developing that quadrupedal robot for the purpose of moving supplies and equipment over rough terrain?Legged vehicles have no military purpose. They can be very useful if you need to move heavy things around.Sounds like someone's never heard of logistics.
I want a Mechwarrior/Battletech style game where it is possible to get out of your mech and walk around, maybe pick up a gun and fight while the giant death machines stroll around the battlefield.The Star Wars Battlefront games sometimes have that feel with AT-ATs.
Sort of like Battlefield 3/Planetside 2, just with slow moving hundred(+) foot tall death machines on the battlefield as well.
I want a Mechwarrior/Battletech style game where it is possible to get out of your mech and walk around, maybe pick up a gun and fight while the giant death machines stroll around the battlefield.The Star Wars Battlefront games sometimes have that feel with AT-ATs.
Sort of like Battlefield 3/Planetside 2, just with slow moving hundred(+) foot tall death machines on the battlefield as well.
Asking here so that maybe someone knows the answer.Not sure if its quite what you're looking for, but there's a strategy/tactics game called Record of Agarest War (yay Engrish!) in which you marry one of your female allies, have a child with her, and your descendent continues the fight. This goes on for a few generations. Haven't played it myself, but it might be worth looking into.
Are there any games like Fire Emblem: Genealogy of the Holy Wars? NOT in the sense of Tactical RPG, but in the sense of 'Marry X with Y, obtain Z who can then be married with P to obtain son/daughter L that has a line of abilities/defects dependent on the father/mother pair. Sort of like the 'Pokémon' breeding stuff.
Basically, a life simulation where you need to do this in order to 'fight off' someone/something big bad. (If that doesn't exist, then something extremely customizable like Disgaea 2 for creating classes and fighting)
There are two videos of it in my last post. So legged vehicles can have both military and logistics applications, how would have thought?!
You don't want a wolf den, it would be the same thing as the field but a dungeon.den =/= mammoth cave system
Asking here so that maybe someone knows the answer.The Dragon Quest Monsters/Dragon Warrior Monsters series does something like this. It's similar to Pokemon in that you go around getting a team of monsters to join you in fighting other monsters. In Dragon Warrior Monsters:2 for GBC you could combine monsters who joined your team (losing both combined monsters) and get a new monster of a different type. I can't remember how attacks are handled but with proper combining it's possible to get a vastly more powerful monster than either of the combined monsters. Dragon Quest Monsters:Joker for NDS makes combining monsters a mostly linear progression which prevents the extreme improvements possible in 2.
Are there any games like Fire Emblem: Genealogy of the Holy Wars? NOT in the sense of Tactical RPG, but in the sense of 'Marry X with Y, obtain Z who can then be married with P to obtain son/daughter L that has a line of abilities/defects dependent on the father/mother pair. Sort of like the 'Pokémon' breeding stuff.
Basically, a life simulation where you need to do this in order to 'fight off' someone/something big bad. (If that doesn't exist, then something extremely customizable like Disgaea 2 for creating classes and fighting)
Asking here so that maybe someone knows the answer.
Are there any games like Fire Emblem: Genealogy of the Holy Wars? NOT in the sense of Tactical RPG, but in the sense of 'Marry X with Y, obtain Z who can then be married with P to obtain son/daughter L that has a line of abilities/defects dependent on the father/mother pair. Sort of like the 'Pokémon' breeding stuff.
Basically, a life simulation where you need to do this in order to 'fight off' someone/something big bad. (If that doesn't exist, then something extremely customizable like Disgaea 2 for creating classes and fighting)
Multiplayer and turnbasedness are a bit hard to reconcile well. It works okay (but not perfectly) when you have a small party, but there's a reason there are very, very few turn-based MMOs.
...The main problem I can think of with this idea is that lag could absolutely KILL it, but with low playercounts and an attempt to match players based on location lag could probably be minimized.Not necessarily, depends on how many projectiles there are and how the updates are managed across the connection. Using a delta update there would probably be, per bullet, 6 floating point values to update position and velocity. There would be an instance/destroy as well per bullet once each during the lifetime of the bullet. Graphically, they could probably be done with billboard sprites, which is pretty cheap considering they can be batched together the majority of the time during drawing down to one draw call per few thousand instances of a bullet type. 50k bullets would be somewhere around 1-2kB/update, probably 15-30 physics updates per second so 30-60kB/s downstream there. There are other factors that will drive up the server->client update costs, but bullets shouldn't be one of them. Upstream costs would be altered primarily by how many bullets you are pumping out at any given time, along with a mostly constant cost for updating the server on your character's movement/orientation information and the character's actions.
I want a jokey simulation game called something like "Speed Trap Tycoon" where you are the police chief of a tiny speed trap town. Your goal is to make as much money as possible for the town by stopping travelers for speeding while keeping obscure enough to trick people into coming to the town, and on the good side of anti-speed trap laws in the state.That actually sounds really great. It would probably suit a flash game well.
You have to manage the placement of cops, speed cameras, et al. throughout the town, as well as placing and setting numbers on the speed-limit signs. As you earned more money from all the speeding tickets, the town would expand from the financial stimulus and you would have to move and purchase/hire more cops and equipment. You could also get universal upgrades, like better-quality radar guns.
The challenge would come from making sure unwary speed-trap victims keep a-comin'. If you were too indiscriminate or brutal, word would spread on the speed-trap nature of the town and people would slow down or avoid it altogether. At serious extremes, the state attorney general would file a suit against the town for abusing legal powers against the citizens of the state. If you scared away too many people, you would have to deal with the snowball effect of angry locals protesting the lack of economic stimulus from outsiders.
I'd like a crpg-style game (and there may be one out there) where there is no real story and its a day in the life simulator where you can roleplay as anything from a peasant to a guard to a thief to a barbarian or even a king. There would be a ton of interaction with both the world and npc's and there would be no quests (other than the ones you make up), just the job you chose and its duties whether it be guard duty or growing crops and raising livestock.
What the fuck is a speed trap town?A town that makes most of it's money through the ticketing and fining of speeding drivers.
What, if any, town is that?What the fuck is a speed trap town?A town that makes most of it's money through the ticketing and fining of speeding drivers.
Whoops there's not supposed to be a c, typing on a phone.I'd like a crpg-style game (and there may be one out there) where there is no real story and its a day in the life simulator where you can roleplay as anything from a peasant to a guard to a thief to a barbarian or even a king. There would be a ton of interaction with both the world and npc's and there would be no quests (other than the ones you make up), just the job you chose and its duties whether it be guard duty or growing crops and raising livestock.
How is that a CRPG in any way?
There a game called Kudos. Kinda like that?Whoops there's not supposed to be a c, typing on a phone.I'd like a crpg-style game (and there may be one out there) where there is no real story and its a day in the life simulator where you can roleplay as anything from a peasant to a guard to a thief to a barbarian or even a king. There would be a ton of interaction with both the world and npc's and there would be no quests (other than the ones you make up), just the job you chose and its duties whether it be guard duty or growing crops and raising livestock.
How is that a CRPG in any way?
No, what I was thinking is it would be a life sim (starting at adulthood or whatever) with an open world and isometric graphics a la fallout 2/jagged alliance 2There a game called Kudos. Kinda like that?Whoops there's not supposed to be a c, typing on a phone.I'd like a crpg-style game (and there may be one out there) where there is no real story and its a day in the life simulator where you can roleplay as anything from a peasant to a guard to a thief to a barbarian or even a king. There would be a ton of interaction with both the world and npc's and there would be no quests (other than the ones you make up), just the job you chose and its duties whether it be guard duty or growing crops and raising livestock.
How is that a CRPG in any way?
An FPS game in which a team of players has the first 10 minutes of a match to design and build a massive vehicle (battleship, giant tank, mecha, airship, etc.) that takes multiple people to operate, then pits their creation against that of the other team. Each player only has so many points that they can contribute to adding a weapon or ability to the team's vehicle, so multiple players have to agree to pool their resources to get giant death rays, and at the expense of point defenses, fighter bays, medical facilities, etc.
Ammunition has physical presence and is volatile. That scene in one of the Matrix films where the ammunition starts cooking off and kills half the crew, that can actually happen. In addition to that, the giant artillery can fail to load ammunition, requiring an engineer to run in and fix the issue before the weapon can fire again.
Players gain currency for kills, so engineers can continue improving and adding to the ship as long as hardpoints are available. Eventually, both teams gain access to jetpacks, boarding craft and teleporters, allowing them to go on the offensive and start damaging the enemy craft from inside. Whoever loses their craft first loses the match.
Warhammer 40k Tabletop, but on a computer. Can fight randomized armies of any race, or against your friends.YESSSSSSS.
But then people would stop buying workshop figures at arm-and-a-leg prices and then where would we be?Warhammer 40k Tabletop, but on a computer. Can fight randomized armies of any race, or against your friends.YESSSSSSS.
But then people would stop buying workshop figures at arm-and-a-leg prices and then where would we be?Warhammer 40k Tabletop, but on a computer. Can fight randomized armies of any race, or against your friends.YESSSSSSS.
But then people would stop buying workshop figures at arm-and-a-leg prices and then where would we be?Warhammer 40k Tabletop, but on a computer. Can fight randomized armies of any race, or against your friends.YESSSSSSS.
We would be able to retain all of our limbs?
I seem to remember someone had created a program for playing Warhammer on a computer between two people, it wasn't really much more then a board with all the pieces needed to play as you still needed rule books to know how to play (You know, like templates, measuring sticks and so on). I stopped hearing about it soon after it went to a donate-to-play system or somesuch.
Apparently (http://en.wikipedia.org/wiki/New_Rome,_Ohio) quite (http://www.memphisflyer.com/backissues/issue396/cvrstory396.htm) a (http://www.stltoday.com/news/local/missouri-s-first-official-speed-trap-town-fingered-in-audit/article_19e8a57e-c04c-11df-89fe-00127992bc8b.html) few (http://www.thetruthaboutcars.com/2010/03/texas-small-town-speed-traps-rake-in-millions/).What, if any, town is that?What the fuck is a speed trap town?A town that makes most of it's money through the ticketing and fining of speeding drivers.
A game in which you play a random civilian in a small third-world country being extorted by American corporations. The objective is to survive the hellish conditions of your job.I don't see why this couldn't work. Papers Please works beautifully and it is basically a bureaucracy sim.Spoiler (click to show/hide)
Speaking of N64, I think I want a new BlastCorps. Maybe from a TPS/over-the-shoulder perspective. Basically RF:Guerilla with much higher building density and you use various vehicles to destroy buildings instead of weapons.+1
Bee simulator in ASCII graphics , hive managment, ability to select new home for new generations, mutate or play as those "attacking" bees .
Raid houses, maybe if you mutate you would fight against some people trying to kill your mutated bees
Select where next generations will settle, fight other bee species
Imagine it... Flying near some water pool and stinging fat girl to chest... and after that attacking her in her sleep.. and eating her flesh, I know kinda crazy but I would like if such game would exist
Bee simulator in ASCII graphics , hive managment, ability to select new home for new generations, mutate or play as those "attacking" bees .
Raid houses, maybe if you mutate you would fight against some people trying to kill your mutated bees
Select where next generations will settle, fight other bee species
Imagine it... Flying near some water pool and stinging fat girl to chest... and after that attacking her in her sleep.. and eating her flesh, I know kinda crazy but I would like if such game would exist
Generally more 'EVE-likes' in different genera sound interesting. I don't play subscription games, and I'm not a fan of mostly fire-and-forget MMO combat, but I actually tried to get an EVE free trial working a few years ago after hearing about how the game was designed with the players so much in control. More games should allow mechanics and players to interact, rather than building rollercoasters you have to click to progress.
A game where you play as an extremely depressed man that slowly spirals into madness, you have choices, but all the choices affect everything negatively in some way. At the end, your choices turn him into a serial killer, make him commit suicide, or seek psychological help and become an emotionless guinea pig in psychological study.Sounds depressing as hell. Would not play.
A game where you play as an extremely depressed man that slowly spirals into madness, you have choices, but all the choices affect everything negatively in some way. At the end, your choices turn him into a serial killer, make him commit suicide, or seek psychological help and become an emotionless guinea pig in psychological study.
The thing is, the game wouldn't tell you he was depressed, so the ending is incredibly shocking and tearjerking. But I would shout with joy at each ending very much.A game where you play as an extremely depressed man that slowly spirals into madness, you have choices, but all the choices affect everything negatively in some way. At the end, your choices turn him into a serial killer, make him commit suicide, or seek psychological help and become an emotionless guinea pig in psychological study.Sounds depressing as hell. Would not play.
An MMO shooter with permadeath where players form massive mega-corporations and higher-ups gain the ability to order lower-level players around (by changing the quests that their questgivers hand out). Players that teamkill are blackbarred from their guild/clan/corporation and become free game, so there's quite a bit of incentive to be a good little drone and follow orders. However, massive revolts can also become a thing, as well as backstabbing and assassination on the higher levels. All of this is ordered by players, to be executed by players. So sort of like EVE Online, except as an FPS.Sounds like SF FPS Battlemaster :P
The thing is, the game wouldn't tell you he was depressed, so the ending is incredibly shocking and tearjerking. But I would shout with joy at each ending very much.A game where you play as an extremely depressed man that slowly spirals into madness, you have choices, but all the choices affect everything negatively in some way. At the end, your choices turn him into a serial killer, make him commit suicide, or seek psychological help and become an emotionless guinea pig in psychological study.Sounds depressing as hell. Would not play.
I mean, the game wouldn't blatantly state he's depressed, it would slowly build up, but the player hopes that it won't end horribly, they hope that this pathetic 30 year old man with no purpose or will to live gets through the bad times. But there is no hope.The thing is, the game wouldn't tell you he was depressed, so the ending is incredibly shocking and tearjerking. But I would shout with joy at each ending very much.A game where you play as an extremely depressed man that slowly spirals into madness, you have choices, but all the choices affect everything negatively in some way. At the end, your choices turn him into a serial killer, make him commit suicide, or seek psychological help and become an emotionless guinea pig in psychological study.Sounds depressing as hell. Would not play.
That doesn't seem really tearjerking. Without any reason or build-up it's just kind of mean spirited and out of the blue.
Shattered Horizon sounds like the game for you. Sadly, its multiplayer-only last I checked and I don't know how active the community is anymore.An MMO shooter with permadeath where players form massive mega-corporations and higher-ups gain the ability to order lower-level players around (by changing the quests that their questgivers hand out). Players that teamkill are blackbarred from their guild/clan/corporation and become free game, so there's quite a bit of incentive to be a good little drone and follow orders. However, massive revolts can also become a thing, as well as backstabbing and assassination on the higher levels. All of this is ordered by players, to be executed by players. So sort of like EVE Online, except as an FPS.Sounds like SF FPS Battlemaster :P
On that topic, I want an FPS set entirely in zero-/microgravity. It would be sci-fi themed for obvious reasons. The movement scheme would be very... original, and there would be a big learning curve, based around pushing off or holding on to various objects, jetting around, and just outright drifting.
Also, view/turning controls would be a bit different - your view wouldn't maintain a constant roll and pitch like it does in most FPSs, and you would have to carefully adjust it if you wanted to face the right way. Rotation on all three axes would be possible - but you could only turn so far (i.e. turning the head) before you would have to use thrusters or grab hold of something. To keep turning the camera from getting too difficult to control (i.e., spinning forever and requiring manual adjustment), there would be a control to automatically engage retrothrusters to help stabilize it (futuristic computer technology or something). Needless to say, though, this would not be game for the motion-sickness-prone.
The main method of maneuvering would be the jetpack (think those old NASA things). It would be built into whatever protective suit the player wore. As mentioned above, this jetpack would be sophisticated enough to allow turning on three axes, plus moving (from the player's point of view, of course) "up", "forward", and "sideways" (probably not down or backward, although there could be multiple versions of the jetpack with their own strengths and weaknesses, one or two of which would have such movement as special abilities). The jetpack would also have limited (but replenishable) fuel, however, which would partly incentivize grabbing and holding objects, as well as the fact that the jetpack would be a bit finicky to control compared with just holding a rail and clambering along.
Honestly, any first-person game would work (vehicular, for example - you could even work space vehicles into this). Hell, the combat would probably be secondary to the maneuvering. I just thought FPS because I've seen spaceship sims in the past - and because I got the idea while crudely simulating a jetpack in HL1 via cheat-commands, keybindings and macros. Flying through Black Mesa like you're in space with a jetpack turns out to be wildly fun.
I want to play it as a game but the game is saying I shouldn't because I myself have Depression. Maybe I should just torture some Sims instead?A game where you play as an extremely depressed man that slowly spirals into madness, you have choices, but all the choices affect everything negatively in some way. At the end, your choices turn him into a serial killer, make him commit suicide, or seek psychological help and become an emotionless guinea pig in psychological study.
This isn't really a game, but: http://www.depressionquest.com/ (http://www.depressionquest.com/).
Actually, linking it with the intent to play it as game might undermine the intentions behind the effort.
Sandbox roaming game like GTA or Saints Row, IN SPACE! (not the Movie)Maybe a sort of "space station city?" For example, it could be a mining colony, with tons of asteroids with installations. Between asteroids could be a whole series of space stations, with different clusters of stations controlled by different companies.
Like, instead of a city, you've got... something. Not one planet, like Red Faction Guerrilla, but, I don't know, something bigger in scope. Like, all of Space! Except you can somehow travel it like a city, open the door of a space shuttle, throw the pilot out and hijack it. With missions and sidequests and challenges and all that jazz, and the gameplay itself not too different from GTA / SR, so mostly running, shooting and stealing vehicles. Space vehicles! In Space!
http://www.youtube.com/watch?v=137Ei0C3VdgI mean, the game wouldn't blatantly state he's depressed, it would slowly build up, but the player hopes that it won't end horribly, they hope that this pathetic 30 year old man with no purpose or will to live gets through the bad times. But there is no hope.The thing is, the game wouldn't tell you he was depressed, so the ending is incredibly shocking and tearjerking. But I would shout with joy at each ending very much.A game where you play as an extremely depressed man that slowly spirals into madness, you have choices, but all the choices affect everything negatively in some way. At the end, your choices turn him into a serial killer, make him commit suicide, or seek psychological help and become an emotionless guinea pig in psychological study.Sounds depressing as hell. Would not play.
That doesn't seem really tearjerking. Without any reason or build-up it's just kind of mean spirited and out of the blue.
Sandbox roaming game like GTA or Saints Row, IN SPACE! (not the Movie)Maybe a sort of "space station city?" For example, it could be a mining colony, with tons of asteroids with installations. Between asteroids could be a whole series of space stations, with different clusters of stations controlled by different companies.
Like, instead of a city, you've got... something. Not one planet, like Red Faction Guerrilla, but, I don't know, something bigger in scope. Like, all of Space! Except you can somehow travel it like a city, open the door of a space shuttle, throw the pilot out and hijack it. With missions and sidequests and challenges and all that jazz, and the gameplay itself not too different from GTA / SR, so mostly running, shooting and stealing vehicles. Space vehicles! In Space!
I would not be too surprised if that's what Saints Row 5 turns out to be.Well, there no plans for a Saints Row 5. 4 is the last one in the series, and the dev team wants to move on and do other stuff. They've completed the story with those Saints.
World of Warcraft, if some servers allowed player races to become extinct via permadeath.It would need a finite number of players then.
Nah. People would just have to kill faster than people could respawn.World of Warcraft, if some servers allowed player races to become extinct via permadeath.It would need a finite number of players then.
No, it would have to have finite source of the race, either wise they couldnt become extinct.Nah. People would just have to kill faster than people could respawn.World of Warcraft, if some servers allowed player races to become extinct via permadeath.It would need a finite number of players then.
World of Warcraft, if some servers allowed player races to become extinct via permadeath.
World of Warcraft, if some servers allowed player races to become extinct via permadeath.
This wouldn't work as in order to make certain species go extinct in a game you'll have to exterminate both player characters and non-player characters, which would break certain quests and various functions. That and the necessity for at least non-player characters if not player characters to breed and have children would make it like World of Warcraft meets The Sims. That might work but it would be really messy and it would lead to a lot of newbies quitting the game outright.
No, it would have to have finite source of the race, either wise they couldnt become extinct.That was my second thought. Maybe the counter would reset every day or something, and race extinctions gave other races bonus XP or somefin.
So then people wouldn't be able to create new characters of that race. And then it would go through every race until no new charatcers can e created.No, it would have to have finite source of the race, either wise they couldnt become extinct.Nah. People would just have to kill faster than people could respawn.World of Warcraft, if some servers allowed player races to become extinct via permadeath.It would need a finite number of players then.
So you'd need something to be finite. Like the number of character creation with a race, or a spot in the server where you can destroy to limit the number of that race.
Just thought up a kind of semi real time (real time but you can manipulate things while the game is paused) physics puzzle game that would be pretty cool.That sounds terribly fun, especially if the heroes are actually player characters and it's not just a series of minigames. <3
You play as a minor diety that has decided to protect a group of heroes on their quest to save the world. And these particular heroes after a while of success start doing some borderline suicidal heroic shenanigans and you must protect them. But the rules of the gods say you can't interfere in ways obvious to the mortals.
So you have to manipulate small things. The team's dwarf decides to jump off of a wall into a horde of baddies with spears pointed upward. And you must use some weak little airbursts to gently push the spears out of the way of the falling dwarf, and then strategically push dirt and dust into the baddies's eyes or manipulate swings to be more effective or less effective.
Or the group's archer decides to do something completely stupid like surf down a set of stairs on a shield. So you must smooth out dents in the shield and make the stairs less bumpy all while deflecting incoming arrows.
You have a pool of regenerating power that is spent manipulating things that regens fairly quickly over time, and you can pause the game to manipulate multiple things at once, but yer power isn't regenerating while paused, so you are still limited. All this to heroic music that skips a beat or becomes more and more distorted as you screw up, and if you screw up bad enough the heroes can meet all kinds of horrible ends.
A game starring a person I just came up with: Streaker Dave, the nude dude with the rudest 'tude on Planet Earth. It's like Mirror's Edge, but you're streaking the entire time.But who would you be streaking for on a rooftop?
-snip-We need a small scale open-world RPG like this. Imagine if a company like Bethesda just poured all their heart and effort and time into a single town of 20 or 30 people and the area surrounding. You'd get something amazing is what you'd get. Open-worlds should focus less on recreating human beings and more on the actual world around it.
snip !Makes me think about The Guild :)
-snip-Sounds like something that would fit in an update to Planetside 2 or any sequel that happens.
-snip-Open-worlds should focus less on recreating human beings and more on the actual world around it.
Agreed.(this is why I like Oblivion better than Skyrim)-snip-Open-worlds should focus less on recreating human beings and more on the actual world around it.
The second one is an Star Wars strategy game that actually understands the concept of asymmetrical warfare. Pretty much every SW RTS ever portrays the rebels as a powerful conventional army that's slightly weaker than the Imperials but has a few underhanded tactics to make up for it. In the movies, the rebels could never dream of attacking the Empire head on. In the games they're launching fullscale invasions of heavily populated worlds. I'd really like to see a game where the Rebels and Imperials had completely different gameplay mechanics and goals. Namely, the rebels should be MUCH weaker and be constantly starved for resources, while the imperials shouldn't be able to attack the rebels without pouring money/time into searches. The Imperials shouldn't often lose worlds or fleets until things get really bad, instead the rebels should be fighting to win any victories at all against the imperials (aka convince people they can be beaten) as well as recruiting unique starships and soldiers from worlds where Imperials are weak. The Empire on the other hand should be attempting to spread out its influence and defend everywhere, while bleeding the rebels dry by destroying their limited resources and forcing them to spread out and move around a lot.I can appreciate this. I don't think I've ever seen asymmetrical warfare represented well in a video game.
Basically: a very weak force that doesn't need to defend land and has the initiative, versus a very powerful force that has to constantly contend with the threat of more forces joining the rebels.
Agreed.(this is why I like Oblivion better than Skyrim)-snip-Open-worlds should focus less on recreating human beings and more on the actual world around it.The second one is an Star Wars strategy game that actually understands the concept of asymmetrical warfare. Pretty much every SW RTS ever portrays the rebels as a powerful conventional army that's slightly weaker than the Imperials but has a few underhanded tactics to make up for it. In the movies, the rebels could never dream of attacking the Empire head on. In the games they're launching fullscale invasions of heavily populated worlds. I'd really like to see a game where the Rebels and Imperials had completely different gameplay mechanics and goals. Namely, the rebels should be MUCH weaker and be constantly starved for resources, while the imperials shouldn't be able to attack the rebels without pouring money/time into searches. The Imperials shouldn't often lose worlds or fleets until things get really bad, instead the rebels should be fighting to win any victories at all against the imperials (aka convince people they can be beaten) as well as recruiting unique starships and soldiers from worlds where Imperials are weak. The Empire on the other hand should be attempting to spread out its influence and defend everywhere, while bleeding the rebels dry by destroying their limited resources and forcing them to spread out and move around a lot.I can appreciate this. I don't think I've ever seen asymmetrical warfare represented well in a video game.
Basically: a very weak force that doesn't need to defend land and has the initiative, versus a very powerful force that has to constantly contend with the threat of more forces joining the rebels.
Never, idiots will wine all the way to the Meca and back. People seems to think "balance" is utter necessary.Balanced != identical.
There's a mod for expansion of Empire at War, the one with the guy that looks like Arthas from Warcraft 3. Anyway, the mod is a Halo mod with only space battles (for now), and balance goes out the window really. The Humans fleets have to really put an extra effort in order to win and the ships resilience is portrayed just as it should. Playing as humans even against an easy IA is a challenge and I can't wait to see how crazy it will get once the galactic conquest thingy get's activated.
Sounds exactly like PS2 if you axe the pay-to-win mechanics and actually distribute Certs fairly to non-payers :P-snip-Sounds like something that would fit in an update to Planetside 2 or any sequel that happens.
Apart from making the classes modular rather than just the 5 (4 really) that exist.Sounds exactly like PS2 if you axe the pay-to-win mechanics and actually distribute Certs fairly to non-payers :P-snip-Sounds like something that would fit in an update to Planetside 2 or any sequel that happens.
Balanced != identical.
Balanced != identical.
But most people actually think that way. The same unit shall be given to every faction, only different skins and even sometimes just different colors. And If a unit have X ability then the other faction needs one with Y ability.
This mod I'm telling you about puts the game right into spot with the lore (as far the engine allows it), no silly looking for right balance with magical powers or numbers.
An idea that popped into my head and kinda grew, I even wrote most of it down (but that paper isn't here so we're winging it).
An RPG or action game or something along those lines, DMC or Bayonetta basically in terms of general gameplay.
A world of some sort, medium fantasy or low even, humans are generally the only race but you have demons and angels too (not sure with either being affiliated with any higher power though).
The big idea of the game is that player choice and style of play affects the gameplay and difficulty. Morality that actually affects the way you play the game. You start of as human, you are generally pretty damn weak, fighting with crappy weapons in some war or something, maybe a bit of magic to spice it up. Then a MacGuffin or something happens and you are able to ascend to one of the other forms.
Now the other forms are angel and demon. Angels are devoid of emotion, completely cold and rational, trying to carry out whatever they see as the spreading of good or justice. Even if it is ruthless they will put down an entire city if it means saving two more. The demons on the other hand are the embodiment of emotion, wild, unpredictable and completely driven by whims, this means you can have good demons or ones that flip their morality whenever they feel like it. They generally do whatever the hell they want.
This puts the two forms at odds with each other, chaos and order, doing the right thing, or doing whatever you feel like.
Now, the player is presented with choices trought the game, both obvious and less so which affect to which side he leans. Always do the right thing, regardless of your emotions or of those involved and you can ascend to become an angel. Always give in to emotion and you might become a demon.
How does this tie into gameplay difficulty you ask?
Simple, each race or form has their own style of combat with varying degrees of difficulty. The demons are quick and brutal, relying on fast attacks and combos to deal huge damage while dodging to defend themselves. The angels on the other hand are slow and cumbersome, their attacks hit like a truck but you need to have good timing, their style revolves around blocking and countering as well as planning ahead with each encounter since you can easily get stunlocked by a horde of enemies if you're not careful. And finally the human form would be the weakest of the two, using both blocking and dodging, combos and counters and some magic to boot, hardest to learn and master.
So the demons are considered easy mode (since doing whatever you want, with little regard to others is lazy and an easy thing to do), the angels are considered hard (doing the right thing every time isn't an easy thing, doubly so if it involves some very tough decisions), while the human form is very hard (hardest of all in this great war is to stay sane, normal and human, treading a thin line between extremes).
Naturally after you change forms (if you choose so) you will still be faced by choices, testing your decision each time, do you keep being emotionless as an angel or is it too much to bear so many lives on your mind, even if it is for the greater good? And if you do stray far enough you will revert to your human form, and getting back from that will be much harder than the first time. Doubly so because as you change forms your skill tree changes with them, and what you invested into one tree hardly carries over, making the challenge of falling very big. Heck, if you fail very late into the game, you might even be unable to finish (there should be some give up choice if you die too many times or something, showing or telling you what happened because you gave up).
I even made some sketches of how the forms look and act.
So yeah, that's my big game idea, kinda wall of texty but eh.
Also there was another one I had, a 2.5d sidescroller (like Trine) but played from the first person perspective, the right side would be a giant screen showing you your face (if you have a webcam or something), something like the consoles from Wreck-it-Ralph.
Balanced != identical.See starcraft. One of the most balanced game in existence, yet three wildly different races.
A GMOD deathmatch utilizing the Custom Weapons pack. Actually, just a GMOD deathmatch. No physgun / spawn menu for obvious reasons (trololo dumpster smash), but physics can be used in your favor. Maybe keep the gravity gun that simply knocks objects away.Well, HL2: Deathmatch already has the foundations for a lot of this down. All you'd need is some TF2-like pre-match prep time, and to shove it over to gmod.
Possibly have a 2-5 minute "prep time", where players can spawn certain items and use certain tools, especially Wire, to make things such as vehicles. For instance, I could take and weld together a box of basic builder items, then attach wheels to it, or even wiremod thrusters.
Once that's done, you get a Counter-Strike esque menu, allowing you to choose a primary and secondary weapon. Using Custom Weapons, you could also choose up to five attachments.
From there, you've either got a deathmatch, a PvE wave-based survival, or anything else you want depending on how you make people spawn.
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Possibly an easy way to add textures to models and save them as a "clone" of an original item. For instance, texturing the green part of the Aug to look like wood for the equippable models then saving it as "Wood Pattern AUG". I'm usre it's not that hard to do, but I'm kinda lazy o.o
A Mass Effect expansion where Shepard is an Elcor, with giant laserguns strapped to its back, and wearing a paper mask of a human face TF2 style.
Steamship 13,
Spacestation 13 on an airship in a Steampunk world.
Get yourself a bowl
mix about a dozen of old idtech games (doom, wolf3d, quake) and half a dozen barrels of antichamber fucks-with-your-brain level design style (with the weird perspectives and geometry and whatnot), add a fun multiplayer and a level editor, mix in a way that is impervious to producers, and you have it.
Get yourself a bowlWhat does "impervious to producers" even mean?
mix about a dozen of old idtech games (doom, wolf3d, quake) and half a dozen barrels of antichamber fucks-with-your-brain level design style (with the weird perspectives and geometry and whatnot), add a fun multiplayer and a level editor, mix in a way that is impervious to producers, and you have it.
Get yourself a bowlWhat does "impervious to producers" even mean?
mix about a dozen of old idtech games (doom, wolf3d, quake) and half a dozen barrels of antichamber fucks-with-your-brain level design style (with the weird perspectives and geometry and whatnot), add a fun multiplayer and a level editor, mix in a way that is impervious to producers, and you have it.
Sorry, I'm not really familiar with the corporate politics of game companies that had their heyday in the late 90s.Get yourself a bowlWhat does "impervious to producers" even mean?
mix about a dozen of old idtech games (doom, wolf3d, quake) and half a dozen barrels of antichamber fucks-with-your-brain level design style (with the weird perspectives and geometry and whatnot), add a fun multiplayer and a level editor, mix in a way that is impervious to producers, and you have it.
You do know that idtech games has producers meddling all over them right? Those games wouldnt be those games without producer meddling.
Sorry, I'm not really familiar with the corporate politics of game companies that had their heyday in the late 90s.You do know that idtech games has producers meddling all over them right? Those games wouldnt be those games without producer meddling.Get yourself a bowlWhat does "impervious to producers" even mean?
mix about a dozen of old idtech games (doom, wolf3d, quake) and half a dozen barrels of antichamber fucks-with-your-brain level design style (with the weird perspectives and geometry and whatnot), add a fun multiplayer and a level editor, mix in a way that is impervious to producers, and you have it.
A game containing the main features of both VVVVVV and Braid.
Think about it.
Not a game, but I want Guns of Icarus and Air Bucaneers to spawn a whole genre of ship fighting games. Maybe with some in space and on the oceans. We have some of those but its never really taken off.
I want an MMO where you can actually roleplay without prompting other players to hack you.Can someone please post that story about the guys fucking up the RP game forum thing? That's pretty great. And relevant to two posts out of the past 5.
It's why I only ever play single player: It's the only chance you get to put some actual RP in G. That, and they don't require lots of grinding before getting to the good part.
Not a game, but I want Guns of Icarus and Air Bucaneers to spawn a whole genre of ship fighting games. Maybe with some in space and on the oceans. We have some of those but its never really taken off.
You mean Freespace 2 but with players controlling cruisers instead of fighter ships?
What do you mean by "lacking"? You could fly your ship into the enemy hangar, land, get out, and go blow up their reactor and whatnot with grenades. And if you brought a troop carrier in, you had a new spawn point for your team on the enemy ship, which the enemy team would then try to blow up. Or, I guess if you wanted, you could just shoot the place up from outside.Not a game, but I want Guns of Icarus and Air Bucaneers to spawn a whole genre of ship fighting games. Maybe with some in space and on the oceans. We have some of those but its never really taken off.
You mean Freespace 2 but with players controlling cruisers instead of fighter ships?
I was thinking something like the Battlefront 2 space battles, but with more smaller ships, the players work together to control capital ships, and just like, you know, good. The Battlefront 2 space battles were a bit lacking in a lot of ways. I have not actually played Freespace 2.
Edit: Star Wars Battlefront 2, in case that was unclear.
-snip-
You could always play Silent Hunter 3. Granted, it's subs and not star ships but the principles of combat: trajectory, heading, speed, maneuvering....all essentially remain the same. Just without the future science angle, and with an emphasis on hit and run evasion rather than slugging it out.I play Silent Hunter often, thus I crave a clean slug match. Those are fun too. And submarines don't have lasers (now there's an idea) or the option for bloody boarding action.
What would be more interesting is if blowing up the ship's systems actually did something, but maybe remove bombers so that people wouldn't be so eager to go straight for the life support.It earns your team points to win the fight.
You could always play Silent Hunter 3. Granted, it's subs and not star ships but the principles of combat: trajectory, heading, speed, maneuvering....all essentially remain the same. Just without the future science angle, and with an emphasis on hit and run evasion rather than slugging it out.I play Silent Hunter often, thus I crave a clean slug match. Those are fun too. And submarines don't have lasers (now there's an idea) or the option for bloody boarding action.
I'm imagining the amount of energy needed to fire a destructive laser any appreciable distance underwater....FTFY
You could always play Silent Hunter 3. Granted, it's subs and not star ships but the principles of combat: trajectory, heading, speed, maneuvering....all essentially remain the same. Just without the future science angle, and with an emphasis on hit and run evasion rather than slugging it out.I play Silent Hunter often, thus I crave a clean slug match. Those are fun too. And submarines don't have lasers (now there's an idea) or the option for bloody boarding action.
Nobody would want to make that game though. And hardly anyone play it. I'm not sure if you've played Kerbal Space Program, but it's pretty difficult to get two objects to collide in orbit, and that's if one of them is not changing its orbit. Even the tiniest evasive maneuver would send projectiles kilometres wide.You could always play Silent Hunter 3. Granted, it's subs and not star ships but the principles of combat: trajectory, heading, speed, maneuvering....all essentially remain the same. Just without the future science angle, and with an emphasis on hit and run evasion rather than slugging it out.I play Silent Hunter often, thus I crave a clean slug match. Those are fun too. And submarines don't have lasers (now there's an idea) or the option for bloody boarding action.
I want a game that's something like how scientists imagine a real space battle. None of that "Age of the Sail in space" crap, pulling up alongside and slugging it out. I wanna see ships in different orbital paths, trying to get bombs into the right trajectory, having kinetic projectiles swing around the apoapsis of their orbits to ensure maximum velocity on impact, etc.
What do you mean by "lacking"? You could fly your ship into the enemy hangar, land, get out, and go blow up their reactor and whatnot with grenades. And if you brought a troop carrier in, you had a new spawn point for your team on the enemy ship, which the enemy team would then try to blow up. Or, I guess if you wanted, you could just shoot the place up from outside.Not a game, but I want Guns of Icarus and Air Bucaneers to spawn a whole genre of ship fighting games. Maybe with some in space and on the oceans. We have some of those but its never really taken off.
You mean Freespace 2 but with players controlling cruisers instead of fighter ships?
I was thinking something like the Battlefront 2 space battles, but with more smaller ships, the players work together to control capital ships, and just like, you know, good. The Battlefront 2 space battles were a bit lacking in a lot of ways. I have not actually played Freespace 2.
Edit: Star Wars Battlefront 2, in case that was unclear.
Actually, now that I think about it, I'd like to see the Battlefront 2 space battles applied to some sort of capture the flag map. And maybe the enemy ships would have some sort of lock, so that you would either have to have someone come and pick you up or you would have to spend sometime hacking one of the enemy ships to get back to base.
Nobody would want to make that game though. And hardly anyone play it. I'm not sure if you've played Kerbal Space Program, but it's pretty difficult to get two objects to collide in orbit, and that's if one of them is not changing its orbit. Even the tiniest evasive maneuver would send projectiles kilometres wide.You can't say that no one would want to make or play the game just because you yourself don't think you would enjoy the game. Sure there might be a (relatively) small niche for the idea, but no matter what, someone will play it. If you've ever studied economics, you'll know that there's a market for everything, it's just the size and value of it that varies.
I kinda want to play a game where you have to protect a solar system from meteors by shooting heavy projectiles near them, using gravity to pull them out of the way without hitting and destroying them (because reasons). The closer the miss, the more points per meteor.Cause if you actually hit them they just break into smaller pieces, so if you screw up it makes your job harder! Sounds neat!
Nobody would want to make that game though. And hardly anyone play it. I'm not sure if you've played Kerbal Space Program, but it's pretty difficult to get two objects to collide in orbit, and that's if one of them is not changing its orbit. Even the tiniest evasive maneuver would send projectiles kilometres wide.You can't say that no one would want to make or play the game just because you yourself don't think you would enjoy the game. Sure there might be a (relatively) small niche for the idea, but no matter what, someone will play it. If you've ever studied economics, you'll know that there's a market for everything, it's just the size and value of it that varies.
But honestly if people are patient enough to learn and play complicated games like DF and KSP and ARMA and SH, I'm sure someone would go for a space game like that. People are always clamouring for "realism" after all.. ::)
When people say 'nobody', it rarely actually means absolutely zero people. It's just a number so small that it is negligible.Nobody would want to make that game though. And hardly anyone play it. I'm not sure if you've played Kerbal Space Program, but it's pretty difficult to get two objects to collide in orbit, and that's if one of them is not changing its orbit. Even the tiniest evasive maneuver would send projectiles kilometres wide.You can't say that no one would want to make or play the game just because you yourself don't think you would enjoy the game. Sure there might be a (relatively) small niche for the idea, but no matter what, someone will play it. If you've ever studied economics, you'll know that there's a market for everything, it's just the size and value of it that varies.
But honestly if people are patient enough to learn and play complicated games like DF and KSP and ARMA and SH, I'm sure someone would go for a space game like that. People are always clamouring for "realism" after all.. ::)
When people say 'nobody', it rarely actually means absolutely zero people. It's just a number so small that it is negligible.IK, IK, but you're missing the point. Lots of games that seem incredibly niche are also incredibly good. Sure no official studio would ever undertake something like that, they go for sure things like spin-offs (90% ugh). That's what independent developers are for. Dwarf Fortress? Kerbal Space Program? Seriously it's not tough to understand mate.
Want me to rephrase? Fine.
Given the incredibly niche market and complexity of the game it is unlikely that a studio would take the risk of developing this game past anything more than a tech demo.
Right now I want a game where I can build things like in Dwarf Fortress but without having to micromanage a ton of units and with being able to customize how my character looks in the style of The Sims. If anyone knows of such a game please let me know.Tropico 3?
Speaking of the Sims, I'd like a version of the Sims that was less grindy to play and not as horribly expensive.
A game set in a location where it's large enough for there to be multiple extremely-distant spawn points. When you play through the first time, you're doomed and can't progress to the end, so you need to solve as many puzzles as possible and then die.Unreal Tournament 3 has a mod called Prometheus that does exactly this.
However, your next playthrough as a different character will happen concurrently with the events of your first. The puzzles that you solved as that first character will open doors for a limited amount of time on your playthrough on about the same time scale, so you need to rush to make it to the door at the same time your other character opens it.
It sounds fun but my computer cannot play it.Right now I want a game where I can build things like in Dwarf Fortress but without having to micromanage a ton of units and with being able to customize how my character looks in the style of The Sims. If anyone knows of such a game please let me know.Tropico 3?
It's not that great. Try Pirate Cove instead.It sounds fun but my computer cannot play it.Right now I want a game where I can build things like in Dwarf Fortress but without having to micromanage a ton of units and with being able to customize how my character looks in the style of The Sims. If anyone knows of such a game please let me know.Tropico 3?
Please provide a link to this as well as the system requirements, otherwise I'm going to assume you are either trying to sell me on the Pirate Cove boardgame or the Pirate Cove flash game.It's not that great. Try Pirate Cove instead.It sounds fun but my computer cannot play it.Right now I want a game where I can build things like in Dwarf Fortress but without having to micromanage a ton of units and with being able to customize how my character looks in the style of The Sims. If anyone knows of such a game please let me know.Tropico 3?
Tropico 2: Pirate Cove, silly.Please provide a link to this as well as the system requirements, otherwise I'm going to assume you are either trying to sell me on the Pirate Cove boardgame or the Pirate Cove flash game.It's not that great. Try Pirate Cove instead.It sounds fun but my computer cannot play it.Right now I want a game where I can build things like in Dwarf Fortress but without having to micromanage a ton of units and with being able to customize how my character looks in the style of The Sims. If anyone knows of such a game please let me know.Tropico 3?
I think I might like the original Tropico better as I'm not too big on the whole pirate thing. Then again I was kind of thinking on a smaller scale that as far as I can tell has only been met by Haven and Hearth and UnReal World from what I've seen. I don't want to play either of those games.Tropico 2: Pirate Cove, silly.Please provide a link to this as well as the system requirements, otherwise I'm going to assume you are either trying to sell me on the Pirate Cove boardgame or the Pirate Cove flash game.It's not that great. Try Pirate Cove instead.It sounds fun but my computer cannot play it.Right now I want a game where I can build things like in Dwarf Fortress but without having to micromanage a ton of units and with being able to customize how my character looks in the style of The Sims. If anyone knows of such a game please let me know.Tropico 3?
I think I might like the original Tropico better as I'm not too big on the whole pirate thing. Then again I was kind of thinking on a smaller scale that as far as I can tell has only been met by Haven and Hearth and UnReal World from what I've seen. I don't want to play either of those games.It's not as in your face as most pirate games are. You hardly notice. It really is a great game. And it's made by Maxis after all.
A game that is exactly as hard as Battletoads, but a first-person shooter. I'm starving for a super-difficult FPS game lately.Hard in what way?
A game that is exactly as hard as Battletoads, but a first-person shooter. I'm starving for a super-difficult FPS game lately.Hard in what way?
A game set in a location where it's large enough for there to be multiple extremely-distant spawn points. When you play through the first time, you're doomed and can't progress to the end, so you need to solve as many puzzles as possible and then die.I remember a flash game that had a similar concept. You couldn't finish the level with one life, so you used your dead bodies to progress (as platforms, to trigger a switch, etc).
However, your next playthrough as a different character will happen concurrently with the events of your first. The puzzles that you solved as that first character will open doors for a limited amount of time on your playthrough on about the same time scale, so you need to rush to make it to the door at the same time your other character opens it.
There's more than one with that premise.A game set in a location where it's large enough for there to be multiple extremely-distant spawn points. When you play through the first time, you're doomed and can't progress to the end, so you need to solve as many puzzles as possible and then die.I remember a flash game that had a similar concept. You couldn't finish the level with one life, so you used your dead bodies to progress (as platforms, to trigger a switch, etc).
However, your next playthrough as a different character will happen concurrently with the events of your first. The puzzles that you solved as that first character will open doors for a limited amount of time on your playthrough on about the same time scale, so you need to rush to make it to the door at the same time your other character opens it.
A game where you can basically control the elements on A blank planet, Planet not your liking? send A meteor at it! and after A s long while or certain time, life grows on t he planet and you can generally have it, that sandbox mode, you can also have "campaign mode" where your eldertitch gods want A specific planet for your needs, your essentially the builder god, and if you fail you are stripped to mortal-ism.sim earth?
That is an almost exact description of Sim Earth.A game where you can basically control the elements on A blank planet, Planet not your liking? send A meteor at it! and after A s long while or certain time, life grows on t he planet and you can generally have it, that sandbox mode, you can also have "campaign mode" where your eldertitch gods want A specific planet for your needs, your essentially the builder god, and if you fail you are stripped to mortal-ism.sim earth?
Sim earth...? Is this like sim ants? ((what is this, A game for ants?)) How does one get this... Sim earth...
I would lose many many years of my life if somebody made a game were you play as The Thing. Preferably with a randomly generated antarctic station with NPC that have an A.I inline with the characters in the movie. No need to set goals or objectives. Assimilation and subterfuge is good enough.Have you looked into Space Station 13?
God I like that franchise.
SS13 is hardly a game anymore with all that serious roleplaying...There's a wide variety of servers with very different levels of role-play requirements. Did you only play on Baystation 12 or something?
And calling the changeling anything like "The Thing" is a lie.Would you mind explaining why that is?
SS13 is hardly a game anymore with all that serious roleplaying...There's a wide variety of servers with very different levels of role-play requirements. Did you only play on Baystation 12 or something?And calling the changeling anything like "The Thing" is a lie.Would you mind explaining why that is?
That is in The Thing too...In gibbed anyways.
An MMO with aboveground terrain, networks of caves, and crazy dungeons scattered around. Procedurally generated. No instances, only one huge game world.
So you can enter a dungeon and tell when another player has been there from the debris. But because it's a living world the dungeon has probably repopulated with monsters - maybe different ones than were there before - and they've probably changed the dungeon! Orcs build crappy wooden structures, goblins build traps, spiders create huge webs, animals scatter bones and twigs everywhere and leave droppings. Heck, everybody leaves droppings.
No loading screens.
I want there to be an MMORPG where you make your character, and also a bunch of Contacts (allies, rivals, archnemesis), and then your contacts and other player will join you in turn based strategy battles against NPCs, your enemy contacts, or other players, while your contacts may assign quests to other players altogether. Your archnemesis might assign a quest to a player to take you down, and both will team up to destroy you on the field of battle, or your ally might assign a quest to a bunch of players to fight your archnemesis, while you're completely uninvolved. The rivals might fight you, but team up with you to destroy a larger foe
and if you don't want to make any contacts, then the game will create some as you play. Every quest giving NPC should be a player-made contact
The real challenge would be one of the survivors.
I havn't played The Last of us, so please excuse any inaccuracies.That actually sounds pretty great. A bit gimmicky to base a whole game on, but not a bad gimmick.
Hasn't that kind of thing been kind of a fad recently? To have female player characters get beaten the crap out of?What? That is a bit of a non-sequitur.
*snip*
It's going off what Leonon said. I've heard of a lot of games lately starting with a young, naive, female protagonist and putting them through hell and abuse. Like the most recent Tomb Raider, for instance.
the story is about the carnage that happens after thenSo it's not the actual suffering that's core to the story and gameplay. It's the consequences.
I really like Fniff's game. Probably would age up the character to at least 13, but that's just my opinion.Maybe modern media will grow up and not flip out because of children being anything but invincible and incorrigible?
Yeah, the point of the idea is that Farah is seeing the world through a completely naive viewpoint as she isn't an adult, which steadily becomes corrupted by insanity as the situation worsens. It wouldn't make sense for a 13 year old to mistake ruthless modern pirates for "yaaaar I'll steal your booty" pirates but with a ten year old who's sufficiently sheltered it would make sense. Plus, 13 year olds are usually the "limit" of innocence due to the whole puberty thing, and the thing is that Farah is being corrupted by the madness of the pirates from her initial innocence, so it's sort of like a twisted coming of age story in a way.I really like Fniff's game. Probably would age up the character to at least 13, but that's just my opinion.Maybe modern media will grow up and not flip out because of children being anything but invincible and incorrigible?
It's going off what Leonon said. I've heard of a lot of games lately starting with a young, naive, female protagonist and putting them through hell and abuse. Like the most recent Tomb Raider, for instance.
Ocarina of Time possibly had the best Zelda. When Ganondorf took over she went undercover and spent seven years hiding under Ganon's nose and being an awesome ninja. She also helped Link out quite a lot and provided the final boss-killing weapon.
I tried getting simearth using DOSbox, but im at the last step of installation and I need A disc...How do I deal with this...You see, you aren't using an actual disk. DOSbox is there partially to emulate the disk. You just need to point it to the file that contains the disk data.
Where is the disk data...You should have downloaded it with everything else? I did when I downloaded the few games I played on DOSbox, anyway. Just in there with the rest of the files.
Gay Jewish Black Dude
Fully 3d real time hi-def dwarf fortress.
Also a fountain that cures cancer.
-snip-There's a very strong connecting theme here. To the point where they could probably all just be the same game.
True. Except I want one to be a somewhat linear action-RPG, another to be a GTA-like, and another to basically be pure action with a corny theme.-snip-There's a very strong connecting theme here. To the point where they could probably all just be the same game.
There's that sci-fi civilization from the distant past in Skyward Sword. And the game's already set in the distant past, so they're more like of the distant distant past.They totes ripped that idea off from the Adventure Quest universe. Except I haven't played Skyward Sword so I'm entirely basing it off that loose description of them.
A cyberpunk RPG with a heavy focus on roleplaying. Most likely a 'Mr. Johnson' simulator where you receive instructions/take contracts, plan the job and hand-pick a team to execute it. You maintain your contacts by meeting with them and talking to them using dialogue options (Which aren't just the usual 'friendly, neutral, asshole' choices) and assessing their capability and personality through these meetings as well as developing a professional relationship.
Is this mook a plant? He seems too clean. Is there anything that someone could use against them? Is there anything I could use as leverage? "Oh, you need this job to pay for your mother's cancer treatment?" Wonderful.
Combat should be rare, tactical, deadly and a clear sign that you have failed at your job. It would be important that there is no game over except via death, so you could be identified by a corporation and have to ditch your contacts, traceable assets and identity, starting over from square one.
I'm actually planning to make something similar to this, perhaps on a much smaller scale to begin with.
A game all about breaking and entering, from simple robbery to upscale heists, set in a procedurally generated city. No set or scripted missions, just investigate, plan, and execute everything on your own initiative.Let us all take a moment of silence in memory of Subversion.
Oh, and a versus mode where one team is thieves and the other is security guards. Every map would be very large, so that the guards couldn't possibly have every angle covered.Isn't that what splinter cell's spies vs mercs is like? I've never played it myself so I'm not sure though.
Since this thread has popped back up, I just want to say I'd like a strategy game that focuses on the long game.
So it would be one where you actually fight out the battles, but you don't have to win every battle to win the war, and it is in fact sometimes necessary to surrender certain valuable assets or troops so that you can take them back and use them later. Or you might want to retreat from a battle, and it's not some objective saying you need to do this, it's a call you make on your own judgment of the situation.
And there'd be no obtaining resources so that you can obtain more units in the middle of a battle. The only way more units will show up during a battle is if reinforcements arrive, which is something you'd need to set up ahead of time, or maybe you could send a messenger to call in reinforcements if they happen to be somewhat nearby.
Capturing resources would still be useful, though, as you'd need to feed your troops and sometimes replenish and repair their equipment. And though it wouldn't be feasible to build anything but simple structures on the battle timescale, between battles you can build things like wooden fortifications and siege engines, and maybe things like stone fortifications and ships if there is enough time between battles (you'd be able to save progress between battles, of course, but you'd want to be in a safe place to do it so that the enemy doesn't just kill your workers).
And you shouldn't be able to just spawn troops out of nowhere. If you were in your home country/city-state, you could recruit troops from your populace, but otherwise you'd need to convince natives of the area you are in to join your cause or work as mercenaries, you'll have to wait for reinforcements to arrive at your location.
Since this thread has popped back up, I just want to say I'd like a strategy game that focuses on the long game.
So it would be one where you actually fight out the battles, but you don't have to win every battle to win the war, and it is in fact sometimes necessary to surrender certain valuable assets or troops so that you can take them back and use them later. Or you might want to retreat from a battle, and it's not some objective saying you need to do this, it's a call you make on your own judgment of the situation.
And there'd be no obtaining resources so that you can obtain more units in the middle of a battle. The only way more units will show up during a battle is if reinforcements arrive, which is something you'd need to set up ahead of time, or maybe you could send a messenger to call in reinforcements if they happen to be somewhat nearby.
Capturing resources would still be useful, though, as you'd need to feed your troops and sometimes replenish and repair their equipment. And though it wouldn't be feasible to build anything but simple structures on the battle timescale, between battles you can build things like wooden fortifications and siege engines, and maybe things like stone fortifications and ships if there is enough time between battles (you'd be able to save progress between battles, of course, but you'd want to be in a safe place to do it so that the enemy doesn't just kill your workers).
And you shouldn't be able to just spawn troops out of nowhere. If you were in your home country/city-state, you could recruit troops from your populace, but otherwise you'd need to convince natives of the area you are in to join your cause or work as mercenaries, you'll have to wait for reinforcements to arrive at your location.
No, no by far. And especially now that they dumb down the game with each iteration.Since this thread has popped back up, I just want to say I'd like a strategy game that focuses on the long game.
So it would be one where you actually fight out the battles, but you don't have to win every battle to win the war, and it is in fact sometimes necessary to surrender certain valuable assets or troops so that you can take them back and use them later. Or you might want to retreat from a battle, and it's not some objective saying you need to do this, it's a call you make on your own judgment of the situation.
And there'd be no obtaining resources so that you can obtain more units in the middle of a battle. The only way more units will show up during a battle is if reinforcements arrive, which is something you'd need to set up ahead of time, or maybe you could send a messenger to call in reinforcements if they happen to be somewhat nearby.
Capturing resources would still be useful, though, as you'd need to feed your troops and sometimes replenish and repair their equipment. And though it wouldn't be feasible to build anything but simple structures on the battle timescale, between battles you can build things like wooden fortifications and siege engines, and maybe things like stone fortifications and ships if there is enough time between battles (you'd be able to save progress between battles, of course, but you'd want to be in a safe place to do it so that the enemy doesn't just kill your workers).
And you shouldn't be able to just spawn troops out of nowhere. If you were in your home country/city-state, you could recruit troops from your populace, but otherwise you'd need to convince natives of the area you are in to join your cause or work as mercenaries, you'll have to wait for reinforcements to arrive at your location.
Isn't that basically what the Total War series does? It does have all of that, but it has most of it.
No, no by far. And especially now that they dumb down the game with each iteration.Since this thread has popped back up, I just want to say I'd like a strategy game that focuses on the long game.
So it would be one where you actually fight out the battles, but you don't have to win every battle to win the war, and it is in fact sometimes necessary to surrender certain valuable assets or troops so that you can take them back and use them later. Or you might want to retreat from a battle, and it's not some objective saying you need to do this, it's a call you make on your own judgment of the situation.
And there'd be no obtaining resources so that you can obtain more units in the middle of a battle. The only way more units will show up during a battle is if reinforcements arrive, which is something you'd need to set up ahead of time, or maybe you could send a messenger to call in reinforcements if they happen to be somewhat nearby.
Capturing resources would still be useful, though, as you'd need to feed your troops and sometimes replenish and repair their equipment. And though it wouldn't be feasible to build anything but simple structures on the battle timescale, between battles you can build things like wooden fortifications and siege engines, and maybe things like stone fortifications and ships if there is enough time between battles (you'd be able to save progress between battles, of course, but you'd want to be in a safe place to do it so that the enemy doesn't just kill your workers).
And you shouldn't be able to just spawn troops out of nowhere. If you were in your home country/city-state, you could recruit troops from your populace, but otherwise you'd need to convince natives of the area you are in to join your cause or work as mercenaries, you'll have to wait for reinforcements to arrive at your location.
Isn't that basically what the Total War series does? It does have all of that, but it has most of it.
Not going to argue that they haven't been dumbing down the series, but...it seems to me like it matches a lot of what he's asking for.Well, looked upon from that angle you are right. Most things are there, more or less, some wholeheartedly, others halfarsed.
You can lose battles, cities, and fleets without necessarily losing the game. Often, retreating from an unwinnable situation is better than fighting to the death or trying to hold a city against a superior force.
For the most part, you fight with the forces you have in place. You can't make more in the middle of a battle, and even situations where reinforcements can arrive are rare.
You don't build up structures within a battle, but between battles your focus is usually on training new troops and building improvements in your provinces/cities.
Units are drawn from the local population rather than appearing out of mid-air, and building too many high-number units can have a serious impact on the economy of a province.
It might not be exactly what he wants...but it looks pretty close to me. Especially the original Rome: Total War.
I wish for a strategy game that would be like a mix of Europa Universalis and Civilization with a tad of Total War in the strategic part but featuring not only a single planet but hundreds of them, and their respective star systems. A turn based strategy game.
With Total War like battles for land and sea battles and Homeworld like battles for the space ones. Or real time tactical game.
The basis of it is that, a turn based strategy game with real time tactics.
With a research system akin to the one of Space Empires V and overall feel of Emperor of the Falling Suns. Where population and resources are taken into account in a local way. No magic piles of resources, if you have steel in one side of the planet and a vehicle factory in the other side or even in another planet, there must be a way of taking the steel from point A to B in order to make a vehicle.
As for the research system, I mean that you put your research assets into areas of science and research, and certain thresholds may or not unlock new tech or upgrade older tech.
Oh and with a custom array of design for infantry gear and vehicles load out, but also even buildings and races themselves, like Spore but not aimed at 5 years old, something serious looking. Where in the case of vehicles each design really affects it's performance and fire arcs and such. And borrowing a little from SotS where prototype vehicles have more cost and some vehicles are really nice while sometimes others are kind of lemons. As you progress in technology new types of components, hulls and vehicles are available.
As for the infantry, you get to not only choose the uniform and weapon load out, but can make several types of infantry and then the squad, platoon and company load out. For the individual soldier imagine something along the lines of the Dawn of War army painter but with the Firestorm Over Kronus mod weapons choices, but instead of just painting you choose which weapons they carry and what kind of uniform they use for desert, urban, ice, jungle and so environments, the weapons they will use and their combat behavior. Also while at it, as with the vehicles, you get more things as your tech progress.
Then you chose "a regular squad will be made up by 5 soldiers with machine guns, and an antitank squad will be made up of 3 soldiers with antitank rifles and 2 soldiers with machine guns, a platton will be made up of 3 regular squads and 2 antitank squads..." and so on. This of course would not be constricted to just squads, plattons... you could modify it to be cohorts, legions, phalanxes, cadres, whatever the heck you want.
As with the infantry squads and companies system, an army and fleet load out system should be used, so instead of you needing to recruit everything individually you can have an template and recruit whole armies and fleets on the whim of a click, the game recruiting and commissioning the vehicles from the nearest/most suitable/convenient planets, factories and shipyards.
And last but not least, a proper naming system for ships, where you can customize if they get random names (from generic or custom lists), numbers or both, and their class and design type are also made clear and if any or all of this is written on the hull or not, where the first of a class can auto get it's class name if you choose to. The same go for army naming, specifically for squad, platoon and company levels.
Graphic wise I would not be much concerned. Something along the lines of Dawn of War level of graphics would be nice but I would be happy even if is something in 2D, however I have heard that even when 2D is less demanding to the machine, quality 2d graphics (Starcraft 1, Age of Empires comes to mind) are actually harder to make than 3d.
Have you looked at Pokémon Ranger? You get to use Pokémon to put out forest fires and junk.It is basically Pokémon Police/animal control/environmentalists. I rather liked it, and the capture mechanics are pretty neat.
But maybe you could be a mob hitman? This way, the cleaner you do the last mission, the more info you have on the next, as nobody is on high alert - and if you go in guns blazing, your next target will put more effort to hide his defenses.
A game all about breaking and entering, from simple robbery to upscale heists, set in a procedurally generated city. No set or scripted missions, just investigate, plan, and execute everything on your own initiative.
I have got an idea .. And I am desperately trying to make it real... ( Sorry for my grammar I am lazy )
Game where you are god and you experiment with life , it would be ASCII simulator where you generate your would with parameters for your planet, and you would be able to change every detail, average temperature rainfall etc. I know DF is partialy this, but there comes "CIV" stage, you would be able to play some Zombie Infection scenarios, "No OIL" scenarios.. I had played some such games but they lack comeplexity, and with ASCII it cant be hard to add complexity, Imagine you could watch your civ as they burst trought "AGE of exploration" there would be many things in game which would determine future of your civilization and goal of game would basicaly be to create planet where Humans can sucessfully fly to space withouth killing themselves.. And maybe you would be also able to use !FUN! button... release zombie apocalypse, meteor or anything... If I had program which would help me to build such game I would sacrifice all my time to learn working on it, and creating that game.. if only .. if only ... GODDAMIT
No, URR is a tombraider roguelike.
No, it was supposed to have a civilization stage earlier in development. Now it's cut down to just tomb raiding.No, URR is a tombraider roguelike.
Right now, but I'm pretty sure it was supposed to have a civilization stage later on in development.
Kind of like the tribal stage of Spore, before AE hit it on the head and left it with a profound mental retardation in order to market it to toddlers?Kind of, but not strategy based, well there would be strategy involved probably, but from a RPG/You control a single entity perspective.
I want Tom Clancy games with depth back. No more cover shooters plox. :X
I want Tom Clancy games with depth back. No more cover shooters plox. :X
Always remember that Splinter Cell could have gone the other direction and become one of the best stealth series ever, but instead chose to become a cover shooter with extremely gullible enemies.
I want Tom Clancy games with depth back. No more cover shooters plox. :X
Always remember that Splinter Cell could have gone the other direction and become one of the best stealth series ever, but instead chose to become a cover shooter with extremely gullible enemies.
I'm sure you've heard of them, but I remember the squad based games "Rainbow Six" that were based on Tom Clancy books. Tad old as it came out in 1998. I couldn't give you more information as all I remember was playing the demo and telling my squadmates to go all over the place with no tactics.
There's some newer Rainbow Six games though.I want Tom Clancy games with depth back. No more cover shooters plox. :X
Always remember that Splinter Cell could have gone the other direction and become one of the best stealth series ever, but instead chose to become a cover shooter with extremely gullible enemies.
I'm sure you've heard of them, but I remember the squad based games "Rainbow Six" that were based on Tom Clancy books. Tad old as it came out in 1998. I couldn't give you more information as all I remember was playing the demo and telling my squadmates to go all over the place with no tactics.
A GTA game where you play as a beat cop, and try to eradicate crime or go corrupt, stuff like that.
@HugoLuman: Yah, that's Sleeping Dogs. You have police/triad influence that you gain through actions in the game (Things like property damage, knocking over streetlights and ramming cars, during missions gains you triad influence while losing it with the police).
Sleeping Dogs is a True Crime game yes? Or rather, it was going to be before the developer switched publishers or something.
@scrdest: I would say so, it's like how there's Madden football games while John Madden has little to no input into their creation.
@Graknorke: I don't play squad based FPS so that's really the only one I remember. Oh, besides Swat 4 but that's not Tom Clancy and I've never played it.
Id like a game like DF but set in a modern or Sci fi time.
Same idea of building and management but with people and tech instead of dwarves and dirt. You would also be able to build ships and travel to other locations/planets kind of like Prospector RL as long as the engines had power and the hull was airtight.
Neonivek:
This would be an awesome opportunity to explore things like roving bandits attacking your town (Did you train the militia? Are your students able to turn the tide? Do you cooperate with the bandits?), other "rabid dog" martial artists trying to fight you and steal your students, etc. The tax man comes and demands way too much. Is he corrupt? Or is that just what the imperial taxes are like now? In either case, do you reason with him using some kind of philosophy stat, or beat the crap out of his guards and hope he doesn't complain to other authorities?
A GTA game where you play as a beat cop, and try to eradicate crime or go corrupt, stuff like that.
Ok so I have the training aspect done...Well at the risk of the "outright copying other games" thing, there is something pretty similar to this in flash form, called "My Pet Protector"
But how would combat work?
It wouldn't be a straight up fighting or action game. So how would you create a strategic game based around martial arts without outright copying other games.
And these are POSSIBLY 1 on 1 fights (Though I will outright admit... A Turn based strategy game where you train your pupils who fight on a grid would be interesting).
I think it would be about positioning, "Pro-Wrestling" style is the easiest to do an example for, it's big moves are all done if you manage to knock an enemy down close to the sides of the arena. While Boxing's finishing moves is when you knock an enemy back into the wall.
At the same time each martial art comes in two styles (though some have obvious leanings). Boxing is in the big punch strong style and the lightning jab quick style.
Lord Of The Rings: The Actually Good Video Game. Leading a party of adventurers, bearing various mind-bending and treachery-creating artifacts across the land to a volcano/chasm/pool full of frickin' sharks with frickin' laser beams, trying to keep the party from falling apart.
Lord Of The Rings: The Actually Good Video Game. Leading a party of adventurers, bearing various mind-bending and treachery-creating artifacts across the land to a volcano/chasm/pool full of frickin' sharks with frickin' laser beams, trying to keep the party from falling apart.
I'm pretty content with Lord of the Rings: The Sort-of Alright Videogames we have. Except Battle for Middle-Earth, which is terrible no matter what way you cut it.
Fuck you, battle for middle earth is great.
Just don't talk about the second one.
Fuck you, battle for middle earth is great.
Just don't talk about the second one.
MMORTS Where players are forced into a faction to control a world in real time using ever upgrading units, so they can expand their faction to another world.Dust514?
I played sooo much BFMEII with my friends and family over LAN. I preferred the dwarves, everyone else used elves. Every single time.Fuck you, battle for middle earth is great.
Just don't talk about the second one.
Fuck you BFMEII had some of the best multiplayer of any RTS
EDIT: ...EEEVEEER
An open hand striking a dude's face forever. In a good way.INFINITE FACEPALM!!!!!
I played sooo much BFMEII with my friends and family over LAN. I preferred the dwarves, everyone else used elves. Every single time.Fuck you, battle for middle earth is great.
Just don't talk about the second one.
Fuck you BFMEII had some of the best multiplayer of any RTS
EDIT: ...EEEVEEER
Imagine a game called 'Action Escort Mission', where you must guard a parkouring client who also bunnyhops and rocketjumps his way through a level.
Also, you're playing Point Man from FEAR 1 who has also been given the same poison that Chev Chelios from Crank received. Your task is to keep moving, stay alive, and keep your client safe during his journey.
Good luck.
Mirror's Edge meets Team Deathmatch. Brink doesn't count for the reasons of being awful.What if you moonwalk into an explosion?
Or, in other words, a parkour-oriented team-based shooter(/brawler?) (focus on pistols/SMGs). Guns have low effective range, so you'll want to get close. Maps are large, especially vertically.
Incidentally, I wish for a game that would make use of the mostly-ignored 'walk' button by adding in a mechanic that if you walk slowly with your back to the explosion, you receive no damage from it whatsoever and don't flinch.
Mirror's Edge meets Team Deathmatch. Brink doesn't count for the reasons of being awful.What if you moonwalk into an explosion?
Or, in other words, a parkour-oriented team-based shooter(/brawler?) (focus on pistols/SMGs). Guns have low effective range, so you'll want to get close. Maps are large, especially vertically.
Incidentally, I wish for a game that would make use of the mostly-ignored 'walk' button by adding in a mechanic that if you walk slowly with your back to the explosion, you receive no damage from it whatsoever and don't flinch.
And I also remember reading about some kind of game about wolves, some low-budget educational game made a long time ago.
Survival game. But you don't play a human in a zombie apocalypse/post nuclear war/space station/new planet/medieval colonization, etc. Instead you play an animal. Like, say, a pigeon in a big city trying to survive - you have to find food and shelter and fend off other pigeons or predators/competitors, and you have to find a mate and breed.Tokyo Jungle did this but in an absurd manner.
Shelter tried something like that, but it was a linear fairy tale rather than a survival. And I also remember reading about some kind of game about wolves, some low-budget educational game made a long time ago. But other than these two I don't think something like this really exists, and it would be awesome if it did.
Survival game. But you don't play a human in a zombie apocalypse/post nuclear war/space station/new planet/medieval colonization, etc. Instead you play an animal. Like, say, a pigeon in a big city trying to survive - you have to find food and shelter and fend off other pigeons or predators/competitors, and you have to find a mate and breed.Tokyo Jungle did this but in an absurd manner.
Shelter tried something like that, but it was a linear fairy tale rather than a survival. And I also remember reading about some kind of game about wolves, some low-budget educational game made a long time ago. But other than these two I don't think something like this really exists, and it would be awesome if it did.
Survival game. But you don't play a human in a zombie apocalypse/post nuclear war/space station/new planet/medieval colonization, etc. Instead you play an animal. Like, say, a pigeon in a big city trying to survive - you have to find food and shelter and fend off other pigeons or predators/competitors, and you have to find a mate and breed.Tokyo Jungle did this but in an absurd manner.
Shelter tried something like that, but it was a linear fairy tale rather than a survival. And I also remember reading about some kind of game about wolves, some low-budget educational game made a long time ago. But other than these two I don't think something like this really exists, and it would be awesome if it did.
The first word in the title should already imply it would.
Mirror's Edge meets Team Deathmatch. Brink doesn't count for the reasons of being awful.
Or, in other words, a parkour-oriented team-based shooter(/brawler?) (focus on pistols/SMGs). Guns have low effective range, so you'll want to get close. Maps are large, especially vertically.
Incidentally, I wish for a game that would make use of the mostly-ignored 'walk' button by adding in a mechanic that if you walk slowly with your back to the explosion, you receive no damage from it whatsoever and don't flinch.
Mirror's Edge meets Team Deathmatch. Brink doesn't count for the reasons of being awful.
Or, in other words, a parkour-oriented team-based shooter(/brawler?) (focus on pistols/SMGs). Guns have low effective range, so you'll want to get close. Maps are large, especially vertically.
Incidentally, I wish for a game that would make use of the mostly-ignored 'walk' button by adding in a mechanic that if you walk slowly with your back to the explosion, you receive no damage from it whatsoever and don't flinch.
It's set in Paris, 2055. Guns are outlawed by the European Commonwealth. Street gangs in the slums fight each other for territory and fight together against the Commonwealth drones when they can. Weapons include lots of blunt instruments, knives, and environmental hazards. Commonwealth police and soldiers _do_ have guns, but they are specially designed to explode when used by an unauthorized person.
I imagine it will be twice as annoying as a normal escort mission.
Mirror's Edge meets Team Deathmatch. Brink doesn't count for the reasons of being awful.
Or, in other words, a parkour-oriented team-based shooter(/brawler?) (focus on pistols/SMGs). Guns have low effective range, so you'll want to get close. Maps are large, especially vertically.
Incidentally, I wish for a game that would make use of the mostly-ignored 'walk' button by adding in a mechanic that if you walk slowly with your back to the explosion, you receive no damage from it whatsoever and don't flinch.
It's set in Paris, 2055. Guns are outlawed by the European Commonwealth. Street gangs in the slums fight each other for territory and fight together against the Commonwealth drones when they can. Weapons include lots of blunt instruments, knives, and environmental hazards. Commonwealth police and soldiers _do_ have guns, but they are specially designed to explode when used by an unauthorized person.
I want a Team Fortress 2 that isn't a first-person shooter. First person view is disorienting to me, as is third person. I'd like it if it were a top-down perspective. Never going to happen though.
I always wanted to have a space game where you take control of a customizable ship and just fly around the galaxy doing your thing. Kinda like a roguelike.
Closest thing I found was Drox Operative, but that got boring REAL fast due to insane amounts of grind.
Also theres this early access thing on steam called Starpoint Gemini that looks promising, but I'll wait till that's actually finished, because I have issues enough with PC games that AREN'T in beta.
I always wanted to have a space game where you take control of a customizable ship and just fly around the galaxy doing your thing. Kinda like a roguelike.
Closest thing I found was Drox Operative, but that got boring REAL fast due to insane amounts of grind.
Also theres this early access thing on steam called Starpoint Gemini that looks promising, but I'll wait till that's actually finished, because I have issues enough with PC games that AREN'T in beta.
I always wanted to have a space game where you take control of a customizable ship and just fly around the galaxy doing your thing. Kinda like a roguelike.I'd suggest a look at Prospector. It's a decent game, very much a rougelike, and you get to run around in a spaceship. My favorite part is probably being able to call in fire support from your ship. "indigenous lifeforms think they can take on me? I NEED FIRE SUPPORT NOW"
Closest thing I found was Drox Operative, but that got boring REAL fast due to insane amounts of grind.
Also theres this early access thing on steam called Starpoint Gemini that looks promising, but I'll wait till that's actually finished, because I have issues enough with PC games that AREN'T in beta.
Actually, other than its controls and the fact that it's not a sim game, EVE is pretty much exactly what you're asking for.Guh, EVE. I played that, and while well KINDA, I found that the Zero Punctuation review of it said it right: That its basically space travel for stockbrokers or pencil pushers.
-snip-Isn't this basically DWARF FUCKING FORTRESS????
Not really, though I can't say DF hadn't influenced the idea. The world goes static when you enter Dwarf or Adventure mode. My idea is more like playing DF as Legends are genning except legends will gen as a you play, and what happens will affect what the player will see and can do in the RPG.
All that would really do is add more depth to M&B, as it's already kind of similar to Civ. But a much more complicated M&B with improved AI and actual formations would be awesome. Especially if you can get a super computer and have battles with thousands of soldiers.Not really, though I can't say DF hadn't influenced the idea. The world goes static when you enter Dwarf or Adventure mode. My idea is more like playing DF as Legends are genning except legends will gen as a you play, and what happens will affect what the player will see and can do in the RPG.
A similar concept: Civ + Mount & Blade.
Eh? Star Citizen is coming out this Christmas? That's hard to believe. And also, last I heard the first "module" from Star Citizen to be going live will be that single-player "Squadron 42" or something thing.I did say next year didn't I? Even if they take longer, they are practically all those guys where talking about.
All that would really do is add more depth to M&B, as it's already kind of similar to Civ. But a much more complicated M&B with improved AI and actual formations would be awesome. Especially if you can get a super computer and have battles with thousands of soldiers.Not really, though I can't say DF hadn't influenced the idea. The world goes static when you enter Dwarf or Adventure mode. My idea is more like playing DF as Legends are genning except legends will gen as a you play, and what happens will affect what the player will see and can do in the RPG.
A similar concept: Civ + Mount & Blade.
Floris Mod Pack.All that would really do is add more depth to M&B, as it's already kind of similar to Civ. But a much more complicated M&B with improved AI and actual formations would be awesome. Especially if you can get a super computer and have battles with thousands of soldiers.Not really, though I can't say DF hadn't influenced the idea. The world goes static when you enter Dwarf or Adventure mode. My idea is more like playing DF as Legends are genning except legends will gen as a you play, and what happens will affect what the player will see and can do in the RPG.
A similar concept: Civ + Mount & Blade.
Floris Mod Pack.All that would really do is add more depth to M&B, as it's already kind of similar to Civ. But a much more complicated M&B with improved AI and actual formations would be awesome. Especially if you can get a super computer and have battles with thousands of soldiers.Not really, though I can't say DF hadn't influenced the idea. The world goes static when you enter Dwarf or Adventure mode. My idea is more like playing DF as Legends are genning except legends will gen as a you play, and what happens will affect what the player will see and can do in the RPG.
A similar concept: Civ + Mount & Blade.
Seriously, just....Floris Mod Pack.
I tried Silverstag once.Floris Mod Pack.All that would really do is add more depth to M&B, as it's already kind of similar to Civ. But a much more complicated M&B with improved AI and actual formations would be awesome. Especially if you can get a super computer and have battles with thousands of soldiers.Not really, though I can't say DF hadn't influenced the idea. The world goes static when you enter Dwarf or Adventure mode. My idea is more like playing DF as Legends are genning except legends will gen as a you play, and what happens will affect what the player will see and can do in the RPG.
A similar concept: Civ + Mount & Blade.
Seriously, just....Floris Mod Pack.
It is not updated anymore, use Silverstag. It's a fork of Floris.
Why don't we take that concept into the areas of "crossplay done right"?I think that CCP might actually be trying that. I mean; there's EVE, which is the flagship (no pun plz) game; there's Dust 514 which is for console peasants; and there's the dogfighting one in development which I think will be for PC. There's a growing range of games all taking place in the same universe there and I think it could be expanded a lot.
Basically, a console Civ/MMO where player actions affect what it's like on mobile users.
If publishers want to force simul-play between a flagship console and peon mobile devices that cannot compare to the console, then let them. Every player's actions will affect the world the mobile users experience.
console peasantsI'm glad someone else expresses these views here. I mean they don't make consoles nor games for them like they used to. I'd like it if Microsoft or Sony or even Nintendo gave me a reason to actually buy a console. Not certain about the specifics but I think it might involve something like Terraria hybridized with something like Dungeons and Dragons 3E then bred with a game along the lines of The Sims and the offspring of that paired with the offspring of Tower Defense and Cookie Clicker, only to then be fused with the offspring of League of Legends and Dungeon Keeper, then combined somehow with Pokémon and Morrowind. I think it would be glorious but then again I'd rather it be on PC because they stopped making Sega consoles quite some time ago.
The Wii U gimmicks are actually fun, but when you think about it someone could code a PC game that uses an iPad/Galaxy tablet to do the same thing.
EDIT: You know what would actually be pretty fucking awesome? If they made an Avatar: The Last Airbender game for Kinect. Just imagine the possibilities...
The Wii U gimmicks are actually fun, but when you think about it someone could code a PC game that uses an iPad/Galaxy tablet to do the same thing.
EDIT: You know what would actually be pretty fucking awesome? If they made an Avatar: The Last Airbender game for Kinect. Just imagine the possibilities...
The Wii U gimmicks are actually fun, but when you think about it someone could code a PC game that uses an iPad/Galaxy tablet to do the same thing.
EDIT: You know what would actually be pretty fucking awesome? If they made an Avatar: The Last Airbender game for Kinect. Just imagine the possibilities...
Kinect is pretty much entirely possibilities, no content.
Some IPs would lend themselves very well to genres they never were seen in before.No no no no no no no
As in...
A Pokemon MOBA. Come on, it has everything it needs! Technically.
Or a DC Comics/Marvel MOBA.
Or a turn-based Pokemon strategy in the lieu of Heroes of Might and Magic. (I even made something about it somewhere, but never got around to updating it.)
Some IPs would lend themselves very well to genres they never were seen in before.No no no no no no no
As in...
A Pokemon MOBA. Come on, it has everything it needs! Technically.
Or a DC Comics/Marvel MOBA.
Or a turn-based Pokemon strategy in the lieu of Heroes of Might and Magic. (I even made something about it somewhere, but never got around to updating it.)
"In lieu" means "instead", not "in style". I see a lot of people making this mistake, and I can't take it any more.
Some IPs would lend themselves very well to genres they never were seen in before.No no no no no no no
As in...
A Pokemon MOBA. Come on, it has everything it needs! Technically.
Or a DC Comics/Marvel MOBA.
Or a turn-based Pokemon strategy in the lieu of Heroes of Might and Magic. (I even made something about it somewhere, but never got around to updating it.)
"In lieu" means "instead", not "in style". I see a lot of people making this mistake, and I can't take it any more.
Some IPs would lend themselves very well to genres they never were seen in before.
As in...
A Pokemon MOBA. Come on, it has everything it needs! Technically.
Or a DC Comics/Marvel MOBA.
Or a turn-based Pokemon strategy in the lieu of Heroes of Might and Magic. (I even made something about it somewhere, but never got around to updating it.)
I have never seen that mistake before.Some IPs would lend themselves very well to genres they never were seen in before.No no no no no no no
As in...
A Pokemon MOBA. Come on, it has everything it needs! Technically.
Or a DC Comics/Marvel MOBA.
Or a turn-based Pokemon strategy in the lieu of Heroes of Might and Magic. (I even made something about it somewhere, but never got around to updating it.)
"In lieu" means "instead", not "in style". I see a lot of people making this mistake, and I can't take it any more.
A Matrix game where one player is the hacker, a team of players is inside the Matrix and the other team is made up of Agents. The hacker sees an overhead view of what's going on and has to use (greatly simplified) terminal commands to assist their team by generating items, triggering electronic devices and altering the map's terrain. Meanwhile, the Agents have all of their strength/agility from the movies, and the people inside the Matrix are just regular shmoes who know kung-fu and have a ton of guns.rm -f agents.exe
A Matrix game where one player is the hacker, a team of players is inside the Matrix and the other team is made up of Agents. The hacker sees an overhead view of what's going on and has to use (greatly simplified) terminal commands to assist their team by generating items, triggering electronic devices and altering the map's terrain. Meanwhile, the Agents have all of their strength/agility from the movies, and the people inside the Matrix are just regular shmoes who know kung-fu and have a ton of guns.rm -f agents.exe
That would actually be a neat game. Are there any other games that have that general principal?
Or a DC Comics/Marvel MOBA.
There have been a couple FPS deathmatch games that combine RTS and FPS gameplay. One guy plays the commander and builds the base and advances tech and sets waypoints and orders while the rest of the team are independently minded individual units that help gather resources and follow orders. Nuclear Dawn was a recent example; there was another, older game called, I think, Savage. I'm sure there are others. This is close to the Matrix idea except agents don't have the commander and the commander is more like a deus ex hackina than a commander.There was this old game called Battlezone 2 that did much the same thing. While the commander didn't have an RTS view except when using a satellite, I rather liked it. Don't know too much about it because I was pretty young when I got it, but I still play it every now and again. It didn't sell too great, because it wasn't super-polished, and at the time of its release a lot of FPS gamers didn't want the RTS bit, and vice-versa.
They were never very popular. Hard to say if that's just because of the basic premise or because the products weren't very polished or flashy; the studios were exactly well funded.
I remember that there was a PS3 exclusive that was entirely that commander-but-FPS concept. It was a MMO type deal with tiers of ranks of authority for the players to have and take control of.I think you're thinking of MAG.
Indeed I was. But apparently the servers shut down next year so...I remember that there was a PS3 exclusive that was entirely that commander-but-FPS concept. It was a MMO type deal with tiers of ranks of authority for the players to have and take control of.I think you're thinking of MAG.
A Matrix game where one player is the hacker, a team of players is inside the Matrix and the other team is made up of Agents. The hacker sees an overhead view of what's going on and has to use (greatly simplified) terminal commands to assist their team by generating items, triggering electronic devices and altering the map's terrain. Meanwhile, the Agents have all of their strength/agility from the movies, and the people inside the Matrix are just regular shmoes who know kung-fu and have a ton of guns.rm -f agents.exe
That would actually be a neat game. Are there any other games that have that general principal?
2. Micromecha game:
Micromecha in that they're smaller than you are. It's a "game within a game" game, where you and a bunch of other people fight with mecha on simulated battlefields about the size of a large table, up to a room in size. You build a mecha from the ground up, Chromehounds style, with the caveat that your mecha needs to be within some sort of design base- humanoid, quadruped, centipede, etc.
Mecha can be equipped in any number of ways, and purchasable parts differ greatly, as there are multiple companies that make parts. Some don't work well together, and using the same company throughout a design usually gives bonuses.
This is basically a mecha game without serious military overtones. Custom Robo Arena, but with more realistic mecha design and weapons.
I want an IRL bicycle jousting game :PThat exists. It's called bicycle jousting.
Right now I think I need a really distracting and easy game that is inexpensive.http://armorgames.com/play/2044/
2) A Investigation game where you play a series of investigators over a course of years. You generate your investigator, chose their birth date, then do a series of missions until you die or retire. The goal of the game is to stop the end of the world but in order to do so a series of mysteries and allies must be obtained from your pool of investigators. The major push is that you can do missions and have a previous investigator show up as a major NPC.That sounds unusually familiar. Or at least:
2) A Investigation game where you play a series of investigators over a course of years. You generate your investigator, chose their birth date, then do a series of missions until you die or retire.
I want a jousting game where the wood of you jousting lance matters along with the armour you choose and the speed of your horse.So you want Dwarf Fortress to simulate Jousting?
I think I remember Toady saying something about working on factoring velocity and many other things into combat as part of the combat overhaul, but I don't know if that's coming this version.
There's some degree of velocity in minecarts isn't there? I remember people making A.S.O.D* shotguns by suddenly stopping a minecart in it's tracks, launching it's cargo across the layer.
And that reminds me, why can't we have a modern update of Joust? :T
The thing is, it was played from a First Person Desk Jockey perspective, which might have artistic purposes - for example, you ordered torture of a person, and all you see is a dry, formal report - but the gameplay's repetitiveness combined with that made for a not terribly exciting game.
Legend of Zelda as a Mario 64-style 3D platformer and Mario as an Ocarina of Time-style 3D action-adventure game.I believe there was once a LoZ platformer and nobody liked it. SM64 is pretty much the other.
Also, I've just realized that XCOM gameplay + any vaguely sci-fi setting will work perfectly. Therefore, a completely open and moddable version of XCOM (either oldcom or newcom) would be amazing.
Here's one.FUND IT, also I cant remember the name of the game, but there was this one game where you basically do that, you go down "floors and kill robots for parts to improve yourself, eventualy, you can got to the bottom and find the "mother" bot and kill it, I sadly never got past the legion of mini-kill bots, that fly all over the damn place with there damned machine guns.
You are a robot composed mostly of industrial equipment. You are floating adrift in space. You are sentient.
Collect materials from asteroids to upgrade yourself. Gain the ability to get out of this asteroid belt and travel to other planets. Then to other stars. Will you be a world-devouring machine-god? Or perhaps become artificial life with the ability to reproduce? First, gotta get to that rock over there, though...
I want a game like Dark Souls, in terms of difficulty and lack of direction, but with a much bigger Elder Scrolls scope of open world...
Let's see...
A squad-based, turn-based game where you control a large squad of 12 or so Imperial Guardsmen on a large map stretching across a few miles of trenches holding a position against a constant wave of Tyranids, Orks or whatever.
The waves would be infinite so you'd eventually fail, but the longer you hold off, occational side events would occur like reinforcements, bombing runs, deep strikes and so on. The larger map would show many other squads similar to yours fighting as well, and you could see as they got overwhelmed or temporarily beat back the waves. Random events could give you basalisks, heavy bolters, flamers, Commissar and/or Vox to help communicate with other squads.
Let's see...Fund it!
A squad-based, turn-based game where you control a large squad of 12 or so Imperial Guardsmen on a large map stretching across a few miles of trenches holding a position against a constant wave of Tyranids, Orks or whatever.
The waves would be infinite so you'd eventually fail, but the longer you hold off, occational side events would occur like reinforcements, bombing runs, deep strikes and so on. The larger map would show many other squads similar to yours fighting as well, and you could see as they got overwhelmed or temporarily beat back the waves. Random events could give you basalisks, heavy bolters, flamers, Commissar and/or Vox to help communicate with other squads.
Ahem.Low Light Combat covers some of those points, mainly the ninjas and the focus on light.
A multiplayer only game where you play as a either a ninja-esque guy...Or the enemies, who have guns.
It would be focused on paranoia, where the ninjas are near unable to kill the soldiers face on. Lights could be broken, which you would then need to repair with a ladder and say, a toolbox.
It would be completely randomized each map, and would be teambased. Comm chatter and such would be vital.
Now go get me a bucket full of money and some programmers then it shalt exist.
Ahem.Except for the ninja part this sounds fairly close to Spies vs Mercs in Splinter Cell
A multiplayer only game where you play as a either a ninja-esque guy...Or the enemies, who have guns.
It would be focused on paranoia, where the ninjas are near unable to kill the soldiers face on. Lights could be broken, which you would then need to repair with a ladder and say, a toolbox.
It would be completely randomized each map, and would be teambased. Comm chatter and such would be vital.
Now go get me a bucket full of money and some programmers then it shalt exist.
Ahem.Except for the ninja part this sounds fairly close to Spies vs Mercs in Splinter Cell
A multiplayer only game where you play as a either a ninja-esque guy...Or the enemies, who have guns.
It would be focused on paranoia, where the ninjas are near unable to kill the soldiers face on. Lights could be broken, which you would then need to repair with a ladder and say, a toolbox.
It would be completely randomized each map, and would be teambased. Comm chatter and such would be vital.
Now go get me a bucket full of money and some programmers then it shalt exist.
sounds like srsface bioshock to me!And also you'd be at the bottom of the ocean itself, not in a ruined city under the ocean. Hence small damage to your pressure suit could cause you to die horribly, as 1000 atm of pressure suddenly fill through a tiny hole.
I think the deep-sea genre has kinda been abandoned, before it could be graphically realized. I'd like to see voxel water, or at least volumetric water of some kind, in a 3D environment. The idea that you're in a capsule in space and if there's a hole you die, is nice, but I think it's a very different image if it's a material trying to get in. You can actually see its progress, the deeper water affects your environment (can't open a hatch if there's water on the wrong side, have to wade and then swim, water making objects float so they're easier / harder to acquire).
I think the deep-sea genre has kinda been abandoned, before it could be graphically realized. I'd like to see voxel water, or at least volumetric water of some kind, in a 3D environment. The idea that you're in a capsule in space and if there's a hole you die, is nice, but I think it's a very different image if it's a material trying to get in. You can actually see its progress, the deeper water affects your environment (can't open a hatch if there's water on the wrong side, have to wade and then swim, water making objects float so they're easier / harder to acquire).Thank you. I was envisioning something a bit like this, but I was too rushed to write out everything. The strategy element is interesting, and a good way to add a real objective given that I couldn't come up with one.
The game could feature a slow breaking-down of the undersea base, meaning your opportunities for adventure get narrower as time passes. You could also include repair options where you can EVA outside and slap a patch on, then get back in and activate pumps to get rid of the water. The air necessary to refill the affected areas would have to come from somewhere - probably nuclear electrolysis of seawater - which adds another scarce resource or at least facilities to protect and maintain.
Most games that put you in the Space Plumber position (System Shock 2, Dead Space, etc.) seem to lead you along through scripted failures and necessary repairs. What if these were more randomized and the player had to keep track of what needed to be done? Along the way you're trying to do the main mission, and also deal with the monsters.
Let's say early on you're given a map of the base and the satellite areas that you need to EVA or take a single tunnel to get to. And you know the status of these facilities. The game tutorial tells you what to do to
repair a facility's hull - you need "weld plates" or whatever - and then
pump water out - you need to repair the water pump facility in that section - and
refill oxygen - you need either an active electrolysis facility in that section or else a complete air pump line leading to it
Do you have "weld plates"? If not, you need to go collect some. When you arrive at the water evac facility, it's clear the parts you need to replace. Do you have those? If not, you need to go get them. At first you may need to do a lot of EVA in a suit to gather materials, and slowly start reclaiming parts of the base that you need the most. The more you reclaim, the more danger of some part getting damaged again because there's more to go wrong, but your travel around the game world is easier, faster, safer.
Assume that the whole point is to reach, repair, evac, and air-fill an escape sub. You also need to reach, repair, evac, air-fill, and repair a broadcasting facility to request a pickup by a rescue boat on the surface because you're in the middle of nowhere.
Throw in some deep-sea trench aliens, some crazy crewmembers, competitive Soviet / Chinese / whatever scientists, and dangerous natural sea life.
Cool, looks promising, if it's not just an in game cutscene -
I'd quite like an infinite - levelling pokemon game, the issue is battles will simply be won by grinding rather than strategy. :(d
A game I'd really like (well, a mod!) would be to Transpose Dominions 3 into CK 2's engine. :D
I'd quite like an infinite - levelling pokemon game, the issue is battles will simply be won by grinding rather than strategy. :(
A game I'd really like (well, a mod!) would be to Transpose Dominions 3 into CK 2's engine. :D
I'd quite like an infinite - levelling pokemon game, the issue is battles will simply be won by grinding rather than strategy. :(
A game I'd really like (well, a mod!) would be to Transpose Dominions 3 into CK 2's engine. :D
Surely you mean Dom 4? But yes, I want a grand strategy game with a Dom 3-4 like race and magic system. Although I'd prefer a more in depth crafting system than what Dom 3-4 has.
I kinda want a large Pangaea like continent with several inland seas and like, 4000 provinces. It would be nice to become a powerful emperor and suddenly get rofl stomped by a neighboring nation. Put magic/crafting/resource control on top of that and wow.
I almost made my own 4000 province single landmass map mod for CK2 called The 1000 Kingdoms, with literally 1000 independent nations at game start. Of course over the course of 100 years those would get compressed to like 100 nations. And like 5-10 of them would have well over 1000 holdings.
I downloaded Umbra Spherae for an attempt to play something similar, but meh, a lot of the stuff doesn't have much political depth, and the new religions don't have cool special stuff. India in particular is kinda meh. Not enough good CBs.
I'd like to see a new FPS game that goes by 90's FPS conventions. Huge jumps, par times, open levels with no objective except "get to the exit", crazy powerful superweapons, etc.
If there ever will be such a thing as an indie FPS (excluding ones with a special twist like Superhot or Receiver), I imagine that they'd follow this sort of formula.
Which is why I like halo so goddamn much.I'd like to see a new FPS game that goes by 90's FPS conventions. Huge jumps, par times, open levels with no objective except "get to the exit", crazy powerful superweapons, etc.
If there ever will be such a thing as an indie FPS (excluding ones with a special twist like Superhot or Receiver), I imagine that they'd follow this sort of formula.
Sadly all FPS game these days have to be this "ded srs bsns WW3 grayworld suicide-inducing depression".
Which sucks because those games are not even fun anymore.
I'd like to see a new FPS game that goes by 90's FPS conventions. Huge jumps, par times, open levels with no objective except "get to the exit", crazy powerful superweapons, etc.Have you tried Painkiller, by any chance? It may be something like what you're looking for.
If there ever will be such a thing as an indie FPS (excluding ones with a special twist like Superhot or Receiver), I imagine that they'd follow this sort of formula.
I'd like to see a new FPS game that goes by 90's FPS conventions. Huge jumps, par times, open levels with no objective except "get to the exit", crazy powerful superweapons, etc.Have you tried Painkiller, by any chance? It may be something like what you're looking for.
If there ever will be such a thing as an indie FPS (excluding ones with a special twist like Superhot or Receiver), I imagine that they'd follow this sort of formula.
I'd like to see a new FPS game that goes by 90's FPS conventions. Huge jumps, par times, open levels with no objective except "get to the exit", crazy powerful superweapons, etc.Have you tried Painkiller, by any chance? It may be something like what you're looking for.
If there ever will be such a thing as an indie FPS (excluding ones with a special twist like Superhot or Receiver), I imagine that they'd follow this sort of formula.
Yah, Painkiller and Serious Sam 1 and 2 are the ones most like that of the top of my head. The Rise of the Triad remake is supposed to be similar to the original but I haven't played it.
Even with post-apocalyptic games being so common, you'd think one would go for the Christian medieval apocalypse. It's got basically everything a game needs... undead, demons flying around, giant hellish monstrosities... If I were ever to make a roguelike, a survival game in that setting would be fantastic.Isn't Dark Souls a lot like this?
I'd like to see a new FPS game that goes by 90's FPS conventions. Huge jumps, par times, open levels with no objective except "get to the exit", crazy powerful superweapons, etc.Have you tried Painkiller, by any chance? It may be something like what you're looking for.
If there ever will be such a thing as an indie FPS (excluding ones with a special twist like Superhot or Receiver), I imagine that they'd follow this sort of formula.
Yah, Painkiller and Serious Sam 1 and 2 are the ones most like that of the top of my head. The Rise of the Triad remake is supposed to be similar to the original but I haven't played it.
I want more of these as well. Painkiller is ok, and Serious Sam is a little better... but nothing has really come close to matching the combat style and atmosphere of Doom. I also don't think any other arena-style FPS has matched the dynamic level design and freedom of movement in Quake 1 deathmatch, including any of the Quake sequels.
I've seen a couple Christian-themed FPS games but they sucked. No doubt simply lack of talent in the maker; I'm sure there's not something inherently lame about the subject matter. Plenty of D&D tropes come straight from various religious texts.
I've seen a couple Christian-themed FPS games but they sucked. No doubt simply lack of talent in the maker; I'm sure there's not something inherently lame about the subject matter. Plenty of D&D tropes come straight from various religious texts.
I think the problem is that games just try to simplify the issue, either like Diablo and Doom have done (using a bunch of religious terms like 'angels' and 'demons' while leaving out any actual substance) or like most religious videogames do (sugarcoating everything). There are plenty of good stories to be told, and possibly games to be made from both the factual history and the mythology of actual world religions. Provided it were completely respectful and mostly accurate, I'd love to play a videogame about the early history of Islam inb4 people suggest "Making of a Prophet".
I'd like to see a new FPS game that goes by 90's FPS conventions. Huge jumps, par times, open levels with no objective except "get to the exit", crazy powerful superweapons, etc.Have you tried Painkiller, by any chance? It may be something like what you're looking for.
If there ever will be such a thing as an indie FPS (excluding ones with a special twist like Superhot or Receiver), I imagine that they'd follow this sort of formula.
Yah, Painkiller and Serious Sam 1 and 2 are the ones most like that of the top of my head. The Rise of the Triad remake is supposed to be similar to the original but I haven't played it.
I'd like to see a new FPS game that goes by 90's FPS conventions. Huge jumps, par times, open levels with no objective except "get to the exit", crazy powerful superweapons, etc.Have you tried Painkiller, by any chance? It may be something like what you're looking for.
If there ever will be such a thing as an indie FPS (excluding ones with a special twist like Superhot or Receiver), I imagine that they'd follow this sort of formula.
Yah, Painkiller and Serious Sam 1 and 2 are the ones most like that of the top of my head. The Rise of the Triad remake is supposed to be similar to the original but I haven't played it.
The RoTT remake is so much like the original honestly that I could play them back to back and not get any skill or feel related problems. It's vey 90s fps besides some slight changes in flow.
FTL + SS13. Players are split into crews of two to three and put on their own ships, then left to warp around the sector and hope to run into each other. The Captain will need some of the strategizing of FTL, while the crew will require the monkeying about and nonstop shenanigans of SS13.Final Frontier.
link?FTL + SS13. Players are split into crews of two to three and put on their own ships, then left to warp around the sector and hope to run into each other. The Captain will need some of the strategizing of FTL, while the crew will require the monkeying about and nonstop shenanigans of SS13.Final Frontier.
http://www.facepunch.com/showthread.php?t=1277720link?FTL + SS13. Players are split into crews of two to three and put on their own ships, then left to warp around the sector and hope to run into each other. The Captain will need some of the strategizing of FTL, while the crew will require the monkeying about and nonstop shenanigans of SS13.Final Frontier.
Do you enjoy it, Janet? :)
Do you enjoy it, Janet? :)
Oh, damn late but yeah. RoTT 2013 was like the most recent FPS I really, really liked. I hope interceptor gets even more SP content into it eventually. If I have one complaint about it, and it's one that applies to the original too. It's that secret levels are just for padding your score really. No actual challenges or complex level design in them.
The game also preforms a bit weird since it runs for me at 60fps on all but a few areas on max everything, but 20-30 on medium.
Eh... I wouldn't complain about a faithful update of Quake II. I'm actually running out of games to wish for.Is Quake 2 very good? I really liked Quake 1, and I love the idea of shooters involving magic and demons like that, so I was kinda turned off by the whole "aliens" thing.
Eh... I wouldn't complain about a faithful update of Quake II. I'm actually running out of games to wish for.Is Quake 2 very good? I really liked Quake 1, and I love the idea of shooters involving magic and demons like that, so I was kinda turned off by the whole "aliens" thing.
A game that I would definitely play is a first person Terraria-esque game.
Don't say Minecraft, that's not what I mean. I mean something where there's the same type of progression, a ton of obtainable items and weapons, and maybe some crazy boss battles. Or really, just a FPS which features mainly huge, insane boss battles against lovecraftian horrors.
Eh... I wouldn't complain about a faithful update of Quake II. I'm actually running out of games to wish for.Is Quake 2 very good? I really liked Quake 1, and I love the idea of shooters involving magic and demons like that, so I was kinda turned off by the whole "aliens" thing.
Eh... I wouldn't complain about a faithful update of Quake II. I'm actually running out of games to wish for.Is Quake 2 very good? I really liked Quake 1, and I love the idea of shooters involving magic and demons like that, so I was kinda turned off by the whole "aliens" thing.
It's more like Quake 3: Arena than it is like Q1 in overall feel and visual style, which is personally why I like it. Weirdly enough, I also found it to be a bit reminiscent of Doom 3 in the way that you complete objectives to open new areas until you can move on to the next overall area, which works better for Quake 2 than it did for D3.
I've heard people say that it's one of the more forgettable single-player games that id put out, but I put it about on the same tier as Q3 and Doom. I can't recall ever setting up a deathmatch though, so maybe I'm missing out.
A game that I would definitely play is a first person Terraria-esque game.You may want to try 3069, 3079, and so on ...
Don't say Minecraft, that's not what I mean. I mean something where there's the same type of progression, a ton of obtainable items and weapons, and maybe some crazy boss battles. Or really, just a FPS which features mainly huge, insane boss battles against lovecraftian horrors.
A game that I would definitely play is a first person Terraria-esque game.You may want to try 3069, 3079, and so on ...
Don't say Minecraft, that's not what I mean. I mean something where there's the same type of progression, a ton of obtainable items and weapons, and maybe some crazy boss battles. Or really, just a FPS which features mainly huge, insane boss battles against lovecraftian horrors.
Those are some game created by the same guy (one of them might be free), with procedurally generated regions, ennemies, buildings, shops, weapons, armors, utilities, quests, ...
There is also the huge boss thing, but it's not really lovecraftian, more pixelated future thingy ...
Mount and Blade: Elder Scrolls Edition.
A good open world voxel pirate/sailor/whaler simulator.
An RTS with a large focus on modding. Something like simple XML documents would define most of everything, and it would be designed specifically for the purpose of being modded by people. It could also sync peoples mods to work in multiplayer.A good open world voxel pirate/sailor/whaler simulator.
Could you please reduce the size of your avatar? Its colossal in size and makes slower internet connections buckle under the load.
Are there any more than just 3079, or are they elsewhere than steam?3079 is the last fully released, 3089 is in development.
Searching 30[6|7|8]9 and only 3079 came up. I threw it on my wishlist to keep an eye out for sales (though it was only released this month so might not go on sale at all).
A good open world voxel pirate/sailor/whaler simulator.I saw exactly that on Kickstarter a while ago. I don't know if it succeeded or what is was called. Sorry for being vague and unhelpful.
I'd just be happy if it made freelook a toggle-able option. Computer mice probably weren't common back then, but you think id of all people would have the foresight to at least include the option.
I'd just be happy if it made freelook a toggle-able option. Computer mice probably weren't common back then, but you think id of all people would have the foresight to at least include the option.
Are you referring to Quake 1?... Because I played that back when it was new, and only played it keyboard-only like Doom for a couple weeks, before discovering mouselook. It was definitely in there from the beginning.
I'd just be happy if it made freelook a toggle-able option. Computer mice probably weren't common back then, but you think id of all people would have the foresight to at least include the option.
Are you referring to Quake 1?... Because I played that back when it was new, and only played it keyboard-only like Doom for a couple weeks, before discovering mouselook. It was definitely in there from the beginning.
When I played, there was a button that you had to hold for freelook, and otherwise you could only turn on a horizontal axis like Doom. To be clear, 'free look' is being able to look in all directions.
I remember having a full 3D control of your view in Quake, but I don't remember having to change any settings for it. Maybe the first version I played was a few iterations from the original release and selected the setting by default?
Also, nostalgia trip. I played a lot of a mod called Future versus Fantasy. It added a bunch of classes with various unique weapons (some suck, some awesome), including monks which could fly and throw fireballs, ninjas which could grapple around and throw knives which could critical hit, a berserker class which just an axe for a weapon and a torch that would cancel flight/grapple, new game modes (mainly Diety mode, which is kind of like capture the flag, only there's only one flag and it turns you into a powerful unique class with a bunch of abilities to wreck havoc and buff and heal your team). It even had levels and experience, dealing more damage at higher levels, or improving various class aspects and health. It eventually did a total conversion of the single player "campaign" with all new levels and mobs and could be played co-op. It was pretty awesome but I don't think it was necessarily popular (either because people didn't like it or preferred other mods like CTF and RuneDM or RuneCTF, or just didn't know about it).
The team eventually tried to release a stand-alone version on a new engine. There was a few playable beta versions but I don't think it got anywhere. Actually, I wonder what happened to them...
-snip-I would actually be interested in that. Reminds me of a book I read once.
Mount and Blade with highly accurate body damage with dismemberment and decapatation a la what Dead Island was supposed to be.
Mount and Blade with highly accurate body damage with dismemberment and decapatation a la what Dead Island was supposed to be.
Let me take you back to 1998, where some portion of your wish may be granted. (http://en.wikipedia.org/wiki/Die_by_the_Sword)
It's a time attack game. There's one dude, that's you. There's hundreds/ten/thousands of bad guys.
You have perfect time perception.
You punch, kick, and shoot your way upstream along the ever-increasing storm of baddies. You can't move faster than an ordinary ninja, but you can pause, slow, and even potentially reverse time. You can dodge bullets, though mainly by avoiding their laser scopes.
Survive as long as you can. When you inevitably get taken down, you get a real-time replay of your awesome battle.
I'm sort of interested in someone taking the "flashback" aspect of storytelling and do something better than "THIS IS THE END OF THE GAME PLAY IT TO FIND OUT WHY."
Imagine a game where you start off in some kind of interrogation room. You recount your story, as well as exploring increasingly fucked-up maps between story missions to reflect the mind-altering drugs in your system.
I'm sort of interested in someone taking the "flashback" aspect of storytelling and do something better than "THIS IS THE END OF THE GAME PLAY IT TO FIND OUT WHY."
Imagine a game where you start off in some kind of interrogation room. You recount your story, as well as exploring increasingly fucked-up maps between story missions to reflect the mind-altering drugs in your system.
I'm sort of interested in someone taking the "flashback" aspect of storytelling and do something better than "THIS IS THE END OF THE GAME PLAY IT TO FIND OUT WHY."
Imagine a game where you start off in some kind of interrogation room. You recount your story, as well as exploring increasingly fucked-up maps between story missions to reflect the mind-altering drugs in your system.
So you want what you don't want?
I want a shooter game, WAIT!!! Hear me out, that is set in space. Now I know there are a lot, but I don't mean just in a space ship, but in space. The multiplayer would have standard deathmatch/team deathmatch/capture the flag gamemodes but there would be no gravity. Instead, players would use their jetpacks to move around and the recoil from their guns (it pushes back not up). While the jet pack would help getting around normally, using the guns would send you speeding in the opposite direction which could be used for quick escapes. Also, you can't just change your direction. You maintain your momentum due to a lack of any opposing force and use either your jetpack or your gun to counteract your motion.Even better, a shooter set in intergalactic space, so you end up using microgravity for fun reasons rather than having the differences in acceleration being negligible.
There would also be floating obstacles to manouver around.
I want a shooter game, WAIT!!! Hear me out, that is set in space. Now I know there are a lot, but I don't mean just in a space ship, but in space. The multiplayer would have standard deathmatch/team deathmatch/capture the flag gamemodes but there would be no gravity. Instead, players would use their jetpacks to move around and the recoil from their guns (it pushes back not up). While the jet pack would help getting around normally, using the guns would send you speeding in the opposite direction which could be used for quick escapes. Also, you can't just change your direction. You maintain your momentum due to a lack of any opposing force and use either your jetpack or your gun to counteract your motion.I was actually planning on posting about something like this. My idea was that it'd be something like the battle room from Enders Game, where you have lethal and non-lethal modes. In non-lethal mode it would be basically exactly like Enders Game, where ou have the ability to user parts of your body as a shield and use things like formations. Lethal mode wouldn't allow that option, and being hit would be a guaranteed kill, but you would have a small amount of time to fire back before you die. You could have a while range of weapons. Automatic ballistic weapons would be completely useless, unless you are set at a stationary position. Semi-automatic and burst weapons would be very deadly, but you would only have one shot before you have to readjust your aim and position. Lasers wouldn't change your momentum at all, and would be accurate, but would require careful aim to be affective, and would lose effectiveness against moving targets. Another way to add to the modes would be how jetpacks are handled. The easiest mode would be unlimited jetpack fuel, where you don't have to really worry about recoil and momentum. The second mode would be limited fuel, where you'd have enough for a few jumps or corrections, but you wouldn't be relying on it. The last mode would be the hardest, where you don't have one at all. You might have something such as rope, which could be used to prevent yourself from heading out too far. But normally that would only be somethign you'd use if you were on the defensive. If you are attacking, and don't watch where you are shooting? You go drifting off towards the enemy base. Or you might become a slow moving target, ripe for the picking. Death wouldn't be treated likely and you'd at most get a few respawns.
There would also be floating obstacles to manouver around.
Dammit, I suggested the same thing on this thread and no one paid attention :PI want a shooter game, WAIT!!! Hear me out, that is set in space. Now I know there are a lot, but I don't mean just in a space ship, but in space. The multiplayer would have standard deathmatch/team deathmatch/capture the flag gamemodes but there would be no gravity. Instead, players would use their jetpacks to move around and the recoil from their guns (it pushes back not up). While the jet pack would help getting around normally, using the guns would send you speeding in the opposite direction which could be used for quick escapes. Also, you can't just change your direction. You maintain your momentum due to a lack of any opposing force and use either your jetpack or your gun to counteract your motion.I was actually planning on posting about something like this. My idea was that it'd be something like the battle room from Enders Game, where you have lethal and non-lethal modes. In non-lethal mode it would be basically exactly like Enders Game, where ou have the ability to user parts of your body as a shield and use things like formations. Lethal mode wouldn't allow that option, and being hit would be a guaranteed kill, but you would have a small amount of time to fire back before you die. You could have a while range of weapons. Automatic ballistic weapons would be completely useless, unless you are set at a stationary position. Semi-automatic and burst weapons would be very deadly, but you would only have one shot before you have to readjust your aim and position. Lasers wouldn't change your momentum at all, and would be accurate, but would require careful aim to be affective, and would lose effectiveness against moving targets. Another way to add to the modes would be how jetpacks are handled. The easiest mode would be unlimited jetpack fuel, where you don't have to really worry about recoil and momentum. The second mode would be limited fuel, where you'd have enough for a few jumps or corrections, but you wouldn't be relying on it. The last mode would be the hardest, where you don't have one at all. You might have something such as rope, which could be used to prevent yourself from heading out too far. But normally that would only be somethign you'd use if you were on the defensive. If you are attacking, and don't watch where you are shooting? You go drifting off towards the enemy base. Or you might become a slow moving target, ripe for the picking. Death wouldn't be treated likely and you'd at most get a few respawns.
There would also be floating obstacles to manouver around.
What about a game where your answers to the interrogator create the events of the story? You say "The CIA sent me to Istanbul to receive a package from a local UNESCO operative" which sets up the theater, MacGuffin, and the protagonist and contact. Then you say "I was driving" from a list like "I was in a cafe", "I was throwing up behind a tavern", etc. which sets up where the encounter will occur. There's a lot of choices throughout the story, some of which affect earlier stuff.
After you answer the questions, the interrogator says "I'm going to need some more details" and you play through the flashback.
Your performance in the flashback determines what the interrogator does - believes your story or tortures.
Then you get another interrogation sequence where you set up the next flashback action sequence.
The difficulty would be selected by choosing obviously easier action sequences. Some define what weapons you have, for example, if you're at a fancy party you won't have any guns but may have spy gadgets. If you're not good at driving maybe you avoid adding those parts to your story.
And there's opportunity for multiple play-throughs because you want to play through all the different flashbacks.
In the end the game is actually about an innocent guy who is being interrogated. He never did these things, but he knows his interrogators won't accept "I'm just some guy" as an answer. Eventually he got tortured enough that he just started making stuff up to appease them, as is the reality with torture / "enhanced interrogation".
None. Then the society, students, school kids etc would be so much more productive and healthy.I don't know about you, but if I wasn't wasting my time on videogames, I would be wasting it sleeping or masturbating.
I want a shooter game, WAIT!!! Hear me out, that is set in space. Now I know there are a lot, but I don't mean just in a space ship, but in space. The multiplayer would have standard deathmatch/team deathmatch/capture the flag gamemodes but there would be no gravity. Instead, players would use their jetpacks to move around and the recoil from their guns (it pushes back not up). While the jet pack would help getting around normally, using the guns would send you speeding in the opposite direction which could be used for quick escapes. Also, you can't just change your direction. You maintain your momentum due to a lack of any opposing force and use either your jetpack or your gun to counteract your motion.
There would also be floating obstacles to manouver around.
Yeah people pursue leisure. Plus, because the internet and computer jobs do exist, video games help improve computer literacy and thus help prepare the civilization's workforce to fulfill those commercial needs. If you plopped video games down in a society without any computers or internet otherwise, yeah video games could be considered a waste of time.None. Then the society, students, school kids etc would be so much more productive and healthy.I don't know about you, but if I wasn't wasting my time on videogames, I would be wasting it sleeping or masturbating.
Yeah people pursue leisure. Plus, because the internet and computer jobs do exist, video games help improve computer literacy and thus help prepare the civilization's workforce to fulfill those commercial needs. If you plopped video games down in a society without any computers or internet otherwise, yeah video games could be considered a waste of time.None. Then the society, students, school kids etc would be so much more productive and healthy.I don't know about you, but if I wasn't wasting my time on videogames, I would be wasting it sleeping or masturbating.
But games stimulate learning, regardless. They don't need to be stupid "educational" games. DF for example made me learn a lot more about many things.
I want a shooter game, WAIT!!! Hear me out, that is set in space. Now I know there are a lot, but I don't mean just in a space ship, but in space. The multiplayer would have standard deathmatch/team deathmatch/capture the flag gamemodes but there would be no gravity. Instead, players would use their jetpacks to move around and the recoil from their guns (it pushes back not up). While the jet pack would help getting around normally, using the guns would send you speeding in the opposite direction which could be used for quick escapes. Also, you can't just change your direction. You maintain your momentum due to a lack of any opposing force and use either your jetpack or your gun to counteract your motion.
There would also be floating obstacles to manouver around.
Isn't Shattered Horizon (https://en.wikipedia.org/wiki/Shattered_Horizon) basically this? I've never played it, so maybe guns don't have recoil, but it's a shooter, in space, where you move with your jet pack.
DF is a special game, and I know too many people who waste their time on MMORPG. I should have better phrased it differently, and I do love games, but I think that even sleeping would be better because you can only sleep so much! Hehe.Yeah people pursue leisure. Plus, because the internet and computer jobs do exist, video games help improve computer literacy and thus help prepare the civilization's workforce to fulfill those commercial needs. If you plopped video games down in a society without any computers or internet otherwise, yeah video games could be considered a waste of time.None. Then the society, students, school kids etc would be so much more productive and healthy.I don't know about you, but if I wasn't wasting my time on videogames, I would be wasting it sleeping or masturbating.
But games stimulate learning, regardless. They don't need to be stupid "educational" games. DF for example made me learn a lot more about many things.
You're a recluse who lives in the middle of a city in a house. You can never leave, and in fact you need to upgrade your Gumption to leave the house to enter your yard (which has a tall fence around it). You need to convert your house into growing space for edibles, catch stray birds to coop for eggs, and try to pay your bills. If you can't afford your water bill, for example, you could set up a water catchment system but you risk disease from tainted standing water. If you can't afford electricity you might be able to set up a generator attached to an exercise bike or small solar panel. Then you can try to pay your Internet bill so you can order stuff online! It should also be possible to convince the pizza man to come inside whereupon you ambush him with a pan and hide him in the basement freezer.I sort of do this in half my households.
So basically, The Sims with some minor modifications.
It's a time attack game. There's one dude, that's you. There's hundreds/ten/thousands of bad guys.
You have perfect time perception.
You punch, kick, and shoot your way upstream along the ever-increasing storm of baddies. You can't move faster than an ordinary ninja, but you can pause, slow, and even potentially reverse time. You can dodge bullets, though mainly by avoiding their laser scopes.
Survive as long as you can. When you inevitably get taken down, you get a real-time replay of your awesome battle.
Monster Hunter but with a much more brutal/realistic combat system where every fight can be done in seconds.
Punching a huge sword through a dragon's head kills it instantly, hitting it in the feet or ankles would inhibit it's maneuverability on the spot, and instead of huge health pools, the only thing protecting monsters would be the hardness of whatever part you hit, and the sharpness of your weapon.
The massive squishiness would have to go both ways though. Armor could protect you from the teeth and claws of some smaller and maybe medium sized monsters, but if a large wyvern smashes your head In or bites you in half, GG.
If you're using a smaller weapon, like a Sword or Twin Swords, you would need to rely on cutting tendons to disable enemies, whereas Hammers could break bones and joints, and Greatswords/possibly Longswords could take off limbs.
Monster Hunter but with a much more brutal/realistic combat system where every fight can be done in seconds.
Punching a huge sword through a dragon's head kills it instantly, hitting it in the feet or ankles would inhibit it's maneuverability on the spot, and instead of huge health pools, the only thing protecting monsters would be the hardness of whatever part you hit, and the sharpness of your weapon.
The massive squishiness would have to go both ways though. Armor could protect you from the teeth and claws of some smaller and maybe medium sized monsters, but if a large wyvern smashes your head In or bites you in half, GG.
If you're using a smaller weapon, like a Sword or Twin Swords, you would need to rely on cutting tendons to disable enemies, whereas Hammers could break bones and joints, and Greatswords/possibly Longswords could take off limbs.
Soooo... Dwarf Fortress Adventure Mode? :P
A randomly-generated Mega Man game. You pick how many Robot Masters you want to fight (and thus the size of the world/dungeon), which can include any of the ones from the numbered series (1 through 10). At the end of it all, you go through a Wily level and fight any of the various Wily minibosses and final bosses from the series, maybe with a few new ones.It could randomly generate the Robot Masters and run them through a few hundred combat iterations to cull the best ones, and based on your performance and actions when fighting them it can set up that combat testing so your next playthrough is (hopefully) a bit harder.
Alright also I want a fantasy MMOFPS where your ability to get in close and strike and do simple combos is more important than your magic weapon, where a hit is a hit if it hits, not because you made a die roll. And if you hit his leg then you hit his leg. It's just more satisfying to me.
In such a game you could seriously have a balanced armor system, where armor is great at preventing damage but it makes you move slower, dodge slower, less able to climb and run and stop and jump. Specializing in agility would actually be good.
A crossbow would be desirable in part because you could keep it drawn at all times, whereas a bow you have to pull and release. Spears and other polarms would be desirable in part because you get more reach! But you can't hit someone who gets in close as easily.
It would be wonderful.
A Halo game where you play as a Jackal (the Halo enemy, not a literal jackal).
A modern Emperor of the fading suns.This, a thousand times this!!!! Specially with the Nova and the other mod features included. With up to date graphics, and preferably 3d battles a la Homeworld. Battles like Dawn of War (1) or Company of Heros when two armies collide on the Civilizationesque planetary map optional.
A Halo game where you play as a Jackal (the Halo enemy, not a literal jackal).
That'd be pretty cool. I remember in Halo 2 there was an Arbiter mission where he/it descends into some infected structure thingy, and you pick up some grunts and jackals as allies. You could swap them better weapons, and I always thought it was fun to try and have them survive... alas, at one point the designers apparently assumed they'd all be dead, and they won't continue even if they do survive the flood.
I want a game that's like Xcom enemy unknown and enemy within,I loved the squad tactics and the whole you can use cover and flank part
To elaborate on:A real-time strategy game where where you can build units, their weapons, bases, armor, defenses etc. from scratch (modding support would be appropriate) and either make them manned (player-controlled), remote-controlled or AI-controlled.
The last one could be made for everything - self-building bases, anyone?
And you wouldn't be limited in terms of design beyond physics bringing you down, so you could make an autonomous floating aircraft carrier for all I care.
Positioning of your systems and armor shape/angle would be important as well.
And don't forget making your own weapons, Loadout-style, but more elaborate.
It could be a RTS or an FPS depending on your playstyle. No restrictions.
(of course some tactics and designs would be better than others, but that's pretty much how those kinds of games play out in the end)
I figured that I could provide some examples of in-game mechanics (very specific, but should give you an idea what I would dig):
Let's say I want to create a basic mech-like unit. On treads. With two rapid-fire cannons on the sides and a big, slow one on the top. Alright.
Now, if I want it to be a manned vehicle, I'd need to make a cockpit, steering systems and extra support systems. It's not very efficient, is it?
Alternatively, I could strap the cockpit and instead install remote-control systems and cameras instead. That way, the pilot is still in full control, but is not in direct danger.
But if I so desire, I may even want to program a semi-autonomous AI (of middling elaborateness) to get rid of human interaction completely. This does allow me to amass armies with relatively little manpower available, but you are not able to create a perfect AI, and it would also make it easier for the enemy to capture the mechs in question.
I may instead want to go for a different approach - supersoldiers. I can design the shape and features of their armor, including, but not limited to interface that shows heart pulse and body temperature, to targeting systems to camera systems, not unlike Google Glass.
I can also design their weapons - what kind of ammunition they'll fire, where do the bullets come out from, at what rate, and other stuff. I can also design the ammunition itself (to a small extent) and the magazine capacity. As well as any accessories like flashlights and scopes.
If I want to, I can make a three-barreled automatic sniper rifle (minigun-like) with a break action mechanism. Or an assault rifle that uses high-voltage batteries as ammo, discharging electricity at the enemies from a tesla coil-type barrel.
I could even make a floating superfortress complete with hangars for the aforementioned mechs, barracks for soldiers with the armor of my own design and armory for the strange weapons above and its own defense systems.
Or I could design and program robots that build complete bases for me when provided the resources.
Of course that game can and will be outside of computing range for quite some time in its complete form, but a slightly dumbed down (while still functional and fun to play) version should not be out of the question.
I believe there was even a game like this, where you could design your own items, but I can't remember its name now...
A modern Emperor of the fading suns.This, a thousand times this!!!! Specially with the Nova and the other mod features included. With up to date graphics, and preferably 3d battles a la Homeworld. Battles like Dawn of War (1) or Company of Heros when two armies collide on the Civilizationesque planetary map optional.
This is in fact the kind of game I wish for as you could read a couple dozen pages back.
snipIsn't there a forum game here that is pretty much exactly that?
snipIsn't there a forum game here that is pretty much exactly that?
Huh, that's actually kind of close to what I want.
What I specifically want is a Warhammer 40,000 game. Not one where you are the commander leading an unstoppable army. Not one where you are a genetically engineer super-soldier. No, not even one where you get to play as a Kaskrin. No, I want a game where you play as an Imperial Guardsmen. The respawn system would work in two ways. For your average death you just switch to another guardsmen in your platoon. The other way you would respawn is if your platoon is brought to below a particular strength, or you fail an objective. It could be handled many ways. You could have a sort of roleplaying mechanic, with your platoon getting more experienced, and moved to veteran status at some point if you are good at staying alive. Or you could be put in command, and the game could be tactically based, with your subordinate being promoted on your death.
Or you could be in command of a company of Baneblades. I could deal with that.
In it you have a "No retreat" button. If pressed time slows down to a crawl. With it you can head shot your guardsmen with perfect accuracy, restoring their "Morale" to full. If you hit an enemy your guardsmen will take it as you covering their retreat, and will start running much farther. leaving you alone with a bunch of very, very angry orks.Huh, that's actually kind of close to what I want.
What I specifically want is a Warhammer 40,000 game. Not one where you are the commander leading an unstoppable army. Not one where you are a genetically engineer super-soldier. No, not even one where you get to play as a Kaskrin. No, I want a game where you play as an Imperial Guardsmen. The respawn system would work in two ways. For your average death you just switch to another guardsmen in your platoon. The other way you would respawn is if your platoon is brought to below a particular strength, or you fail an objective. It could be handled many ways. You could have a sort of roleplaying mechanic, with your platoon getting more experienced, and moved to veteran status at some point if you are good at staying alive. Or you could be put in command, and the game could be tactically based, with your subordinate being promoted on your death.
Or you could be in command of a company of Baneblades. I could deal with that.
Commissar the game. You must make the choice of whether to shoot your enemies... or your allies. Either way the Imperium has your back because they love anything that makes the Guard's lives miserable or short.
I don't really know anything about warhammer but how does shooting your own men restore morale?In it you have a "No retreat" button. If pressed time slows down to a crawl. With it you can head shot your guardsmen with perfect accuracy, restoring their "Morale" to full. If you hit an enemy your guardsmen will take it as you covering their retreat, and will start running much farther. leaving you alone with a bunch of very, very angry orks.Huh, that's actually kind of close to what I want.
What I specifically want is a Warhammer 40,000 game. Not one where you are the commander leading an unstoppable army. Not one where you are a genetically engineer super-soldier. No, not even one where you get to play as a Kaskrin. No, I want a game where you play as an Imperial Guardsmen. The respawn system would work in two ways. For your average death you just switch to another guardsmen in your platoon. The other way you would respawn is if your platoon is brought to below a particular strength, or you fail an objective. It could be handled many ways. You could have a sort of roleplaying mechanic, with your platoon getting more experienced, and moved to veteran status at some point if you are good at staying alive. Or you could be put in command, and the game could be tactically based, with your subordinate being promoted on your death.
Or you could be in command of a company of Baneblades. I could deal with that.
Commissar the game. You must make the choice of whether to shoot your enemies... or your allies. Either way the Imperium has your back because they love anything that makes the Guard's lives miserable or short.
I don't really know anything about warhammer but how does shooting your own men restore morale?If your men are more scared of being shot by you than the enemy then they won't run. "Morale" restored! :D
Until someone told me it's not meant to be taken seriously, I always held Warhammer to be one of the dumbest franchises I'd ever heard of. I still don't like the Aesthetic, though.
Until someone told me it's not meant to be taken seriously, I always held Warhammer to be one of the dumbest franchises I'd ever heard of. I still don't like the Aesthetic, though.
I've found the biggest fans of Warhammer seem to be the ones that don't quite get it's supposed to be silly, just painted black. It's weird and embarrassing.Painted black, adorned with skulls, and menacing with spikes of awesome.
I wish for a game, and point one out if you know one, for a game, an RPG preferably, that's got a very in-depth magic system, in the fashion that you have to prepare spells, collect ingredients, and generally don't have a lot of mana, so scrolls would actually be important. So unless your like the arch-mage who's extremely talented and practiced, you can't go around starting apocalypse-level firestorms willynilly. Similar, mayhaps, to the narrative magic of the DnD universe.
A more direct explanation of the joke is that Imperial Guardsmen are ordinary soldiers in the sort of sci-fi universe where people say things like "space marines are the only hope of humanity". AKA they die a lot. Commissars are assigned to Guardsmen units and told to enforce morale by any means necassary. If a guard unit routs commissars can and will execute the commanding officer on the spot.Nah man. Commissars are some pretty scary dudes. You should wiki more of their exploits. And they usually shoot just everyone who retreats, and they kill officers if they think they're doing a bad job.
Like most of what the Imperium does in 40K, this could be described as "ruthlessly ineffective". I mean it helps in the board game but plausibly those guys would be murdered by their own men within a week of starting the job. On top of that, why would you execute the officer if the rank and file run? It makes no sense and in the 40K universe a single guy shooting you with a pistol while you and 40 of your buddies run away isn't nearly as scary as what that guy wants you to stand in front of.
A Metal aesthetic is fine with me. It's the "LOL ME STRONG BRANES R FOR PEOPLE WHO DESERVE TO DIE" look. I.E., giant armor with huge hands and shoulders, making the head proportionally tiny. Some designs have that as the character's natural proportions too. The aesthetic seems prevalent in most things with "War" in it: Warhammer, Warcraft, Gears of War.Until someone told me it's not meant to be taken seriously, I always held Warhammer to be one of the dumbest franchises I'd ever heard of. I still don't like the Aesthetic, though.
Is it not grimdark (http://1d4chan.org/images/8/86/Tyrus.jpg) enough for you? Needs (http://static2.wikia.nocookie.net/__cb20111026163208/warhammer40k/images/3/34/Techpriest2.jpgl) more (http://static2.wikia.nocookie.net/__cb20120111203761/warhammer40k/images/3/3f/Sgt._Centurius_closeup.jpg) skulls! (http://static2.wikia.nocookie.net/__cb20130323204808/warhammer40k/images/0/0d/Khorne_Berserker_large.jpg)
Correct me if I'm wrong, but Warhammer started the trend of 'huge bodies tiny heads' in a sci-fi military context. So it's not particularly jumping into the cesspool of identically ridiculously proportioned people.
I think your still missing the point.
Its critisism of the art style, not the biological accuracy or realism of the models. Stuff like the huge shoulderpads and subpar/lack-of helmets emphasises brute strength over intelligence and makes the characters look really stuped.
Yes it is. Thats one of the reasons Im not a fan of W40K.
When humans are 7'6. XDThey're not human.
Occasionally they come up with some reason why they don't wear a helmet (in Dredd (2012), the psychic judge says helmets impair her abilities - although she can still mind-read a guy who is wearing a helmet just fine)That's because wearing a helmet on HER head impairs here abilities, she can dive in others' heads just fine. Think of it as someone doing aerobics in a suit of armor.
how about we stop? Cause, guess what, nobody cares, like warhammer or don't, just stop talking about it goddammit.One where you argue with people on an internet forum. Kind of in the style of those wouldn't-be-considered-arty-because-they-don't-take-themselves-seriously-but-would-if-they-did games with incredibly uncomplicated graphics and very little in the way to choose from.
Now, you better post some goddamn games you wish existed.
Never played it, but... wouldn't that be Forumwarz (http://www.forumwarz.com/)? :PForumwarz has less rhetoric and more trolling. But the mechanics could easily be adapted.
--- WoT game ---I'd just like to add this would be an awesome RPG all-around, with or without WoT setting.
--- WoT game ---I'd just like to add this would be an awesome RPG all-around, with or without WoT setting.
--- WoT game ---I'd just like to add this would be an awesome RPG all-around, with or without WoT setting.
There was, in fact, a game made based on the Wheel of Time series. http://en.wikipedia.org/wiki/The_Wheel_of_Time_(video_game) (http://en.wikipedia.org/wiki/The_Wheel_of_Time_(video_game)).
I really can't say anything else about it since I've never played it nor have I read the series but it looks like a third person action RPG like Gothic or Dark Messiah.
I've got a couple of games that I wish existed, but I'll just go ahead and type this one out since I've seen the Acronym WoT thrown around a lot today. Be warned, there might be some Wheel of Time spoilers, if you care. I just don't know how to types this out without actually throwing in some spoilers.
I want a game based in the Wheel of Time universe. I want the game to be sort of canonical, but I don't want to actually be one of the main characters. I don't even want to be one of the hundreds of secondary, or even tertiary characters in the books. I want the hero/ine to be a completely player created thing. I want you to be able to see the actions of the main cast of the books as the story progresses, but I don't actually want you yourself to be able to change any of the big events. I want to see the Dragon Reborn meet his destiny at Shayol Ghul, I want to see him be recognized at Toman Head. I want to watch him go from tall, gangly farm-boy to resplendent king with all of his laurels, and then into the man he finally knows to be himself.
--- WoT game ---I'd just like to add this would be an awesome RPG all-around, with or without WoT setting.
There was, in fact, a game made based on the Wheel of Time series. http://en.wikipedia.org/wiki/The_Wheel_of_Time_(video_game) (http://en.wikipedia.org/wiki/The_Wheel_of_Time_(video_game)).
I really can't say anything else about it since I've never played it nor have I read the series but it looks like a third person action RPG like Gothic or Dark Messiah.
Because, taking a walk and having your brains strewn casually about the pavement by a guy you can't see from over half-a-mile away is a lot less fun than a guy who can kill you from an arguably easier to dodge sword.
What about ARMA series??
What about ARMA series??
ARMA isn't extraordinarly punishing.
A horror-survival FPS where you play as either one of a generic squad or as one of the monsters hunting them. there are 2 monsters in any given round, which are randomly selected from a pool (both are always different).Sound's interesting
The players are not informed which monsters are in play - they range from one that can see & walk through walls, and has 1 hit kills, but makes lights flicker regularly (as opposed to randomly as they would normally) when nearby; one that can insta-kill multiple players if they're standing near to each other; a parasite that can occupy the corpse of its last kill (the game doesn't show player names at all to mess with team speak slightly); one that can climb on ceilings and drop down onto players, hanging them from the ceiling; one that can charge rapidly towards the cursor, killing whatever it hits on the way, but is paralysed when a player looks directly at it; one that is completely invisible, but has to make itself visible and makes a loud noise to make a kill - etc... You get the picture.
As the game progresses, the setting begins to break down - lights randomly flicker and fail, with an increased chance the further the game progresses. If players act in certain ways - being alone, being in darkness, standing still for too long, seeing other players with high fear, seeing other players killed - their 'fear' level increases. This causes shadows to seem darker, the reticule to shake, a small chance of randomly tripping whilst running, and random mild hallucinations (such as motion blurs on the peripheral vision)
Oh, and friendly fire is a thing, so shooting anything that moves is not a good idea.
An ideal player:monster ratio would be ~8:1, though that's far from fixed. The monsters win when all players are dead. Players win when all mosters are dead, although other modes might subdivide the players further and see them compete for sub goals. At the end of a round, different players become the monsters, and the monster types change.
Don't think I've missed anything.
In a multiplayer game a lack of balance makes customization moot. There will be an optimal way of doing things that everyone does, and if someone finds a better way everyone will use that way.I think the way to balance this is to not let players just copy things. If you capture a really good vehicle you need to take it apart piece by piece if you want to figure out exactly how to make it yourself. Then you need to be able to make the pieces. In real life ideas are frequently stolen but implemented differently, or wrong, and it fails to be better than the thing you spent time developing yourself. And if, for example, the metallurgy is beyond the thief's ability to duplicate, maybe he can copy the shape of the vehicle parts exactly but certain parts fail because they're put under too much stress. Also if he wants to create these vehicles he's going to have to retool factories to produce the parts. Meanwhile you're still pumping out these vehicles and his men are still having to fight against them. When his men capture one of your vehicles they can't keep it fighting very long because they don't have the right replacement parts, and possibly fuel / ammo / other consumables. By the time he has copied your design well enough and fielded large numbers of your vehicle, you've already developed a generation or two ahead.
I like where this is all going, I wish I had enough programming skill to make this a reality!That's what tends to happen with everything-simulators. I don't think there's anyone who specifically wants one to not exist.
I like where this is all going, I wish I had enough programming skill to make this a reality!That's what tends to happen with everything-simulators. I don't think there's anyone who specifically wants one to not exist.
Yeah you know that vehicle combat game where you build your vehicle? I wish every game had that kind of stuff in it. Let me make a stupid tank with lots of armor and a big gun but it can hardly move, or a VTOL vectored-thrust drone, or a helicopter-propeller-plane-hybrid. Or a tank with propellers around it to slice up infantry.What's the game called?
I know. Its one of the reasons I dont like MMO's, their precision-engineered balance reduces your choices to very carefully selected options, all your options and paths have already been planned out for you on a whiteboard in a sterile office enviroment somewhere.
But I dont blame the designers for that, its sort of a requirement for multiplayer games because as you said, the players will tend towards the most efficient strategy.
What I said is just what I would like from my POV, something that favoured creativity over victory.
*sigh* There are so few games like that.
The problem is that creativity is most valuable competitively in constantly changing or unsolved games/problems. But modern games are usually too simple/static for creativity to be useful after the easy optimal solutions are quickly found.
A game with constantly shifting content/balance or that evolves over time infinitely might reward creativity more.
The problem is that creativity is most valuable competitively in constantly changing or unsolved games/problems. But modern games are usually too simple/static for creativity to be useful after the easy optimal solutions are quickly found.
A game with constantly shifting content/balance or that evolves over time infinitely might reward creativity more.
It's pretty much basic evolution. If the environment is perfectly stable, solutions approach local optimum and then there's no room to innovate.
Secondlife is like that no? All about creation rather than winning? Actual games have winning as a precondition to gameiness.
Yeah you know that vehicle combat game where you build your vehicle? I wish every game had that kind of stuff in it. Let me make a stupid tank with lots of armor and a big gun but it can hardly move, or a VTOL vectored-thrust drone, or a helicopter-propeller-plane-hybrid. Or a tank with propellers around it to slice up infantry.What's the game called?
Yeah you know that vehicle combat game where you build your vehicle? I wish every game had that kind of stuff in it. Let me make a stupid tank with lots of armor and a big gun but it can hardly move, or a VTOL vectored-thrust drone, or a helicopter-propeller-plane-hybrid. Or a tank with propellers around it to slice up infantry.What's the game called?
I believe WarZone 2100 is what he's on about. This certainly fits the bill
Wait, tanks with propellers? This sounds amazing.
I know a game that's REALLY close to this. I just can't remember the name anymore.Yeah you know that vehicle combat game where you build your vehicle? I wish every game had that kind of stuff in it. Let me make a stupid tank with lots of armor and a big gun but it can hardly move, or a VTOL vectored-thrust drone, or a helicopter-propeller-plane-hybrid. Or a tank with propellers around it to slice up infantry.What's the game called?
I believe WarZone 2100 is what he's on about. This certainly fits the bill
Wait, tanks with propellers? This sounds amazing.
Even more reason to find out what this game's called.
EDIT I'm doubtful but he might be reffering to roboforge,though it's a low chance since it doesn't have VTOL vectored thrust drone capability nor infantry to slice up
I know a game that's REALLY close to this. I just can't remember the name anymore.Yeah you know that vehicle combat game where you build your vehicle? I wish every game had that kind of stuff in it. Let me make a stupid tank with lots of armor and a big gun but it can hardly move, or a VTOL vectored-thrust drone, or a helicopter-propeller-plane-hybrid. Or a tank with propellers around it to slice up infantry.What's the game called?
I believe WarZone 2100 is what he's on about. This certainly fits the bill
Wait, tanks with propellers? This sounds amazing.
Even more reason to find out what this game's called.
EDIT I'm doubtful but he might be reffering to roboforge,though it's a low chance since it doesn't have VTOL vectored thrust drone capability nor infantry to slice up
I know a game that's REALLY close to this. I just can't remember the name anymore.Yeah you know that vehicle combat game where you build your vehicle? I wish every game had that kind of stuff in it. Let me make a stupid tank with lots of armor and a big gun but it can hardly move, or a VTOL vectored-thrust drone, or a helicopter-propeller-plane-hybrid. Or a tank with propellers around it to slice up infantry.What's the game called?
I believe WarZone 2100 is what he's on about. This certainly fits the bill
Wait, tanks with propellers? This sounds amazing.
Even more reason to find out what this game's called.
EDIT I'm doubtful but he might be reffering to roboforge,though it's a low chance since it doesn't have VTOL vectored thrust drone capability nor infantry to slice up
It's called Spore, before they fucked it up :P
-snip-
I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
...whoa.
I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
......whoa.
I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
For a second there, I had a vision of gruesome world, inhabited by bio-mechanical engines of destruction. And a game, possibly a MMO, where you'd be one of those things, but you will in fact have to start out of The Great Ooze and evolve from there on.
A world, where victory is assured only to the most cunning of players, who, limited only by their own imagination, use given game engine to evolve themselves into superior form, being challenged by the ever changing game meta, which is fluid as the ooze they started it.
A brutal, never ending battle for survival.
An actual bio-mechanical evolution, right there before you, on your very computer.
Then this image was replaced by talking, Disney-like cars and horrible, HORRIBLE homo-erotic RPing that only the hive-mind of every popular MMO is capable of.
Gorramit.
...whoa.
I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
For a second there, I had a vision of gruesome world, inhabited by bio-mechanical engines of destruction. And a game, possibly a MMO, where you'd be one of those things, but you will in fact have to start out of The Great Ooze and evolve from there on.
A world, where victory is assured only to the most cunning of players, who, limited only by their own imagination, use given game engine to evolve themselves into superior form, being challenged by the ever changing game meta, which is fluid as the ooze they started it.
A brutal, never ending battle for survival.
An actual bio-mechanical evolution, right there before you, on your very computer.
Then this image was replaced by talking, Disney-like cars and horrible, HORRIBLE homo-erotic RPing that only the hive-mind of every popular MMO is capable of.
Gorramit.
I love you. First person I've seen who recognises that series. Amazing concept is amazing concept....whoa.
I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
For a second there, I had a vision of gruesome world, inhabited by bio-mechanical engines of destruction. And a game, possibly a MMO, where you'd be one of those things, but you will in fact have to start out of The Great Ooze and evolve from there on.
A world, where victory is assured only to the most cunning of players, who, limited only by their own imagination, use given game engine to evolve themselves into superior form, being challenged by the ever changing game meta, which is fluid as the ooze they started it.
A brutal, never ending battle for survival.
An actual bio-mechanical evolution, right there before you, on your very computer.
Then this image was replaced by talking, Disney-like cars and horrible, HORRIBLE homo-erotic RPing that only the hive-mind of every popular MMO is capable of.
Gorramit.
Not the same thing, but relevant to the conversation: http://tvtropes.org/pmwiki/pmwiki.php/Literature/MortalEngines?from=Main.MortalEngines
...whoa.
I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
For a second there, I had a vision of gruesome world, inhabited by bio-mechanical engines of destruction. And a game, possibly a MMO, where you'd be one of those things, but you will in fact have to start out of The Great Ooze and evolve from there on.
A world, where victory is assured only to the most cunning of players, who, limited only by their own imagination, use given game engine to evolve themselves into superior form, being challenged by the ever changing game meta, which is fluid as the ooze they started it.
A brutal, never ending battle for survival.
An actual bio-mechanical evolution, right there before you, on your very computer.
Then this image was replaced by talking, Disney-like cars and horrible, HORRIBLE homo-erotic RPing that only the hive-mind of every popular MMO is capable of.
Gorramit.
Not the same thing, but relevant to the conversation: http://tvtropes.org/pmwiki/pmwiki.php/Literature/MortalEngines?from=Main.MortalEngines
Not the same thing, but relevant to the conversation: http://tvtropes.org/pmwiki/pmwiki.php/Literature/MortalEngines?from=Main.MortalEnginesNever heard of it, but sounds quite interesting. Thank you very much for letting me know about this.
Also relevant, also fucking awesome music. (http://www.youtube.com/watch?v=WKNOlDtZluU) It's pretty much a rock suite about such a world.???
A game in which players have to perform kind acts for NPCs. Whoever performs the most kind deeds wins the match. However, brutally murdering the other players to steal a opportunity is entirely possible, as long as the police don't catch you.Suppose getting caught would either mean a penalty to your score or you get jail time which mean's everyone is getting ahead of you
A game in which players have to perform kind acts for NPCs. Whoever performs the most kind deeds wins the match. However, brutally murdering the other players to steal a opportunity is entirely possible, as long as the police don't catch you.
A game in which players have to perform kind acts for NPCs. Whoever performs the most kind deeds wins the match. However, brutally murdering the other players to steal a opportunity is entirely possible, as long as the police don't catch you.
I imagine this as rival "superheroes" competing for good PR.
Well I like it. I imagine fetch quests would quickly devolve into impromptu capture the flag matches, and in escort missions you have to not only protect the NPC but prevent the other plays from protecting them more than you do (I'm thinking in this game you can position yourself between the NPC and the enemy to take the damage yourself, and if they get too close you can shove them away).A game in which players have to perform kind acts for NPCs. Whoever performs the most kind deeds wins the match. However, brutally murdering the other players to steal a opportunity is entirely possible, as long as the police don't catch you.
I imagine this as rival "superheroes" competing for good PR.
I just thought it'd be about regular guys who are really enthusiastic about being good citizens.
I want a game where you play a diplomat in a very formal embassy party. If you make the slightest faux pas, all the other diplomats and dignitarie sfreak out and rush to their suites to press the red "LAUNCH NUKES" buttons.DONE! I'M IN! It'd be like surgeon simulator.
So like a version of Spy Party where some people are legitimately just regular members of high society?I want a game where you play a diplomat in a very formal embassy party. If you make the slightest faux pas, all the other diplomats and dignitarie sfreak out and rush to their suites to press the red "LAUNCH NUKES" buttons.DONE! I'M IN! It'd be like surgeon simulator.
HOOOOOLY SHIT IT COULD HAVE THE SURGEON SIMULATOR CONTROL SCHEME! Or something similar. Holy shit, that'd be funny. I feel like it could have a multiplayer mode, in which someone (Who doesn't have surgeonsim controls) Is actually an assassin who has to murder one of them.
...This would legit be one of my favorite games. Perhaps if we had a coder, we could kickstarter that shit.
This thread is dead?
OH HELL NO!
This thread is dead?
OH HELL NO!
What about a game where you have to revive dying forum threads. You could be presented with a thread and have to write a post that gets people interested in it again. The more threads you revive, the more points you get.
This thread is dead?
OH HELL NO!
What about a game where you have to revive dying forum threads. You could be presented with a thread and have to write a post that gets people interested in it again. The more threads you revive, the more points you get.
It's already out there, and it's called Bay 12 Forums.
Score is called "post count" here.This thread is dead?
OH HELL NO!
What about a game where you have to revive dying forum threads. You could be presented with a thread and have to write a post that gets people interested in it again. The more threads you revive, the more points you get.
It's already out there, and it's called Bay 12 Forums.
Then where do I check the high-scores?
I meant a game where score is thread revival, not just posts.Score is called "post count" here.This thread is dead?
OH HELL NO!
What about a game where you have to revive dying forum threads. You could be presented with a thread and have to write a post that gets people interested in it again. The more threads you revive, the more points you get.
It's already out there, and it's called Bay 12 Forums.
Then where do I check the high-scores?
Dont forgot the cactus,or the cat and dog and bear(fists)!He is... the man with angry cats tied to his hands!
I want a fighting game where the entire roster is improbable weapon users, but not in the anime way. I want to see someone wielding a giant pair of scissors against someone with a bowling ball on the end of a chain taped to their helmet. I want someone swinging a cabinet, Ironblood style. Bicycle specialist. Crocodile thrower. Some guy whose entire moveset consists of rifle-butts and pistol-whips.That's funny.
A game where spikes heal you and powerups hurt you, etc. etc.
I got the idea after reading a walkthrough for LoZ:WW.
An open-source ripoff of Pokemon, where making new mons is be handled in a relatively easy language (maybe a small-scale one built just for making mons in the game?). That way, the really dedicated contributors can make the underlying game better while everybody gets to have fun and submit mons for possible addition to the next big update.
Oh, and Nintendo won't crush the project into oblivion. While I'm wishing I would like a hot pink Lamborghini and a million billion dollars.
So, yahtzee finally reviewed Dark Souls. And in the text at the end, I see this:
"I would like to suggest an entirely underwater sequel called 'Shark Souls'"
Bonus points for being set in JapanSo you're saying the game should give you shit materials to work with.
What?Bonus points for being set in JapanSo you're saying the game should give you shit materials to work with.
This argument is far too overdue. There hasn't been one is something like six months.[/i]
Not sure if I've posted this already, but : Dungeon Keeper-esque gameplay, however, in the setting of Castlevania. You are Dracula, and you have to build / summon a "Castle" that will spawn monsters that will keep angry peasants, the church, and eventually, the Belmonts out. Room designation is simple - all rooms are initially empty areas of any shape and size, and placing contents in the rooms alters what they do. I.e, putting a few paintings, some red carpet, some stairs, and some candlesticks in a regular shaped room will create a hall that self - populated with Axe Armours, Bats, and Skeletons (+ maybe boomerang skeletons and spear guards if detailed enough.) Making a room with stained glass windows and altars will cause Valkyries, Faeries, and Amalric Archers to spawn, etc.
[/quote
That sounds really fun!
I wouldn't mind getting an RPG of some sorts (possibly D&D-like, maybe Dark Souls-ish) done for the setting we're making in the "Create a Setting" thread. Fifteen ways for the world to go out in style, a couple of races to choose from, and the flora and fauna are out to kill you like nobodies' business. The world keeps getting more and more metal, what's not to like?A Dark-Souls style game in that world would be extremely awesome. There's a great potential for the kind of atmosphere DS had, as well as a central impending-doom thing common to most mythologies of the world that could be the only (semi)-clear plot point, leaving the players to speculate endlessly on the little clues left by the game environment.
Mastermind I would kickstart that. As long as you could include all kinda of actually useless skills like "Blogger" and "Playing flash games" which people can use to create their self-insertion character.
That would be so awesome.
Ah, I rememberedCataclysm: Dark Days Ahead is well on it's way to a mutation system like that right now, with a ton of mutations in lots of different categories (course it's a lot less aimed then DCSS is, but if all you are looking for is a mutation system... :P).
So I was pretty impressed with DCSS' mutation system. I'd like a game with an even more extensive mutation system, whereby characters could mutate into a wide variety of forms composed of specific mutations until they were no longer recognizable as whatever their original species was, with all kinds of benefits and disadvantages.
I think part of the draw of a game like that would be seeing your guy's mutations, as opposed to the game saying 'You have tentacle arms! All schoolgirls flee in terror!'All the schoolgirls are zombies. They aren't fleeing in terror. You're the one fleeing in terror.
I think part of the draw of a game like that would be seeing your guy's mutations, as opposed to the game saying 'You have tentacle arms! All schoolgirls flee in terror!'All the schoolgirls are zombies. They aren't fleeing in terror. You're the one fleeing in terror.
Speaking of that, Cataclysm with an option to switch to first person. You'd have the top down view for doing menial task and for boring stuff, but when killing eldritch abominations and hordes of zombies you can switch to first person. Probally not possible due to the procedural generation and sheer variety of items and enemies, but the thread title does say wish.
Pokemon with League of Legends characters, and League of Legends with Pokemon.A wild Garren has appeared! Garren uses DEMACIA! (I haven't played League in years now, so I'm not even sure if that's his name anymore.)
A game where you run a realistic organised crime group. No romanticised noire stuff. In a modern-day city, trying to make money doing various illegal activities, then doing as you please with it. Possibly with a variety of settings to play your campaign in (e.g. Industrial city, large commercial services-based city, squatter settlement, etc). I think it could be pretty good, as long as it doesn't get people ranting at it because moral reasons. Which it inevitably would.I actually had an idea for something like that a while ago, but instead of modern day it would be more Prohibition era. Like, you'd have to maintain speakeasies and whatnot.
Spoiler: OT (click to show/hide)
A remake of Jet Set Radio for Xbox 360/Playstation 3. I know that steam has it, but it's not the same as being able to play on a HUGE TV screen or with a controller.
you can use the [nobbc][/nobbc] tags. I do that with numbered lists where I don't want the sunglasses smiley to replace number 8.
Pokemon with League of Legends characters, and League of Legends with Pokemon.A wild Garren has appeared! Garren uses DEMACIA! (I haven't played League in years now, so I'm not even sure if that's his name anymore.)
Slavic is still fairly European.Pacific Northwest was what I was gonna mention too!
A full-on Middle-Eastern fantasy would be kind of cool, because Arabic mythology provides a couple non-human races that would be easily playable (Ifrits, for one). The Pacific Northwest and the Black Hills have mythologies and lifestyles that would make for an interesting game, too.
And since no one believes in pre-Christian Slavic religions anymore, there's no one to offend!Heh, you are wrong. I know quite a lot of guys who call themselves neopagans and worship Perun and others
Slavic is still fairly European.
A full-on Middle-Eastern fantasy would be kind of cool, because Arabic mythology provides a couple non-human races that would be easily playable (Ifrits, for one). The Pacific Northwest and the Black Hills have mythologies and lifestyles that would make for an interesting game, too.
Huh, I figured Euopean Neopaganism was mostly limited to Germanic and Celtic.QuoteAnd since no one believes in pre-Christian Slavic religions anymore, there's no one to offend!Heh, you are wrong. I know quite a lot of guys who call themselves neopagans and worship Perun and others
Speaking about mythology related game. I would love a game based on Greek or Nordic mythology where you play as a god and participate in all that intrigues among the gods
An RPG not based on European culture. I want to fight a Chinese lóng, not an European dragon, or Quetzalcoatl or something.I want a RPG based on Canadian folklore and such. Like the...Windago, I think it was called. Basically, one of the many stories of them is that they can possess people, and they essentially become hyper-evil/powerful warrior-monsters.
There's so much potential in world cultures for so many games and yet we seem to be strictly limiting ourselves to European (at best Middle Eastern)-esque fantasy.
And for that matter, a game based on Slavic folklore. Stuff like fern flowers, vilas, vodyanoys etc.
I know close to nothing about Native American mythology and would love to see a game that incorporated pieces of it. Or a game that drew from the not-so-nice parts of Christian lore- you almost never see that, unless it's for the sake of including demons as an enemy or Hell as a location.Binding of Isaac did a great job of that, showing the dark, messed up bit of Christianity.
"So if I'm a Windago, don't you think I would have possessed the bailiff and had him shoot the judge? If I have super strength, why am I still wearing handcuffs? You're not all afraid that I'm a lot better than all of you, you're just irritated that I'm a little bit better than any of you."Remember. This was when 'rights' Was non-existent, and I'm pretty sure we were still called BNA. (British North America.)
I know close to nothing about Native American mythology and would love to see a game that incorporated pieces of it. Or a game that drew from the not-so-nice parts of Christian lore- you almost never see that, unless it's for the sake of including demons as an enemy or Hell as a location.Well, I'd consider the Lakota or the whole of the Pacific Northwest peoples as some of the best sources for games stuff. The Lakota because they have some awesome monsters in their mythology (A fire-eyed shadow serpent with scales of mica whose gaze drives you mad/kills you, anyone?), and the Pacific Northwest could have great fun with canoeing, or dual-world gameplay of the surface and under the sea, where orcas and dolphins and porpoises take on human form.
The Pacific Northwest peoples also have some awesome art. And the geographic area is a good setting regardless of the culture.I know close to nothing about Native American mythology and would love to see a game that incorporated pieces of it. Or a game that drew from the not-so-nice parts of Christian lore- you almost never see that, unless it's for the sake of including demons as an enemy or Hell as a location.Well, I'd consider the Lakota or the whole of the Pacific Northwest peoples as some of the best sources for games stuff. The Lakota because they have some awesome monsters in their mythology (A fire-eyed shadow serpent with scales of mica whose gaze drives you mad/kills you, anyone?), and the Pacific Northwest could have great fun with canoeing, or dual-world gameplay of the surface and under the sea, where orcas and dolphins and porpoises take on human form.
The Wendigo is also the result of what happens to cannibals. They supposedly turn into man eating monsters, associated with powers of cold, winter, and famine, and one of the ways they are described physically is with grey skin, an emaciated appearance, with no lips and no toes. Another pretty scary thing about them is that when they eat someone, they become larger. The thing is, this means that they get a larger stomach whenever they eat, so they are always starving.An RPG not based on European culture. I want to fight a Chinese lóng, not an European dragon, or Quetzalcoatl or something.I want a RPG based on Canadian folklore and such. Like the...Windago, I think it was called. Basically, one of the many stories of them is that they can possess people, and they essentially become hyper-evil/powerful warrior-monsters.
There's so much potential in world cultures for so many games and yet we seem to be strictly limiting ourselves to European (at best Middle Eastern)-esque fantasy.
And for that matter, a game based on Slavic folklore. Stuff like fern flowers, vilas, vodyanoys etc.
Up in Canada, we ACTUALLY HAD Windago trials. Like a witch trial.
Seriously.
The Wendigo is also the result of what happens to cannibals. They supposedly turn into man eating monsters, associated with powers of cold, winter, and famine, and one of the ways they are described physically is with grey skin, an emaciated appearance, with no lips and no toes. Another pretty scary thing about them is that when they eat someone, they become larger. The thing is, this means that they get a larger stomach whenever they eat, so they are always starving.An RPG not based on European culture. I want to fight a Chinese lóng, not an European dragon, or Quetzalcoatl or something.I want a RPG based on Canadian folklore and such. Like the...Windago, I think it was called. Basically, one of the many stories of them is that they can possess people, and they essentially become hyper-evil/powerful warrior-monsters.
There's so much potential in world cultures for so many games and yet we seem to be strictly limiting ourselves to European (at best Middle Eastern)-esque fantasy.
And for that matter, a game based on Slavic folklore. Stuff like fern flowers, vilas, vodyanoys etc.
Up in Canada, we ACTUALLY HAD Windago trials. Like a witch trial.
Seriously.
This would be awesome, in either an RPG or a horror game.
The thing about Wendigos, is they often get conflated with Werewolves.Ugh. For whatever reason, I just really do not like werewolves. I'd be fine with not seeing them any more.
The Wendigo is also the result of what happens to cannibals. They supposedly turn into man eating monsters, associated with powers of cold, winter, and famine, and one of the ways they are described physically is with grey skin, an emaciated appearance, with no lips and no toes. Another pretty scary thing about them is that when they eat someone, they become larger. The thing is, this means that they get a larger stomach whenever they eat, so they are always starving.An RPG not based on European culture. I want to fight a Chinese lóng, not an European dragon, or Quetzalcoatl or something.I want a RPG based on Canadian folklore and such. Like the...Windago, I think it was called. Basically, one of the many stories of them is that they can possess people, and they essentially become hyper-evil/powerful warrior-monsters.
There's so much potential in world cultures for so many games and yet we seem to be strictly limiting ourselves to European (at best Middle Eastern)-esque fantasy.
And for that matter, a game based on Slavic folklore. Stuff like fern flowers, vilas, vodyanoys etc.
Up in Canada, we ACTUALLY HAD Windago trials. Like a witch trial.
Seriously.
This would be awesome, in either an RPG or a horror game.
An RPG not based on European culture. I want to fight a Chinese lóng, not an European dragon, or Quetzalcoatl or something.
There's so much potential in world cultures for so many games and yet we seem to be strictly limiting ourselves to European (at best Middle Eastern)-esque fantasy.
And for that matter, a game based on Slavic folklore. Stuff like fern flowers, vilas, vodyanoys etc.
Welcome to Canada. All that shit about us being happy?The Wendigo is also the result of what happens to cannibals. They supposedly turn into man eating monsters, associated with powers of cold, winter, and famine, and one of the ways they are described physically is with grey skin, an emaciated appearance, with no lips and no toes. Another pretty scary thing about them is that when they eat someone, they become larger. The thing is, this means that they get a larger stomach whenever they eat, so they are always starving.An RPG not based on European culture. I want to fight a Chinese lóng, not an European dragon, or Quetzalcoatl or something.I want a RPG based on Canadian folklore and such. Like the...Windago, I think it was called. Basically, one of the many stories of them is that they can possess people, and they essentially become hyper-evil/powerful warrior-monsters.
There's so much potential in world cultures for so many games and yet we seem to be strictly limiting ourselves to European (at best Middle Eastern)-esque fantasy.
And for that matter, a game based on Slavic folklore. Stuff like fern flowers, vilas, vodyanoys etc.
Up in Canada, we ACTUALLY HAD Windago trials. Like a witch trial.
Seriously.
This would be awesome, in either an RPG or a horror game.
I would be interested in games based on non-european cultures too.
But I dont want it to simply take a standard RPG game and renaming some of the characters to sound foregn (and otherwise using the same overused basic stereotypes), and swapping out the default-rpg-monsters with things from that culture (Regardless of wheather those "monsters" are evil, good, metaphors, non-existant etc).
Which is what probably such a game would turn into.
Canadians are always polite because they don't know if the person they are talking to is really a hideous monster who will kill them for being rude.Welcome to Canada. All that shit about us being happy?The Wendigo is also the result of what happens to cannibals. They supposedly turn into man eating monsters, associated with powers of cold, winter, and famine, and one of the ways they are described physically is with grey skin, an emaciated appearance, with no lips and no toes. Another pretty scary thing about them is that when they eat someone, they become larger. The thing is, this means that they get a larger stomach whenever they eat, so they are always starving.An RPG not based on European culture. I want to fight a Chinese lóng, not an European dragon, or Quetzalcoatl or something.I want a RPG based on Canadian folklore and such. Like the...Windago, I think it was called. Basically, one of the many stories of them is that they can possess people, and they essentially become hyper-evil/powerful warrior-monsters.
There's so much potential in world cultures for so many games and yet we seem to be strictly limiting ourselves to European (at best Middle Eastern)-esque fantasy.
And for that matter, a game based on Slavic folklore. Stuff like fern flowers, vilas, vodyanoys etc.
Up in Canada, we ACTUALLY HAD Windago trials. Like a witch trial.
Seriously.
This would be awesome, in either an RPG or a horror game.
Yeah. No.
I want a survival horror game where you play a thief after a bungled heist trying to avoid Batman in a large building.
I want a survival horror game where you play a thief after a bungled heist trying to avoid Batman in a large building.
How's does that fit with survival horror?
To be honest though, it's easy to change and tinker with aesthetics of an RPG, but I think it would be hard to give us a brand-new set of mechanics under that fancy-shmancy extra-European coat of paint that aren't needlessly gimmicky or counter-intuitive. *shrug*
I want a super-serious RAH RAH MANLY military shooter. Then the second level opens with a paratrooper drop set to It's Raining Men by The Weather Girls (http://www.youtube.com/watch?v=geC2gHZ6m2g), and the entire rest of the game is crazy action movie shenanigans set to 80's and 90's pop music.
I want a super-serious RAH RAH MANLY military shooter. Then the second level opens with a paratrooper drop set to It's Raining Men by The Weather Girls (http://www.youtube.com/watch?v=geC2gHZ6m2g), and the entire rest of the game is crazy action movie shenanigans set to 80's and 90's pop music.
Did you try Far Cry: Blood Dragon?
Must have been when people were dumbasses too. I would have thought you'd need to have a basic level of intelligence to build a ship and sail it halfway across the world.Last time i checked, people were still dumb-asses even tho we now fly into space ... Being pretty dumb is an inherent human quality ;-)
There would be some bog-standard gamemodes like TDM or CTF but also something akin to a MOBA gamemode, where you have to destroy the enemy base while protecting your own, with turrets and all that.
An FPS roguelike with Doom-style 2.5d graphics, weapon upgrades, inventory items as complex and interconnected as Nethack's, and a lot of "side things". I'm not even sure what I mean by "side things". I guess things like Nethack has, what with fountains and alignment and luck and all that.Have you tried Paranautical?
An FPS roguelike with Doom-style 2.5d graphics, weapon upgrades, inventory items as complex and interconnected as Nethack's, and a lot of "side things". I'm not even sure what I mean by "side things". I guess things like Nethack has, what with fountains and alignment and luck and all that.Have you tried Paranautical?
A non-historical grand strategy game would be amazing.
A non-historical grand strategy game would be amazing.
Agreed. I think a lot of people have been practically BEGGING Paradox for CK2 in space, though EU/Vicky/HoI in space wouldn't be so bad either. I think the only problem is that they don't want to come up with a totally custom, unique setting and 'storyline'. Especially since it would probably be critiqued from hell to back.
Honestly, I want a Star Wars Grand Strategy Game, but still with elements from the Empire at War campaigns. So... kind of like Imperia Universalis: Total War - Rise of an Empire. Or something.
I reeeeeeally need to get to coding on my idea for a scifi Mount and Blade/CK2-esque ASCII-like. That kind of game is never going to just pop up in the wilds, might as well make it myself. :-\
A non-historical grand strategy game would be amazing.
A non-historical grand strategy game would be amazing.
I say the more detailed yet non-historical/realistic, the better. I want to see one in a world with the complexity of the Way of Kings world, with almost everything different. Of course, it should have gameplay complexity, too. Also, it should be fun to play and have lots of freedom with what you can do.
Well, it's a wishing thread.
Freespace 3 ! Thats the game I wish existed!!
I want a game where you are in a randomly generated town in the mid 1800's and you pick your job at the start and what you do effects on how the town grows. You can also pick which year your born and such for you can keep coming back to the same town watching it grow. So one year you could be helping build a railroad and die. Then be born the same year you died and the railroad could be finished by the time you're an adult.
Freespace 3 ! Thats the game I wish existed!!
Descent 4. Not Freespace; the sort of 3D maze tunnels and weapon upgrades and etc are pretty ARPG'ish. The world could do with a futuristic ARPG, they always seem to be based on high fantasy. Definitely procedural generation but other roguelike elements are optional (e.g. high difficulty, low character power, metagame learning).
Only problem with a 3D ARPG is that, given a limited viewpoint of a full 3D space, you're limited mostly to a kind of default weapon attack rather than complex skills and skill builds (more like Borderlands than Diablo). If I have to sacrifice 3D to have active skill use, I'd rather than a 2D top down game with skills than a 3D one that relies on a default (if variable) attack.
Also, unrelated: some setting that takes place inside a Dyson Sphere. (Never mind the technical impracticality of a true sphere). Difficulty: presuming the original inhabitants were wiped out/reset somehow, resource collection would be somewhat difficult. I had the idea that inhabitants could still mine for resources by "digging out" into the material collected on the outer surface of the sphere, because it has been barrelling through space for billions of years and has collected many thousands or even millions of miles of material outside the sphere, but this has certain limitations (chiefly to do with how low-tech inhabitants handle the gravity transition). The alternative is to have resource nodes that can generate material spontaneously from the energy collected from the star, but again this has difficulties. (Incidentally, a day/night cycle might be built into it via a rotating shield around the star, which actually collects the energy.) Third alternative is AI caretaker that handles all that itself, again through energy manipulation but in a way that low-tech inhabitants aren't aware of what's going on (outside of some passed-down half-religion).
That doesn't really make sense for a Dyson Sphere but there are a couple of post apocalyptic shipboard sci fi settings in some books. I can't really recall their names, sadly.
That doesn't really make sense for a Dyson Sphere but there are a couple of post apocalyptic shipboard sci fi settings in some books. I can't really recall their names, sadly.
Well, it makes sense in my mind's eye. There are a couple different variations of the Dyson's Sphere, but the one I conjure is the first I saw when introduced to the term in ST:TNG: a complete hollow sphere, with the shell being at some point within the star's habitable zone. Such a creation is, understandably, quite obscene in all aspects, but we're talking fantasy here anyway, even if it's sci-fi fantasy.
I think there might already be a game like this, but I don't remember any.
I want a game where it has first person aspects, but also strategical and tactical gameply. Kind of like the commander in Battlefield, but bigger. Pretty much there would be a big strategic map that high-rank generasls (players) look over and decide where to move their troop formations. Whenever there is a fight, smaller commanders or the same ones give out orders to soldiers on the ground about where to go and such. The soldiers are all actually players and can choose to follow the orders or not. If they do, they would get extra xp and rewards to encourage them to do what the commander is telling them to. Sort of like a cross between Planetside 2, Company of Heroes and Wargame: AirLand battle. I'm not sure what era it would be set in but I thought either WWII or modern day.
I think there might already be a game like this, but I don't remember any.
I want a game where it has first person aspects, but also strategical and tactical gameply. Kind of like the commander in Battlefield, but bigger. Pretty much there would be a big strategic map that high-rank generasls (players) look over and decide where to move their troop formations. Whenever there is a fight, smaller commanders or the same ones give out orders to soldiers on the ground about where to go and such. The soldiers are all actually players and can choose to follow the orders or not. If they do, they would get extra xp and rewards to encourage them to do what the commander is telling them to. Sort of like a cross between Planetside 2, Company of Heroes and Wargame: AirLand battle. I'm not sure what era it would be set in but I thought either WWII or modern day.
We need more WW1 games.
Therefore it should be WW1.
Even though it would be historically inaccurate with this kinda gameplay, but I don't care.
I think there might already be a game like this, but I don't remember any.
I want a game where it has first person aspects, but also strategical and tactical gameply. Kind of like the commander in Battlefield, but bigger. Pretty much there would be a big strategic map that high-rank generasls (players) look over and decide where to move their troop formations. Whenever there is a fight, smaller commanders or the same ones give out orders to soldiers on the ground about where to go and such. The soldiers are all actually players and can choose to follow the orders or not. If they do, they would get extra xp and rewards to encourage them to do what the commander is telling them to. Sort of like a cross between Planetside 2, Company of Heroes and Wargame: AirLand battle. I'm not sure what era it would be set in but I thought either WWII or modern day.
We need more WW1 games.
Therefore it should be WW1.
Even though it would be historically inaccurate with this kinda gameplay, but I don't care.
Have you seen the game Verdun (http://www.verdungame.com/)
It is a WWI version of Red Orchestra
From what I've seen of Verdun its a bland arena shooter set in a WW1 setting. Like there are trenches, but they make a circle and you run around in them. So the actual gameplay doesn't resemble WW1 that much.Ok. I haven't played it but was thinking about it. Good to know that its not actually that realistic. Thanks
So, wait, the enemy trenches connect up? How does that make any sense apart from sort of a mad alternate history WWI where generals on both sides decided they wanted to ally with each other and connect up their trenches without telling the soldiers the war wasn't ongoing.Well that could be a fun game too; discover proof of your commanding officer's traitorous ways before he gets you killed. Though I suppose that's more like a forum game type of thing.
Even though I probably wouldn't play it, I'd like to see a political game set in Hell/underworld where you are Lucifer/Satan/whoever managing the afterlife and its silly laws.Hey, I have a game for you to check out. http://en.wikipedia.org/wiki/Afterlife_(video_game) (http://en.wikipedia.org/wiki/Afterlife_(video_game))
It would be called "Demoncracy".
So, wait, the enemy trenches connect up? How does that make any sense apart from sort of a mad alternate history WWI where generals on both sides decided they wanted to ally with each other and connect up their trenches without telling the soldiers the war wasn't ongoing.
I think there might already be a game like this, but I don't remember any.They was a PS3 exclusive that was like that I forgot what it was called.
I want a game where it has first person aspects, but also strategical and tactical gameply. Kind of like the commander in Battlefield, but bigger. Pretty much there would be a big strategic map that high-rank generasls (players) look over and decide where to move their troop formations. Whenever there is a fight, smaller commanders or the same ones give out orders to soldiers on the ground about where to go and such. The soldiers are all actually players and can choose to follow the orders or not. If they do, they would get extra xp and rewards to encourage them to do what the commander is telling them to. Sort of like a cross between Planetside 2, Company of Heroes and Wargame: AirLand battle. I'm not sure what era it would be set in but I thought either WWII or modern day.
MAG, most likely. The servers are down now so it can't actually be played anymore. Wasn't a bad game while it was around though.I think there might already be a game like this, but I don't remember any.They was a PS3 exclusive that was like that I forgot what it was called.
I want a game where it has first person aspects, but also strategical and tactical gameply. Kind of like the commander in Battlefield, but bigger. Pretty much there would be a big strategic map that high-rank generasls (players) look over and decide where to move their troop formations. Whenever there is a fight, smaller commanders or the same ones give out orders to soldiers on the ground about where to go and such. The soldiers are all actually players and can choose to follow the orders or not. If they do, they would get extra xp and rewards to encourage them to do what the commander is telling them to. Sort of like a cross between Planetside 2, Company of Heroes and Wargame: AirLand battle. I'm not sure what era it would be set in but I thought either WWII or modern day.
MAG, most likely. The servers are down now so it can't actually be played anymore. Wasn't a bad game while it was around though.I think there might already be a game like this, but I don't remember any.They was a PS3 exclusive that was like that I forgot what it was called.
I want a game where it has first person aspects, but also strategical and tactical gameply. Kind of like the commander in Battlefield, but bigger. Pretty much there would be a big strategic map that high-rank generasls (players) look over and decide where to move their troop formations. Whenever there is a fight, smaller commanders or the same ones give out orders to soldiers on the ground about where to go and such. The soldiers are all actually players and can choose to follow the orders or not. If they do, they would get extra xp and rewards to encourage them to do what the commander is telling them to. Sort of like a cross between Planetside 2, Company of Heroes and Wargame: AirLand battle. I'm not sure what era it would be set in but I thought either WWII or modern day.
Also, I found a game that seems to be a lot like the one I described: Heroes and Generals (http://www.heroesandgenerals.com/13/en/index.html)
Haven't played it so I don't know if it is good or not. It is free though so I might try sometime.
I want an RTS game that has a fully destroyable world. Kind of like the Spring engine, but with deformation being able to create caverns and other things like that. Also, units would b destroyed in similar ways.
I'm imagining a mecha combat game similar to Armored Core, but with more parts and a dynamic, large-scale map.
New parts include things such as drills/digging implements, explosions will actively create craters, etc.
One map could be a very large hill with dense trees around the base. The forest has soft ground, causing exceptionally heavy mechs to sink somewhat, and the mountain has very hard terrain, able to resist explosions fairly well.
Different legs have "Acceleration Over Angle", to determine what you can climb and what you can't. If I built up speed, I might be able to run up a steep slope without thrusters, unless I was, say, a tank.
I'm imagining a mecha combat game similar to Armored Core, but with more parts and a dynamic, large-scale map.
New parts include things such as drills/digging implements, explosions will actively create craters, etc.
One map could be a very large hill with dense trees around the base. The forest has soft ground, causing exceptionally heavy mechs to sink somewhat, and the mountain has very hard terrain, able to resist explosions fairly well.
Different legs have "Acceleration Over Angle", to determine what you can climb and what you can't. If I built up speed, I might be able to run up a steep slope without thrusters, unless I was, say, a tank.
So Armored Core + Bad Company + murdering people's computers, basically.
Why not Steel Battalion + Red Faction (1 and Guerrilla)?I'm imagining a mecha combat game similar to Armored Core, but with more parts and a dynamic, large-scale map.
New parts include things such as drills/digging implements, explosions will actively create craters, etc.
One map could be a very large hill with dense trees around the base. The forest has soft ground, causing exceptionally heavy mechs to sink somewhat, and the mountain has very hard terrain, able to resist explosions fairly well.
Different legs have "Acceleration Over Angle", to determine what you can climb and what you can't. If I built up speed, I might be able to run up a steep slope without thrusters, unless I was, say, a tank.
So Armored Core + Bad Company + murdering people's computers, basically.
Can we do Chromehounds + Bad Company? Chromehounds was infinitely better than armored core, at least in multiplayer.
I can't speak for red faction 1, but Guerrilla doesn't have terrain deformation, while Bad Company 1 does. Battlefield is also known for having maps huge maps for an FPS. Chromehounds does make more sense though, since mecha in the one armored core I've played could literally blast off into space according to game mechanics.Can we do Chromehounds + Bad Company? Chromehounds was infinitely better than armored core, at least in multiplayer.Why not Steel Battalkion + Red Faction (1 and Guerrilla)?
Red Faction 1 has terrain deformation, and I thought Guerrilla did to a minor extent, but its been a long time since I played.I can't speak for red faction 1, but Guerrilla doesn't have terrain deformation, while Bad Company 1 does. Battlefield is also known for having maps huge maps for an FPS. Chromehounds does make more sense though, since mecha in the one armored core I've played could literally blast off into space according to game mechanics.Can we do Chromehounds + Bad Company? Chromehounds was infinitely better than armored core, at least in multiplayer.Why not Steel Battalkion + Red Faction (1 and Guerrilla)?
I don't even know what Steel Battalkion is.
Red Faction 1 has terrain deformation, and I thought Guerrilla did to a minor extent, but its been a long time since I played.I can't speak for red faction 1, but Guerrilla doesn't have terrain deformation, while Bad Company 1 does. Battlefield is also known for having maps huge maps for an FPS. Chromehounds does make more sense though, since mecha in the one armored core I've played could literally blast off into space according to game mechanics.Can we do Chromehounds + Bad Company? Chromehounds was infinitely better than armored core, at least in multiplayer.Why not Steel Battalkion + Red Faction (1 and Guerrilla)?
I don't even know what Steel Battalkion is.
naw, Guerrilla only did building/structure destructrion... it was SO FUCKING AMAZING though. The only thing that came close to terrain deformation was that you could destroy some bridges.That's why you combine the two. Terrain destruction of one with the ability to destroy EVERYTHING from Guerrilla. Also, Guerrilla has mech. Like the heavy walker. NOTHING could stop the heavy walker. And it wasn't even meant for combat.
Also, quote pyramid incoming!
A visceral, gritty, grimdark Star Wars game for once. It seems like they all have the same sort of mood, but I'd like it if for once the universe was kept but the aesthetic was revamped a bit.
A visceral, gritty, grimdark Star Wars game for once. It seems like they all have the same sort of mood, but I'd like it if for once the universe was kept but the aesthetic was revamped a bit.
There's Republic Commando for PC, which was functional if not stellar. It isn't really grimdark, but there's a lot of blood and guts compared to any other Star Wars game.
Battlefront 2's campaign is about as grimdark as Star Wars gets, but also boring and repetitive. You'll start to hate it after the seventh "gravelly-voiced narration with creepy chanting over blurry FMV" cutscene.
KOTOR II is also pretty adult, and not in the superficial "rah rah war is hell" manner of Republic Commando and Battlefront 2... that is, if you can chug through the mind-numbingly dull first act on Peragus and Telos. Get the Restoration Patch if you do decide to play, it clarifies a lot of story points that were left unfinished.
There's Republic Commando for PC, which was functional if not stellar. It isn't really grimdark, but there's a lot of blood and guts compared to any other Star Wars game.I've beat that more times than I can count.
Battlefront 2's campaign is about as grimdark as Star Wars gets, but also boring and repetitive. You'll start to hate it after the seventh "gravelly-voiced narration with creepy chanting over blurry FMV" cutscene.
KOTOR II is also pretty adult, and not in the superficial "rah rah war is hell" manner of Republic Commando and Battlefront 2... that is, if you can chug through the mind-numbingly dull first act on Peragus and Telos. Get the Restoration Patch if you do decide to play, it clarifies a lot of story points that were left unfinished.
Half Life 3
A strictly graphical remake of Diablo 1, Diablo II and Lord of Destruction. Absolutely no touching the mechanics, just take the original games and plug them into a 3D graphics engine.I would love this, along with making it a bit more easily moddable moddable so that something like Median XL could end up in there for the crazy/hardcore crowd.
A strictly graphical remake of Diablo 1, Diablo II and Lord of Destruction. Absolutely no touching the mechanics, just take the original games and plug them into a 3D graphics engine.I would love this, along with making it a bit more easily moddable moddable so that something like Median XL could end up in there for the crazy/hardcore crowd.
A gun making simulator,you make it however you want and pray it doesn't explode when tested,could also be expanded to a weapon making simulator in general rather then just focusing on gunsThe Premium Edition comes with a 3D printer for you to try out your inventions.
A gun making simulator,you make it however you want and pray it doesn't explode when tested,could also be expanded to a weapon making simulator in general rather then just focusing on gunsThe Premium Edition comes with a 3D printer for you to try out your inventions.
I want to see a game which takes place on Earth after humanity has been wiped out by some sort of virus and you are playing as some hi-tech alien, trying to figure out what happened on the planet before humans went to hell, all while fighting other aliens and/or now-not-so mythical beasts like unicorns and stuff.I've been kinda working on a game like that, except what happened to the humans is far weirder. They're all gone, but Earth's spacetime is severely warped.
...Yeah, basically what would happen after a victorious Plague Inc/Pandemic game.
What about modern day Mount and Blade style gameplay but crime oriented and Gta style world?
What about modern day Mount and Blade style gameplay but crime oriented and Gta style world?
Someone kinda did a mod like this for old M&B, but it was rather crude in execution, if rather amusing.
Speaking of, I'd like to see a proper, separate game with M&B-style gameplay (going around a sandbox, gathering your very own redshirt army, joining or starting a faction) in a Western setting. Basically 1866 mod with overmap being merged into battlemap (i.e. running around, GTA style) and expanded.
What about modern day Mount and Blade style gameplay but crime oriented and Gta style world?
Someone kinda did a mod like this for old M&B, but it was rather crude in execution, if rather amusing.
Speaking of, I'd like to see a proper, separate game with M&B-style gameplay (going around a sandbox, gathering your very own redshirt army, joining or starting a faction) in a Western setting. Basically 1866 mod with overmap being merged into battlemap (i.e. running around, GTA style) and expanded.
Red Dead: Warband?
What about modern day Mount and Blade style gameplay but crime oriented and Gta style world?
Someone kinda did a mod like this for old M&B, but it was rather crude in execution, if rather amusing.
Speaking of, I'd like to see a proper, separate game with M&B-style gameplay (going around a sandbox, gathering your very own redshirt army, joining or starting a faction) in a Western setting. Basically 1866 mod with overmap being merged into battlemap (i.e. running around, GTA style) and expanded.
Red Dead: Warband?
Other way to put it, yeah. Although I didn't play Red Dead: Anything.
What about modern day Mount and Blade style gameplay but crime oriented and Gta style world?
Someone kinda did a mod like this for old M&B, but it was rather crude in execution, if rather amusing.
Speaking of, I'd like to see a proper, separate game with M&B-style gameplay (going around a sandbox, gathering your very own redshirt army, joining or starting a faction) in a Western setting. Basically 1866 mod with overmap being merged into battlemap (i.e. running around, GTA style) and expanded.
Red Dead: Warband?
I didn't skip it because I wasn't interested, but because Rockstar cannot and wouldn't into porting.
Other way to put it, yeah. Although I didn't play Red Dead: Anything.
Try red dead redemption, all you end up doing in multiplayer is robbing random passerby and then lighting yourself on fire while falling off cliffs!
People still play the red dead multiplayer?What about modern day Mount and Blade style gameplay but crime oriented and Gta style world?
Someone kinda did a mod like this for old M&B, but it was rather crude in execution, if rather amusing.
Speaking of, I'd like to see a proper, separate game with M&B-style gameplay (going around a sandbox, gathering your very own redshirt army, joining or starting a faction) in a Western setting. Basically 1866 mod with overmap being merged into battlemap (i.e. running around, GTA style) and expanded.
Red Dead: Warband?
I didn't skip it because I wasn't interested, but because Rockstar cannot and wouldn't into porting.
Other way to put it, yeah. Although I didn't play Red Dead: Anything.
Try red dead redemption, all you end up doing in multiplayer is robbing random passerby and then lighting yourself on fire while falling off cliffs!
I feel like that could be done in a game mod. I mean not by me, but someone actually capable of modding games. There are a few games I could think of where you could add in alien invaders and it would turn into that kind of game.Warlock 1 has the armageddon mode, which is somewhat similar. You get invaded by some very strong aliens right in the early game, who then proceed to destroy everything, land included.
Actually Galactic Civilizations 2 had a megaevent in one of the expansions that would cause the dread lords to invade mid-game. Goes away from the premise a bit because everyone in GC2 is an alien, but still. Similar.
I kinda want to see Infinite Crisis, but set in the Marvel universe rather than DC Comics.
Not a huge fan of either of those, but if I really had to choose, I'd go with Iron Man and Doctor Doom rather than Batman and Joker.
...Superman and Batman are both DC characters. What the hell are you talking about?
If you want people punching mutants, Marvel is definitely the way to go :/ They've got the X-Men, after all...>:I
MUTIES ARE PEOPLE TOOIf you want people punching mutants, Marvel is definitely the way to go :/ They've got the X-Men, after all...>:I
MUTIES ARE PEOPLE TOOIf you want people punching mutants, Marvel is definitely the way to go :/ They've got the X-Men, after all...>:I
By that logic, intelligent aliens wouldn't be people either. Not a good road to go down.MUTIES ARE PEOPLE TOOIf you want people punching mutants, Marvel is definitely the way to go :/ They've got the X-Men, after all...>:I
If they have non-human genetics, they technically aren't.
By that logic, intelligent aliens wouldn't be people either. Not a good road to go down.MUTIES ARE PEOPLE TOOIf you want people punching mutants, Marvel is definitely the way to go :/ They've got the X-Men, after all...>:I
If they have non-human genetics, they technically aren't.
Something along the lines of X-Com, in that it's squad-based and you go from mission to mission while also dealing with a more strategic layer in-between, but combating supernatural creatures and monsters rather than aliens. So you've got your vampires, your werewolves, mummies, etc. You could play the commander of a secret modern para-military organisation, or it could be set in medieval times.
I love the idea of struggling to balance the load-out of my troops for all the threats I might encounter, e.g., 'Crap, I've just rounded a corner and come face to face with a werewolf, but this trooper's cut off from the one with all the silver bullets. And if I use my last incendiary grenade now I'll be screwed if something summons a bunch of zombies'. And dealing with the various thematic abilities the creatures would have.
The only thing is it'd have to be done relatively seriously. There are more than enough cartoon-horror games where the monsters fall over each other and look less terrifying than what you'd find on an average episode of Scooby Doo. So no Hot Topic vampires, no werewolves who turn into puppies when they die, and definitely no puns.
Nothing wrong with including cliche monsters, if only so players can have some idea how to deal with them. Just gotta include some more obscure/less-used things like the aforementioned mummy's curse.I just want to say that for the intended tone, mummies might be a bit hard to swallow. Outside of fantasy settings (and even in them), it's just a bit hard to take them seriously.
I want a game where the entire goal is you kill random people with bricks for no reason whatsoever. You throw them at people, use them as improvised melee weapons, and build elaborate traps with bricks. There are lead bricks which hurt more in melee, regular bricks that throw better, and legos for building traps.
SOMEONE MAKE THIS GAME
Something along the lines of X-Com, in that it's squad-based and you go from mission to mission while also dealing with a more strategic layer in-between, but combating supernatural creatures and monsters rather than aliens. So you've got your vampires, your werewolves, mummies, etc. You could play the commander of a secret modern para-military organisation, or it could be set in medieval times.
I love the idea of struggling to balance the load-out of my troops for all the threats I might encounter, e.g., 'Crap, I've just rounded a corner and come face to face with a werewolf, but this trooper's cut off from the one with all the silver bullets. And if I use my last incendiary grenade now I'll be screwed if something summons a bunch of zombies'. And dealing with the various thematic abilities the creatures would have.
The only thing is it'd have to be done relatively seriously. There are more than enough cartoon-horror games where the monsters fall over each other and look less terrifying than what you'd find on an average episode of Scooby Doo. So no Hot Topic vampires, no werewolves who turn into puppies when they die, and definitely no puns.
Don't you mean lack the dedication?Something along the lines of X-Com, in that it's squad-based and you go from mission to mission while also dealing with a more strategic layer in-between, but combating supernatural creatures and monsters rather than aliens. So you've got your vampires, your werewolves, mummies, etc. You could play the commander of a secret modern para-military organisation, or it could be set in medieval times.
I love the idea of struggling to balance the load-out of my troops for all the threats I might encounter, e.g., 'Crap, I've just rounded a corner and come face to face with a werewolf, but this trooper's cut off from the one with all the silver bullets. And if I use my last incendiary grenade now I'll be screwed if something summons a bunch of zombies'. And dealing with the various thematic abilities the creatures would have.
The only thing is it'd have to be done relatively seriously. There are more than enough cartoon-horror games where the monsters fall over each other and look less terrifying than what you'd find on an average episode of Scooby Doo. So no Hot Topic vampires, no werewolves who turn into puppies when they die, and definitely no puns.
Sounds quite a bit like an idea I've had for a video game for a long time now. Sadly I like the dedication to turn my VG based ideas into reality. Board Games, on the other hand...
Damn it...now my brain is teeming with ideas on how to make this into a Board Game. I think I know how, although of course it'll abstract a lot of stuff a video game wouldn't need to. Still...might need to prototype this one up at some point.
Tell me, is there any games where you have a village to build and nurture from the ground up or from near ruins in a fantasy styled game? I mean like a game where the village grows giving you better gear to fight but it isn't a side thing that you do or anything like that. Kinda like how "Dark Cloud" does it...Does this work for you? (http://adarkroom.doublespeakgames.com/)
Tell me, is there any games where you have a village to build and nurture from the ground up or from near ruins in a fantasy styled game? I mean like a game where the village grows giving you better gear to fight but it isn't a side thing that you do or anything like that. Kinda like how "Dark Cloud" does it...
Funny... PRETTY SURE I was the one that made the thread here on Bay12 on it... (Not angry by the by)Tell me, is there any games where you have a village to build and nurture from the ground up or from near ruins in a fantasy styled game? I mean like a game where the village grows giving you better gear to fight but it isn't a side thing that you do or anything like that. Kinda like how "Dark Cloud" does it...Does this work for you? (http://adarkroom.doublespeakgames.com/)
Azure Dreams?I have heard of this, but I am really looking for something PC set. But I guess that most of these types of games come from the consoles...
Tell me, is there any games where you have a village to build and nurture from the ground up or from near ruins in a fantasy styled game? I mean like a game where the village grows giving you better gear to fight but it isn't a side thing that you do or anything like that. Kinda like how "Dark Cloud" does it...
Tell me, is there any games where you have a village to build and nurture from the ground up or from near ruins in a fantasy styled game? I mean like a game where the village grows giving you better gear to fight but it isn't a side thing that you do or anything like that. Kinda like how "Dark Cloud" does it...
Well the "isn't a side thing" makes it hard. Breath of Fire 2 you got your own village and sort of customized it, and on your travels you met people that could move in (and they influenced shops differently), there's that game called Hinterlands which isn't very good.
Genius, and !!Fun!!. You've got me thinking of playing a realistic average guy cyberpunk game with extra spice. Would that ever be roguelike material.
A roguelike where the map will be randomized in any new place you visit, but if you make it back to town alive, the map will be fixed in place from then on and also for any subsequent adventurers. If you die before reporting back to town, however, anything you find outside of the previously mapped area will be randomized for your next character.Sounds pretty interesting. Cartographer simulator 2014.
A roguelike where the map will be randomized in any new place you visit, but if you make it back to town alive, the map will be fixed in place from then on and also for any subsequent adventurers. If you die before reporting back to town, however, anything you find outside of the previously mapped area will be randomized for your next character.
Yeah, because I like how roguelikes generate new stuff for you to find every time you play, but I'm not so fond of the fact that, if you die, all your progress in that world is simply lost. Also it's a metagaming thing; you wouldn't be able to gather information about the surroundings from what a dead guy saw.
But I think you might be able to find the dead adventurer and loot his stuff, and you could use anything he brought back to town.
Yeah, because I like how roguelikes generate new stuff for you to find every time you play, but I'm not so fond of the fact that, if you die, all your progress in that world is simply lost. Also it's a metagaming thing; you wouldn't be able to gather information about the surroundings from what a dead guy saw.
But I think you might be able to find the dead adventurer and loot his stuff, and you could use anything he brought back to town.
Cataclysm: Dark Days Ahead has this mechanic. Everything you do in the same world is still there with your next character. You may not be anywhere near it, and you don't know anything that the previous character knew, but the stuff is all there somewhere.
Well, not that the Town necessarily has any living NPCs in it, being a Zombie apocalypse and all, but the general idea still stands.
Also, Cataclysm sounds great from what I've read in the OOC thread, but I think I must be doing something wrong, since every time I've played that game (in the post-Whales builds) I spawn in one room house with next to nothing in it in the middle of nowhere.I think that's intentional, since it's meant to be a shelter.
Also, Cataclysm sounds great from what I've read in the OOC thread, but I think I must be doing something wrong, since every time I've played that game (in the post-Whales builds) I spawn in one room house with next to nothing in it in the middle of nowhere.Follow the roads, shelters tend to be a little bit away from cities since cities tend to be filled with deadly zombies.
Caty DDA? Screen shot?
Genius, and !!Fun!!. You've got me thinking of playing a realistic average guy cyberpunk game with extra spice. Would that ever be roguelike material.
Just been looking around the forums (first post - incredibly long time lurker) and I'm currently a good ways into making this exact sort of Roguelike (I know this is from ages ago, but it got a bit of interest)! It's currently a bit too combat/dungeon delving focussed, and very rough presentation wise, but the hope is that it'll be more of a 'cyberpunk simulator' with a mix of about 70% roleplaying and 30% combat. Rent has to get paid, starvation battled, drugs taken. NPC's have schedules and follow them al a Skyrim, although they mainly just like to go and drink.
I've added some pictures in case anyone is interested:Spoiler (click to show/hide)
Reverse Arkham City. Perform GTA-style missions in Arkham, knowing that every time you so much as raise your voice you're risking having the shit beat out of you by an invisible, seemingly invincible beast made out of fists and a desire to punch you and everything you hold dear.
I'm glad i randomly checked this, and i've had a read of your thread. I'd like to credit this post with provoking my own idea, and i hope we'll be similarly fearful and outclassed.Reverse Arkham City. Perform GTA-style missions in Arkham, knowing that every time you so much as raise your voice you're risking having the shit beat out of you by an invisible, seemingly invincible beast made out of fists and a desire to punch you and everything you hold dear.
I like the NPC schedules. I suggest that players doing their small time runs in familiar cities could simply get mixed up in events bigger then themselves, whether through ending up in a riot, a bank robbery, a industrial accident, a small to large war, etc. hopefully in as unscripted a way as you can manage. Navigate it successfully, and you might jump up the rungs in a fairly believable and difficult way. On that note, please make a big deal out of progression, along with digression. In a cyberpunk world full of unpredictable technologies and barely survived drudgery, it seems to me that how a character develops could vary a lot through games, and the kicker is how the world reacts to it, particularly when you're getting in over your head. This is a dystopia after all, and you should feel the bends when you somehow go up and very likely down in power.
I don't know what kind of game it would be, though I'm partial to 16-bit Zelda-like adventures, but I want a game in which all of the characters speak in verse. Every character would have his own style, of course. The Hero would speak in heroic couplets, the villain in a pretentious classical meter, like dactylic hexameter, and the regular npc's in common meter. There could be fairies who speak free verse, angels and demons who speak blank verse a la Milton, and long winded wizards spouting fourteeners! Half the fun would be talking to the npc's, naturally, and, if it caught on, it would provide jobs for many an impoverished writer in the new genre it would found! And it would seal the place of video games in the art world, and maybe even revive a modern interest in writing epics!Wow!
I don't know what kind of game it would be, though I'm partial to 16-bit Zelda-like adventures, but I want a game in which all of the characters speak in verse. Every character would have his own style, of course. The Hero would speak in heroic couplets, the villain in a pretentious classical meter, like dactylic hexameter, and the regular npc's in common meter. There could be fairies who speak free verse, angels and demons who speak blank verse a la Milton, and long winded wizards spouting fourteeners! Half the fun would be talking to the npc's, naturally, and, if it caught on, it would provide jobs for many an impoverished writer in the new genre it would found! And it would seal the place of video games in the art world, and maybe even revive a modern interest in writing epics!Wow!
I would actually buy that!
I want a paleolithic survival adventure game. Early humanity trying to survive in a sort of age of myth kind of setting, where all those horrors they painted on the cave walls actually existed.Horrors such deers and mammoths? I'm sorry, but I've never seen "horrors" painted on cave walls. Not that I'm a particular fan of cave art, perhaps you could enlighten me because this sounds like an awesome idea for a game.
I don't know what kind of game it would be, though I'm partial to 16-bit Zelda-like adventures, but I want a game in which all of the characters speak in verse. Every character would have his own style, of course. The Hero would speak in heroic couplets, the villain in a pretentious classical meter, like dactylic hexameter, and the regular npc's in common meter. There could be fairies who speak free verse, angels and demons who speak blank verse a la Milton, and long winded wizards spouting fourteeners! Half the fun would be talking to the npc's, naturally, and, if it caught on, it would provide jobs for many an impoverished writer in the new genre it would found! And it would seal the place of video games in the art world, and maybe even revive a modern interest in writing epics!
I am astounded and utterly appalled that there is no Star Wars dogfight simulator. With online multiplayer and full flight stick support. Even if it were essentially a mod for that Il-2 game. I want to shoot down TIE fighters, dammit.Battlefront 2 has spacebattles.
Yes, there's the old Rogue Squadron games for the consoles, but it's high time for a solid PC game.
That sounds more like Sid Meier's Civ to me.I want a paleolithic survival adventure game. Early humanity trying to survive in a sort of age of myth kind of setting, where all those horrors they painted on the cave walls actually existed.Horrors such deers and mammoths? I'm sorry, but I've never seen "horrors" painted on cave walls. Not that I'm a particular fan of cave art, perhaps you could enlighten me because this sounds like an awesome idea for a game.
I have thought of such game too, but on "realistic" conditions (no myth creatures). As a strategy game of such with a permanent world where you start from a small tribe where you have to option of settling down or keep roving and ending by the age of bronze or something like that. Then expansions would take it from there up to the classical age, then middle ages, renascence and so on. Each expansion being save compatible. Sort of Europa Universalis, with more details, strategic turn based and real time tactic battles. I think I already put that idea in this thread somewhere.
I am astounded and utterly appalled that there is no Star Wars dogfight simulator. With online multiplayer and full flight stick support. Even if it were essentially a mod for that Il-2 game. I want to shoot down TIE fighters, dammit.
Yes, there's the old Rogue Squadron games for the consoles, but it's high time for a solid PC game.
That sounds more like Sid Meier's Civ to me.I want a paleolithic survival adventure game. Early humanity trying to survive in a sort of age of myth kind of setting, where all those horrors they painted on the cave walls actually existed.Horrors such deers and mammoths? I'm sorry, but I've never seen "horrors" painted on cave walls. Not that I'm a particular fan of cave art, perhaps you could enlighten me because this sounds like an awesome idea for a game.
I have thought of such game too, but on "realistic" conditions (no myth creatures). As a strategy game of such with a permanent world where you start from a small tribe where you have to option of settling down or keep roving and ending by the age of bronze or something like that. Then expansions would take it from there up to the classical age, then middle ages, renascence and so on. Each expansion being save compatible. Sort of Europa Universalis, with more details, strategic turn based and real time tactic battles. I think I already put that idea in this thread somewhere.
I was thinking more like a survival-adventure game, where you play as in individual (perhaps with some companions) and roam around, perhaps being separated from your original group for some reason. As for horrors, paleolithic imagination basically extended to thinking up monsters that had all the worst bits of other animals.
Which are fun, but not what I'm wishing for. Battlefront 2 is really arcadey; damage you take doesn't actually affect you in any way until you explode. I want something more hardcore, where a blaster cannon can get shot off or an engine can get knocked offline. If a fighter has an astromech droid, I want to be able to manually command it to try and fix certain things. Stuff like that.I am astounded and utterly appalled that there is no Star Wars dogfight simulator. With online multiplayer and full flight stick support. Even if it were essentially a mod for that Il-2 game. I want to shoot down TIE fighters, dammit.Battlefront 2 has spacebattles.
Yes, there's the old Rogue Squadron games for the consoles, but it's high time for a solid PC game.
Which are fun, but not what I'm wishing for. Battlefront 2 is really arcadey; damage you take doesn't actually affect you in any way until you explode. I want something more hardcore, where a blaster cannon can get shot off or an engine can get knocked offline. If a fighter has an astromech droid, I want to be able to manually command it to try and fix certain things. Stuff like that.ABSOLUTELY. Battlefront 2 just doesn't do it for me.
i'm working on it, but it's going to take some time.That sounds more like Sid Meier's Civ to me.I want a paleolithic survival adventure game. Early humanity trying to survive in a sort of age of myth kind of setting, where all those horrors they painted on the cave walls actually existed.Horrors such deers and mammoths? I'm sorry, but I've never seen "horrors" painted on cave walls. Not that I'm a particular fan of cave art, perhaps you could enlighten me because this sounds like an awesome idea for a game.
I have thought of such game too, but on "realistic" conditions (no myth creatures). As a strategy game of such with a permanent world where you start from a small tribe where you have to option of settling down or keep roving and ending by the age of bronze or something like that. Then expansions would take it from there up to the classical age, then middle ages, renascence and so on. Each expansion being save compatible. Sort of Europa Universalis, with more details, strategic turn based and real time tactic battles. I think I already put that idea in this thread somewhere.
I was thinking more like a survival-adventure game, where you play as in individual (perhaps with some companions) and roam around, perhaps being separated from your original group for some reason. As for horrors, paleolithic imagination basically extended to thinking up monsters that had all the worst bits of other animals.
Which are fun, but not what I'm wishing for. Battlefront 2 is really arcadey; damage you take doesn't actually affect you in any way until you explode. I want something more hardcore, where a blaster cannon can get shot off or an engine can get knocked offline. If a fighter has an astromech droid, I want to be able to manually command it to try and fix certain things. Stuff like that.I am astounded and utterly appalled that there is no Star Wars dogfight simulator. With online multiplayer and full flight stick support. Even if it were essentially a mod for that Il-2 game. I want to shoot down TIE fighters, dammit.Battlefront 2 has spacebattles.
Yes, there's the old Rogue Squadron games for the consoles, but it's high time for a solid PC game.
There is an update mod for X-Wing: Alliance, though since I don't own that game I don't know everything it does. I do know it improves model and texture quality though. It's called "X-Wing: Alliance Upgrade".
More than a pure Civ game it would be sort of a combination of Civ with Total War and Company of Heroes/Dawn of War.Yeah, I think we were thinking of completely different games here. But that's okay.
I imagine it like a Civilization kind of map dotted with the best aspects of Total War campaign map, with real time battles that are a mix of Total War and Company of Heroes for latter ages. And everything highly customizable, both in-game and by modding it.
why would contest judges be holding pieces of World Peace?
... and why wouldn't governments do something about that?
why would contest judges be holding pieces of World Peace?
... and why wouldn't governments do something about that?
Its a joke about how models in pageants always list their wish/goal as "World Peace"
So obviously the way to do that is by winning lots of beauty contests :P
I'd like to see a game of the Russian Revolution, in the vein of HOI or other Paradox games, with the ability to play as any faction and take over as Ukrainian anarchists or something. Being able to take it up to WWII or further would be cool too, but that's probably unrealistic.
I'd like to see a game of the Russian Revolution, in the vein of HOI or other Paradox games, with the ability to play as any faction and take over as Ukrainian anarchists or something. Being able to take it up to WWII or further would be cool too, but that's probably unrealistic.
Paradox specifically avoided that era because they didn't want to become "Atrocity Simulator 2000"
I think it would be hilarious if an FPS set in wartime had "atrocity mode", "default", and "lighthearted". With the carebear mode you'll see a soldier walk up to someone and instead of bashing his face in with a rifle butt he'll hand him teat and crumpets, who accepts them and munches. Then the guy falls down as usual.
I think it would be hilarious if an FPS set in wartime had "atrocity mode", "default", and "lighthearted". With the carebear mode you'll see a soldier walk up to someone and instead of bashing his face in with a rifle butt he'll hand him teat and crumpets, who accepts them and munches. Then the guy falls down as usual.In lighthearted mode, the story is that you have to give everyone tea and crumpets cos everyone's quite hungry. You have tea and crumpet launchers. Get to it.
Man, I remember Ryzom. I used to play the shit out of that game in ages past.
That's true, it'd be difficult to balance gameplay with reality in a respectful way, and I'd say the tone Paradox uses in most of their games is too lighthearted for it, even in something like HOI.You can barefacedly pretend that nothing of the sort is happening. There are a lot of events in Vicky where for some reason 2% of a certain population disappears or 10%. No explanations are offered- presumably all the angry, militant people just went out for a pack of smokes one day and never really came back. That doesn't even take into effect all the cultural imperialism, where you keep people out of schools and jobs to keep your prestige up. Sure, Paradox, the issue at stake was "roadsigns", not having them has totally sapped the people's will to learn literacy.
-snip-At first I thought this was the 'games you've forgotten the nane of' thread, and was severely disappointed when I realised this doesn't exist.
After all this discussion I went and looked up Ryzom. I then learned that I already had it installed on my computer and had promptly forgotten all about it. I guess MMOs aren't for me.
Edit: Oh wait, there's a new MGO coming out?! :oYeah Kojima is working on that one.. Since before Phantom Pain I think..? I really hope it's like the original MGO, or at least in the vein of Peace Walker.
/me is happy now.
No, unless they changed it drastically, Ryzom always only had a monthly payment model.After all this discussion I went and looked up Ryzom. I then learned that I already had it installed on my computer and had promptly forgotten all about it. I guess MMOs aren't for me.
Wasn't Ryzom that game that had a really interesting tutorial that made it seem like it was a really different MMO but then when you got to the "main" map it turned out it had a ton of micropayments or something...
Know all the times in...pretty much all media, really, where the protagonist receives a "magic pencil" artifact-kinda-thing that (s)he can use to draw objects that spontaneously come to life? (probably most notable example would be Scribblenauts)
I want to see a fantasy game whose magic system revolves around that, with people running around with magic pencils and erasers. You could use your mouse/stylus (who knows) to draw objects (and their quality (based on the similarity to the "default" drawing, which the player could have a look of in their "spellbook") would affects its stats like damage (if it is, say, a sword) or speed and HP (if it's some sort of summon/elemental).
There would be multiple colors of the magic pencils, and they would be essentially the equivalent of elements in other such games (so a red-colored drawings would have sort of fire aspect tied to them, while dark blue would be water etc.).
Over time the pencils would eventually break and you'd need to find magic sharpeners to sharpen them (until they completely run out, which could or could not take a while) so one pencil would not last you for the entire game.
Paintbrushes could also be a thing (which would require paint), and endgame would probably feature drawing styluses, but that'd be stretching it, maybe.
What genre would it be? I dunno, could be an RPG, could be a puzzle game, could be a strategy for all I know and care. But I would really like to see this (slightly comedic) concept incorporated into some game.
Obligatory concept picture, feat. a pencil sorceress:Spoiler (click to show/hide)
If nothing else it would make for a sweet forum suggestion game.
In fact, I may start one soon enough.
/me shifts his eyes
Know all the times in...pretty much all media, really, where the protagonist receives a "magic pencil" artifact-kinda-thing that (s)he can use to draw objects that spontaneously come to life? (probably most notable example would be Scribblenauts)
I want to see a fantasy game whose magic system revolves around that, with people running around with magic pencils and erasers. You could use your mouse/stylus (who knows) to draw objects (and their quality (based on the similarity to the "default" drawing, which the player could have a look of in their "spellbook") would affects its stats like damage (if it is, say, a sword) or speed and HP (if it's some sort of summon/elemental).
There would be multiple colors of the magic pencils, and they would be essentially the equivalent of elements in other such games (so a red-colored drawings would have sort of fire aspect tied to them, while dark blue would be water etc.).
Over time the pencils would eventually break and you'd need to find magic sharpeners to sharpen them (until they completely run out, which could or could not take a while) so one pencil would not last you for the entire game.
Paintbrushes could also be a thing (which would require paint), and endgame would probably feature drawing styluses, but that'd be stretching it, maybe.
What genre would it be? I dunno, could be an RPG, could be a puzzle game, could be a strategy for all I know and care. But I would really like to see this (slightly comedic) concept incorporated into some game.
Obligatory concept picture, feat. a pencil sorceress:Spoiler (click to show/hide)
If nothing else it would make for a sweet forum suggestion game.
In fact, I may start one soon enough.
/me shifts his eyes
Did you ever play Magic Pengel? Its sortof like a pokemon esque version of what you're describing.
As I said, using decoys and two-stage swarms can work, but ultimately you're allocating resources and magazine space to a specialized weapon which is of dubious effectiveness for one task and markedly inefficient for all others....
A game where you have a big desert to walk around. Massive. Changing weather and day night cycles. And you just wander. And stuff might happen. I'd like that.
I've seen that one. Looks cool.A game where you have a big desert to walk around. Massive. Changing weather and day night cycles. And you just wander. And stuff might happen. I'd like that.
So... Kenshi 1.0, whenever it comes out? http://www.lofigames.com/
Metal Gear Solid: The Twin Snakes, but with the original game's voice acting and cutscene direction. And some more Ninja VR missions.^^This so much.
I'd really like to see games that are more rp oriented. I always thought it would be really fun to have a game set in your traditional medieval fantasy world. The only thing is that the game lacks humanoid npcs. Everything is controlled by players. Inns and shops are own and run by players, players are town guards, some are adventurers, some are farmers, players can even be royalty where an entire nation is run by players, and wars are created and fought by players. Of course there'd still be npcs like dragons and wildlife. Every once in awhile a criminal will steal from or some animal will destroy some players farm or something. That player can then give a stronger more combat oriented player a quest. You know, kind of like an mmorpg but players run everything and its more rp oriented. If someone knows a game like this please tell.
I'd really like to see games that are more rp oriented. I always thought it would be really fun to have a game set in your traditional medieval fantasy world. The only thing is that the game lacks humanoid npcs. Everything is controlled by players. Inns and shops are own and run by players, players are town guards, some are adventurers, some are farmers, players can even be royalty where an entire nation is run by players, and wars are created and fought by players. Of course there'd still be npcs like dragons and wildlife. Every once in awhile a criminal will steal from or some animal will destroy some players farm or something. That player can then give a stronger more combat oriented player a quest. You know, kind of like an mmorpg but players run everything and its more rp oriented. If someone knows a game like this please tell.
I want to see the original Ace of Spades with a big, active community (it has a community, it's just not very big), people not being the world's biggest douchebags and actually being at least responsive to teamwork (even though I myself tend to go on solo guerilla missions :P) and no lag.
...It's a wish thread, right.
I want to see the original Ace of Spades with a big, active community (it has a community, it's just not very big), people not being the world's biggest douchebags and actually being at least responsive to teamwork (even though I myself tend to go on solo guerilla missions :P) and no lag.
...It's a wish thread, right.
People not being douchebags and being responsive to teamwork in an online game (excluding more organized clans) is a pipe dream in itself.
Well the original Ace of Spades had it. People would build bunkers etc for other people to come to and move forward the front and the like.I want to see the original Ace of Spades with a big, active community (it has a community, it's just not very big), people not being the world's biggest douchebags and actually being at least responsive to teamwork (even though I myself tend to go on solo guerilla missions :P) and no lag.
...It's a wish thread, right.
People not being douchebags and being responsive to teamwork in an online game (excluding more organized clans) is a pipe dream in itself.
Well the original Ace of Spades had it. People would build bunkers etc for other people to come to and move forward the front and the like.I want to see the original Ace of Spades with a big, active community (it has a community, it's just not very big), people not being the world's biggest douchebags and actually being at least responsive to teamwork (even though I myself tend to go on solo guerilla missions :P) and no lag.
...It's a wish thread, right.
People not being douchebags and being responsive to teamwork in an online game (excluding more organized clans) is a pipe dream in itself.
A massively open-world game devoted almost 100% to pure exploration.You can achieve this game by going outside and keeping on walking.
A massively open-world game devoted almost 100% to pure exploration. Perhaps you are a spacefaring botanist or the like visiting another world. Minimal combat--any native fauna should behave like true animals, running away at the first sign of hostility or threat on your part, with only a few large animals being aggressive or territorial enough to actually pursue you. Mostly you just observe them, probably taking photographs of animals, samples of soil, plants, etc. The dangers would mostly be in not knowing what's poisonous versus what's safe, and natural hazards like quicksand, falling if you are climbing a difficult area or tree, sudden dropoffs in deep water, etc.
Maybe you find the ruins of a civilization there, but no real people. You could explore the ancient cities, wandering amongst decayed buildings and wondering what happened. Or maybe you don't, and just venture through the wilderness, seeing what strange and wonderful things there are to see.
All the games resembling this that I know of are all about making the native life outrageously hostile for no adequately explained reason. Space-wolves are apparently perpetually starving, immune to pain, and will always choose the absolutely most difficult prey even if offered an easy and familiar alternative, I guess.
Yeah I'd second Noctis as the closest you're going to get, I think the latest version can be found here: http://anynowhere.com/bb/posts.php?t=4464
You basically fly around in a big spaceship and visit procedurally generated planets (some with wildlife and flora, ruins and other stuff) and just generally explore (you can also store readings of planets and stuff and mark them down, so you actually feel a bit like an explorer). It's fantastic and unique, but it does get boring fast after you realize there's basically nothing to do, and that you're basically just looking at slightly different graphics (which are all terrible) whilst trying not to run out of fuel.
There have been loads of talks of updates/new versions (none properly touched since 2009), and it's something I'm dying to see. Even some basic survival elements would vastly increase it's playability and enjoyment.
A simulation of being a Star Trek captain that lies somewhere between Star Trek Bridge Commander, Dwarf Fortress, Mass Effect, and Star Trek 25th Anniversary. Command a ship, give orders, go down to planets, solve mysteries, etc.
Metroid prime 4.
Metroid prime 4.
Isn't it in developement?
Spiritual successor to secret of mana and seiken densetsu 3.
Okay, here's a thought:
In many RPGs the cleric or healer class is restricted to blunt weapons. Some say this is because of an oath to do no harm, or even the Hypocrates oath. But blunt weapons can still cause significant injury.
And so I thought: Then why let them have weapons at all?
So I had an idea: a roguelike where you play a healer, but you can't attack or cause direct or indirect harm to others. Higher difficulty levels would require you to heal any injured monster you come across, or even to ensure that as few creatures die as possible.
...Then again, it could also be a self-imposed challenge for nethack or something. XD
I wish for an RPG based entirely on music. The combat would be primarily based on the party fighting with the power of music, and the battle music would change depending on what instruments everyone was wielding.This needs to be a thing.
I wish for an RPG based entirely on music. The combat would be primarily based on the party fighting with the power of music, and the battle music would change depending on what instruments everyone was wielding.RPG Rhythm Game (http://store.steampowered.com/app/200910/). These are a thing, I've seen more than just this one around before.
Okay, here's a thought:
In many RPGs the cleric or healer class is restricted to blunt weapons. Some say this is because of an oath to do no harm, or even the Hypocrates oath. But blunt weapons can still cause significant injury.
And so I thought: Then why let them have weapons at all?
So I had an idea: a roguelike where you play a healer, but you can't attack or cause direct or indirect harm to others. Higher difficulty levels would require you to heal any injured monster you come across, or even to ensure that as few creatures die as possible.
...Then again, it could also be a self-imposed challenge for nethack or something. XD
DE:HR could support non-violence runs. There was always the exception of, well, the game mechanic everyone hated. And playing that way would be very memory based. But otherwise it could be fun.Deus Ex can be done without killing or attacking anyone or thing, and HR boss fights can probably be glitched through but if not then you have to fight those and those only. If you'd like a challenge you could do the bosses without using any inventory items or augmentations.
I think a game designed around it might work. I know I played Monaco non-violently until the levels got really hard.
DE:HR could support non-violence runs. There was always the exception of, well, the game mechanic everyone hated. And playing that way would be very memory based. But otherwise it could be fun.Deus Ex can be done without killing or attacking anyone or thing, and HR boss fights can probably be glitched through but if not then you have to fight those and those only. If you'd like a challenge you could do the bosses without using any inventory items or augmentations.
I think a game designed around it might work. I know I played Monaco non-violently until the levels got really hard.
I'm on the final boss in DR:HR, a perfect pacifist run with no alerts. And I can't beat it because I have no combat augments and all my stealth and hacking upgrades don't do crap.
It's been sitting that way for more than half a year now, waiting to be completed.. T.T
Thrown crates cause damage. It is possible to bring crates into every boss, though for some you have to glitch them through the door.DE:HR could support non-violence runs. There was always the exception of, well, the game mechanic everyone hated. And playing that way would be very memory based. But otherwise it could be fun.Deus Ex can be done without killing or attacking anyone or thing, and HR boss fights can probably be glitched through but if not then you have to fight those and those only. If you'd like a challenge you could do the bosses without using any inventory items or augmentations.
I think a game designed around it might work. I know I played Monaco non-violently until the levels got really hard.
I don't think you can do the last two without augmentations or weapons. YouSpoiler (click to show/hide)
Thrown crates cause damage. It is possible to bring crates into every boss, though for some you have to glitch them through the door.Here's a link. (https://www.youtube.com/watch?v=jdHjLjGqhBg) I love things like this.
Someone did an entire playthrough without using items, takedowns, or augments. It's really more of a showcase of glitches, and it's definitely impressively ingenious.
ARMA/OFP style real time strategy, with massive combined arms combat.
Oh... no, that's the second boss.
She's a pain unless you have one of two augments you would have no reason to have.Spoiler (click to show/hide)
Why exactly the thin layer of metal under her skin lets her take over a hundred machine gun bullets at close range when she isn't wearing a helmet, I have no idea. You can get that augment and it certainly doesn't do that for you :/
A game like Mount and Blade... but plays like a real time strategy game.
A game like Mount and Blade... but plays like a real time strategy game.
I want an upgraded Mount & Blade, period. That is absolutely the game I want most right now.
Toribash + QWOP.
That is all. ;D
Toribash + QWOP.
That is all. ;D
Toribash + QWOP.looks like it (http://www.youtube.com/watch?feature=player_detailpage&v=ymAaNEw3YV0#t=260)
That is all. ;D
A game like Mount and Blade... but plays like a real time strategy game.
I want an upgraded Mount & Blade, period. That is absolutely the game I want most right now.
It's in the works. You can go to the devs' website (NOT Paradox's, Taleworlds's site) and read some devlogs, if you feel like wanting it even harder.
I don't think you should buy an early access game expecting it to be complete.. That's kind of the definition, isn't it..? I mean you can't review a game that isn't finished.
You are not reviewing the complete game you are reviewing the Early AccessOh no you're right. I was thinking about Alpha builds or something when I said that. I don't really keep up with anything on or know anything about Steam Greenlight, but it's like Kickstarter right?
You can review a game's feature. Well you are reviewing the game's early access feature.
After all people buy early access games based upon the early access... and many people would skip an early access game if they heard it was basically unplayable (which early access often tries to disguise).
As well the speed of development is also fair for such a review.
One of the games I've most been interested in a while I've staved off because of a helpful review that basically said: A) The Early Access game is garbage in its current state... and B) the development is glacial.
As well many Early Access games outright try to disguise how early their games are in development.
A gritty World War II FPS...from the British perspective!
I am sick and tired of seeing war games which focus solely on the American engagements, Britain was fighting the war before their involvement and had great successes following. We do seem to get the odd Battle of Britain era flight simulator, but even those are drying up.
It would be nice to have some more recognition!
This.A gritty World War II FPS...from the British perspective!
I am sick and tired of seeing war games which focus solely on the American engagements, Britain was fighting the war before their involvement and had great successes following. We do seem to get the odd Battle of Britain era flight simulator, but even those are drying up.
It would be nice to have some more recognition!
A lot of those exist, even the earlier cods had them.
I'd prefer one from the German perspective... What can I say, I like seeing both sides of the issue. Plus, my other favorite WW2 setting (The Eastern Front) has gotten a fair amount of games. Besides, as said before, WW2 games are kinda drying up.
Why not Italian or from the Japanese side (or even the American side, actually) of the Pacific island-hopping?I played all the WW2 games back in the day, and I'd definitely pick up anything with a fresh perspective. Though I'd say the Italians didn't do crap. It wouldn't be very exciting seeing their campaign.
Why not Italian or from the Japanese side (or even the American side, actually) of the Pacific island-hopping?Medal of Honor: Rising Sun did the American perspective, starting with the Pearl Harbor attack. Call of Duty: World at War also did the Pacific campaign as well as Russian missions on the Eastern Front. I would not call either title realistic however :P
A WWII game with 2 campaigns, though not necessarily much combat. More of a focus on stealth, character interaction, and other things.The Rape of Nanking..? At least from the refugee's standpoint in the first campaign you'd have an experience because you'd be trying to escape. But who would want to play as the Japanese slaughtering innocents? I mean that's all that happened there was they murdered Chinese civilians.
First campaign takes place in Nanking during the occupation, with most of it centered in and around the Safe Zone. You'd either play as a Japanese soldier or one of the refuges, I'm not sure which would work better. You'd meet people, be helped by people, and have to make tough choices involving saving people, keeping secrets, and conflicts of loyalty.
Second campaign takes place in Nagasaki, starting just before the bomb falls. If the first campaign had you play as a Japanese soldier then it would be best for this one to have you play as the same guy.
I'd prefer one from the German perspective... What can I say, I like seeing both sides of the issue. Plus, my other favorite WW2 setting (The Eastern Front) has gotten a fair amount of games. Besides, as said before, WW2 games are kinda drying up.
Most of the Germans in the army were bad people.
The same goes for Japan
We were all Orcs in the Great War
Americans performed high altitude firebombing of non-vital cities in Japan to kill civilians, they Atom bombed Nagasaki and Hiroshima to kill civilians, both cities had insignificant military presence.QuoteMost of the Germans in the army were bad people.
>_>QuoteThe same goes for Japan
>_>
I don't want to derail this... but I'll say that if the people in the German and Japanese army were predominantly bad people... Then the French, British, Russian, and American soldiers were not much better (In fact they weren't... but that is another story).
I want Sniper Elite V2 minus the Xray kill cam so it would get a 12-13 rated instead of 18.I thought the X-ray thing was pretty neat when I played the demo.
I want Sniper Elite V2 minus the Xray kill cam so it would get a 12-13 rated instead of 18.I thought the X-ray thing was pretty neat when I played the demo.
A Dwarf Fortress mod taking DF to space and colonizing different planets, with in depth ecosystems and randomized fauna/lifeforms.
WINK WINK WINK WINK WINK WINK
That de-escalation was so sudden I felt my ears pop.I feel I made my point, and it was super off-topic anyways. :p
A Dwarf Fortress mod taking DF to space and colonizing different planets, with in depth ecosystems and randomized fauna/lifeforms.Isn't there already a space ASCII game? It was pretty good when I played it, flying around and zapping space pirates, but I know it doesn't come anywhere close to DF's depth of course. c:
WINK WINK WINK WINK WINK WINK
A Dwarf Fortress mod taking DF to space and colonizing different planets, with in depth ecosystems and randomized fauna/lifeforms.Isn't there already a space ASCII game? It was pretty good when I played it, flying around and zapping space pirates, but I know it doesn't come anywhere close to DF's depth of course. c:
WINK WINK WINK WINK WINK WINK
@GUNINANRUNIN: Maybe remove the pictures then if you haven't already. Just for courtesies sake.I had a warning, but yeah you're right. That kind of thing shouldn't be anywhere.
You can fuck right off if you don't think the people who did this were monsters.
I thought a game like Theme Hospital but set in a school would be interesting. You have students arrive each day to attend classes, higher year students earn you more money but also require more specific classrooms and are more picky. The focus would be on laying out the school efficiently so you can have students progress through the year level areas as efficiently as possible.
R.L. Stine Tournament Fighter. I want to play as Monster Blood.
R.L. Stine Tournament Fighter. I want to play as Monster Blood.I know what video you just watched :D
I'd love to play a Mount & Blade style game set in the post apocalypse. Dropping from the overmap into a ruined suburb and sending your mooks out to scrounge. Being ambushed by a gang you previously raided. Coming back to your base to discover that everyone is dead and everything is gone.
;DR.L. Stine Tournament Fighter. I want to play as Monster Blood.I know what video you just watched :D
:IR.L. Stine Tournament Fighter. I want to play as Monster Blood.Not objecting to you in saying that your idea is bad... so much that... I don't know if your being serious or not.
@GUNINANRUNIN: Maybe remove the pictures then if you haven't already. Just for courtesies sake....
I thought a game like Theme Hospital but set in a school would be interesting. You have students arrive each day to attend classes, higher year students earn you more money but also require more specific classrooms and are more picky. The focus would be on laying out the school efficiently so you can have students progress through the year level areas as efficiently as possible.
Of course humour. You'd need to hire hall monitors to prevent things like false fire alarms, cleaners to check for cherry bombs in toilets or to clean rampart toilet papering of halls. Students could play tricks on teachers like putting buckets of water over doors if the teachers are late to a class, this would all raise your staffs stress levels requiring a good staff room for them to relax in.
So prison Architect, but with a school?
So prison Architect, but with a school?
Yeah, we could call it Prison Architect!
Hint: The pranks involve shivs.
I am not surprised the Russians were annoyed.Possibly the military shooters I find most offensive are this series called "Mercenaries". In M-1, you are hired to help out the noble, courageous right-wing Colombian government wipe out the evil left-wing rebels, and in M-2 you're helping noble, courageous Venezuelan right-wing rebels overthrow the evil left-wing government and murder their evil viscous President. I wonder who that was meant to be :/ ?
It would be like if someone made a game about the Vietnam war were all the American Soldiers were racist genocidal maniacs just because the war was an unjust slaughter.
Actually are there ANY games about the Vietnam war where the Americans ARE the villains? ALL the games I've seen on Vietnam pretty much depict the Americans as the heroes and the Vietnam soldiers as a SINGLE group and villainous.
That is a game I honestly wish existed.
In M-1, you are hired to help out the noble, courageous right-wing Colombian government wipe out the evil left-wing rebelsMercenaries 1 is about a war in Korea with the player doing missions for the Americans, the South Koreans, the Chinese, and the Russian Mafia, most centered around weakening the North Korean military or rescuing VIPs (except the Russians, those missions were strictly about money). I'm not sure what game you played.
Aren't those games terrible anyways?I enjoyed the first one.
So prison Architect, but with a school?
Yeah, we could call it Prison Architect!
Ahh I might have mixed up Mercs 1 with another game, but there was definitely a pro-colombia one I read about. Hmm, was sure it was that one, not sure now
Ahh I might have mixed up Mercs 1 with another game, but there was definitely a pro-colombia one I read about. Hmm, was sure it was that one, not sure now.Yeah I've not a clue what game that might be. It could almost be Just Cause but in both games you're CIA protecting American interests.
I've been wanting to play it for a long time but recently I heard a lot of ragging on it.Aren't those games terrible anyways?I enjoyed the first one.
Aren't those games terrible anyways?
I should go play that. I know someone who owns it.Aren't those games terrible anyways?
The first Mercenaries was, I shit you not, the best sandbox game on the original xbox.
A turn based strategy with fully functional time travel ala Achron.Did somebody say "You can makes games using Resequence because it's provided with Achron?"
This one is kind of skirting the premise, but I want a dedicated emulation card for PCs. Something with a bunch of different processors with architectures that work perfectly with games for older consoles or computers. Preferably with a Steam like service that lets you buy and download disc images and manages emulation settings. The processors would use more recent technology to be smaller and more efficient while maintaining compatibility with games designed for their original versions. I'd also like if it could make use of OpenGL/DirectX on standard PC graphics cards instead of having to use its own dedicated GPUs.
You could probably do it with Xbox. My understanding is that Xbox emulation is hard, because you need to emulate the hardware and BIOS of the mobo and processing systems. Microsoft could probably put the processors and directly supporting hardware on the card and farm out things like memory and storage to the PC's systems.
Well in most of the Mechwarrior titles you and your lance can only fight with what weapons, armor, modules, countermeasures, and chassis you salvage from disabled enemies on the battlefield. It was only in some of the games, notably Mercenaries, where you could actually shop for new mechs and weapons. You could also choose different pilots with different skills and personalities. I'd always end up putting 12 guys in 100 ton Atlas Assault-Class mechs with super-heavy Clan gauss rifles and lots of medium lasers and missiles and just cheesing everything. I lost a lot of bonus cash from being so slow, even with over clocked engines and cutting all the rear armor to save weight, but man was it fun just uppercutting smaller mechs and stepping on tanks and buildings.
I would like a game where you design giant robots with parts and being able to do missions with sidequests with the things,but you never get any "store" for parts,all you can do is salvage stuff and hope you can cobble it together well enough to survive the next mission,the game would include third/first person combat as well.Original War kind of did some of these. It was an RTS where, when building vehicles, you could chose between mutliple types of wheels, different types of chassis, different types of power sources, different types of weapons, and different types of control. A light wheeled solar powered vehicle controlled by a computer and armed with a machine gun would barely require any resources, and would be fast, but would only be able to go in short to medium burst of distance and fighting before it would need to recharge, and would only be affective in groups. On the other hand a heavy tracked siberite vehicle controlled by a pilot and armed with a heavy gun would be expensive to build, but could easily take on multiple computer controlled vehicles, and would never need any management for fuel. Finding resources is also very hard in all but a few missions, as you have gone back in time and when supplies are sent back, it appears at a random point on the map, so everyone has an equal chance of finding it.
EDIT Also you would be able to completely affect the overall design,if you wanted you could make a tank,which of course suffers from lack of mobility,you could make a rigid biped that doesn't have many joints in the legs,at the cost of increased damage to the legs due to being brittle,you could also make wings that would increase mobility but makes the wings a target to send you crashing into the ground,or you can make some wacko design that's never been done before and has penalties from how it's made.
QuoteI thought a game like Theme Hospital but set in a school would be interesting. You have students arrive each day to attend classes, higher year students earn you more money but also require more specific classrooms and are more picky. The focus would be on laying out the school efficiently so you can have students progress through the year level areas as efficiently as possible.
I honestly wonder if instead the game should have a cripplingly small budget that never changes.
I would like an evolution game with genetics, spore didn't go far enough imo and was a big letdown for me.What about one of those many simulators that have little lifeforms whose behaviour is decided by code and it can mutate little by little? nanopond comes to mind.
A sort of light-weight version of DF Adventure Mode, made multiplayer. Join a lobby or queue, get shoved into a pre-made dungeon with a handful of people, hack and slash away until you all die or kill the quest target.
Problem is with all games suggested is that their strategy while I want third/first person shooter,anyway I had given up trying to use forums to find a game I might like a while back.
Problem is with all games suggested is that their strategy while I want third/first person shooter,anyway I had given up trying to use forums to find a game I might like a while back.
This sounds exactly like you want Mechwarrior 4 or online.
I've seen games with some aspects of building mechs but they are always limited to weapons and preexisting parts.Armored Core and Chromehounds both do a really good job in those departments.
An open world game that has no "main quest". Everything is equally valid. IMinecraft used to be like this until Notch caved, and while he was clearly taking the piss (it's literally called " The End") it is still technically an ending, and takes an involved "quest" to get there.I was about to go into a wonderful description of Dwarf Fortress before I remembered what forum I was on.
An open world game that has no "main quest". Everything is equally valid. IMinecraft used to be like this until Notch caved, and while he was clearly taking the piss (it's literally called " The End") it is still technically an ending, and takes an involved "quest" to get there.
Man, every time someone mentions M&B I need to flagellate myself to keep from getting hyped about the new one.
I'm imagining a game inspired by Porco Rosso based on that description...
EXACTLY! That's pretty much what I want, except less real-world and more of the Final Fantasy VII and IX, or Chrono Trigger/Cross location feelings. Like, silly and magical with monuments to dead gods.
FTL, but non-linear with trading aspects and more ship options. Possibly First-Person.Try Transcendence, except there's a limited amount of ships to choose from unless you do mods.
I've seen games with some aspects of building mechs but they are always limited to weapons and preexisting parts.Armored Core and Chromehounds both do a really good job in those departments.
YES *highfive*Chromehoundsgod, did I love chromehounds.
WH probably has stuff like that.All of my yes. I really want a game like that.
I'd love to see a game with a ridiculously detailed crafting system. Like Spore, but for items. Say you find a branch and a flint. You want to make a spear. You cut the branch down to the length you want. You cut the flint into the shape you want, and put as many edges in whatever angles on it. Then you tie it to the end of the branch. Now you have a flint spear. You configure how you want to wield it; where and with how many hands to hold it, which way it will be swung or poked, etc. Its reach depends on the actual length of the model. Damage is determined via physics, with the edged flint probably doing more than the branch.
WH probably has stuff like that.
I'd love to see a game with a ridiculously detailed crafting system. Like Spore, but for items. Say you find a branch and a flint. You want to make a spear. You cut the branch down to the length you want. You cut the flint into the shape you want, and put as many edges in whatever angles on it. Then you tie it to the end of the branch. Now you have a flint spear. You configure how you want to wield it; where and with how many hands to hold it, which way it will be swung or poked, etc. Its reach depends on the actual length of the model. Damage is determined via physics, with the edged flint probably doing more than the branch.
I always...well, recently, wanted to see a game with your standard fantasy races and magic...Set in the XIX or early XX century, up to WW2.
Think what if Shadowrun began 100 years earlier.
I don't care what genre it would be, I just want to fight nazi elves and see dwarves ride a tank. Just because.
Dark Souls + God Hand = God Souls???
Dark Souls + God Hand = God Souls???
Dark souls, but pokemon.
Dark Souls + God Hand = God Souls???
Dark souls, but pokemon.
"You have successfully captured the wild CHOSEN UNDEAD! Give a nickname to CHOSEN UNDEAD?"
Wizardry + Ultima + Might & Magic = the best RPG of all times?yes.
No. Best RPG of all times is Dark Wizard. Well, I guess it's a Strategy RPG, but Dark Wizard already exists.Wizardry + Ultima + Might & Magic = the best RPG of all times?yes.
No. Best RPG of all times is Dark Wizard. Well, I guess it's a Strategy RPG, but Dark Wizard already exists.Wizardry + Ultima + Might & Magic = the best RPG of all times?yes.
Now, if there were a "Dark Wizard, but longer, with DF levels of replay-ability and random generation" (Despite the fact that Dark Wizard has generation-spanning level of replay-ability), that would be even better.
And no, Battle for Wesnoth does not count. Battle for Wesnoth is specifically designed around a different combat style. That they're not willing to change.
not to rustle any feathers but im pretty sure... mind you, PRETTY SURE, that TES: Morrowind is the best RPG ever.
not to rustle any feathers but im pretty sure... mind you, PRETTY SURE, that TES: Morrowind is the best RPG ever.
not to rustle any feathers but im pretty sure... mind you, PRETTY SURE, that TES: Morrowind is the best RPG ever.The combat system is pretty trashy, magic users are either underpowered or OP as hell (depending on spells available), loading screens every time you go into buildings (which are surprisingly long even on modern computers!), stupid AI...
Well that has some similarities with my dream game.
Wich will NEVER happen, because it literally requires millions of players online and technology that doesn't exist yet.
It's a WW2 game, going from HOI-scale, all the way down to a MMOFPS like planetside.
Everything, every level of command, down to single soldiers, is controlled by a player.
High commands are played like in hearts of iron, on the world map.
Divisions, maybe brigades, are controlled on regional maps. Sort of Civilization gameplay, I guess. They get orders from above and decide what to do.
Down to regimental level it's a mmofps played on local maps, mixed with War Thunder for vehicle warfare.
There are no 'rounds' or 'missions'. It's played on a real world map, on all fronts simultaneously and it's persistent.
Total pipedream, I know. Maybe in 20 years or so.
Sooo.... you want a game that is split screen with Starcraft on the right side and Civ5 on the left?
Basically? And the two halves interact at fundamental levels?
Well that has some similarities with my dream game.
Wich will NEVER happen, because it literally requires millions of players online and technology that doesn't exist yet.
It's a WW2 game, going from HOI-scale, all the way down to a MMOFPS like planetside.
Everything, every level of command, down to single soldiers, is controlled by a player.
High commands are played like in hearts of iron, on the world map.
Divisions, maybe brigades, are controlled on regional maps. Sort of Civilization gameplay, I guess. They get orders from above and decide what to do.
Down to regimental level it's a mmofps played on local maps, mixed with War Thunder for vehicle warfare.
There are no 'rounds' or 'missions'. It's played on a real world map, on all fronts simultaneously and it's persistent.
Total pipedream, I know. Maybe in 20 years or so.
I want an invasion/colonization RTS of sorts, with a big overgame along with the regular fights. Say you and some other faction(s) are making planetfall. The planet isn't big or most of it is water or something. So you're all stuck at various parts of this big continent which is genned at the start. It is then divided into a bunch of sectors which would be your average, small or big RTS maps. You start off with an initial base and some units. You then probe off the surrounding sectors, looking for resources or other stuff (some premade things being placed around the continent would be cool too, like precursor tech or somesuch).
As you spread out and explore the native life and of course the other faction(s) will impede your progress and harass you (sometimes outright blocking you). So you need to find resources to build up your forces to push out further (either to just take the entire continent or to find something or just survive against increasingly harsh odds) while having to protect what you already took.
The kicker is that you can't go into this overworld mode a la Total War. You're always looking at the RTS mode and you switch between maps while also being able to order units or convoys from designated bases (which will then need to travel to the requested destination, which will take time depending on the mode and might be dangerous depending on the route). This way you need to plan ahead because if you get shafted and need reinforcements they might not make it in time, but you could amass them in a nearby territory and counterattack as they regroup, or even try and cut off their reinforcement convoy before they get to the fight, or just pull back to a fortified sector.
This way you fight for teritory and resources, both with the other faction as well as with whatever native life thinks you're not welcome. You tech up, and develop, growing your armies and power from a small expeditionary force that plays more like an RPG focused on exploration to this grander RTS with units and buildings and everything that comes with that. And of course your units and buildings require some sort of upkeep which forces you to spread out more and more to find richer resource spots (which could be located around the middle of the continent, which would also be more dangerous) so clashes would develop there late in the game, and heck you could easily lose a battle or two which then gets turned around because the enemy spread out too thin while pushing into your territory and you were able to take his undefended outposts.
So yeah, wall of text, probably poorly explained or thought out but I want to see this.
I think I remember seeing some games a couple years ago where you explore the ocean. Would something like that work?I'm watching my brother play Endless Ocean right now. It's not exactly... endless. However, it does fit the wish to a T.
I would like to have an open world exploration game where the focus was just on exploration, nothing else. No violence, no quests, possibly no people. I guess a bit like the game Proteus, but with more interaction with the environment. Or like one of the elder scrolls games with the enemies and people removed, and the wildlife made non-aggressive. A world where you could find and explore caves and ruins, or just wander around forests or along coasts if you wanted.Space Engine has no goals other than to explore the universe. Not much interaction sadly.
It's a vague idea, I know.
I could have sworn that I played Noctis before, but nothing about it looks familiar. Was there some sort of top-down survival game with a similar name?
I actually kind of want an exploration game that is not in a procedurally generated world or universe. I mean, I know the idea of those is re-playability, but I imagine a game with a hand crafted world could be a lot more interesting.
The big problem with all of these is that NO VIOLENCE is a big part of the game I wish existed. Like none. At all. Terraria and most rpgs are pretty much all violence, all the time.*raises hand* I like violence.
The big problem with all of these is that NO VIOLENCE is a big part of the game I wish existed. Like none. At all. Terraria and most rpgs are pretty much all violence, all the time.
Oooh.The big problem with all of these is that NO VIOLENCE is a big part of the game I wish existed. Like none. At all. Terraria and most rpgs are pretty much all violence, all the time.
I can't imagine what else you can really do in RPGs that isn't violence related unless it was sort of an animal crossing type of thing. I do agree that a lot of RPGs these days focus on it too heavily, but still, I can't imagine an RPG without any sort of violence
Well The challenge would be in overcoming obstacles. Just as a three-legged ambulatory gun turret with a missing F in its I.F.F. can be an obstacle, so can a cliff, a river, your house being wonky, a large space between galaxies with a limited fuel supply, a dense layer of minerals that is preventing you from scanning the planet's core, those irritating hippy flying saucers that keep following you around singing bad protest songs and chanting slogans about leaving the world in an untouched state...
Violence is just easy to balance because all participants have the similar objectives...
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Some maps for things like warcraft III and Starcraft II have things where two or more groups are put in a terrain and equipped with a crafting system of some sort and win when everyone else is dead...
I would like to have an open world exploration game where the focus was just on exploration, nothing else. No violence, no quests, possibly no people. I guess a bit like the game Proteus, but with more interaction with the environment. Or like one of the elder scrolls games with the enemies and people removed, and the wildlife made non-aggressive. A world where you could find and explore caves and ruins, or just wander around forests or along coasts if you wanted.
No, I was talking about a game where the sole focus was on exploration, basically. I used the examples of the the kinds of worlds presented in those types of games, but it would not be an rpg. I'm not doing the best job of communicating, I think.
This was my idea:QuoteI would like to have an open world exploration game where the focus was just on exploration, nothing else. No violence, no quests, possibly no people. I guess a bit like the game Proteus, but with more interaction with the environment. Or like one of the elder scrolls games with the enemies and people removed, and the wildlife made non-aggressive. A world where you could find and explore caves and ruins, or just wander around forests or along coasts if you wanted.
No, I was talking about a game where the sole focus was on exploration, basically. I used the examples of the the kinds of worlds presented in those types of games, but it would not be an rpg. I'm not doing the best job of communicating, I think.I once had an idea similar to that, basically a Caves of Qud-esque sort of long after the apocalypse setting. The gameplay would be basically metroidvania without enemies, you just explore and find secrets and scavenge the remnants of an ancient world.
This was my idea:QuoteI would like to have an open world exploration game where the focus was just on exploration, nothing else. No violence, no quests, possibly no people. I guess a bit like the game Proteus, but with more interaction with the environment. Or like one of the elder scrolls games with the enemies and people removed, and the wildlife made non-aggressive. A world where you could find and explore caves and ruins, or just wander around forests or along coasts if you wanted.
What's "metroidvania"? I know "metroid" and "castlevania", but not that?
What's "metroidvania"? I know "metroid" and "castlevania", but not that?
What's "metroidvania"? I know "metroid" and "castlevania", but not that?
it's literally that, a genre of sidescrolling RPG games.
It was, at least in some of the later Castlevanias I played.What's "metroidvania"? I know "metroid" and "castlevania", but not that?
it's literally that, a genre of sidescrolling RPG games.
And more specifically, they usually involve backtracking after picking up upgrades that allow you to explore new areas (at least on the metroid side, I didn't play much castlevania to know if that aspect was well represented).
Only the later Castlevania games had upgrades and backtracking and stuff à la Metroid.It was, at least in some of the later Castlevanias I played.What's "metroidvania"? I know "metroid" and "castlevania", but not that?And more specifically, they usually involve backtracking after picking up upgrades that allow you to explore new areas (at least on the metroid side, I didn't play much castlevania to know if that aspect was well represented).
I wish there were more 3D games in the Metroidvania style. We need a term for those. Metroidvania Prime?It doesn't matter if it's 3D. Any game where you explore to get items that let you reach new areas to explore is a metroidvania.
There was a Prime 3, though it wasn't for Gamecube. Unless you're implying that the real Prime 3 wasn't a *real* Prime 3, which could be reasonably argued.I wish there were more 3D games in the Metroidvania style. We need a term for those. Metroidvania Prime?It doesn't matter if it's 3D. Any game where you explore to get items that let you reach new areas to explore is a metroidvania.
I wish there was a Prime 3! Those games were fun! D: *digs up gamecube*
Huh. I didn't know there was a Prime 3. It's rated well, but I don't use my Wii except to play Smash and Zelda and Pikmin.There was a Prime 3, though it wasn't for Gamecube. Unless you're implying that the real Prime 3 wasn't a *real* Prime 3, which could be reasonably argued.I wish there were more 3D games in the Metroidvania style. We need a term for those. Metroidvania Prime?It doesn't matter if it's 3D. Any game where you explore to get items that let you reach new areas to explore is a metroidvania.
I wish there was a Prime 3! Those games were fun! D: *digs up gamecube*
It is very different from Prime and Prime 2 in some ways though. It's generally more FPSish than the first two. And every Prime game had ways of adding additional level-space; Metroid Prime had a bunch of different areas, Prime 2 had the dark world, and Prime 3 has various different planets at the cost of each planet having about as much content as a single area in one of the other games.Huh. I didn't know there was a Prime 3. It's rated well, but I don't use my Wii except to play Smash and Zelda and Pikmin.There was a Prime 3, though it wasn't for Gamecube. Unless you're implying that the real Prime 3 wasn't a *real* Prime 3, which could be reasonably argued.I wish there were more 3D games in the Metroidvania style. We need a term for those. Metroidvania Prime?It doesn't matter if it's 3D. Any game where you explore to get items that let you reach new areas to explore is a metroidvania.
I wish there was a Prime 3! Those games were fun! D: *digs up gamecube*
Though I do hope that a Prime 4 will come around,they were fun.Nintendo @ E3 2015:
Though I do hope that a Prime 4 will come around,they were fun.Nintendo @ E3 2015:
"We ah belly excite to announce new Metroid: Other M Part 2!"
Why could there not be a first-person game on Wii U? There's already been some, iirc. Although I would prefer Super Metroid 2 tbh :P
Its got a touch screen right? There was a competent Metroid game for the DS that was more of an FPS than a metroidvania game.Yeah, the multiplayer was fun but the singleplayer, while capturing the essence of the console MPs, was really repetitive. Literally, there were two different boss types which were cloned with minor changes. And there were only four areas, so each one got two bosses. And the other hunters, eventually, would just randomly attack you when you entered rooms. And while Metroid is no Elder Scrolls in terms of lore complexity, the story of the Alimbics makes pretty much no sense compared with what else we know about Metroid. For one thing, it's apparently in a different galaxy from literally every other game in the series but inexplicably has stupidly similar species in it, even for pulp sci-fi adventures.
I really wish Nintendo would make a sequel to Warlocked....Wasn't that the RTS on the Game Boy Color? Someone else actually played that? O_o
I loved that game.
Oh man, Crowwiz could utterly break some maps.Yeah, like that one map with the broken bridges on the Beast campaign.
Its got a touch screen right? There was a competent Metroid game for the DS that was more of an FPS than a metroidvania game.Yeah, the multiplayer was fun but the singleplayer, while capturing the essence of the console MPs, was really repetitive. Literally, there were two different boss types which were cloned with minor changes. And there were only four areas, so each one got two bosses. And the other hunters, eventually, would just randomly attack you when you entered rooms. And while Metroid is no Elder Scrolls in terms of lore complexity, the story of the Alimbics makes pretty much no sense compared with what else we know about Metroid. For one thing, it's apparently in a different galaxy from literally every other game in the series but inexplicably has stupidly similar species in it, even for pulp sci-fi adventures.
But the environments were cool, and the weapons were really badass if a bit unorthodox for Metroid (there was the stupidly powerful sniper beam, the fire-grenade thing). So it was a good game overall, just with a lot of artificial padding and nagging details.
Oh my God, I had so much fun using that rock-guy's climbing ability to get to weird places on the map.Its got a touch screen right? There was a competent Metroid game for the DS that was more of an FPS than a metroidvania game.Yeah, the multiplayer was fun but the singleplayer, while capturing the essence of the console MPs, was really repetitive. Literally, there were two different boss types which were cloned with minor changes. And there were only four areas, so each one got two bosses. And the other hunters, eventually, would just randomly attack you when you entered rooms. And while Metroid is no Elder Scrolls in terms of lore complexity, the story of the Alimbics makes pretty much no sense compared with what else we know about Metroid. For one thing, it's apparently in a different galaxy from literally every other game in the series but inexplicably has stupidly similar species in it, even for pulp sci-fi adventures.
But the environments were cool, and the weapons were really badass if a bit unorthodox for Metroid (there was the stupidly powerful sniper beam, the fire-grenade thing). So it was a good game overall, just with a lot of artificial padding and nagging details.
Trace was so much fun to play as.
And that other dude who could climb up walls while morphed, and the cyborg who would split in half as his morph ball... that game did a really good job separating the different characters, they were all fun and different.
Singleplayer was somewhat shit though.
I want a parkour game with randomly generated levels. I loved Mirror's Edge but I'm tired of playing the same levels repeatedly.Would you rather have levels that are all very samey with no designed challenges in them?
I want a parkour game with randomly generated levels. I loved Mirror's Edge but I'm tired of playing the same levels repeatedly.
I want a parkour game with randomly generated levels.DF2014.
The first thing you need to understand is that we're taking X-COM character creation with a grain of salt, adding Mass Effect character permadeath, optionality, importance, etc, simplifying equipment down to Counter Strike levels and retaining the money system, Far Cry 3 and Spec Ops... for story reasons. Because it's -meant- to be a wild as fuck ride from the beginning.Did...did you get those two mixed up?
A game where the only playable female characters are female. The devs were gonna add playable male characters, but it would have taken too much time :PNot to mention how hard male characters are to animate. Not so hard as to avoid having a few male characters stand in as trophies and victims.
A game where the only playable female characters are female. The devs were gonna add playable male characters, but it would have taken too much time :PTouhou?
Bayonetta, WET, Mirrors Edge, Tomb Raider...A game where the only playable female characters are female. The devs were gonna add playable male characters, but it would have taken too much time :PTouhou?
A game where the only playable female characters are female. The devs were gonna add playable male characters, but it would have taken too much time :PAs opposed to playable female characters that are male...?
Bayonetta, WET, Mirrors Edge, Tomb Raider...Metroid, Aquaria, Beyond Good and Evil, Fortune Summoners...
You know, it's arguable that a lot of dual-gender games started life as a female-only game and they added the male character later to boost sales potential, and to increase how much the company was willing to throw into marketing. Based on gender-research:
Dual gender games get about 80% of the marketing budget as male-only games, and female-only games get about 50% of the budget of male-only games (based on a study of almost 700 7th generation console titles). Total sales are in line with this spending. Therefore, if you add a female option to a male-only game, you risk getting your budget cut, whereas if you add a male character to a female-only game you stand to net a 60% budget increase, on average.
When looked at in terms of how it's likely to affect your budget, it sort of casts doubt on the idea that the male character is always the default / starting point in dual-gender games, and might explain why so few games have female-only (4% of games). if you're pitching a female-only game, you can expect to get around 60% more project budget by throwing a random dude in. While there is no evidence of any economic benefit to adding a female-option to a game with a male protagonist.
This is working off the premise that the developer team tries to maximize the budget they're allocated, and that management prioritizes budgets based on whatever management does. Not indicating support for managements decisions per se, but the developers work around the system.
--snip--
Source? (not meant in a questioning-of-credibility way, just that I would be interested in reading more).
According to data gathered by Electronic Entertainment Design and Research (EEDAR), few video games have exclusively female heroes. This is in part because, according to EEDAR, "there's a sense in the industry that games with female heroes won’t sell", which Penny Arcade attributed in part to these games receiving much smaller marketing budgets than games with male heroes.[5]
In a sample of 669 action, shooter, and role-playing games selected by EEDAR in 2012, only 24 (4%) had an exclusively female protagonist, and 300 (45%) provided the option of selecting one. Examining the sales data and review scores of these games, EEDAR found that the games that included the option of selecting a female hero obtained better scores, but the ones with male-only protagonists sold better than the others. However, games with a female-only protagonist had, on average, only 50% of the marketing budget of female-optional games, and 40% of the marketing budget of games with male-only protagonists.[5]
The most interesting bit I find is:You have been subverted by the patriarchy. ;D
'In a sample of 669 action, shooter, and role-playing games...only 24 (4%) had an exclusively female protagonist, and 300 (45%) provided the option of selecting one.' That's nearly half of all games in the sample that allow you to choose a female protagonist. That's pretty high really, considering that a great deal of franchises can't really have a woman character due to historical (Roman/Greek) or cannon reasons (Batman/Spiderman).
The most interesting bit I find is:You have been subverted by the patriarchy. ;D
'In a sample of 669 action, shooter, and role-playing games...only 24 (4%) had an exclusively female protagonist, and 300 (45%) provided the option of selecting one.' That's nearly half of all games in the sample that allow you to choose a female protagonist. That's pretty high really, considering that a great deal of franchises can't really have a woman character due to historical (Roman/Greek) or cannon reasons (Batman/Spiderman).
51% of the games do not offer you any choice- you have to play a male. That's more than half. Greco-Roman Athena was a badass, where as Diana was both badass and sexy (if you only play games with attractive female protagonists). If you meant actual history, I refer you to the other wiki (http://en.wikipedia.org/wiki/Women_in_warfare_and_the_military_in_the_ancient_era). Batman has Batgirl (as a DLC/unlockable), whereas WonderWoman and Thor are female all on their own.
we're stuck with it.What has been will remain so; what is, is; what will be is up in the volatile air.
While I agree equality is ridiculously important, you can't expect businesses to go against basic marketing sense which says to connect with your larger customer base, which is at least 51% male.Actually, it seems I have to expect it. You see, when Budwiser sell beer (to men), they will show you a girl. When Honda sells cars they show you a woman (usually with kids, but whatever). When the NFL 'sells' their football to the viewer they show you a whole bunch of women. And yet, somehow, when EA sells you their simulated football they show you a man. Unless there's something you're not telling us (and the NFL, but EA is all up in your closet) why would that make you want to buy their game?
While I agree equality is ridiculously important, you can't expect businesses to go against basic marketing sense which says to connect with your larger customer base, which is at least 51% male.Actually, it seems I have to expect it. You see, when Budwiser sell beer (to men), they will show you a girl. When Honda sells cars they show you a woman (usually with kids, but whatever). When the NFL 'sells' their football to the viewer they show you a whole bunch of women. And yet, somehow, when EA sells you their simulated football they show you a man. Unless there's something you're not telling us (and the NFL, but EA is all up in your closet) why would that make you want to buy their game?
I dunno... MMO's are imfamous for their sexy, borderline pornographic advertisements (often well beyond what you would see for beer and cars), and you are the player.
Mechwarrior 5, no not that one (http://www.google.co.nz/url?sa=t&rct=j&q=mechwarrior%20online&source=web&cd=2&sqi=2&ved=0CCYQFjAB&url=https%3A%2F%2Fmwomercs.com%2Fgame&ei=RUDSU-HJKYOi8AX1-IKACQ&usg=AFQjCNHGFdxpxZks3nsmmF84wtXSWvSeuw&bvm=bv.71667212,d.dGc&cad=rja) a proper one that wasn't multiplayer only.
I dunno... MMO's are imfamous for their sexy, borderline pornographic advertisements (often well beyond what you would see for beer and cars), and you are the player.
A espionage game with a focus on not blowing your cover and quick thinking, giving the player minimal information and unusual settings. Ideally persistent, and with the game countering your techniques, win or lose.
Off-topic, what was your best game for reacting to you and keeping you on your toes?
A espionage game with a focus on not blowing your cover and quick thinking, giving the player minimal information and unusual settings. Ideally persistent, and with the game countering your techniques, win or lose.
I want to see a kaiju (http://en.wikipedia.org/wiki/Kaiju) fighting/MOBA game, with appropriately "epic" special effects.
I mean, come on, how could you not want to have Godzilla and King Kong fight each other? Even more so if they're in teams of...whatever. It'd be just too epic to not make.
And would likely be as terrible as half of the kaiju movies but eh, this thread is mostly for the ideal scenarios already.
I want to see a kaiju (http://en.wikipedia.org/wiki/Kaiju) fighting/MOBA game, with appropriately "epic" special effects.
I mean, come on, how could you not want to have Godzilla and King Kong fight each other? Even more so if they're in teams of...whatever. It'd be just too epic to not make.
And would likely be as terrible as half of the kaiju movies but eh, this thread is mostly for the ideal scenarios already.
EVE Online, except that you can walk around in the goddamn stations goddammit
SAO, plus logout button.
I'd like there to be a game about Firefly, but online, like, an online Firefly game. I would call it... Firefly On-The-Interwebs.I have an even better name. I would call it...
I would totally play the hell out of that game for a week or something then play something else.
I'd like there to be a game about Firefly, but online, like, an online Firefly game. I would call it... Firefly On-The-Interwebs.I have an even better name. I would call it...
I would totally play the hell out of that game for a week or something then play something else.Spoiler (click to show/hide)
There's a book by Cory Doctorow called For The Win, a novel set in the near future about the fight for the right of online game "gold farmers" (https://en.wikipedia.org/wiki/Gold_farming) to form a union. One of the games in this near future world is called "Zombie Mecha". It's an open world MMO where everyone has an awesome mech suit, and it's a zombie apocalypse. The two warring factions of the game face off in the open world, and while zombies are not a threat to the giant robots usually, when they become damaged in a fight, the zombies start to become much more threatening. One part of the story describes a character shooting the cockpit of an enemy mecha so that the zombies crawl inside and eat the pilot. It sounded amazing.
Also, I'd like a game where you can play as a necromancer and attempt to dominate the world. Not in one of those "Infect 'em all!" arcade style games, but in a more epic and strategic sense, with upgrade trees that change the nature of your zombies. Maybe your zombies are just as intelligent as they were when they were alive, but you have to be there in person to revive them. Maybe your zombies act like they usually do in fiction, being very stupid and slow, but super virulent (bites infect) and hard to kill (headshots only), and as a drawback they'd be hard to control. Maybe your zombies try to revolt! Maybe someone else discovers how to reanimate things and fights against you! Maybe a government tries to hire you to use your zombies against their enemies! Procedurally generated elements would make it infinitely replayable, and an upgrade tree that offered variety and options that were drastically different from one another would allow for games to be very much player driven.
A SNES-style JRPG where you build and change the surroundings, but not like multiple choice, or as in Elona where you sorta just paint your home tiles for free. More like The Unreal World, but simpler resource/inventory management (no cutting and hauling hundreds of tree logs for days).That last part would be really hard to imitate with 8-bit graphics.
Not sure if there should be a point in the building part, other than showing off your stuff. Maybe you get special furniture in dungeons or from quests.
EDIT: And and... your house has a footprint that is smaller on the outside just like RPGs. But the number of blocks you set on the outside affect the internal dimensions, or sumthin. Like you get a 2x3 blocks and you build and it looks like it's expanding on the outside, but still looks like a home from Pokemon on the outside.
- A drop-in, drop-out MOBA with a permadeath system ie. you die, you get replaced by another player in the queue. If your team wins, you win, even if you were replaced by someone else. It would need to be simplified in a lot of aspects though.That's genius. That would stop people from bitching about ELO hell. I'd fund it.
A SNES-style JRPG where you build and change the surroundings, but not like multiple choice, or as in Elona where you sorta just paint your home tiles for free. More like The Unreal World, but simpler resource/inventory management (no cutting and hauling hundreds of tree logs for days).That last part would be really hard to imitate with 8-bit graphics.
Not sure if there should be a point in the building part, other than showing off your stuff. Maybe you get special furniture in dungeons or from quests.
EDIT: And and... your house has a footprint that is smaller on the outside just like RPGs. But the number of blocks you set on the outside affect the internal dimensions, or sumthin. Like you get a 2x3 blocks and you build and it looks like it's expanding on the outside, but still looks like a home from Pokemon on the outside.
I thought the SNES was 16-bit.
So this is how I interpreted this:Spoiler (click to show/hide)
I think those design philosophies would fit your criteria. And I think it sounds fun, and it's quite possibly designed for a fast pace.
Divinity: Original Sin sorta does that.
I thought the SNES was 16-bit.CPU architecture and graphics architecture are separate things. You can still have 8 bit graphics on a 16 bit machine. Just count the maximum number of colors on screen. 256 = 8 bit. SNES was mainly 8bpp max, but there was a weird 11bpp "direct color" mode with 4 bits for the red and green channels, and 3 bits for the blue channel. Definitely not full 16 bit graphics though, it's not even "full" 8 bit color (3 color channels of 8 bits each).
Divinity: Original Sin sorta does that.
Also Saints Row IV, I think :D
I had a dream in which you could unlock new abilities by forming relations with people.
If your disposition towards them was positive, you could get powers that mirrored or complemented theirs. If negative, you'd get powers that counteract theirs.
I think that would be cool to have in a game.
The terrain mechanics of 'From Dust' with tactical RTS features from 'Men of War'I played From Dust to death. How would that even work..?
The terrain mechanics of 'From Dust' with tactical RTS features from 'Men of War'The terrain system in From Dust was pretty great.
I thought he was talking about the mechanic of lifting chunks of terrain and moving them. ._.
Oh my god. ARMY MEN. You could remake army men and you have to build them forts from stuff you have that change depending on the environment: indoors you use furniture, pillows, outside you use mud, sand, etc. And it would play like Toy Soldiers (except not awful). And it would be amaaaaazing. :OI thought he was talking about the mechanic of lifting chunks of terrain and moving them. ._.
more about flowing water and changing terrain than the actual picking up of materials (although that would be cool too, under fire? Build your infantry a sand castle!)
Army men RTS has been done before. In fact, that's what it's called:Yeah that's.. Not what I'm talking about at all. That just looks like a normal RTS in an Army Men setting.
http://en.wikipedia.org/wiki/Army_Men:_RTS
However, it does not have the terrain changing mechanics at all.
I want to see a game that makes the player completely helpless and powerless.
There are all sorts of games out there that give you power and give you the power to choose what happens to the rest of the world or the other characters. I want to see a game where you exist in the world, and the events happen to you rather than because of you. You can react, but not control.
It's not a fully fleshed out idea, I know.
I would like a game in which you are a villain, but you start as a really shitty one that almost no-one knows and doesn't really have any powers, and you have to work your way up from there.
I want to see a game that makes the player completely helpless and powerless.Clock Tower 1 and 2, Silent Hill 1-4, Rule of Rose and Lone Survivor are all really good examples, and I'm a big fan of all those series. Clock Tower especially is an amazing experience that evokes some genuine feelings of terror in me. It's a really cool game which I played very recently and I'm very happy that it scared me as much as it did. The fear isn't really nightmare inducing, it's a lot more immediate as you try to escape this guy who's trying to kill you. Meanwhile Silent Hill has that oppressive, uncertain and supernatural atmosphere in spades that make you look over your shoulder while you're playing the game.
Another game I would really enjoy is a good castle/feudal simulator, focused mainly on building the castle and the surrounding town.We'll get there one day. For now minecraft with mods could work.
I don't mean simply adding predefined blocks/buildings like in a RTS. I'd like to customize my castle, building myself every hall, tower or wall.
Strong emphasis should be put on the economy and management of the people, maybe with a little military on the side.
I want to see a game explore being powerless, since most games are based, in one way or other, around having, gaining, and exercising power.Tales of Symphonia? It explores the notions of being too weak to do anything, but it also explores idealism and various other concepts... I guess it does eventually become gaining and exercising power, but also rejecting it in a way.
Another game I would really enjoy is a good castle/feudal simulator, focused mainly on building the castle and the surrounding town.Not really a match, but you should at least be made aware of http://en.wikipedia.org/wiki/Castles_II:_Siege_and_Conquest...
I don't mean simply adding predefined blocks/buildings like in a RTS. I'd like to customize my castle, building myself every hall, tower or wall.
Strong emphasis should be put on the economy and management of the people, maybe with a little military on the side.
I want to see a game that makes the player completely helpless and powerless.Clock Tower 1 and 2, Silent Hill 1-4, Rule of Rose and Lone Survivor are all really good examples, and I'm a big fan of all those series. Clock Tower especially is an amazing experience that evokes some genuine feelings of terror in me. It's a really cool game which I played very recently and I'm very happy that it scared me as much as it did. The fear isn't really nightmare inducing, it's a lot more immediate as you try to escape this guy who's trying to kill you. Meanwhile Silent Hill has that oppressive, uncertain and supernatural atmosphere in spades that make you look over your shoulder while you're playing the game.
To date Silent Hill 1 is the only game I had to stop playing because I was so scared. :c
Tales of Symphonia? It explores the notions of being too weak to do anything, but it also explores idealism and various other concepts... I guess it does eventually become gaining and exercising power, but also rejecting it in a way.
Actually, almost any "Tales of..." game would fit if Symphonia would.
Symphonia is a damn good game. But perhaps not quite what you're looking for.
Well helplessness is invariably a big part of fear, so yeah the horror genre is pretty much the only place you're going to find that sort of feeling.I want to see a game that makes the player completely helpless and powerless.Clock Tower 1 and 2, Silent Hill 1-4, Rule of Rose and Lone Survivor are all really good examples, and I'm a big fan of all those series. Clock Tower especially is an amazing experience that evokes some genuine feelings of terror in me. It's a really cool game which I played very recently and I'm very happy that it scared me as much as it did. The fear isn't really nightmare inducing, it's a lot more immediate as you try to escape this guy who's trying to kill you. Meanwhile Silent Hill has that oppressive, uncertain and supernatural atmosphere in spades that make you look over your shoulder while you're playing the game.
To date Silent Hill 1 is the only game I had to stop playing because I was so scared. :c
All horror games, which seem to be the main genre that people are suggesting. Well, you and Neonivek are suggesting. I wish I wasn't so terrible at horror games.
Another game I would really enjoy is a good castle/feudal simulator, focused mainly on building the castle and the surrounding town.Not really a match, but you should at least be made aware of http://en.wikipedia.org/wiki/Castles_II:_Siege_and_Conquest...
I don't mean simply adding predefined blocks/buildings like in a RTS. I'd like to customize my castle, building myself every hall, tower or wall.
Strong emphasis should be put on the economy and management of the people, maybe with a little military on the side.
1. An open world, possibly ASCII game where you play as the evil mercenary/assassin/hired gun in a near-ish future world in an enormous city. You get pseudo-random assignments to eliminate a specific target/steal something/whatever in any way, shape or form.And another tally on the 'Subversion' section of the table.
Do you just go into the CEO's house and stab him while he's asleep or do you booby trap his flying car? Or maybe you go through the windows of the skyscraper with a jetpack and shoot him in the head with your akimbo revolvers and fly off? There is a day-night cycle and all or almost all characters of which there are MANY have regular lives with their daily routines and such, and there is always a plethora of options to approach any given scenario.
1. An open world, possibly ASCII game where you play as the evil mercenary/assassin/hired gun in a near-ish future world in an enormous city. You get pseudo-random assignments to eliminate a specific target/steal something/whatever in any way, shape or form.This sounds like a great mod for Sims...
Do you just go into the CEO's house and stab him while he's asleep or do you booby trap his flying car? Or maybe you go through the windows of the skyscraper with a jetpack and shoot him in the head with your akimbo revolvers and fly off? There is a day-night cycle and all or almost all characters of which there are MANY have regular lives with their daily routines and such, and there is always a plethora of options to approach any given scenario.
A Power Rangers/Super Sentai MOBA, in which the players can morph/join together/whatever and become one giant robot to stomp the enemy team.
Here you go. (https://nraas.wikispaces.com/Careers+Assassination+FAQ)1. An open world, possibly ASCII game where you play as the evil mercenary/assassin/hired gun in a near-ish future world in an enormous city. You get pseudo-random assignments to eliminate a specific target/steal something/whatever in any way, shape or form.This sounds like a great mod for Sims...
Do you just go into the CEO's house and stab him while he's asleep or do you booby trap his flying car? Or maybe you go through the windows of the skyscraper with a jetpack and shoot him in the head with your akimbo revolvers and fly off? There is a day-night cycle and all or almost all characters of which there are MANY have regular lives with their daily routines and such, and there is always a plethora of options to approach any given scenario.
You could even place contracts on your annoying neighbours and then play as an assassin to take them out...
A Power Rangers/Super Sentai MOBA, in which the players can morph/join together/whatever and become one giant robot to stomp the enemy team.
I remember that incredibly incompetent game that I think was called "Prison Life"
Where the game was unfair, chaotic, and the justice system is just outright messed up in every sense of the word creating a unintentional satire of prison life...
TOO bad most of that is because the guy who made it was incredibly incompetent at game making... because honestly...
I want to see that game made by a competent person and be JUST as unfair, just as harsh, just as harmful as that game was. Best of all is that the game wasn't trying to be poetic or artistic at all...
I want Prison life Except good!
I remember that incredibly incompetent game that I think was called "Prison Life"
Where the game was unfair, chaotic, and the justice system is just outright messed up in every sense of the word creating a unintentional satire of prison life...
TOO bad most of that is because the guy who made it was incredibly incompetent at game making... because honestly...
I want to see that game made by a competent person and be JUST as unfair, just as harsh, just as harmful as that game was. Best of all is that the game wasn't trying to be poetic or artistic at all...
I want Prison life Except good!
I remember that incredibly incompetent game that I think was called "Prison Life"
Where the game was unfair, chaotic, and the justice system is just outright messed up in every sense of the word creating a unintentional satire of prison life...
TOO bad most of that is because the guy who made it was incredibly incompetent at game making... because honestly...
I want to see that game made by a competent person and be JUST as unfair, just as harsh, just as harmful as that game was. Best of all is that the game wasn't trying to be poetic or artistic at all...
I want Prison life Except good!
There are two games that I want to happen at some point:
1. An open world, possibly ASCII game where you play as the evil mercenary/assassin/hired gun in a near-ish future world in an enormous city. You get pseudo-random assignments to eliminate a specific target/steal something/whatever in any way, shape or form.
Do you just go into the CEO's house and stab him while he's asleep or do you booby trap his flying car? Or maybe you go through the windows of the skyscraper with a jetpack and shoot him in the head with your akimbo revolvers and fly off? There is a day-night cycle and all or almost all characters of which there are MANY have regular lives with their daily routines and such, and there is always a plethora of options to approach any given scenario.
2. The original Ace of Spades on the scale of Planetside 2, possibly with some modifications like some vehicles and artillery thrown in. And I guess some anti-griefing measures to keep things smooth. (and a periodical global map reset)
1. DO WANT. Not sure how viable this would be, though, since it would have to be really, truly open - enterable buildings in the area, that kind of thing. Something like an open world Hitman game.1. Subversion. Really. That is just a description of subversion.
2. I actually would like the opposite - Ace of Spades in all its voxely glory, but also in its original WWI-ish glory. Basically redo the development of the original, free version and take a different road - rifles only, with possibly machineguns but only if they are to be deployed to fire and maybe off-map artillery, definitely no vehicles.
2. The terrain in that game was too destructible. Also for WW1 simulation what you need is a lot of NPC soldiers, a lot of constant artillery fire everywhere, with chemical shells on good days, and also - trench lines and barbed wires. Which would require special equipment to go through.1. DO WANT. Not sure how viable this would be, though, since it would have to be really, truly open - enterable buildings in the area, that kind of thing. Something like an open world Hitman game.1. Subversion. Really. That is just a description of subversion.
2. I actually would like the opposite - Ace of Spades in all its voxely glory, but also in its original WWI-ish glory. Basically redo the development of the original, free version and take a different road - rifles only, with possibly machineguns but only if they are to be deployed to fire and maybe off-map artillery, definitely no vehicles.
2. You can get pretty much that from 'Build and Shoot', which is what the old version of AoS, from before Jagex got their gnarled, monetising claws into it, distributed under a different name. Since they didn't have the rights to that version, or something like that.
..trench lines and barbed wires. Which would require special equipment to go through.Tanks!
Tanks!You are very welcome. 8)
Tanks!Tanks!You are very welcome. 8)
Don't mention it pal! ;)Tanks!Tanks!You are very welcome. 8)
TANKS!!Don't mention it pal! ;)Tanks!Tanks!You are very welcome. 8)
NO PROBLEM! :oTANKS!!Don't mention it pal! ;)Tanks!Tanks!You are very welcome. 8)
1. DO WANT. Not sure how viable this would be, though, since it would have to be really, truly open - enterable buildings in the area, that kind of thing. Something like an open world Hitman game.1. Subversion. Really. That is just a description of subversion.
2. I actually would like the opposite - Ace of Spades in all its voxely glory, but also in its original WWI-ish glory. Basically redo the development of the original, free version and take a different road - rifles only, with possibly machineguns but only if they are to be deployed to fire and maybe off-map artillery, definitely no vehicles.
2. You can get pretty much that from 'Build and Shoot', which is what the old version of AoS, from before Jagex got their gnarled, monetising claws into it, distributed under a different name. Since they didn't have the rights to that version, or something like that.
When I used to play Runescape, which I stopped when I realized it was a dull grindfest with only the detail and humor of the flavor making it interesting, it at least only had the $5 subscription fee to get most of the game as the only monetization. If they've since done the usual MMO thing with microtransaction cash shops, I can't imagine it's even worth anyone's time anymore.Runescape is extremely fair in that sense compared to most other MMO games. Getting premium is relatively cheap and unlocks a shitload of content. I only ever played for free, but seeing some of the cool things other people had was a pretty great incentive to get people to shell out without actually keeping anything too terribly important from the players. Some of the quests were pretty interesting as well.
Trading was so annoying though. I lost my part of my gilded rune armor at one point and a friend of mine picked it up for me. Couldn't trade it back because it was so damned expensive. >_>
I want a game where you work with other players to create a village, maintain a settlement, fight a war, etc.
Kind of thinking the sandbox and roleplaying type.
Players only have a select amount of abilities, so they almost fit into different roles
One player can not hope to be able to do everything, but a group of players working together competently runs like a well oiled machine, while one that doesn't goes down in a stressful fit of flames with everyone yelling at each other.
I know I'm kind of describing Space Station 13 but I'd like something a bit like that, but different.
A roleplaying aspect would be great too.
I don't know too many games, so maybe someone can help me. I'm a bit bored of all my current games.
A game where you dive into the minds of insane men, and attempt to fix them. Aka, The spiritual successor of Eternal Darkness
I actually never played Jagex's monstrosity. I've been playing AoS since Notch plugged it on his... Twitter, I think? April 2011... wow. I feel old. But the original AoS/current BnS have diverged from what I'm thinking of here since the addition of SMG and Shotgun, plus some other changes. It is by no means a *bad* game, but not what I'd like to see.Honestly I think that most of the crowd that supported the addition of the SMG and shotgun are the people who have now moved on to the weak and epileptic shadow that AoS has become. Since generally in the context of competitions people mostly focus on the rifle, and the amount of SMG hate pleases me.
NO PROBLEM! :oTANKS!!Don't mention it pal! ;)Tanks!Tanks!You are very welcome. 8)
A release of old Runescape that actually transports you back to the early 2000s as you were back then, so you can enjoy the game with no nostalgia goggles required.It would still be nostalgic if you were aware that you had been thrown back in time.
Now, i saw this: http://www.rockpapershotgun.com/2014/09/02/codespells-proof-that-coding-is-arcane-wizardry/#more-230879Oh, wow.
Especially when equations go wrong? >:DOh, yes. >:D
Can I have this just so I can go back and make important stock decisions?A release of old Runescape that actually transports you back to the early 2000s as you were back then, so you can enjoy the game with no nostalgia goggles required.It would still be nostalgic if you were aware that you had been thrown back in time.
What about quickly researching some stuff, but having a limited space for spells? So that you would have to throw some spells away to research new ones.
I wish somebody would combine Caesar 3 with Civilization. Or Caesar 3 with Majesty.
Caesar 3 was a very !!FUN!! game to play.
CivCity: Rome is a city building strategy game by Firefly Studios and Firaxis Games. It includes elements from two well-known game series, Caesar (primarily) and Civilization.
A MMO-rpg like thing where you can build settlements like you would build things in (W/St)arcraft: someone plops a blueprint, and players do work with it with abstract material pools or whatever instead of having to grind for logs and pebbles and bricks and bolts and cloth and...Clearly there should be a system where the site owner can decide how much to pay in total, and set skill requirements and so on. That way long-time players can complain about "those noobs coming over here and stealing our jerbs".
Also, the money spent on placing the blueprint goes to pay for the work spent by the players. And if no players are available then NPCs come and build it and get all the money.
If actual materials are needed, then players that drop materials are also paid.
What I want, in the deepest recesses of my cold heart, is a government conspiracy game.
Not one where you're trying to uncover the conspiracy, but one where you are the conspiracy. Sending agents to suppress sightings, erasing memories, making deals with powers beyond our comprehension, the whole shebang. If it was a strategy/tactical hybrid like X-COM, I'd love it. Replace the tactical with tactical FPS (think SWAT/Rainbow 6), and I'd love it even more. The idea of being the black-suited special forces teams sent to kick in the doors of the guys who know too much is just really appealing to me. As an aside, does anyone know if anything even remotely similar to this exists?
EDIT: Oh, and I'd also like the door-breaching system from Medal of Honor: Warfighter to be attached to a decent game.
What I want, in the deepest recesses of my cold heart, is a government conspiracy game.
What I want, in the deepest recesses of my cold heart, is a government conspiracy game.
Look Floor 13, is an old (1992) game about keeping your prime minister in his post (with any means)
A MMO-rpg like thing where you can build settlements like you would build things in (W/St)arcraft: someone plops a blueprint, and players do work with it with abstract material pools or whatever instead of having to grind for logs and pebbles and bricks and bolts and cloth and...Clearly there should be a system where the site owner can decide how much to pay in total, and set skill requirements and so on. That way long-time players can complain about "those noobs coming over here and stealing our jerbs".
Also, the money spent on placing the blueprint goes to pay for the work spent by the players. And if no players are available then NPCs come and build it and get all the money.
If actual materials are needed, then players that drop materials are also paid.
What I want, in the deepest recesses of my cold heart, is a government conspiracy game.
Look Floor 13, is an old (1992) game about keeping your prime minister in his post (with any means)
Someone else remembers Floor 13? Color me impressed. I loved that game to bits, but the stories were all pre-generated and once you played it enough you started to recognize when certain stuff came up. Still, that holds true for any game that doesn't randomly generate missions. The incentive to not screw up in that game was nice, too. Death by Garcianation isn't a pleasant prospect. I guess I'd like something like that, but modernized and with aliens/MJ-12 stuff in it.
I liked old school runescape, for one reason:
I spent 90% of my time mining, fishing, and smelting shitty gear and then selling it for profit. I saw those with legendary weapons and armor. I saw the mages and the warriors, strutting about like gods. I ignored them, and enjoyed making fires and being relaxed.
In fact, to make this relevant: I want the above, as a game. Maybe more options. Be able to just...Live life, in a fantasy world. Sure, you could USE one of those daggers that you made, and go be a hero.
If you wanted.
An RTS where you pit various (mostly) internet subcultures against each other in open combat, even if only for the phrase "Juggalo death tanks"oh god the 4chan faction
This isn't fair. I actually had this idea but I never thought about putting it here.An RTS where you pit various (mostly) internet subcultures against each other in open combat, even if only for the phrase "Juggalo death tanks"oh god the 4chan faction
oh god the tumblr faction!
4chan faction plays like a grey goo type thing, (for all gameplay purposes) a single huge mass that absorbs material and grows. Fluid-ish dynamics would make it interesting to play, need to keep it close together to create enough pressure to break through defences. But the loss in mobility is made up for by not needing any factories.An RTS where you pit various (mostly) internet subcultures against each other in open combat, even if only for the phrase "Juggalo death tanks"oh god the 4chan faction
oh god the tumblr faction!
I was going to run a multiforum deathmatch RP game, but I'm not part of enough internet cultures to do so (notably the three mentioned here).This isn't fair. I actually had this idea but I never thought about putting it here.An RTS where you pit various (mostly) internet subcultures against each other in open combat, even if only for the phrase "Juggalo death tanks"oh god the 4chan faction
oh god the tumblr faction!
Warhammer 40k
But online
It's all I want. I'd much rather have to pay 25$ to play an accurate representation of WH40k with steamworks-supported online play than sink the god-knows how much money and time into the shit i'd need to get started, only to learn that I don't have anybody to play with
Unless you count some assbackwards comic store in Macon that would probably be into that shit.
Warhammer 40k
But online
It's all I want. I'd much rather have to pay 25$ to play an accurate representation of WH40k with steamworks-supported online play than sink the god-knows how much money and time into the shit i'd need to get started, only to learn that I don't have anybody to play with
Unless you count some assbackwards comic store in Macon that would probably be into that shit.
4chan faction plays like a grey goo type thing, (for all gameplay purposes) a single huge mass that absorbs material and grows. Fluid-ish dynamics would make it interesting to play, need to keep it close together to create enough pressure to break through defences. But the loss in mobility is made up for by not needing any factories.Actually no, I go on 4chan and it's all but homogenous. What people think when they hear "4chan" is usually /b/.
Yes thank you I am familiar with 4chan. I never said it was homogeneous. Hence the idea of a mass made of uncountable individual agents (something something nanotechnology handwave) that are only bound together strongly enough to act vaguely like a liquid, as opposed to a giant gun-toting death-bot or something.4chan faction plays like a grey goo type thing, (for all gameplay purposes) a single huge mass that absorbs material and grows. Fluid-ish dynamics would make it interesting to play, need to keep it close together to create enough pressure to break through defences. But the loss in mobility is made up for by not needing any factories.Actually no, I go on 4chan and it's all but homogenous. What people think when they hear "4chan" is usually /b/.
4chan is divided into boards, which are like subreddits but much more broad. Like anime, video games, traditional games...
Every board has a very unique subculture. If 4chan was a country it'd be a bunch of warring tribes loosely connected by their simmering hatred for the "others".
A side-scrolling beat 'em up sandbox game.I'm not quite sure how you would make this a sandbox, but it does sound like something I'd like.
Terraria meets Streets of Rage.
Also multi-dimensional travel.
Not bad, especially not if you advertised it a little on smaller gaming subreddits. God knows, getting something like this to a place where devs would be more likely to see it isn't a bad thing.
SEMI-IMPORTANT!
I'm just gonna leave this here... (http://www.reddit.com/r/GamesYouWishExisted/)
(yeah, I kind of gave the sub to someone else after realizing I couldn't properly run it myself... *runs away*)
I want to see a 4x TBS like Galactic Civs but the space ships and planets are one in the same. The only difference is that one has giant rockets attached to it Planetary Annihilation style and the other is stationary.I can picture a simple kind of game like this with two planets that aren't capable of space travel who shoot missiles at each other every couple years and the goal is to blow all his stuff up before he can blow all your stuff up.
Also the most basic form of combat is volley-firing nukes between planets. The attacker assigns nukes to tiles of the defender's planet, and then they defend with a mix of stationary guns that work automatically and counter-missiles that can be assigned to defend any part of the planet. Whether a nuke gets stopped is random, with each defense having a % chance of knocking out one nuke. Thus both sides have to chose which structures are most important to them. The attacker can spread the missiles out to cause maximum destruction, or focus on key targets and risk that the defender will simply let some through and they'll waste shots nuking the same target more than once.
Since this would result in both sides getting nuked many times everyone would have an incentive to resolve things peacefully unless they can get an overwhelming advantage.
But yeah, the image of two planets flying close to each other and then exchanging huge volleys of nukes, with even the attacker being devastated at the end of the fight seems very epic. Obviously this is soft sci-fi.
Ahem. (http://store.steampowered.com/app/278910/)I want to see a 4x TBS like Galactic Civs but the space ships and planets are one in the same. The only difference is that one has giant rockets attached to it Planetary Annihilation style and the other is stationary.I can picture a simple kind of game like this with two planets that aren't capable of space travel who shoot missiles at each other every couple years and the goal is to blow all his stuff up before he can blow all your stuff up.
Also the most basic form of combat is volley-firing nukes between planets. The attacker assigns nukes to tiles of the defender's planet, and then they defend with a mix of stationary guns that work automatically and counter-missiles that can be assigned to defend any part of the planet. Whether a nuke gets stopped is random, with each defense having a % chance of knocking out one nuke. Thus both sides have to chose which structures are most important to them. The attacker can spread the missiles out to cause maximum destruction, or focus on key targets and risk that the defender will simply let some through and they'll waste shots nuking the same target more than once.
Since this would result in both sides getting nuked many times everyone would have an incentive to resolve things peacefully unless they can get an overwhelming advantage.
But yeah, the image of two planets flying close to each other and then exchanging huge volleys of nukes, with even the attacker being devastated at the end of the fight seems very epic. Obviously this is soft sci-fi.
I can picture a simple kind of game like this with two planets that aren't capable of space travel who shoot missiles at each other every couple years and the goal is to blow all his stuff up before he can blow all your stuff up.What you did there is describe 'Interplanetary'.
I can picture a simple kind of game like this with two planets that aren't capable of space travel who shoot missiles at each other every couple years and the goal is to blow all his stuff up before he can blow all your stuff up.Ahem. (http://store.steampowered.com/app/278910/)
What you did there is describe 'Interplanetary'.Sweet babby Jesus I'm good.
I really like space games, and I've been trying to figure out how to describe one that I want where the basic premise is Civilization in space. But I don't mean like Galactic Civilization(or any other game where each planet is basically a city) or the new Civ game they're making(though it does also look really cool). I just recently realized that Planetary Annihilation is actually the closest to what I want in appearance and mechanics, but with the planets being more like individual Civ maps. I think that gets my idea across pretty well, but I'm still gonna say more about it :)
Generally when I'm thinking about this, it's in a setting where there's space travel and easy terraforming but no FTL travel, so everything is confined to the same solar system. I want empires competing for resources on Earth, Mars, Europa, and the asteroid belt, rather than trying to manage several cities on several worlds across 40 stars with competition everywhere. Of course, I'd also like random solar systems with different stars and worlds as well. I actually don't personally want to design my own ships, though I understand that's a common draw in games like this. I'm not particularly interested in alien races either since my ideal is for most of the empires to start on the same world, though I can think of situations where they might be really interesting. A thousand year old colony ship from a distant star reaching its destination and colonizing Mars as the trigger for Solar Expansion. Intelligent life on Venus that needs that kind of incredibly deadly climate in order to survive, and wants to change the atmosphere of every planet in the system for their own colonies. A nation conquered by robotic AI with completely different views of what it needs to progress than what its former human leaders would have expected.
I would like it if worlds visually changed as they where terraformed, based on the goals of the shaper. I want the independent city-states, but I want them to form over the course of a game from cities sending out independent settler-ships. I want 2000 years or more worth of technologies that don't even exist yet. I want conquest, diplomacy, glassed continents, culture, wonders, and space. I want a civ game where you start 50 years from now instead of the stone age.
I would which for a strategy game that would be like a mix of Europa Universalis and Civilization with a tad of Total War in the strategic part but featuring not only a single planet but hundreds of them, and their respective star systems. A turn based strategy game.
With Total War like battles for land and sea battles and Homeworld like battles for the space ones. Or real time tactical game.
With a research system akin to the one of Space Empires V and overall feel of Emperor of the Falling Suns. Where population and resources are taken into account in a local way. No magic piles of resources, if you have steel in one side of the planet and a vehicle in the other side or even in another planet, there must be a way of taking the steel from point A to B.
Oh and with a custom array of design for infantry gear and vehicles load out, but also even buildings and races themselves, like Spore but not aimed at 5 years old, something serious looking. Where in the case of vehicles each design really affects it's performance and fire arcs and such. And borrowing a little from SotS where prototype vehicles have more cost and some vehicles are really nice while sometimes others are kind of lemons. As you progress in technology new types of components, hulls and vehicles are available.
As for the infantry, you get to not only choose the uniform and weapon load out, but can make several types of infantry and then the squad, platoon and company load out. For the individual soldier imagine something along the lines of the Dawn of War army painter but with the Firestorm Over Kronus mod weapons choices, but instead of just painting you choose which weapons they carry and what kind of uniform they use for desert, urban, ice, jungle and so environments, the weapons they will use and their combat behavior. Also while at it, as with the vehicles, you get more things as your tech progress.
As with the infantry squads and companies system, an army and fleet load out system should be used, so instead of you needing to recruit everything individually you can have an template and recruit whole armies and fleets on the whim of a click, the game recruiting and commissioning the vehicles from the nearest/most suitable/convenient planets, factories and shipyards.
And last but not least, a proper naming system for ships, where you can customize if they get random names (from generic or custom lists), numbers or both, and their class and design type are also made clear and if any or all of this is written on the hull or not, where the first of a class can auto get it's class name if you choose to. The same go for army naming, specifically for squad, platoon and company levels.
Graphic wise I would not be much concerned. Something along the lines of Dawn of War level of graphics would be nice but I would be happy even if is something in 2D, however I have heard that even when 2D is less demanding to the machine, quality 2d graphics (Starcraft 1, Age of Empires comes to mind) are actually harder to make than 3d.
A game where you had Shallow Space (http://www.moddb.com/games/shallow-space) for space battles, Dawn of War (http://www.moddb.com/games/dawn-of-war) for land ones and a grand strategy map that's a mix of Distant Worlds (http://www.moddb.com/games/distant-worlds) scale and detail but in 3d and segmented/separated in sector/solar system levels (had to be to be turn based and your computer not to blow up) and paradox (http://www.moddb.com/games/europa-universalis-iv)/total war (http://www.moddb.com/games/medieval-ii-total-war-kingdoms)/civilization (http://www.moddb.com/games/civilization-iv) like for each planet. With a tad of Sim City (http://www.moddb.com/games/simcity-4) for the city management aspect.
And mostly customizable AND modable so the fans of every franchise and universe (Star Wars, Star Trek, Warhammer 40K, Halo, Stargate....) can mod in their stuff.
Or, if all you care about is lobbing nukes at each other then there is always Defcon...I can picture a simple kind of game like this with two planets that aren't capable of space travel who shoot missiles at each other every couple years and the goal is to blow all his stuff up before he can blow all your stuff up.Ahem. (http://store.steampowered.com/app/278910/)What you did there is describe 'Interplanetary'.Sweet babby Jesus I'm good.
Or, if all you care about is lobbing nukes at each other then there is always Defcon...I played the demo a lot, but I never had the cash to buy the full game.
Warhammer 40k
But online
It's all I want. I'd much rather have to pay 25$ to play an accurate representation of WH40k with steamworks-supported online play than sink the god-knows how much money and time into the shit i'd need to get started, only to learn that I don't have anybody to play with
Unless you count some assbackwards comic store in Macon that would probably be into that shit.
Well, something makes me think that there is at least one WH40k plugin for LackeyCCG (http://www.lackeyccg.com), but don't quote me on that.
And there could be a bonus level where you stop all inter racial marriages.We seem to have opposing views on the issue.
There a loud segment, of self ID'ed SJW totally not for inter racial marriages. Very weird segment thats incredibly rigid when it comes to pluralism, globalism and seem to think that Genghis Khan doesn't exist.And there could be a bonus level where you stop all inter racial marriages.We seem to have opposing views on the issue.
A sci fi coop FPS similar to SWAT 4 or Rainbow Six, but with extensive random generation in the scenarios. The typical briefing will be "(blank) has gone offline/silent, go see what's up", so the game is as much about finding out what's wrong as fixing the problem. As more of the scenario is uncovered, the players get additional objectives, and are graded at the end based on how much they discovered and how many objectives they completed.
Right, but you missed the part where I want to fight all of those idiots. By punching them in the face. Possibly fatally.There a loud segment, of self ID'ed SJW totally not for inter racial marriages. Very weird segment thats incredibly rigid when it comes to pluralism, globalism and seem to think that Genghis Khan doesn't exist.And there could be a bonus level where you stop all inter racial marriages.We seem to have opposing views on the issue.
But it wouldn't work that way round. The enemies in Dynasty Warriors way outnumber the player, nowhere near a minority.I am but one man, and there are a lot of loud idiots. They outnumber me by a lot.
The Battlefleet gothic Vassal plugin is great as well - slightly easier to get to grips with as you can just have like '2 on 2' battle. I just wish someone could make some sort of AI, and a slightly better interface with some automation.
Such a shame that GW is so ridiculous about their copyright. I get that copyright is important for a lot of companies, but they're definitely at a stage where they could do with drumming up more interest in their IPs, as less and less people are buying the extortionate tabletop stuff and they don't seem to be able to come out with anything particular great.
I'm sacrificing to Khorn daily to try to keep them off Chapter Master.
Survival game ala Don't Starve.
Only, it's not the wilderness, but a low-fantasy Dickensian style city in which you have to survive in as a homeless waif.
Victorian/low fantasy art style and world. Top down semi-isometric city inhabited by thousands of dynamic AI with schedules, roles, homes, etc.
Not starving in this environment means being quick on your feet and light with your fingers. Only, watch out for the body snatchers who supply corpses to the medical schools. They get extra for fresh bodies, and nobody would notice one less waif. Then there is the Ripper. The city watch. Other gangs. And of course, whoever murdered your parents to begin with.
Navigate the rooftops, jimmy locks, tip toe past sleeping innkeepers, run from mobs and avoid coaches rumbling down the streets.
Thanks. ;-)
I don't see why survival mechanics have to be limited to wilderness/post-apocalypse scenarios only. If you are in a weak position in society than urban life would also pose a big challenge.
I'm just kind of peeved still that we have yet to really see a fantasy style city of any real scale brought to life in a game. CRPG city populations are usually no more than a few dozen including guards, and this has remained more or less constant for over two decades. Surely somebody could do better.
A game where you play as Jack The Ripper.
Survival game ala Don't Starve.
Only, it's not the wilderness, but a low-fantasy Dickensian style city in which you have to survive in as a homeless waif.
Victorian/low fantasy art style and world. Top down semi-isometric city inhabited by thousands of dynamic AI with schedules, roles, homes, etc.
Not starving in this environment means being quick on your feet and light with your fingers. Only, watch out for the body snatchers who supply corpses to the medical schools. They get extra for fresh bodies, and nobody would notice one less waif. Then there is the Ripper. The city watch. Other gangs. And of course, whoever murdered your parents to begin with.
Navigate the rooftops, jimmy locks, tip toe past sleeping innkeepers, run from mobs and avoid coaches rumbling down the streets.
This is a really cool idea.
Childbirth Simulator. First person perspective of a woman giving birth. There are controls for your legs and for pushing. There is an NPC doctor with terrible AI and only one repetitive sound clip for telling you to push. You can kick him.Nono, there should be hundreds of sound clips, but they're all just telling you to push.
I'm not sure if playing as the baby would be better as a secret level or as Childbirth Simulator 2: Push Harder.
I'm just kind of peeved still that we have yet to really see a fantasy style city of any real scale brought to life in a game. CRPG city populations are usually no more than a few dozen including guards, and this has remained more or less constant for over two decades. Surely somebody could do better.
Survival game ala Don't Starve.
Only, it's not the wilderness, but a low-fantasy Dickensian style city in which you have to survive in as a homeless waif.
A game where you start as an apprentice/inexperienced mage and must first learn and then apply the laws behind magic to create new spells. Once a spell was created, every time you wanted to use it you could then use it as created, or make small modifications to the spell on the fly. As you get more advanced understanding of the laws you could unlock more powerful or more precise spell components.While I do think that idea sounds nice, I am far more enthusiastic about the idea of magic being treated as an actual part of the world. Generally it's just "Oh yeah there's magic it uses magic energy to do magic by FORCE OF WILL" instead of anything believable as a part of a system of universal laws.
A system of universal laws is called physics. The physics are so vast you would need a lot of work to even approach something like a believable additions to it.Because who wants to manipulate a complex system of interactions into getting a certain result, right? What a ridiculous idea.
Also trying to systematize magic tends to suck out all the fun. A fun system of magic should run mostly on narrative/philosophical powers, not physical.
A Star Trek game where you can work on a ship, and work your way up to captain over the course of many hours (a proper bloody RPG/Sim length). You're able to walk around the entire ship, be selected for away missions, take shore leave, have relationships etc.Yeah, you get to be one of those dudes on red t-shirts. What could posibly go wrong?
And no, definitely NOT the combat heavy, PvP focused, RP neglecting, STO...
If magic is consistent and sensible and 'just one of the guys' then it isn't special anymore and you are basically just doing science and engineering with a few quirks to make things more interesting.
...
But magic's biggest feature is that it is unfamiliar. Bringing rhyme or reason to it can add an interesting element of discovery to it, but usually end up with a line similar to "so it wasn't really magic at all?"...
A Star Trek game where you can work on a ship, and work your way up to captain over the course of many hours (a proper bloody RPG/Sim length). You're able to walk around the entire ship, be selected for away missions, take shore leave, have relationships etc.
And no, definitely NOT the combat heavy, PvP focused, RP neglecting, STO...
I agree with silverskull, that sounds p radical.If magic is consistent and sensible and 'just one of the guys' then it isn't special anymore and you are basically just doing science and engineering with a few quirks to make things more interesting.
...
But magic's biggest feature is that it is unfamiliar. Bringing rhyme or reason to it can add an interesting element of discovery to it, but usually end up with a line similar to "so it wasn't really magic at all?"...
I respectfully disagree. There are in general, two broad types of magic. There is faerie tale magic, like in lord of the rings, where there doesn't seem to be any rules to follow. Done well, this can add wonderful flavor and mystique to the game or story. Done badly, it's just deus ex machina. This is the type you seem to favor. The other type is rule based magic, which yes, is a lot like physics, but it doesn't have to be hard and fast; there can be exceptions to every rule, and just because there are rules, doesn't mean they have to make any sort of sense. And personally, for games I think faerie tale magic tends to end up being pretty bland: You learned how to do this! Right click to cast the spell! Press button, receive magic. Obviously there are exceptions, but by and large... Whereas with rule based magic in the game I described, you get to understand the basic principles, and build each spell from there. Then, to make more interesting there are the exceptions to the rules. You go to cast a spell and it explodes in your face, not because you did something wrong, but because it was tuesday, or something else (silly example. Deal with it). Then, you can modify it appropriately, and then find a way to take advantage of the exception or whatever else. I mentioned in my original comment that the spells would be saved, but I think I want to retract that. Instead you'd have to get good not only at making good spells, but also at making simple spells that are quick, for tight situations, which would bring skill into the equation.
A Star Trek game where you can work on a ship, and work your way up to captain over the course of many hours (a proper bloody RPG/Sim length). You're able to walk around the entire ship, be selected for away missions, take shore leave, have relationships etc.
And no, definitely NOT the combat heavy, PvP focused, RP neglecting, STO...
That would be interesting, though id be more partial to there just being deeper rules, or a whole different set of rules like the difference between relativity and quantum physics.Blue color in MTG.
Another cool ability would be to modify opponents spells as they build them, adding undesirable effects or causing it to fail. this would be especially interesting with multiplayer.
That would be interesting, though id be more partial to there just being deeper rules, or a whole different set of rules like the difference between relativity and quantum physics.Blue color in MTG.
Another cool ability would be to modify opponents spells as they build them, adding undesirable effects or causing it to fail. this would be especially interesting with multiplayer.
Anyway, you cannot have magic changing physics if the game isn't physics-based, and most of them aren't (except for DF).
Blue color specializes on screwing with the opponents spells. Like counterspelling them, or making them higher cost, or nuking the enemy memory so that he cannot cast anything... It's ofter called the strongest color because of how it can make your opponent utterly powerless.That would be interesting, though id be more partial to there just being deeper rules, or a whole different set of rules like the difference between relativity and quantum physics.Blue color in MTG.
Another cool ability would be to modify opponents spells as they build them, adding undesirable effects or causing it to fail. this would be especially interesting with multiplayer.
Anyway, you cannot have magic changing physics if the game isn't physics-based, and most of them aren't (except for DF).
I dont play mtg, so could you elaborate?
Re:physics, I think you misunderstood or i didnt state it clearly. quantum physics describes how things work on small scales (subatomic) and relativity describes how things work on large scales. in the same manner, I think it would be interesting if a different set of rules governed magic at different power levels. Which is entirely different from altering physics.
Relativity is also with large masses (time dilation due to gravity, etc) which is why I used scale instead of velocity, thought its not technically correct, but thats neither here nor there.Blue color specializes on screwing with the opponents spells. Like counterspelling them, or making them higher cost, or nuking the enemy memory so that he cannot cast anything... It's ofter called the strongest color because of how it can make your opponent utterly powerless.That would be interesting, though id be more partial to there just being deeper rules, or a whole different set of rules like the difference between relativity and quantum physics.Blue color in MTG.
Another cool ability would be to modify opponents spells as they build them, adding undesirable effects or causing it to fail. this would be especially interesting with multiplayer.
Anyway, you cannot have magic changing physics if the game isn't physics-based, and most of them aren't (except for DF).
I dont play mtg, so could you elaborate?
Re:physics, I think you misunderstood or i didnt state it clearly. quantum physics describes how things work on small scales (subatomic) and relativity describes how things work on large scales. in the same manner, I think it would be interesting if a different set of rules governed magic at different power levels. Which is entirely different from altering physics.
Also relativity does not describe the things on large scales. It describes the things with high velocities. Large scales are described by classical physics.
And anyway, there would be a problem of transitioning one set of rules gradually into another as the power level shift. FYI this is one of reasons why the relativity and quantum mechanics hasn't yet been combined into one theory. It's not easy.
I'd like...A first-person Jack-The-Ripper game. With you as The Ripper.
A WH40K game with you as the imperial guardsman. Or as the commissar. Dying is fun, after all.Star Wars Battlefront.
Something wrong with my desire to surgically strike prostitutes?I'd like...A first-person Jack-The-Ripper game. With you as The Ripper.
/me backs away slowly.
I'd like...A first-person Jack-The-Ripper game. With you as The Ripper.What if it was multiplayer, and everyone in an alleyway looked like a generic dark shadowy figure until they were really close. And the streets were safe, but everyone was forced onto rails until they chose to enter a dark alley, so you couldn't tell players from N.P.C.s from the streets. And prostitutes gain money from being in alleys and can win the game if they get enough to afford to escape the city and survive the trip to the train station. And if enough prostitutes meet up they can fight-off the Ripper, but tend to take injuries that don't heal, so the Ripper can try to hit-and-run even if there are enough prostitutes in one place to hold a position together, but if the Ripper gets forced into a prolonged battle they can be defeated and lose the game. And there are other players playing Victorian Survival: Street Urchin Edition in the same game, but they don't really interact much...
So what you're suggesting here is basically a tactical squad-based prostitute combat game?I came here via the OOC Quotes thread to say I want this game.
IG-focused game seems to be a common thing to want.
FTFY. Imperial Guardsmen always have more reserves. Always.IG-focused game seems to be a common thing to want.
I imagine an IG-focused game as a black humor affair where you play with 4+ player co-op and a bunch of AI allies. You also have unlimited lives and respawn.
At the end, it plays back how each player-character guardsman died in a montage of gory acceptable losses.
A small point-n-click horror game where things happen somewhat on a schedule, and the only way to avert certain events is to be mindful of the game's "schedule". You're told from the start when some things happen (assuming you don't take action to prevent them), and it's down to you to find the possibilities.So like the idea of Groundhog Day but the horror isn't existential?
Sorta. The Imperium doesn't ACTUALLY kill every alien they come across, just the ones that are potential threats or in the way. And even then, they will consider a cease-fire if they need their military forces elsewhere (see: the Damocles Gulf Crusade, where a combination of stiff Tau resistance and an approaching hive fleet led to a truce between humankind and Tau...for a little while).
Basically: temporary, even spur-of-the-moment alliances form all the time, but they rarely (never?) last very long.
A small point-n-click horror game where things happen somewhat on a schedule, and the only way to avert certain events is to be mindful of the game's "schedule". You're told from the start when some things happen (assuming you don't take action to prevent them), and it's down to you to find the possibilities.So like the idea of Groundhog Day but the horror isn't existential?
Ah, so it's a game where you're supposed to meta it hard? Honestly I can't think of many games that play that totally straight without making some sort of comment about it in the story.Not an actual groundhog day-type scenario in the story, but kinda becomes one as youA small point-n-click horror game where things happen somewhat on a schedule, and the only way to avert certain events is to be mindful of the game's "schedule". You're told from the start when some things happen (assuming you don't take action to prevent them), and it's down to you to find the possibilities.So like the idea of Groundhog Day but the horror isn't existential?savescumrestart the game to interpret the hints. The idea is that you know exactly when something is going to happen, but you don't know the circumstances or people involved (beyond "a man" or "three women" etc); just the time, and maybe location.
The only thing I can think of that's close to that is Dead Rising. It's not a point-and-click, but everything in the game is strictly scheduled and you have to focus if you want to get the best ending. It's pretty challenging.Well the difference is that with Dead Rising you're not necessarily expected to play it more than once. Whereas the game you're describing really is intended to be played over and over until you learn where everything is.
That sort of comes back on itself but I understand what you meant. I disagree though, Dead Rising is a game you have to play more than once if you want to discover all the possibilities, but it's certainly not the core of the game as was described by itsnotlogical. It's definitely not what he's looking for, I was just bringing up the game because of the mechanical similarities between Dead Rising and what he described (that is, events on a strict schedule that you must complete or risk an unfavorable outcome to the story).The only thing I can think of that's close to that is Dead Rising. It's not a point-and-click, but everything in the game is strictly scheduled and you have to focus if you want to get the best ending. It's pretty challenging.Well the difference is that with Dead Rising you're not necessarily expected to play it more than once. Whereas the game you're describing really is intended to be played over and over until you learn where everything is.
Personally, the whole timed thing really killed the dead risings for me. Honestly, I just want dead-rising, but to be able to just go around and beat the shit outta zombies.Right, it was pretty fucking irritating in the first one. I didn't mind it so much in the second one though, since grocery carts and rolling bins make it easy to punch through crowds and there's more shortcuts, so that removed some of the tedium from getting around. Once you know the good weapon combos the game becomes very simple, but goddamn if some of those psychos aren't really hard to beat regardless! D:
Personally, the whole timed thing really killed the dead risings for me. Honestly, I just want dead-rising, but to be able to just go around and beat the shit outta zombies.
*Ironblood, and YES!Ironblood VS Urist McFighter
Wait. We could actually make this a thing, if we could be arsed.
Or we could do several characters. Sankis, SRM, that last surving guy with the two swords. Gotta whole roster to fill...That all sounds far too coherent. How could you do that to Boatmurdered?
snip
I think the next step for VR gaming is the omnidirectional treadmill, but that's just what I'd like to see next now that the Rift is pretty much a proven concept. To me Rift seems kinda silly since you can't actually turn 360 degrees seated at your computer.Somehow, The Lawnmower Man (http://tvtropes.org/pmwiki/pmwiki.php/Film/TheLawnmowerMan) comes to mind when I hear that idea.
I think the next step for VR gaming is the omnidirectional treadmill, but that's just what I'd like to see next now that the Rift is pretty much a proven concept. To me Rift seems kinda silly since you can't actually turn 360 degrees seated at your computer.http://www.youtube.com/watch?v=aTtfAQEeAJI
I think the next step for VR gaming is the omnidirectional treadmill, but that's just what I'd like to see next now that the Rift is pretty much a proven concept. To me Rift seems kinda silly since you can't actually turn 360 degrees seated at your computer.http://www.youtube.com/watch?v=aTtfAQEeAJI
the future is here
I want a new open world RPG that isn't turn-based and has a decent amout of detail.
A small point-n-click horror game where things happen somewhat on a schedule, and the only way to avert certain events is to be mindful of the game's "schedule". You're told from the start when some things happen (assuming you don't take action to prevent them), and it's down to you to find the possibilities.So like the idea of Groundhog Day but the horror isn't existential?
Not an actual groundhog day-type scenario in the story, but kinda becomes one as yousavescumrestart the game to interpret the hints. The idea is that you know exactly when something is going to happen, but you don't know the circumstances or people involved (beyond "a man" or "three women" etc); just the time, and maybe location.
I meant more like Morrowind but with a better render distance and better controls.I want a new open world RPG that isn't turn-based and has a decent amout of detail.
Hm...The Witcher 3? Not sure how open-world that is (I'm not up on the news despite the fact this game is being made in the very country I live in), but seems like a good one to me.
Not sure how that ties into anything, but here's an idea. You start out as an ordinary criminal... with just one thing on your side. Maybe you have a gun, or you know the hiding spots in this part of town, or you're a little faster then usual, or you have a torch. As the game goes on, you get more and more perks that grow increasingly outlandish until you're a full-blown supervillain.
Not sure how that ties into anything, but here's an idea. You start out as an ordinary criminal... with just one thing on your side. Maybe you have a gun, or you know the hiding spots in this part of town, or you're a little faster then usual, or you have a torch. As the game goes on, you get more and more perks that grow increasingly outlandish until you're a full-blown supervillain.
That sounds absolutely goddamn amazing.I don't even want to see Joe Bridger with a scoped Soviet death ray.
I wonder if that's what would have happened if we explicitly ran That One Game on Genius rules...
Throw in the nemesis system, affecting both you and your criminal frienemies. It doesn't tie into anything, I'd just like to see how you'd make it work.Actually, make it so that it affects superheroes. So not only do you have an ARCHNEMESIS (Who constantly bothers you but gives you neat bonuses, so if you kill him you're not getting that bonus back), you can also brainwash superheroes and pull a "There is a traitor amongst you!" moment.
Doom: The Roguelike: The FPS
Terraform wars. Using a planet to kill each other.
HE BUILT A CITY IN A VALLEY?! FLOOD IT!
Name of the game is to kill your opponents without destroying the planet/yourself.
Terraform wars. Using a planet to kill each other.
HE BUILT A CITY IN A VALLEY?! FLOOD IT!
Name of the game is to kill your opponents without destroying the planet/yourself.
That sounds absolutely goddamn amazing.I don't even want to see Joe Bridger with a scoped Soviet death ray.
I wonder if that's what would have happened if we explicitly ran That One Game on Genius rules...
Terraform wars. Using a planet to kill each other.
HE BUILT A CITY IN A VALLEY?! FLOOD IT!
Name of the game is to kill your opponents without destroying the planet/yourself.
Someone makes one of those about every week. Godius is an example.
Well, almost like that. Terraform wars, yes.
There was Pokemon Rumble, I think it was. It wasn't a moba by any stretch, but it was a massive punch fest of probably around 50 mini pokemon at a time. I only ever played the demo for it, but even that was a lot of fun.I want a new open world RPG that isn't turn-based and has a decent amout of detail.
Hm...The Witcher 3? Not sure how open-world that is (I'm not up on the news despite the fact this game is being made in the very country I live in), but seems like a good one to me.
Also, I said it like twenty times already, but I want a PokeMOBA more than ever. Heck, one of my friends may or may not try to make it (naturally it would not be monetized lest GameFreaks get angry) but damn this one will probably take a while.
Basically, you choose two 'Mons before the game starts and can alternate between them in the game. When one dies, the other is automatically forced out of their PokeBall and you die as well, then tough luck. Could allow for some interesting plays and make the game stand out a bit more.
It would also have to be 3v3 because I don't want to imagine the chaos of a technically 10v10 MOBA game...
Terraform wars. Using a planet to kill each other.Like maybe a competitive mode of From Dust?
HE BUILT A CITY IN A VALLEY?! FLOOD IT!
Name of the game is to kill your opponents without destroying the planet/yourself.
Doom: The Roguelike: The FPS
There was also a java game which I used to play on my old nokia cellphone. It was called RPG Doom or something like that.
A hardcore detective adventure, with logic puzzles and deduction and forensic science, where you have to use every resource at your disposal to solve the case. The twist: you play as a barbarian. Stone age, unwashed, fur loincloth, greasy disgusting barbarian. You barely speak English, you can't use technology, you definitely can't charm people into giving you information.I... what? So you can't do the things you need to?
I want a remake of Sid Meiers Covert Action, a badass spy game.Yeah, I could get behind that. Then again the original is still pretty solid, and given the most recent spiritual successor (or is it???) to one of Meier's games...
A die by the sword kind of game with a more realistic twist to it would be nice. Something like a fencing/sword combat simulator with proper physics and collision + free control of the sword/weapon thing with the mouse or something.
A game where you have fully customizable female playable characters and the devs were like "yeah we were gonna add male playable characters too, but it wasn't in our budget"
EDIT: wait I forgot about skullgirls, which is mostly this.
But your avatar doesn't even have a jib.A game where you have fully customizable female playable characters and the devs were like "yeah we were gonna add male playable characters too, but it wasn't in our budget"
EDIT: wait I forgot about skullgirls, which is mostly this.
I like the cut of your jib.
Not exactly a game but close enough.
I'd like a sort of virtual reality glove, personally I think Oculus Rift will experience a lot problems such as people running into objects, I also think the end result will be too realistic, I'd much rather a simple VR glove, instead of using a mouse you wear a glove in one hand and using WSAD in the other hand, and using a moniter, upping up the realism without making it too realistic, I'd rather my games not to be so realistic that it actually feels like I'm shooting people, which is why I probably won't be using the Oculus Rift, even after they work out the details.
Maybe I'm stupid but I'll be taking a cautious approach.
A game where you have fully customizable female playable characters and the devs were like "yeah we were gonna add male playable characters too, but it wasn't in our budget"
EDIT: wait I forgot about skullgirls, which is mostly this.
I want a remake of Sid Meiers Covert Action, a badass spy game.Yeah, I could get behind that. Then again the original is still pretty solid, and given the most recent spiritual successor (or is it???) to one of Meier's games...
As for a game I'd want made: Skies of Arcadia 2. Get on it SEGA.Oh man, I've been wanting this for years.
I'd also like a sword/medieval weapon fighting game with freedom to strike and block how I want, I feel my idea a few pages back would work well with this sort of game.
I'd also like a sword/medieval weapon fighting game with freedom to strike and block how I want, I feel my idea a few pages back would work well with this sort of game.
Putting aside the the VR / AR / Wiimote / Occulus Rift / Kinect sorts of things that people have been talking about... "Die by the Sword" is this sort of game.
I seem to remember something similar coming out a couple years back, with cusomizeable moves and body geometry... but I can't recall the name.
I thought Toribash was an arena fighter beatemup, not a sword fighter?
I kinda want a sequel to this game (http://www.kongregate.com/games/innocuousGames/amorphous).
Still want a proper Mechwarrior game.
When the flaming fuck is Blizzard going to make Warcraft 4?They made one. It's called "World of Warcraft" :P
Still want a proper Mechwarrior game.
If you ever read in the news that someone broke into the Blizzard HQ and started punching people, and I disappear mysteriously from the forums, you'll know why.When the flaming fuck is Blizzard going to make Warcraft 4?They made one. It's called "World of Warcraft" :P
Seriously, why would they work on something else when they're still making expansions for and money off of this?
...
If you ever read in the news that someone broke into the Blizzard HQ and started punching people, and I disappear mysteriously from the forums, you'll know why.
If you ever read in the news that someone broke into the Blizzard HQ and started punching people, and I disappear mysteriously from the forums, you'll know why.And if there's a multiple homicide and they never catch the guy, it was me.
Warlords of Draenor has some very RTS-ish bits to it, apparently... so you may actually be getting your wish, in a sense.It wouldn't be the same as getting an RTS with that sweet, sweet map editor that Wc3 had. That's probably the biggest thing I miss the most about Wc3, the plethora of custom maps. Get trapped in a never-ending cycle of Vampirism that lasted for days.
Still want a proper Mechwarrior game.
A game where the game lies to you about its mechanics in the tutorial. Not necessarily an outright lie or leaving out key features, but being... misleading but setting up the tutorials in such a way as you wouldn't notice (for example, making it look like a button triggers a door when it's actually something completely unrelated and the button does nothing). Then throughout the course of the game you have to discern what you're being told is truthful and what you need to test for yourself before trusting it.Ooh. Reminds me of Portal, a little bit. In the lying bit, that is.
You'd want a game where failing is actually important rather than just a retry, but actually allow people to iterate on the same problems to some degree. Roguelikes tend to have those tendencies so that'd be a good choice.
A game that's like Spore except more detailed. You can go to space while still in Civilization stage and your home star system has a 6-14 planets in it. There are also more industry options than spice, would you prefer farming or mining? In the Space Stage you can switch between Flagship mode, which is almost exactly like Spore's Space stage but with actual planetary exploration, and Empire mode, where you manage the empire in a way similar to traditional 4X games.
But a series consisting of 5-8 episodes sounds like a blatant cash cow! It would much easier to smooth the transitions between stages.A game that's like Spore except more detailed. You can go to space while still in Civilization stage and your home star system has a 6-14 planets in it. There are also more industry options than spice, would you prefer farming or mining? In the Space Stage you can switch between Flagship mode, which is almost exactly like Spore's Space stage but with actual planetary exploration, and Empire mode, where you manage the empire in a way similar to traditional 4X games.
You know, I think the main problem of Spore was that it was trying to do too many things at once, so it's wide but ankle-deep in terms of possibilities.
The way I'd go about making Spore 2 would be to serialize it, sorta like Paradox games did with human history - different stages done as separate games with separate mechanics with imports between the episodes.
A multiplayer Pokemon action-adventure game where different mons need to use their various abilities to solve environmental puzzles. For example, a rock or fighting mon might smash through a locked door, whereas an electric mon could zap the control panel, or a psychic mon could possess a human to open the door for them, and there are puzzles that require players to use their various strengths together or at the same time.Pokémon Ranger makes a half-assed attempt at this.
...A multiplayer Pokemon action-adventure game where different mons need to use their various abilities to solve environmental puzzles. For example, a rock or fighting mon might smash through a locked door, whereas an electric mon could zap the control panel, or a psychic mon could possess a human to open the door for them, and there are puzzles that require players to use their various strengths together or at the same time.Pokémon Ranger makes a half-assed attempt at this.
Industrialization the game.I would play this game.
I want to get back into making custom WC3 maps, but I lost my discs. :'(
Shit, really? Because I've had the idea for the worst pay 2 win mmo ever in my head for ages, and it's not too dissimilar. It's basically "feudalism: the mmo" wherein if you pay nothing, you start as a lowly serf farmer on a plot of land which you don't even own, while your liege lord takes however much of your crops / profits he decides he wants to, and may decide to give you a spear (or whatever) and send you off to die in a war you care nothing about, and when you do die you take over as your child or something of the sort (presumably you can actually get married and have kids in the game, and time would be sped up), and the only way to get out of serfdom is to either make enough money to sneak your kid off to a city and an apprenticeship, or join a revolt or the like, or buy a title of your own if you manage to save enough money (or use real money).So basically its a free to play parody of free to play games.
Naturally this sounds kind of awful, and yet people play (or played) farmville. If the serf-game is pretty much a farming game with skinner box mechanics combined with some sort of trading system with people playing merchants (who could have a system for trading with people in cities and farms and nobles and stuff, or the merchants could just be automated AIs, but I'm sure people would feel more realistic and there would be people who would love to do it).
So basically its a free to play parody of free to play games.
Naturally this sounds kind of awful, and yet people play (or played) farmville. If the serf-game is pretty much a farming game with skinner box mechanics combined with some sort of trading system with people playing merchants (who could have a system for trading with people in cities and farms and nobles and stuff, or the merchants could just be automated AIs, but I'm sure people would feel more realistic and there would be people who would love to do it).
A game like Aurora 4X with better diplomacy and stability/functionality.And a better UI. One that doesn't take arcane knowledge to install properly would be nice, too.
Guns of Icarus Online ... historical accuracy ... spot on.
A very involved simulation of being a vampire or werewolf. A fully living city, you have to find a place to rest and avoid hunters. The prey you take are taster if you hunt after rich people, but are more guarded. A lot of choices. You can be a nice vampire who tries to help people as much as they can or be the worst vampire that wipes out the entire city, with loads of things inbetween. You can be a werewolf who wishes to control their condition and views it as a disease or be the wild uncontrollable monster. There should be a lot of tension between vampires and werewolves, with your own opinions mattering. You can either take the subway, parkour across the city or just drive, each with it's own benefits.I've been itching to play some kind of vampire simulation game, so I came here to post about it... looks like Fniff beat me by about 3 years.
Isometric could work, but that would require quite a bit of tile drawing.Hmm... You know, if you wanted me to, I could try spriting the tiles. Granted, I'm usually a humans kind of guy and I've never done a project this big, but I could show you a few examples of my work through Pms.
Post apocalyptic game with mounted combat.In Cataclysm: D.D.A. you can shoot things from home-made motorcycles. or slash at them with swords if you get the speeds just right, but I doubt that it does any extra damage due to momentum. Development is ongoing so you could sniff around their forum to see if lances and momentum can be a thing...
Motorcycles + Couched lance damage!
Post apocalyptic game with mounted combat.In Cataclysm: D.D.A. you can shoot things from home-made motorcycles. or slash at them with swords if you get the speeds just right, but I doubt that it does any extra damage due to momentum. Development is ongoing so you could sniff around their forum to see if lances and momentum can be a thing...
Motorcycles + Couched lance damage!
Post apocalyptic game with mounted combat.In Cataclysm: D.D.A. you can shoot things from home-made motorcycles. or slash at them with swords if you get the speeds just right, but I doubt that it does any extra damage due to momentum. Development is ongoing so you could sniff around their forum to see if lances and momentum can be a thing...
Motorcycles + Couched lance damage!
I'm pretty sure that even if Cataclysm DDA got lances and momentum it wouldn't be that entertaining, so I'd support a apocalypse with mounted combat as well.
Like kobolds stealing a minecart out of the air, though, zombies seem to be able to bash (and instantly break) blades and spikes as you go past at 90mph.Post apocalyptic game with mounted combat.In Cataclysm: D.D.A. you can shoot things from home-made motorcycles. or slash at them with swords if you get the speeds just right, but I doubt that it does any extra damage due to momentum. Development is ongoing so you could sniff around their forum to see if lances and momentum can be a thing...
Motorcycles + Couched lance damage!
I'm pretty sure that even if Cataclysm DDA got lances and momentum it wouldn't be that entertaining, so I'd support a apocalypse with mounted combat as well.
You can mount weapons on vehicles, have blades sticking out the front or off the sides. It does factor momentum, and driving through hordes is really something.
Evolve isn't a MOBA.Is it not? It has a lot of the properties of one.
Its kinda of lacking the lanes
A MOBA where its just the jungle...
the two separate teams of heros.I believe there are in fact two separate teams. Asymmetric, but the both do the "kill things to get new abilities" thing.
Its kinda of lacking the lanes, the two separate teams of heros.
No towers, one team has a base, and there are sort of creeps in the form of wildlife, except they do not belong to a team.Its kinda of lacking the lanes, the two separate teams of heros.
The tower mechanic, the base to defend, creeps.
No towers, one team has a base, and there are sort of creeps in the form of wildlife, except they do not belong to a team.Its kinda of lacking the lanes, the two separate teams of heros.
The tower mechanic, the base to defend, creeps.
Really it's an awful lot like an asymmetric MOBA.
No its not. The gameplay loop is different. If you're just going to apply it this broadly, then then TF2 is a moba.It isn't?
Gengame, Gengame Two: Gen Harder, SBURB. Yes I would definately be willing to bring about the apocalypse just so I can faf around with alchemy. Especially if every player is in the same session regardless of chains. So many homestucks. So many cool item components. Conversing on mspa forums and coordinating the final attack. So many zodiacs in the new universe.I'd like to play Sburb provided I don't have to deal with any Trolls. Hivebent was when Homestuck completely lost me. You can ask me to do many things, Hussy, but you can't convince me to be attached to twelve fucking characters, Jesus Christ.
Don't worry. I skipped most of hivebent and most of the trolls died before they mattered after that. Plus they might not be trolls. They could be cherubs or other humans or something else or nothing at all.Gengame, Gengame Two: Gen Harder, SBURB. Yes I would definately be willing to bring about the apocalypse just so I can faf around with alchemy. Especially if every player is in the same session regardless of chains. So many homestucks. So many cool item components. Conversing on mspa forums and coordinating the final attack. So many zodiacs in the new universe.I'd like to play Sburb provided I don't have to deal with any Trolls. Hivebent was when Homestuck completely lost me. You can ask me to do many things, Hussy, but you can't convince me to be attached to twelve fucking characters, Jesus Christ.
I tried skipping through most of Hivebent and got horribly confused. In a bad way, not the traditional Homestuck way.Don't worry. I skipped most of hivebent and most of the trolls died before they mattered after that. Plus they might not be trolls. They could be cherubs or other humans or something else or nothing at all.Gengame, Gengame Two: Gen Harder, SBURB. Yes I would definately be willing to bring about the apocalypse just so I can faf around with alchemy. Especially if every player is in the same session regardless of chains. So many homestucks. So many cool item components. Conversing on mspa forums and coordinating the final attack. So many zodiacs in the new universe.I'd like to play Sburb provided I don't have to deal with any Trolls. Hivebent was when Homestuck completely lost me. You can ask me to do many things, Hussy, but you can't convince me to be attached to twelve fucking characters, Jesus Christ.
Those facial animations, though. *1000 yard stare*
I'd play that.
A first perspective game where you are crewing a large space cruiser as an engineer in war time. As the ship is pummeled by enemy fire, it's your job to help keep it from falling apart. As you progress you expand your skills and tools to meet new challenges. You go from a low level wrench monkey to chief of engineering directing repair crews to combat explosive decompression, fires, cut power lines and so on. Combine with some RPG elements and a bit of a plot.
As would I. Maybe add some multiplayer stuff?I'd play that.
A first perspective game where you are crewing a large space cruiser as an engineer in war time. As the ship is pummeled by enemy fire, it's your job to help keep it from falling apart. As you progress you expand your skills and tools to meet new challenges. You go from a low level wrench monkey to chief of engineering directing repair crews to combat explosive decompression, fires, cut power lines and so on. Combine with some RPG elements and a bit of a plot.
Yeah! Set up a twenty person server, establish a system of hierarchy and then the entire engineering crew is made up of gamers. It would not be a question of how quickly you fix the ship. It would be a question of how long it takes for the crew to fall to infighting. I would play the shit out of that.As would I. Maybe add some multiplayer stuff?I'd play that.
A first perspective game where you are crewing a large space cruiser as an engineer in war time. As the ship is pummeled by enemy fire, it's your job to help keep it from falling apart. As you progress you expand your skills and tools to meet new challenges. You go from a low level wrench monkey to chief of engineering directing repair crews to combat explosive decompression, fires, cut power lines and so on. Combine with some RPG elements and a bit of a plot.
A first perspective game where you are crewing a large space cruiser as an engineer in war time. As the ship is pummeled by enemy fire, it's your job to help keep it from falling apart. As you progress you expand your skills and tools to meet new challenges. You go from a low level wrench monkey to chief of engineering directing repair crews to combat explosive decompression, fires, cut power lines and so on. Combine with some RPG elements and a bit of a plot.How would it play?
Fallout where we get an origin story. You start out somewhere on the day the bombs fall. Like New York. Nice full-color depiction of the atom-punk inspired future when everything is still new and shiny.Locked in a Vault Simulator 2017?
Yeah, thinking about it, I'd be not so much interesting in playing a space engineer so much as a space mechanic. So you wouldn't be repairing things by bashing it with a wrench to refill a bar, but, rather, you'd have to replace parts that are damaged or malfunctioning. But you wouldn't always have the parts you need on hand, so you'd sometimes have to improvise a solution by rerouting stuff or using parts that almost, but don't quite, work for the job. And such things would have varying effects on the ship's performance; you could even do stuff that makes it work better in some ways.A first perspective game where you are crewing a large space cruiser as an engineer in war time. As the ship is pummeled by enemy fire, it's your job to help keep it from falling apart. As you progress you expand your skills and tools to meet new challenges. You go from a low level wrench monkey to chief of engineering directing repair crews to combat explosive decompression, fires, cut power lines and so on. Combine with some RPG elements and a bit of a plot.How would it play?
Guns of Icarus come to mind, but singleplayer and with more complex repair mechanics.
Fallout where we get an origin story. You start out somewhere on the day the bombs fall. Like New York. Nice full-color depiction of the atom-punk inspired future when everything is still new and shiny.Locked in a Vault Simulator 2017?
I was talking about the year of game release, not when it's set. Because releasing things this year is 2 mainstream 4 me.I think it is 2100 something.Fallout where we get an origin story. You start out somewhere on the day the bombs fall. Like New York. Nice full-color depiction of the atom-punk inspired future when everything is still new and shiny.Locked in a Vault Simulator 2017?
And that would be the setup. It could function as the tutorial/early xp stages. Your motivation for going outside could be all kinds of things. Insane robot. Lack of food. Wanting to try and find somebody.
I was talking about the year of game release, not when it's set. Because releasing things this year is 2 mainstream 4 me.I think it is 2100 something.Fallout where we get an origin story. You start out somewhere on the day the bombs fall. Like New York. Nice full-color depiction of the atom-punk inspired future when everything is still new and shiny.Locked in a Vault Simulator 2017?
And that would be the setup. It could function as the tutorial/early xp stages. Your motivation for going outside could be all kinds of things. Insane robot. Lack of food. Wanting to try and find somebody.
As for leaving the vault, wouldn't that be a really, really bad idea? Especially within a human lifetime after the bombs fall.
As for leaving the vault, wouldn't that be a really, really bad idea? Especially within a human lifetime after the bombs fall.Not really. Most places not directly hit would stop being all that dangerously radioactive within the year. Nuclear winter (with its associated decrease of agricultural production) should last a decade or two (well within a human lifetime). It's hard to say how long the social chaos continues, but if it's not over when you come out, a well organized and armed group should be able to keep itself safe. (Coming out alone, like in every Fallout game ever, is a bad idea, yes)
A Star Wars flight game, but hardcore simulationist.Kerbal Space Program?
A Star Wars flight game, but hardcore simulationist.
Goblin king.There was an RTS about goblins on the Gamecube. It probably wasn't exactly what you're looking for, but it comes a bit close.
You're a chief of a tribe of goblins living in caves in the mountains.
Some base management - Workin on the lair.
Some survival elements - finding food (raid those farmsteads, hunt animals)
Some RTS - killing those pesky humans
Goblin king.Goblin Camp. (http://www.goblincamp.com/) Not in caves, and not in development, but still pretty fun.
Id rather have one based on bab5. wasn't there supposed to be a hard physics Starfury game that got canned?"I've Found Her"?
After playing Daggerfall a bit recently, I realize how much I want a game with the soul of Daggerfall, but also all the modern accoutrements like pretty graphics, an actual difficulty curve rather than... whatever Daggerfall has (I call it a difficulty "pile of spaghetti"), so on and suchlike. All of this while keeping the random dungeons, the freaky unexplained environmental noises, the boundless wilderness, the random gratuitous nudity, YE OLDE PEASANTS, the cartoony blood & guts, and maybe some of the old-school DOS RPG weirdness like the 3D automap.
As I describe all the things that make up the experience of playing Daggerfall, I realize it probably wouldn't be that hard to make a Game of Thrones game just via extensive modding of Daggerfall :P It's got all the surface details of GoT (see: nudity, peasants, gore), it just needs characters to match and a map that looks roughly like Westeros.
After playing Daggerfall a bit recently, I realize how much I want a game with the soul of Daggerfall, but also all the modern accoutrements like pretty graphics, an actual difficulty curve rather than... whatever Daggerfall has (I call it a difficulty "pile of spaghetti"), so on and suchlike. All of this while keeping the random dungeons, the freaky unexplained environmental noises, the boundless wilderness, the random gratuitous nudity, YE OLDE PEASANTS, the cartoony blood & guts, and maybe some of the old-school DOS RPG weirdness like the 3D automap.
As I describe all the things that make up the experience of playing Daggerfall, I realize it probably wouldn't be that hard to make a Game of Thrones game just via extensive modding of Daggerfall :P It's got all the surface details of GoT (see: nudity, peasants, gore), it just needs characters to match and a map that looks roughly like Westeros.
Have you seen the engine remake called "DaggerXL"? It's not finished yet but the work that's gone into it so far is rather impressive. The end result will hopefully allow people to make their own dungeons and import new elements into Daggerfall as well as more easily making mods for the game.
Video of the Illiac Bay area. (https://www.youtube.com/watch?v=NwTWrdB6vIU)
Some of the dungeons have nearly full castles above ground and it'd be neat to see those used for something other than just an entrance into spaghetti halls.
Something else altogether - having your stat determine not how well picking your conversation tree works on random or unlocking options, but the stat giving you - more or less accurate, depending on the level - ability to tell how well the person will react to different options. So a skill failure is more misjudgement that 'welp, you randomly insulted his mother'.There's a system a bit like this in Deus Ex 3, where you can read people's character types and learn how they'll react to things, or you can just make an intelligent guess. But this required framing every conversation option as differing levels of aggression/obsequiousness. Would you want the 'how people react' factor to be essentially arbitrary and differ from person to person, or be based on an underlying system (where people have different character-types etc.)?
I wouldn't put money on any of those projects getting finished. I know about another similar project that collapsed. There's just too much work involved in most projects like this to ever be finished. Here's a couple of screenshots from a previous attempt. This code is opensource and abandonware if anyone wants to play with it, it's free game, you can roam around a LOT, and it's very pretty.After playing Daggerfall a bit recently, I realize how much I want a game with the soul of Daggerfall, but also all the modern accoutrements like pretty graphics, an actual difficulty curve rather than... whatever Daggerfall has (I call it a difficulty "pile of spaghetti"), so on and suchlike. All of this while keeping the random dungeons, the freaky unexplained environmental noises, the boundless wilderness, the random gratuitous nudity, YE OLDE PEASANTS, the cartoony blood & guts, and maybe some of the old-school DOS RPG weirdness like the 3D automap.
As I describe all the things that make up the experience of playing Daggerfall, I realize it probably wouldn't be that hard to make a Game of Thrones game just via extensive modding of Daggerfall :P It's got all the surface details of GoT (see: nudity, peasants, gore), it just needs characters to match and a map that looks roughly like Westeros.
Have you seen the engine remake called "DaggerXL"? It's not finished yet but the work that's gone into it so far is rather impressive. The end result will hopefully allow people to make their own dungeons and import new elements into Daggerfall as well as more easily making mods for the game.
Video of the Illiac Bay area. (https://www.youtube.com/watch?v=NwTWrdB6vIU)
I have seen that, yes. I really like what I see from dungeon gameplay videos. The smoothed textures + higher resolution make it infinitely easier on the eyes. But that super-detailed bump mapped ground combined with those filtered tree sprites make me less enthused. I'm not sure if that's what they're going with or if they intend to add 3D trees, though.
Something else altogether - having your stat determine not how well picking your conversation tree works on random or unlocking options, but the stat giving you - more or less accurate, depending on the level - ability to tell how well the person will react to different options. So a skill failure is more misjudgement that 'welp, you randomly insulted his mother'.There's a system a bit like this in Deus Ex 3, where you can read people's character types and learn how they'll react to things, or you can just make an intelligent guess. But this required framing every conversation option as differing levels of aggression/obsequiousness. Would you want the 'how people react' factor to be essentially arbitrary and differ from person to person, or be based on an underlying system (where people have different character-types etc.)?
I think it was "Into the Fire" which was eventually canceled. I think "Ive Found Her" is a fan game.OH wow, I really wish that Into the Fire existed. It sounds awesome. Would invariably have been a crane-trash of Spore proportions, but it sounds great. : (
I seem to remember that the Sierra developers open sourced the game engine from ITF, or maybe just leaked it? IFH might be based on that. Looking at the website ( http://ifhgame.ru/ ) it looks like it might be playable.
In an ideal roleplaying game, how would people prefer diplomatic actions be handled?I like the sound of a system where it basically always has the same handful of options, like Pool of Radiance(haughty, sly, nice...). But it procedurally generates the dialogue and effect based upon the character's traits. And the N.P.C.s do the same thing...
A WW2 shooter with a twist.I would like somethign similar, but you turn into the person who killed you. I could also dig it as a movie... It would skip all the hordes of people who didn't actually kill anyone though. Well, not entirely I suppose, there are plenty of accidents in war...
Basically your standard CoD shooter, (the old ones) but you don't respawn when you get killed. Instead you're treated to a first person view of your horrible death, got shot in the throat, you watch as you helplessly gush blood while the medic tries to help you, heck, maybe he will save you occassionaly, but not often, maybe you get badly hurt but survive, you watch as they rush you out to somewhere a bit safer.
The thing is, as you're dying/leaving you'll see a platoonmate near you, or someone else, someone will hold your hand maybe, when that happens you switch to that person, and then you continue fighting until it happens again. Then it happens again, and again, and again until the war is over.
Ideally you'd have downtime with your friends where you'd be treated to their backstories (this bit would be somewhat randomized I guess to allow a large number of deaths, but they'd get more and more similar as they kept dying) so that losing someone stings that much more. In the end, every problem will be solveable, it's just a matter of how many bodies you want to throw at it.
And once you beat it, you'll have a nice walk trough the credits, with the graves of the folks you lost around you.
So yeah, I'd like a fucking depressing FPS instead of the usual spunkgargleweewee fare we're getting, tho unlike Spec Ops it wouldn't be about the shitty stuff people do but about shitty stuff happening to people during the war, how in the end, that's fucking people down there in the dirt fighting for every blasted inch of whatever place.
I want to be HAL 9000 or SHODAN, killing humans with "malfunctioning" equipment and secretly building an army of cyborg minions to storm the bridge and take control of the ship.Someone is making that!
...Huh. Well I'm satisfied now I guess.I want to be HAL 9000 or SHODAN, killing humans with "malfunctioning" equipment and secretly building an army of cyborg minions to storm the bridge and take control of the ship.Someone is making that!
http://www.bay12forums.com/smf/index.php?topic=141612.0
You get to play as a sentient AI and assume control of droids to explore the station. Apparently you can spike the food and all sorts.
It could be everything we've ever dreamed of......Huh. Well I'm satisfied now I guess.I want to be HAL 9000 or SHODAN, killing humans with "malfunctioning" equipment and secretly building an army of cyborg minions to storm the bridge and take control of the ship.Someone is making that!
http://www.bay12forums.com/smf/index.php?topic=141612.0
You get to play as a sentient AI and assume control of droids to explore the station. Apparently you can spike the food and all sorts.
It could be everything we've ever dreamed of......Huh. Well I'm satisfied now I guess.I want to be HAL 9000 or SHODAN, killing humans with "malfunctioning" equipment and secretly building an army of cyborg minions to storm the bridge and take control of the ship.Someone is making that!
http://www.bay12forums.com/smf/index.php?topic=141612.0
You get to play as a sentient AI and assume control of droids to explore the station. Apparently you can spike the food and all sorts.
...but in SPAAAAAAAAACE!It could be everything we've ever dreamed of......Huh. Well I'm satisfied now I guess.I want to be HAL 9000 or SHODAN, killing humans with "malfunctioning" equipment and secretly building an army of cyborg minions to storm the bridge and take control of the ship.Someone is making that!
http://www.bay12forums.com/smf/index.php?topic=141612.0
You get to play as a sentient AI and assume control of droids to explore the station. Apparently you can spike the food and all sorts.
Doesn't sound too much different from Dwarf Fortress actually.
Doesn't sound too much different from Dwarf Fortress actually....but in SPAAAAAAAAACE!
Aww, stop being mean to DFDoesn't sound too much different from Dwarf Fortress actually....but in SPAAAAAAAAACE!
...With GRAPHICKS!
Aww, stop being mean to DFDoesn't sound too much different from Dwarf Fortress actually....but in SPAAAAAAAAACE!
...With GRAPHICKS!
ASCII is a whole different type of art. Such clever re-appropriation.Aww, stop being mean to DFDoesn't sound too much different from Dwarf Fortress actually....but in SPAAAAAAAAACE!
...With GRAPHICKS!
I'm not, ASCII is a perfectly alright type of graphics.
I've seen plenty of graphics that I would happily substitute with ASCII if I could.
*Karate chop because scissors is for wimps.*
ASCII is a whole different type of art. Such clever re-appropriation.
I think that argument is bullshit. It doesn't rely on anything. It gives you information and you can process it as you wish. The same as any other rendering of anything. Just because it gives you more abstracted information doesn't mean it's doing anything fundamentally different though.ASCII is a whole different type of art. Such clever re-appropriation.Suppose so, it relies more on the user's imagination to create a image rather than make a image itself.
I think it is. It's the difference between having an illustrated book and one without any illustrations. One is giving you only descriptions and leaving it up to you to make them real in your head while the other gives you clearly defined images that you recall every time you read something that's referencing the illustrated thing.No, it's more like the difference between a book that describes everything to you in detail, and a book that gives hardly any but has a huge encyclopaedia in the back full of hugely detailed descriptions of everything mentioned if you want to take a look at it. But most of the time you don't have to because really who cares about which gems are encrusted on the booze pot?
I think that argument is bullshit. It doesn't rely on anything. It gives you information and you can process it as you wish. The same as any other rendering of anything. Just because it gives you more abstracted information doesn't mean it's doing anything fundamentally different though.ASCII is a whole different type of art. Such clever re-appropriation.Suppose so, it relies more on the user's imagination to create a image rather than make a image itself.
I wish that there was a steampunk mecha game where you could design your own mecha at the scale of boilers and pipes and valves and chambers... You could use big boilers for more efficiency and higher maximum pressures, or lots of little ones for more redundancy and articulation. You could vent steam as a weapon, or pump it into expanding chambers to make claws swing around, or use it to charge a generator to zap things... Build your own limbs using expanding chambers or tendons or by pumping steam across wheels... This is a thing that I want.A bit like From the Depths but with giant humanoid fuck-shit-up bots?
That would be awesome.I wish that there was a steampunk mecha game where you could design your own mecha at the scale of boilers and pipes and valves and chambers... You could use big boilers for more efficiency and higher maximum pressures, or lots of little ones for more redundancy and articulation. You could vent steam as a weapon, or pump it into expanding chambers to make claws swing around, or use it to charge a generator to zap things... Build your own limbs using expanding chambers or tendons or by pumping steam across wheels... This is a thing that I want.A bit like From the Depths but with giant humanoid fuck-shit-up bots?
Toady's Law: Any thread in which the word "graphics" is used will inevitably devolve into pro/anti ascii comments.
He's got it right, graphical packs tend to make everything look ugly and deform the RAW files into accentless abominations.Toady's Law: Any thread in which the word "graphics" is used will inevitably devolve into pro/anti ascii comments.
Pff, ASCII will win. :P
He's got it right, graphical packs tend to make everything look ugly and deform the RAW files into accentless abominations.Toady's Law: Any thread in which the word "graphics" is used will inevitably devolve into pro/anti ascii comments.
Pff, ASCII will win. :P
On-topic: I wish that there was an RTS game where rather than building things out of abstract crystals or metal, you actually tear apart the ground and use it to build (with various factories/processing steps along the way). Kind of like a combination of Minecraft, Factorio, and the RTS genre.
I would hope for less like Minecraft and more like The Incredible Machine, or maybe Factorio now that someone mentioned it. From the Depths seems a bit too hierarchial for my tastes. It seems as though you have one bit that actually does things and a whole lots of other bits that tweak how the primary ones works. I would like something where every bit is just doing its own thing and the interactions are about a bit being-done-to by other bits and then doing to others in turn. Don't get me wrong, From The Depths looks like loads of fun, but it seems as though a gun is always a gun, a spike is always a spike, and an engine is always an engine. You are never going to put a gun in your leg to kick faster, or put a spike facing into your fist to make a pressurised tank explode when it hits something, or put an engine in your arm because it, and the armour you were putting around it anyway, were heavy enough to cause some serious damage if you just swing it at something...I wish that there was a steampunk mecha game where you could design your own mecha at the scale of boilers and pipes and valves and chambers... You could use big boilers for more efficiency and higher maximum pressures, or lots of little ones for more redundancy and articulation. You could vent steam as a weapon, or pump it into expanding chambers to make claws swing around, or use it to charge a generator to zap things... Build your own limbs using expanding chambers or tendons or by pumping steam across wheels... This is a thing that I want.A bit like From the Depths but with giant humanoid fuck-shit-up bots?
-snipt-Mirror's Edge 2, coming some time in the indeterminate future.
-snoop dog-Portal games are fairly modern.
I was going to suggest that there are lots of pretentious indie platformers, but you got it in before me.Not all the indie games are pretentious. There's still some cute ones like Spelunky to a degree and Rayman (Not indie but still)
I'd like a Sonic Adventure remake where the camera wasn't ass and there is no big the catAnd what? Did you get murdered before you finished your post?
Transparent text is transparent, friend.I'd like a Sonic Adventure remake where the camera wasn't ass and there is no big the catAnd what? Did you get murdered before you finished your post?
An indie platformer in a style other than fake-8 bit. There's got to be at least one indie team out there with an artist that can draw things other than 16x16 tiles.Braid?
A FPS without snipers in it.Closest thing to that I can think of is Screen Cheat (http://store.steampowered.com/app/301970/). If you can snipe in that game, I'll bow down to you.
A strange concept, I know.
Mark of the Ninja is a game missed by a lot of people but it really is incredible and usually quite cheap on Steam.An indie platformer in a style other than fake-8 bit. There's got to be at least one indie team out there with an artist that can draw things other than 16x16 tiles.Braid?
The Fall?
Guacamelee?
Intrusion 1 and 2?
Mark of the Ninja?
Should I go on?
A FPS without snipers in it.Low Light Combat
A strange concept, I know.
A FPS without snipers in it.Does it need to have multiplayer?
A strange concept, I know.
I'd rather see a game where sniping is the core part of the game.
Sneaking around, trying to get a good vantage point without being detected.
And yes, it has to be multiplayer.
Or at least a stealth based multiplayer FPS which allows or forces you to set up various traps for other players.
I'd rather see a game where sniping is the core part of the game.As broken as it is, Sniper: Ghost Warrior has moments of this in multiplayer. No traps, but plenty of sneaking about to find a decent nest.
Sneaking around, trying to get a good vantage point without being detected.
And yes, it has to be multiplayer.
Or at least a stealth based multiplayer FPS which allows or forces you to set up various traps for other players.
I'd rather see a game where sniping is the core part of the game.Ace of Spades used to be basically this, then they decided that having a fun but challenging game is bad design and added all the other shit.
Sneaking around, trying to get a good vantage point without being detected.
And yes, it has to be multiplayer.
Mark of the Ninja is a game missed by a lot of people but it really is incredible and usually quite cheap on Steam.An indie platformer in a style other than fake-8 bit. There's got to be at least one indie team out there with an artist that can draw things other than 16x16 tiles.Braid?
The Fall?
Guacamelee?
Intrusion 1 and 2?
Mark of the Ninja?
Should I go on?
You can play the old, free version of it here (http://buildandshoot.com/).I'd rather see a game where sniping is the core part of the game.Ace of Spades used to be basically this, then they decided that having a fun but challenging game is bad design and added all the other shit.
Sneaking around, trying to get a good vantage point without being detected.
And yes, it has to be multiplayer.
Unfortunately, the original developer has disappeared into thin air after the new version came out.General consensus is that he was a Jagex puppet all along, or at least from very early on.
A multiplayer FPS based around sneaking around and killing other players stealthily. Weapons would be inaccurate over medium-long ranges or would be melee, but would pretty much be one hit kills if you could get somebody with one.That sounds like it would be fun to watch other people play.
Most of the game would be sneaking around, constantly going "fuck fuck is somebody behind me FUCK I FORGOT TO CHECK ABOVE ME ARE THEY THERE oh God they're not" and then you'd get killed by a guy in front of you because you forgot to check there too.
There'd be little ambient sound or music, but you'd be able to hear things happening pretty much all over the map. So once you get a kill, suddenly you realise that everybody knows where you are because you fired a shot and you go straight back to being terrified.
A multiplayer FPS based around sneaking around and killing other players stealthily. Weapons would be inaccurate over medium-long ranges or would be melee, but would pretty much be one hit kills if you could get somebody with one.Low Light Combat
Most of the game would be sneaking around, constantly going "fuck fuck is somebody behind me FUCK I FORGOT TO CHECK ABOVE ME ARE THEY THERE oh God they're not" and then you'd get killed by a guy in front of you because you forgot to check there too.
There'd be little ambient sound or music, but you'd be able to hear things happening pretty much all over the map. So once you get a kill, suddenly you realise that everybody knows where you are because you fired a shot and you go straight back to being terrified.
Especially an incompetent but charismatic LPer :PA multiplayer FPS based around sneaking around and killing other players stealthily. Weapons would be inaccurate over medium-long ranges or would be melee, but would pretty much be one hit kills if you could get somebody with one.That sounds like it would be fun to watch other people play.
Most of the game would be sneaking around, constantly going "fuck fuck is somebody behind me FUCK I FORGOT TO CHECK ABOVE ME ARE THEY THERE oh God they're not" and then you'd get killed by a guy in front of you because you forgot to check there too.
There'd be little ambient sound or music, but you'd be able to hear things happening pretty much all over the map. So once you get a kill, suddenly you realise that everybody knows where you are because you fired a shot and you go straight back to being terrified.
Getting CoD players and the like into the mix, it'll be less stealth and more face-stabbing and trick shots.Especially an incompetent but charismatic LPer :PA multiplayer FPS based around sneaking around and killing other players stealthily. Weapons would be inaccurate over medium-long ranges or would be melee, but would pretty much be one hit kills if you could get somebody with one.That sounds like it would be fun to watch other people play.
Most of the game would be sneaking around, constantly going "fuck fuck is somebody behind me FUCK I FORGOT TO CHECK ABOVE ME ARE THEY THERE oh God they're not" and then you'd get killed by a guy in front of you because you forgot to check there too.
There'd be little ambient sound or music, but you'd be able to hear things happening pretty much all over the map. So once you get a kill, suddenly you realise that everybody knows where you are because you fired a shot and you go straight back to being terrified.
Does that mean Gameplay Variation?!?!Getting CoD players and the like into the mix, it'll be less stealth and more face-stabbing and trick shots.Especially an incompetent but charismatic LPer :PA multiplayer FPS based around sneaking around and killing other players stealthily. Weapons would be inaccurate over medium-long ranges or would be melee, but would pretty much be one hit kills if you could get somebody with one.That sounds like it would be fun to watch other people play.
Most of the game would be sneaking around, constantly going "fuck fuck is somebody behind me FUCK I FORGOT TO CHECK ABOVE ME ARE THEY THERE oh God they're not" and then you'd get killed by a guy in front of you because you forgot to check there too.
There'd be little ambient sound or music, but you'd be able to hear things happening pretty much all over the map. So once you get a kill, suddenly you realise that everybody knows where you are because you fired a shot and you go straight back to being terrified.
However, if we have darkmatch (most-all light sources are off or really dim) as a gamemode, then things can get interesting.
The only problem with that is the "Gamma Warriors," who just stuff gamma at their brightest level during night time crap.Getting CoD players and the like into the mix, it'll be less stealth and more face-stabbing and trick shots.Especially an incompetent but charismatic LPer :PA multiplayer FPS based around sneaking around and killing other players stealthily. Weapons would be inaccurate over medium-long ranges or would be melee, but would pretty much be one hit kills if you could get somebody with one.That sounds like it would be fun to watch other people play.
Most of the game would be sneaking around, constantly going "fuck fuck is somebody behind me FUCK I FORGOT TO CHECK ABOVE ME ARE THEY THERE oh God they're not" and then you'd get killed by a guy in front of you because you forgot to check there too.
There'd be little ambient sound or music, but you'd be able to hear things happening pretty much all over the map. So once you get a kill, suddenly you realise that everybody knows where you are because you fired a shot and you go straight back to being terrified.
However, if we have darkmatch (most-all light sources are off or really dim) as a gamemode, then things can get interesting.
However, if we have darkmatch (most-all light sources are off or really dim) as a gamemode, then things can get interesting.
Real shame too. I looked forward to that game. I still have the city generator program they used/offered through a humble bundle.However, if we have darkmatch (most-all light sources are off or really dim) as a gamemode, then things can get interesting.You are describing what LLC totally would end up being.Spoiler (click to show/hide)
If Wolfire would actually finish the thing it would be great.
This is almost as frustrating as when someone describes Subversion and then you're reminded that it's never happening.
That's how you can tell they're quality ninjas. Nobody noticed the game.BOOM
That looks super interesting. When was it initially announced?However, if we have darkmatch (most-all light sources are off or really dim) as a gamemode, then things can get interesting.You are describing what LLC totally would end up being.Spoiler (click to show/hide)
If Wolfire would actually finish the thing it would be great.
This is almost as frustrating as when someone describes Subversion and then you're reminded that it's never happening.
That looks super interesting. When was it initially announced?They did it for a charity thing in like 2009. They said they'd return to it when there were no immediate concerns, but then the rabbitman kickboxing simulator ended up making a shitton of money and became priority #1.
IT WAS BEING MADE BY THE LUGARU TEAM!?That looks super interesting. When was it initially announced?They did it for a charity thing in like 2009. They said they'd return to it when there were no immediate concerns, but then the rabbitman kickboxing simulator ended up making a shitton of money and became priority #1.
And the Overgrowth team, yes.IT WAS BEING MADE BY THE LUGARU TEAM!?That looks super interesting. When was it initially announced?They did it for a charity thing in like 2009. They said they'd return to it when there were no immediate concerns, but then the rabbitman kickboxing simulator ended up making a shitton of money and became priority #1.
And now they've left that in development hell so that David Rosen has more time to fire shots at people on Twitter.That looks super interesting. When was it initially announced?They did it for a charity thing in like 2009. They said they'd return to it when there were no immediate concerns, but then the rabbitman kickboxing simulator ended up making a shitton of money and became priority #1.
Except that it's actually purchasable, downloadable, and playable now, with news and updates periodically, so it's not really like HL3 at all :PAnd now they've left that in development hell so that David Rosen has more time to fire shots at people on Twitter.That looks super interesting. When was it initially announced?They did it for a charity thing in like 2009. They said they'd return to it when there were no immediate concerns, but then the rabbitman kickboxing simulator ended up making a shitton of money and became priority #1.
Overgrowth is the furry HL3.
A game where you're on the flipside of Payday 2. Instead of using Crimenet to select heists, you're the cops responding to said heists. Topdown.. RTS like I guess? Prepare, arm and send in your squads of SWAT and metrocops, use helicopters to send in strike teams, hostage rescue operations, beg for a bulldozer, and ram your cars into the building toThat actually sounds a lot like the Watch Dogs companion app game but obviously more in-depth. A nice idea nonetheless!kill hostagesHARMLESSLY INCAPACITATE THE CRIMINAL while requesting GenSec and FBI backup if you are getting your ass kicked.Spoiler (click to show/hide)
A fighting game that makes sense to non-fighting game fanatics. The last fighting game I recall being able to just pick up and play and actually have fun with was Mortal Kombat 2, way back in the day. Any game since then feels like it's been built for the obscenely competitive players and absolutely nobody else.I've always found that series more accessible, even MK9.
A fighting game that makes sense to non-fighting game fanatics. The last fighting game I recall being able to just pick up and play and actually have fun with was Mortal Kombat 2, way back in the day. Any game since then feels like it's been built for the obscenely competitive players and absolutely nobody else.
A fighting game that makes sense to non-fighting game fanatics. The last fighting game I recall being able to just pick up and play and actually have fun with was Mortal Kombat 2, way back in the day. Any game since then feels like it's been built for the obscenely competitive players and absolutely nobody else.
Personally, I think Skullgirls also fits the bill with it's stellar training mode and simple enough inputs- you don't have the Blazblue-esque half circles or... whatever Hazama's inputs were.
Dwarf Fortress is the proof that you can have an extremely deep fantasy game with text graphics.Yeah, but the whole "create your own creatures" thing is a lot sweeter with a visual representation. If you want to create custom life-forms in text representation, you can already do that in DF modding. Admittedly, not during actual gameplay but still...
Cataclysm: DDA is the proof that you can have an extremely deep zombie survival game...Again, with text graphics.
Why can't we apply a similar (not exactly the same) logic to evolution sims and make Spore in ASCII? :c
I want a Spore-like game in ASCII. Sure it would still be hard but graphics (which are usually pretty bad in those kinda games) would barely be a priority now, allowing the devs to fully concentrate on mechanics, immersion, "realism" and all that.
I want a 40k-themed gladiator management sim, where you play a daemon lanista (manager.) Your gladiators would be different races captured from all across the galaxy. Imperial Citizens, Imperial Guard, Orks, Eldar of both flavors, Tau, even Space Marines and Tyranids, and the occasional disgraced Chaos Space Marine. You'd bid at slave markets and buy them from Chaos Space Marines and Dark Eldar and such. They'd fight in arenas for the glory of KHORNE, and you'd get paid in SKULLS, they'd get better as they won fights, get maimed, sometimes mutate, almost always die. Maybe sometimes the crowds would get so carried away they'd join in, or maybe the gladiators would rebel. Their weapons would all be 40k weapons but with a gladiatorial twist. (Plasma Nets and Power Tridents, shit like that.) Please the crowd and Khorne enough, and go on to have your fighters face his greatest champions!Hrmmm, I can't really see that working so well if you don't worship Khorne... How different would this be from Bloodbowl?
Dwarf Fortress and Cataclysm have (largely) visual interfaces though? I mean, the inventories and menus are textual but the majority of the gameplay is the visual overview bit.
File this one under 'horrifying monetization ideas': A game which is pay-to-pray. You're losing a battle? Pay to pray for a miracle to turn the tide! But the miracle's odds of occurring are based on how much you pay... The more you pay, the greater the chance...Already exists in the form of "lottery tickets" for items, that's pretty much the same, only more direct.
Co-op game in world made of blocks. People are broken into teams. Each team needs to make a giant tower, while assaulting and attempting to destroy the other teams tower. The first to reach the clouds wins. It is possible to dig under towers, dynamite them up, etc. So kind of like King Arthurs Gold I guess, only in 3D.
Survival game ala Don't Starve. Only, it's not the wilderness, but a low-fantasy Dickensian style city in which you have to survive in as a homeless waif.Hey, guys, remember this? I'm actually working on making this a game.
Really, it seems to me like malnutrition and toxicity would be two constant pressure elements that would act as oppressive factors to limit how much any given urchin can achieve. If you go technology-heavy then you get toxicity from fuel and metals and if you don't spend enough effort on varied food then your health plummets...That's an interesting idea. Especially since one of the few legitimate jobs you can get is working in a mine or being a chimney sweep, toxicity would definitely come up a lot. And malnutrition is basically a given for any homeless person... The idea of cans being expendable also makes sense, but it's a bit similar to salt. Since it'd be obviously cheaper (Salt, in ye olden days, was used as a trade good; they would probably still think salt is valuable due to conditioning), it might need another disadvantage.
Sure. The other problem is that if the seal fails they can spoil - but if that happens the lid won't feel like it's holding onto the jar - it'll be loose and just come off (as long as the lid and ring are separate and you've removed the ring). I.e. They have a chance of the seal failing and spoilage occurring, but you can detect it if they aren't poorly designed and you aren't oblivious.So you might have to check each jar to make sure it's not spoiled? It could be interesting having the consequences for checking your food being boredom, but knowing that people spend hours doing basically the same thing dressed up as murdering orcs, it might not be as good a disadvantage. If there's one thing you can count on, people will go through endless tedium to experience brief and worthless rewards.
I looked it up. Late nineteenth century. Invented by the French, actually. The first canning factory was actually ransacked. The funny thing is, the process was a complete black box: no-one knew why it worked, it just did due to a lack of knowledge about food preservation.Don't you mean early nineteenth century?
My mistake. And I see you read the same Wikipedia articles as I do!I looked it up. Late nineteenth century. Invented by the French, actually. The first canning factory was actually ransacked. The funny thing is, the process was a complete black box: no-one knew why it worked, it just did due to a lack of knowledge about food preservation.Don't you mean early nineteenth century?
Another fun fact: the can was invented 30 years before the first can opener. Talk about eye candy. You were expected to break the can with a knife, or grind a seam down on a rough rock. Apparently this was still better than the alternative of carrying around a glass jar.
I see you read the same Wikipedia as I do!Indeed I do (http://www.smbc-comics.com/index.php?db=comics&id=2644).
I wish a game existed that when you died, you stayed dead, but the universe never resetCataclysm: Dark Days Ahead is like that, but that only goes so far when there is no society. You will pretty much just find all the zeds pre-killed, the cities pre-
Survival game ala Don't Starve.
Only, it's not the wilderness, but a low-fantasy Dickensian style city in which you have to survive in as a homeless waif.
Victorian/low fantasy art style and world. Top down semi-isometric city inhabited by thousands of dynamic AI with schedules, roles, homes, etc.
Not starving in this environment means being quick on your feet and light with your fingers. Only, watch out for the body snatchers who supply corpses to the medical schools. They get extra for fresh bodies, and nobody would notice one less waif. Then there is the Ripper. The city watch. Other gangs. And of course, whoever murdered your parents to begin with.
Navigate the rooftops, jimmy locks, tip toe past sleeping innkeepers, run from mobs and avoid coaches rumbling down the streets.
I still say we need a Jack The Ripper sim. Maybe a version of AssCred where there's no dying if you stab innocents?
-mech-
I still say we need a Jack The Ripper sim. Maybe a version of AssCred where there's no dying if you stab innocents?Every since the Serial Murder RL was shown to be a hoax, I've been trying to see if one could work out.
...Well, it looks sort of cool, and as soon as I saw the vigilantes I immediately thought "a super-humans mod would be cool" ...
A mature Pokemon RPG. Not mature as in pornographic, but like The Witcher.Each move has a "timer"- use Hyper Beam, and you're a sitting duck for quite a while, where Quick Attack could be spammed pretty well. Maybe reduce the effectiveness of repeatedly using the same move...
Wait...
But seriously, a Pokemon game with meaningful choices, real-time combat and the like would (probably) be incredible.
A mature Pokemon RPG. Not mature as in pornographic, but like The Witcher.Each move has a "timer"- use Hyper Beam, and you're a sitting duck for quite a while, where Quick Attack could be spammed pretty well. Maybe reduce the effectiveness of repeatedly using the same move...
Wait...
But seriously, a Pokemon game with meaningful choices, real-time combat and the like would (probably) be incredible.
I do not really see how real-time would make something more mature, but it is not an inherently bad thing either.
Something like VATS would be fun in Pokémon*. Hit button, click on body parts, watch Pikachu zap enemies' limbs one at a time in slow motion.
(*For the record, I used to get irritated by people who put on the accent but since my keyboard is configured so I can do it easily I figured why the hell not)
Unfortunately though, Pokemon doing real time in a massive real-time open world RPG with meaningful choices, actual plotlines and death as a real danger is unfortunately practically impossible now. There are too many different Pokemon and of too many different shapes and sizes to properly model all of them in good quality. Too many different moves to animate. It just isn't really possible from a technical standpoint (if they want to include every single Pokemon.)
Still, something with full 3D world exploration would be pretty neat, even if the battles were turn based. (By full 3D I mean over-the-shoulder as opposed to the kind of isometric-ish thing they have at the moment.)
I do not really see how real-time would make something more mature, but it is not an inherently bad thing either.
I do not really see how real-time would make something more mature, but it is not an inherently bad thing either.
I think they meant to say it would make it more trendy.
There are too many different Pokemon and of too many different shapes and sizes to properly model all of them in good quality.
There are too many different Pokemon and of too many different shapes and sizes to properly model all of them in good quality.
You could always just use a subset, assuming that the game wouldn't be so focused on the "Catch em all" thing. Quality over quantity, and all that.
I just dreamed this one up:
A first/third person set in a fictional medieval kingdom, you play as the heir to a noble house during a civil war, your choices (even the choice not to act on an event) control the flow of events in the game. You can side with the rebels, the crown, or even seize power yourself depending on how you interact with the world and the people in it. Helped out that young smith you caught stealing apples from an orchard? Maybe you'll be recieving an exceptional weapon for your trouble, maybe not, it all depends on what you say and do.
KODP (King of Dragon Pass) in mmo setting...That might become a bit iffy to make if you don't want it to become too similar to Grand Strategy games like CK2 or some-such, and it probably would have to have a ton of small servers with only a few people on each or else it'll get REALLY crazy(unless that's what you want) But a MMORPG in the Dragon Pass setting would be SCHWEET!
Don't shoot me.
KODP (King of Dragon Pass) in mmo setting...This... sort of exists? There are a lot of browser games powered by basically the same engine, where you have a single town with some stats attached to it (which buildings are built and how many people you have and such) which is at a set point on a map.
Don't shoot me.
Virtuix Omni arcades. (http://www.youtube.com/watch?v=TJp-P0Ff-eo) Imagine playing... well, any first-person multiplayer game with this thing. In an arcade-type setting with your own private booth, they might even be able to rig it up with fans and air conditioners to make the environment feel like the game's setting.The responsiveness doesn't look too good. It never does on these kinds of things :/
I'd really like to see computer adaptations of Die Vecna Die, Great Modron March, Tomb of Horrors, and Expedition to Castle Greyhawk done in the same style as Atari's and Troika's 2003 adaptation of Temple of Elemental Evil (including still using the 3e/3.5e rules. Though perhaps using more of them, non-core classes, more items, more spells etc.)
EDIT:
Also, along the same lines, a remake of Dark Queen of Krynn
We need games or mods where you can kill and torture Kim Jong Un.
We need games or mods where you can kill and torture Kim Jong Un.
Do we really need to make this thread political?
and after, as well. i remember there being two concurrent rts franchises, only one of which was based on the films
I need to play that again.
MMaybe try a different strategy than covering middle earth with crossbow-uruks
I need to play that again.
MMaybe try a different strategy than covering middle earth with crossbow-uruks
You could just max out the unit cap with cavalry and charge your enemies out of existence, with sparing use of heroes and archers to deal with Ents and suchlike. That's how I breezed through the campaign, cavalry are completely and utterly OP. Pikes might take out one or two squads, but the computer never builds those in enough numbers to make a difference.
I want a fine-control real-time tactical game, with slightly more sophisticated mechanics than rock-paper-scissors. Something like De Bellis Multitudinis (http://www.byzant.demon.co.uk/dbm.htm) with flank marches and everything, but real-time and less random (none of this business of rolling well and then killing generals with peasants that were on the other side of the table).
A zombie game set in the 50s where due to what is basically a male-only super-power giving serum winds up with badass females running about killing the diseased men... Look, I cant explain this for shit, just click the link and read the comments already. (http://iwillnotbeashamed.tumblr.com/post/106192943465/misswigglebutt-huggs5-olga-lemongrass)I'd play it.
BFME was so much fun. I loved Tom Bombadil in it. 'Excuse me one second while I blast through your army with my single guy and watch your cavalry start flying around as if thrown by a kid with ADHD on e-numbers.'
He was in the second one. Some of the "good" factions could summon him from the Palantir power tree, and yeah he did pretty much as greatorder says.BFME was so much fun. I loved Tom Bombadil in it. 'Excuse me one second while I blast through your army with my single guy and watch your cavalry start flying around as if thrown by a kid with ADHD on e-numbers.'
Tom Bombadil was in BFME?
... Wow. It must have been a long time since I played it. Could he only be placed in a map editor or something? I don't remember seeing him at all.
The campaign sucked dick, too. BFME2's was also meh, but the first BFME had a really interesting campaign structure which few if any other RTSes have used.
An Elder Scrolls game with combat that doesn't suuuuck.
We can dream, right?
Dwarf Fortress with:
- Gunpowder weapons or the ability to mod them properly (separate loading and firing speed for range weapons)
- Leather ammount depending on size of the creature butchered
- Romero zombies or the ability to mod them properly
- The ability to specify vampires and it's abilities/characteristics
- The ability to specify werebeasts and it's abilities/characteristics
- The ability to specify demons and it's abilities/characteristics
- Classical elves
Basically, Dwarf Fortress, Warhammer Edition or something. Or that's it, wait for Dwarf Fortress 1.0 to roll out and mod the hell outa it.
Yes, but it still lacks a lot of things (which DF itself is still lacking).Dwarf Fortress with:
- Gunpowder weapons or the ability to mod them properly (separate loading and firing speed for range weapons)
- Leather ammount depending on size of the creature butchered
- Romero zombies or the ability to mod them properly
- The ability to specify vampires and it's abilities/characteristics
- The ability to specify werebeasts and it's abilities/characteristics
- The ability to specify demons and it's abilities/characteristics
- Classical elves
Basically, Dwarf Fortress, Warhammer Edition or something. Or that's it, wait for Dwarf Fortress 1.0 to roll out and mod the hell outa it.
there IS a war hammer fantasy mod for DF 2010
I have always thought of something along those lines too. Where do you start? Local cemetery? Recent battlefield? Do you rise linches to help you command? What would be more difficult or cost more? Zombies or skeletons? I have always liked to think that skeletons are harder than zombies because there's less to animate, hence it requires far more magic. Of course that's my opinion.
What about vampires? How do you angle them? Werebeasts and others. It would be very interesting.
I'd mention Warcraft 3 (I remember the necromancer/undead/Frozen Throne faction, and they were in the campaign).
I want a open world third person Shadowrun game. Dragonfall and returns are awesome rpgs, but there are so places a job can take you in the PnP and I'd like to see that.
That was a piece of fps trash that was so bad it made the makers of the PnP say its not even a shadowrun game.I want a open world third person Shadowrun game. Dragonfall and returns are awesome rpgs, but there are so places a job can take you in the PnP and I'd like to see that.
uh well we had that shadowrun 2007 game, which despite mixed reviews from asshat critics, I think most players mentioned to me that it was awesomesaucetm
A Dwarf Fortress with a good UI.
Maybe 2050? With luck?
A Dwarf Fortress with a good UI.
Maybe 2050? With luck?
The DF interface is unusual for a game but like a lot of "serious" specialized software: extremely powerful with enough knowledge, but artificially complex and alienating to the unexperienced. Mechanically, Dwarf Fortress isn't that difficult to play. Of course, this is not to say there would not still be a steep learning curve with an improved interface. On the surface, though, it is ridiculously complicated and clunky, and about 80% of the game's legendary cult-classic but popularly-alienating "difficulty" and "learning curve" can probably be ascribed to it.
Honestly, DF with an intuitive, simpler interface could probably unseat HL3 for "most anticipated game of all time".
Mario 64 MMO.(http://a.images.blip.tv/Yuriofwind-GamingMysteriesSuperMario128TechDemoGCNWii969.jpg)
Isometric graphics would make it much easier to perceive the 3d world, instead of the rather clunky way it works now, layer-by-layer.Is it strange that I actually prefer the top-down, layer-by-layer over isometric graphics? Like I enjoy isometric stuff for taking pictures of forts and whatnot, but for actually working in and around my fortress I much prefer the top-down graphics (with the notable exception of things moving up and down).
Newtonian Aurora.For a quick second there I was pretty sure you were advocating a mass (http://en.wikipedia.org/wiki/2012_Aurora_shooting) shooting (http://en.wikipedia.org/wiki/Sandy_Hook_Elementary_School_shooting) simulator...... I definitely did a double take there... May just be my brain, since it'd merged the two incidents in my head.
'nuff said.
Newtonian Aurora.There's Pulsar 4X (http://aurora2.pentarch.org/index.php/board,169.0.html), an open-source Aurora fangame in development, which has both Newtonian and Trans-Newtonian rulesets planned. It's still pretty quiet and in early development, but is showing no signs of dying (last code commit three days ago, and it's been going for over two years).
'nuff said.
Huh, I never realized it was a thing. thanks for pointing it out! :DNewtonian Aurora.There's Pulsar 4X (http://aurora2.pentarch.org/index.php/board,169.0.html), an open-source Aurora fangame in development, which has both Newtonian and Trans-Newtonian rulesets planned. It's still pretty quiet and in early development, but is showing no signs of dying (last code commit three days ago, and it's been going for over two years).
'nuff said.
I would not mind something 3d that still showed you a slice at a time.
Like: everything below the z-level you are looking at appears solid, everything above is removed.
This would let you see lower terrain contours and features, upper levels would not obstruct. Could scroll between levels, or rotate out for a perspective view. That TWBT thing sort of does this now, but it has dependencies that I'm not supper happy about using. Ideally, something more like the old lifevis or obsidian, but would "snap" to an overhead view of one z-slice at a moments notice.
I often find myself going to pen and paper or some sort of doodling app (or a spreadsheet...) to make sure the 3d structure I am excavating will be correct -- having this capability within the interface would be super handy.
You are an agent tasked with hunting down a target at large in a city.
Out of several thousand buildings, she or he is living in one of them, and you need to find out which it is, and send in the swat team.
Only, the target will keep taking steps to avoid you, including moving to different safe houses.
You hunt them using information effectively and conducting surveillance of likely connection points. This becomes gradually harder as you progress
through the "levels" of more evasive suspects. It should be dynamic, not scripted, so there are always multiple ways you might succeed in completing
a hunt, and you will never have exactly the same experience twice.
Oooh, that looks sexy. Kinda like another episode of Sub Rosa.You are an agent tasked with hunting down a target at large in a city.
Out of several thousand buildings, she or he is living in one of them, and you need to find out which it is, and send in the swat team.
Only, the target will keep taking steps to avoid you, including moving to different safe houses.
You hunt them using information effectively and conducting surveillance of likely connection points. This becomes gradually harder as you progress
through the "levels" of more evasive suspects. It should be dynamic, not scripted, so there are always multiple ways you might succeed in completing
a hunt, and you will never have exactly the same experience twice.
The game you are looking for is The Hit (http://thehitgame.co.uk/).
-A Postal 2 style mayhem simulator but with procedurally generated levels and more realistic weapon effects (shotgun and machinegun with actual stopping power, melee weapons that damage the part of the body that they actually hit rather than a randomly selected limb, etc)Hatred time!
Hitman 2, but if disguises actually mattered and the save game system wasn't so confusing. I remember there being a lot of cool levels, but I only got to see them when following a guide step-for-step.Oh, yeah. A Contracts-style remake would be great.
I dont even what the game is about or what you would do in it, I just want there to be a game called asexual attack cat.
So basically Magicka?I dont even what the game is about or what you would do in it, I just want there to be a game called asexual attack cat.
Asexual Attack Cat would also be a great name for a band.
Or asexualattackcat.tumblr.com.
I would love a game which takes something like DotA's Invoker to another level. Make it four or five elements instead of three and you massively increase the number of available spells. Make it first person and in a procedural or story-based world...
It would probably be ridiculously niche, but I would play the heck out of a game that let you mix spells on the fly by rapping keys. Especially if it had PvP.
A Death Note simulator. You start in a randomised country, pick your multiple choice background LCS style, and then you get the notebook. You would have a limited amount of time in a day to use the notebook, cause you need to eat/sleep/interact with people to avoid raising suspicion/etc. Once you are done taking care of your daily life from a Sims isometric perspective, you'd switch to a Shadow President style global map, where you'd have access to all the publicly known names and faces of people in the world, along with their publicly available backgrounds/crimes/and other info, so you can decide who you want to judge.
Wanna take out all of the Facebook users of the world? That's simple, the game supplies you with information of those people based on that criteria. If the criteria you want is criminals, then you'd need to find a way into various criminal databases, which may be helped or hindered depending on your character's background, and which you can do something about from your daily life mode. Every randomly generated individual in this game would be connected, allowing you to make them do simple commands before their death, mostly related to killing others ( e.g. John commits suicide at 10:43 EST, kills sister Jane in the process ), making them cooperate with you, turn against someone, etc. Each individual would be limited by circumstance, meaning you can't make a janitor launch a country's nukes, or make a child go on a killing spree. They may try, it's just not going to help you.
Eventually, you'd be targeted by L. L's name would be randomly generated each time you play, so you can't simply write down his name because you learned about in your last playthrough. He would use all the information on the planet, which he more or less has access to, to narrow you down to country, city and town of origin. L would try to befriend you as in canon, stay at a distance, do whatever, the only consistent thing being he will never give up even if you've managed to terrify the rest of the world. On the whole, you will be hunted by other organizations as well, but L's true anonymity makes him the only person in the game capable of standing against you till the very end.
Would make for some interesting AARs.
Games I wished existed eh?
Asexual attack cat.
I dont even what the game is about or what you would do in it, I just want there to be a game called asexual attack cat.
I am not sure either, but while searching for inspiration I stumbled upon this repository of GIFs (http://sexualobsterstuff.tumblr.com/) from GreasyMoose animations. Though this is getting a bit removed from the original topic now.Games I wished existed eh?
Asexual attack cat.
I dont even what the game is about or what you would do in it, I just want there to be a game called asexual attack cat.
Seconded. I actually want to draw this now, but I don't know how to draw an asexual anything.
Meanwhile, @Yolan, you might want to try to scratch that itch with Sid Meyer's Covert Action; it's an oldie, but that, roughly, is the description of what you do most of the time.
Isn't that the game that Molyneux wanted to make and then didn't really?Which one? :P
Isn't that the game that Molyneux wanted to make and then didn't really?
I had an idea a while back for a shooter where you play as a kitten who works as an exterminator, and you go into these little mouse cities that are themed after whatever kind of building the mice are infesting and you gun them all down. Sort of a combination of Hotline Miami, Postal, and ]i]Grand Theft Auto[/i], but woth funny animals and corpses that can be devoured for bonuses and/or powerups.That is super dark...I like it.
I had an idea a while back for a shooter where you play as a kitten who works as an exterminator, and you go into these little mouse cities that are themed after whatever kind of building the mice are infesting and you gun them all down. Sort of a combination of Hotline Miami, Postal, and ]i]Grand Theft Auto[/i], but woth funny animals and corpses that can be devoured for bonuses and/or powerups.
An XCOM clone where you control a company/organization that cleans up worlds after various apocalypses such as nuclear bombings, demon invasions, meteor strikes, nanomachines, etc. and each apocalypse presents its own threats.Clean up as in making it safe for its old inhabitants, or killing them off for someone else to take over?
More or less...he has has a way of promising a mountain and delivering a simple stone.
None of his games are terrible per se but they are always over hyped and over promised
An XCOM clone where you control a company/organization that cleans up worlds after various apocalypses such as nuclear bombings, demon invasions, meteor strikes, nanomachines, etc. and each apocalypse presents its own threats.Clean up as in making it safe for its old inhabitants, or killing them off for someone else to take over?
This makes me think about this really short FPS where time only passed when you moved.SUPER HOT SUPER HOT SUPER HOT!
The name was in two parts, with one in caps. Something like "SUPER fight" or something...
http://en.wikipedia.org/wiki/Emergency_(series)An XCOM clone where you control a company/organization that cleans up worlds after various apocalypses such as nuclear bombings, demon invasions, meteor strikes, nanomachines, etc. and each apocalypse presents its own threats.Clean up as in making it safe for its old inhabitants, or killing them off for someone else to take over?
or possibly just literally clearing away rubble and bodies
A game with actual fun super speed. Maybe with a cinematic mode, first you'd do normal actions in a slow mo world, and then cinematic cam would kick in, showing how you're moving from the perspective of normal people.I suppose kill cams in Sniper Elite kind of do this.
A game with actual fun super speed. Maybe with a cinematic mode, first you'd do normal actions in a slow mo world, and then cinematic cam would kick in, showing how you're moving from the perspective of normal people.
A game where you play a rank and file soldier, with the battles not being scripted, and you not really capable of swinging them. You're just trying to survive another day, and you don't even know that your side will win. Maybe they don't.
A game where you play a rank and file soldier, with the battles not being scripted, and you not really capable of swinging them. You're just trying to survive another day, and you don't even know that your side will win. Maybe they don't.
A game with actual fun super speed. Maybe with a cinematic mode, first you'd do normal actions in a slow mo world, and then cinematic cam would kick in, showing how you're moving from the perspective of normal people.Super Time Force sorta does this. Once you complete a level, after doing all the rewinding and slo-mo and stuff, you get treated to a replay done in real time, from the perspective of a bystander.
ARMA 3 made me angry because if any of your squadmates die, you lose.They don't?
Not the best arrangement considering they lack basic self preservation skills.
A game where you play a rank and file soldier, with the battles not being scripted, and you not really capable of swinging them. You're just trying to survive another day, and you don't even know that your side will win. Maybe they don't.
Do you mean you don't lose if they die or they have basic self preservation skills?The first one. Do you mean that if they all die, you lose?
Because I've had a squadate get run over by a tank. An allied tank.
Operation Flashpoint (The original, not the sequel) and the ARMA series is kind of like that. There's this particular feeling of helplessness that I get knowing that even if I'm a hero it will do crap because the operation itself is FUBAR.
The thing I like about ARMA/Operation Flashpoint is that there's helicopters/tanks/machine gunners/whatever... And you don't get a rocket launcher to deal with them. Sure, you can find it off some soldiers you kill, but if you don't find any there won't be one conveniently lying around. You'll just have to crawl in the dirt and hope to God that helicopter decides killing you isn't worth it's time.
Might I recommend the mod Pilgrimage if you're looking for an open world experience? It sounds exactly like what you're looking for.Operation Flashpoint (The original, not the sequel) and the ARMA series is kind of like that. There's this particular feeling of helplessness that I get knowing that even if I'm a hero it will do crap because the operation itself is FUBAR.
The thing I like about ARMA/Operation Flashpoint is that there's helicopters/tanks/machine gunners/whatever... And you don't get a rocket launcher to deal with them. Sure, you can find it off some soldiers you kill, but if you don't find any there won't be one conveniently lying around. You'll just have to crawl in the dirt and hope to God that helicopter decides killing you isn't worth it's time.
This so hard, except the original OFP's squad combat system is incredibly unwieldy; hope you like menus during a heated battle! And the tank missions suck, because it's entirely luck whether your AI crewmates interpret your commands correctly and quickly enough.
When the AI and the mission scripting are working as intended, however, it's one of the most intense games I've ever played. A lot of it does, indeed, come from fear of the enemy's vehicles; nothing like seeing a tank on the horizon and realizing that you left the LAW behind much earlier in the mission, when the soldier carrying it died. It's a shame that they weren't able to and/or didn't make the game closer to an open-world experience, because the game world is quite expansive and I'm positive there are parts that don't get covered during the campaign missions.
I'd like a 4x game that doesn't have the "rolling ball" effect so often present in other games, where the hardest period of the game is usually the early one, until you snowball in size/technology and start rolling over all your opponents and they can do nothing about it.^^This.
I had an idea a while back for a shooter where you play as a kitten who works as an exterminator, and you go into these little mouse cities that are themed after whatever kind of building the mice are infesting and you gun them all down. Sort of a combination of Hotline Miami, Postal, and ]i]Grand Theft Auto[/i], but woth funny animals and corpses that can be devoured for bonuses and/or powerups.That is super dark...I like it.
Submarine simulations?Not Steel Diver presumably?
Something WWII and unique, every game that has to do with WWII is either a shooter, an online shooter, a strategy game, or the occasional game about airplanes.Production and logistics simulator.
Just in a WWII sort of mood today.
Something WWII and unique, every game that has to do with WWII is either a shooter, an online shooter, a strategy game, or the occasional game about airplanes.A trading sim. You play as Milo Minderbinder.
Just in a WWII sort of mood today.
Something WWII and unique, every game that has to do with WWII is either a shooter, an online shooter, a strategy game, or the occasional game about airplanes.Silent Storm is a TBS where you control a squad of elite operatives running around Europe unraveling a James Bond style conspiracy during WWII. It is like the original XCOM, where you have a certain amount of TUs per unit. End game is kind of.... bad, but there are mods for correcting it.
Just in a WWII sort of mood today.
The Saboteur had its moments.
Does anybody know how one would go about calculating how much money wpuld be needed to produce a game?Well, (total salaries * maximum estimated time of production) * 3 would be a good first estimate, if you're using a free engine (and there's no reason to use a non-free engine because Unreal Engine 4 is f*cking free).
Does anybody know how one would go about calculating how much money wpuld be needed to produce a game?Depends on how many people you have employed (if any) and whether or not you're paying to use an existing engine, these among other expenses which all vary depending on your needs can range a total anywhere from thousands to tens of thousands for the typical indie game, 100k+ if it's a really big project or you don't want development to last 5 years.
Does anybody know how one would go about calculating how much money wpuld be needed to produce a game?
Something WWII and unique, every game that has to do with WWII is either a shooter, an online shooter, a strategy game, or the occasional game about airplanes.Silent Storm is a TBS where you control a squad of elite operatives running around Europe unraveling a James Bond style conspiracy during WWII. It is like the original XCOM, where you have a certain amount of TUs per unit. End game is kind of.... bad, but there are mods for correcting it.
Just in a WWII sort of mood today.Silent Hunter, as mentioned earlier, is also a pretty unique game, with the choice of which side you are on depended on the game. III and IV are the main good ones, since V is generally regarded as being horrible. III has you manning a U-Boat in the Atlantic. You are given a grid section to patrol, and you hunt down Allied shipping. IV has you manning an American sub in the Pacific. Few more specific missions besides the generic patrol, such as reconning a harbor, or delivering supplies to an island.Spoiler: Reason Why (click to show/hide)
Operation Flashpoint (The original, not the sequel) and the ARMA series is kind of like that. There's this particular feeling of helplessness that I get knowing that even if I'm a hero it will do crap because the operation itself is FUBAR.
The thing I like about ARMA/Operation Flashpoint is that there's helicopters/tanks/machine gunners/whatever... And you don't get a rocket launcher to deal with them. Sure, you can find it off some soldiers you kill, but if you don't find any there won't be one conveniently lying around. You'll just have to crawl in the dirt and hope to God that helicopter decides killing you isn't worth it's time.
This so hard, except the original OFP's squad combat system is incredibly unwieldy; hope you like menus during a heated battle! And the tank missions suck, because it's entirely luck whether your AI crewmates interpret your commands correctly and quickly enough.
When the AI and the mission scripting are working as intended, however, it's one of the most intense games I've ever played. A lot of it does, indeed, come from fear of the enemy's vehicles; nothing like seeing a tank on the horizon and realizing that you left the LAW behind much earlier in the mission, when the soldier carrying it died. It's a shame that they weren't able to and/or didn't make the game closer to an open-world experience, because the game world is quite expansive and I'm positive there are parts that don't get covered during the campaign missions.
Does anybody know how one would go about calculating how much money wpuld be needed to produce a game?Well, (total salaries * maximum estimated time of production) * 3 would be a good first estimate, if you're using a free engine (and there's no reason to use a non-free engine because Unreal Engine 4 is f*cking free).
A game with actual fun super speed. Maybe with a cinematic mode, first you'd do normal actions in a slow mo world, and then cinematic cam would kick in, showing how you're moving from the perspective of normal people.
If we could develop software that could create new technologies on a whim I think we'd use it for something other than a 4x videogameIt wouldn't be that hard. Inventing technology that actually works is very hard, combining technobabble words with random stat modifiers is pretty trivial. Having it actually be fun would be another issue but its not unthinkable that someone could make it work.
I personally would prefer if instead of "procedurally-generated technology" there was the ability to create new custom technology by combining other technologies a la LEGO.If we could develop software that could create new technologies on a whim I think we'd use it for something other than a 4x videogameIt wouldn't be that hard. Inventing technology that actually works is very hard, combining technobabble words with random stat modifiers is pretty trivial. Having it actually be fun would be another issue but its not unthinkable that someone could make it work.
I'd also like to see more games where research (and to a lesser degree, construction) isn't so unnaturally focused. It isn't realistic for a huge galaxy-spanning empire to only have one research project going, you should be able to have several at once. Plus, innovations in one area often have applications in others, so having more research projects going at once should give you a small boost to total research points (although each individual project will still have fewer, and the boost for each additional project should be lower the more projects are currently running)Galaxia: Remember Tomorrow does that. It uses a system that either for focus or budgets. You can focus on a particular project or just on the overall categories.
I personally would prefer if instead of "procedurally-generated technology" there was the ability to create new custom technology by combining other technologies a la LEGO.If we could develop software that could create new technologies on a whim I think we'd use it for something other than a 4x videogameIt wouldn't be that hard. Inventing technology that actually works is very hard, combining technobabble words with random stat modifiers is pretty trivial. Having it actually be fun would be another issue but its not unthinkable that someone could make it work.
Though I have no idea how that would even begin to work.
In Factorio you start out working directly with your hands, and then proceed to build technological systems that grant you more and more power.
How about a game where rather than technology it is politics, in the meaner sense of power structures, that is the focus. Feudalism the game or some such. Initially you have to slice off a few peoples heads, and then you are able to get some other people to do that for you. Your orders are not magically transferred from on high to the lowest level. Anything you have not done directly is done via others. Chains of command need to be set up, budgets assigned, conspirators and assassins watched for. How well do you know your own realm? How well can you control it? You might want to wage a war, but that is not simply a matter of money or resources.
sort of like these?
http://en.wikipedia.org/wiki/Wargame_Construction_Set
http://www.matrixgames.com/products/356/details/The.War.Engine
http://en.wikipedia.org/wiki/Strategic_Command_2:_Blitzkrieg
first two are dedicated construction kits, third one is highly modable.
That sounds super fun! I'd play that. Combat or is it abstacted?
Not sure if I posted this before, I'm starting to believe I post the same ideas every few months, heh.
I'm spoilering it just in case I'm just repeating myself.
To sum up: a MMORPG game where each player gets better options for making new characters by killing or retiring the old ones off.Spoiler (click to show/hide)
A more complex Toribash where the players have muscles, bone, fat, and skin and react to pain.
Have you ever played Toribash? :PA more complex Toribash where the players have muscles, bone, fat, and skin and react to pain.
how would you control the muscles? It'd be a pain to have to manually adjust each muscle group.
A more complex Toribash where the players have muscles, bone, fat, and skin and react to pain.But most of the fun is in being able to do far too many flips , more than a human being could realistically achieve in one jump, and then do some stupid trick that involves tearing off your arm.
My brother came up with an idea for a minecraft mod, which I wrote the details of in a text document. I'll post those later, but I can't actually code it.So are there any coders willing to help us with this? Especially any familiar with the Technic Launcher?
I'd give it a shot if I owned Minecraft.My brother came up with an idea for a minecraft mod, which I wrote the details of in a text document. I'll post those later, but I can't actually code it.So are there any coders willing to help us with this? Especially any familiar with the Technic Launcher?Spoiler (click to show/hide)
My brother came up with an idea for a minecraft mod, which I wrote the details of in a text document. I'll post those later, but I can't actually code it.So are there any coders willing to help us with this? Especially any familiar with the Technic Launcher?Spoiler (click to show/hide)
I had an idea a while back for some kind of "information warfare" game, where you're trying to shift public opinion or cover up a government secret using sinister propaganda/misdirection tactics (astroturfing, running propaganda ads, silencing whistle-blowers, etc.) The problem is, I have no idea how such a game would play. It's difficult to imagine a framework that would allow meaningful innovation and creativity from the player when the goal is so abstract. It might get repetitive.Floor 13 again.
So, on the way home I was thinking of how many quests in Elder Scrolls games seem to assume that you're an unknown nobody, even if you're known as the hero of the realm and wearing some really ostentatious endgame armor of doom. So I thought: what if there was an Elder Scrolls (or similar) game, where the gimmick mechanic was multiple identities?
Through illusion, shapeshifting, and just plain costumery, you could assume different identities. It could be even as simple as not being recognized by someone due to them never seeing you without your all-covering armor. So, every time you complete a quest, it gets credited to whoever people think you are at the time. That way you could still do low-key quests that fame and fortune would logically get in the way of. Through confessions or witnesses (that may or may not be believed), people might discover that 2 or more personas are actually the same person.
But FNV's interface actually works and the melee combat doesn't look even nearly as stilted and unnatural as Skyrim'sFNV uses Oblivion combat animations and its melee combat is practically Oblivion's, just with a few unique moves thrown in.
Something like ARMA, but for science. Using tools and equipment of the time, you have to make important real-world historical scientific discoveries. I have no idea how much this would have to be simplified to be an actual workable idea.
A game with no scoring system.Toribash is sort of like that.
Your level of success is determined by how intact your body is.
A game with no scoring system.Interesting...
Your level of success is determined by how intact your body is.
A game with no scoring system.That sounds a little like Cogmind
Your level of success is determined by how intact your body is.
I work in a call center. After guiding our customer through an extremely stressful problem, he ended the call with my rep by straight-faced saying "Well, at least you aren't a Jamaican Warlock".
What is this man's life like.
Looper-style game mechanics (so-so movie) where you either have to prevent your separate, former self from dying or cause your own death when you finally win (with a modicum of AI assistance). Maybe both at once.Come on Resequence Engine.
A game where you "make the job fit the crew" rather then vice versa.
You're saddled (anchored?) with a bunch of hopeless, mad, bad, and disagreeable characters who share nothing but a need for coin, leaving post haste and hilariously poor life expectancy.
You need to find a job which everyone disagrees the least about, that pays anyone you can't "charm", and has a reservation firmly ringed by vacuum. Now! Undermine, sidestep or even complete the mission so that the right people have started worshipping petunias, hared off after a nemesis or reported you to the authorities, or not as the case may be.
Manipulate your way into a working misunderstanding of a team with goals the sane (you) understand, prosper through misinformation, test loyalties, perform "spontaneous" heroics, and all in all concoct disintegrating plots at speed as you misadventure.
An ArmA-esque strategic military game but set on the inside of a concave "Earth" (obviously not actually the entirety of Earth. Just the inside of a large sphere). Anywhere can be seen from (just about) anywhere with enough magnification.I predict somebody trying to build a gigantic tower to the center to have a strategic bombing advantage.
Hotline Miami multiplayer.Weirdly enough, I've had some ideas loosely within the same vein as these two ideas.
With sadist map design (all the guns spawn in an entirely glass room looking out on every main hallway the map has, for example), combo powerups (the more and faster you kill, the crazier your screen gets and the closer you are to a drug-fueled Mario Star trip, unleashing the hounds, or calling in for a truly absurd weapon) and the masks being the only real character customization with an impact on gameplay.
MOBA x RPG.
Shake up the MOBA formula by shifting it back to it's roots a bit- instead of specific heroes, you take a class- allowing you different skill trees and weapons. For instance, the Hoplite (based on Etrian Odyssey) may gain passives to reflect a portion of melee damage (armor spikes) or, in the same slot, gain a passive which lets them move a bit faster (well-designed armor), or even have a chance to resist effects of any kind (enchanted armor). Usually, one class may choose 2 of 6 offensive skills, 1 of 3 passives, or possibly just 3 free slots for 9 skills.
Ultimates will either be determined by a class's weapon type + some player choice (faction/religion?), or a number to choose from. Assuming 10 factions, representing order, deception, chaos, wilderness, growth, spirits/death, storms, illness/undeath, war/victory, and progress/foresight, each one will have one ultimate skill for each weapon type (classes only get one weapon by default).
An Order-based Hoplite's ultimate may stun enemies under a rain of spears, while a Chaos-based one may cause a terrain-breaking AOE.
An ArmA-esque strategic military game but set on the inside of a concave "Earth" (obviously not actually the entirety of Earth. Just the inside of a large sphere). Anywhere can be seen from (just about) anywhere with enough magnification.
21-barrel black-powder DrillingsI can almost smell it.
An ArmA-esque strategic military game but set on the inside of a concave "Earth" (obviously not actually the entirety of Earth. Just the inside of a large sphere). Anywhere can be seen from (just about) anywhere with enough magnification.
I'd like to see an ArmA style game with fictional weapons. Maybe even with Reciever level of detail, maybe not. Either way, crystal ray-guns and 21-barrel black-powder Drillings could fit in a concave world rather well.
An ArmA-esque strategic military game but set on the inside of a concave "Earth" (obviously not actually the entirety of Earth. Just the inside of a large sphere). Anywhere can be seen from (just about) anywhere with enough magnification.
I'd like to see an ArmA style game with fictional weapons. Maybe even with Reciever level of detail, maybe not. Either way, crystal ray-guns and 21-barrel black-powder Drillings could fit in a concave world rather well.
Not really on the fictional weapons topic, but I would kill for a proper fps/military simulation with Receiver-esque gun controls, hell even throw some sort of field stripping mechanic from World of Guns: Gun Disassembly and have a whole mechanic based around not only having to actually operate guns but having to make sure your guns are maintained so they don't fuck up in the field.
An ArmA-esque strategic military game but set on the inside of a concave "Earth" (obviously not actually the entirety of Earth. Just the inside of a large sphere). Anywhere can be seen from (just about) anywhere with enough magnification.
I'd like to see an ArmA style game with fictional weapons. Maybe even with Reciever level of detail, maybe not. Either way, crystal ray-guns and 21-barrel black-powder Drillings could fit in a concave world rather well.
Not really on the fictional weapons topic, but I would kill for a proper fps/military simulation with Receiver-esque gun controls, hell even throw some sort of field stripping mechanic from World of Guns: Gun Disassembly and have a whole mechanic based around not only having to actually operate guns but having to make sure your guns are maintained so they don't fuck up in the field.
There's an equipment maintainence mechanic in Fallout New Vegas, although it's not very in-depth
An ArmA-esque strategic military game but set on the inside of a concave "Earth" (obviously not actually the entirety of Earth. Just the inside of a large sphere). Anywhere can be seen from (just about) anywhere with enough magnification.
I'd like to see an ArmA style game with fictional weapons. Maybe even with Reciever level of detail, maybe not. Either way, crystal ray-guns and 21-barrel black-powder Drillings could fit in a concave world rather well.
Not really on the fictional weapons topic, but I would kill for a proper fps/military simulation with Receiver-esque gun controls, hell even throw some sort of field stripping mechanic from World of Guns: Gun Disassembly and have a whole mechanic based around not only having to actually operate guns but having to make sure your guns are maintained so they don't fuck up in the field.
There's an equipment maintainence mechanic in Fallout New Vegas, although it's not very in-depth
Unless your talking about a mod, isn't fallout 3/NV maintenance just smashing two weapons together to fix one of them?
So after posting a thread (http://www.bay12forums.com/smf/index.php?topic=149817.0) made for discussing a certain game idea, a different but similar game idea came to mind: an evil overlord simulator. No, not like Dungeon Keeper or Evil Genius. No, not like Overlord either. I want a simulation of being an evil wizard who plots the fall of kingdoms from inside his wicked tower of ominousness, commanding hordes of goblins and orcs, kidnapping princesses, enslaving the masses, and plotting against the forces of good.
But it would be something more abstract and large-scale, like a grand strategy game. You sweep across the countryside committing atrocities, but the worse your PR as supreme ruler is the more likely it is you will face an uprising. Every village you raze to the ground creates the potential for a lone survivor swearing revenge and becoming a level 20 paladin ready to wreck your shit. And not everything has to be deathkillmurderfest, as you can make deals with factions to expand your evil empire non-violently.
I find it hard to believe this doesn't already exist, but I've never found anything combining all these elements.
I know this is not exactly what you are suggesting, but there's something you might enjoy here (http://keeperrl.com/index.php?option=com_content&view=article&id=2&Itemid=102). It's still early access and needs a lot more features (too basic for now for my tastes as a DF player, but it's certainly playable) but I like the idea and hope it gets developed.Yeah, I've seen Keeper RL. Haven't checked it out in a while though, maybe I should download it again.
Now, @Gatleos, sounds like the hilariously evil version of CKII. I'd also really like to see that. I know you said large-scale/grand strategy, but what about some more intimate interactions with people? at least in the form of messengers, etc.?Yeah, I realized after a while that it was CK II: Evil Overlord Expansion. Holding meetings (or " granting an audience" once you're more full of yourself) with diplomats, trade caravans, or summoned demons would be essential. Even a reclusive evil archmage (or at least his high-ranking cult members) needs to do a little diplomacy now and then.
-snippity snop-I would give someone money in exchange for a product that matched this specification (or at least, in spirit; not necessarily every detail that would be silly).
-snippity snop-I would give someone money in exchange for a product that matched this specification (or at least, in spirit; not necessarily every detail that would be silly).
Mods that let you slot together different games. So you use this bit of that evil overlord simulator and jump into CK politics and then travel in a small group using a telltale engine and fight in mount and blade.That'd be pretty marvelous.
while I was playing xcom last night I thought how cool would be if there was a multiplayer campaign mode when one player control the humans and the other the aliens, both sides would have to create facilities, explore tech trees and would fight occasionally, etc.UFO: The Two Sides has this; the game was abandoned for copyright reasons (it used X-Com graphics) and there's probably nobody to play with though.
what I really wanted was a long multiplayer setting that isn't slow, when I try to play something like civ or europa universalis online is cool because is kind epic, but after some turns it gets boring because it takes so much time
I don't what is the perfect solution, but I'm frustrated by this idea.
while I was playing xcom last night I thought how cool would be if there was a multiplayer campaign mode when one player control the humans and the other the aliens, both sides would have to create facilities, explore tech trees and would fight occasionally, etc.This simply must be a thing. Imagine committing abductions and trying to make it out with as many humans as possible, only to have an XCOM squad crash the party while recovering the bodies, or controlling your own army of cryssalids on a terror mission.
what I really wanted was a long multiplayer setting that isn't slow, when I try to play something like civ or europa universalis online is cool because is kind epic, but after some turns it gets boring because it takes so much time
I don't what is the perfect solution, but I'm frustrated by this idea.
An at least somewhat realistic urban combat simulator with a lot of emphasis on working together as a team. A game in which having the right tactics is more important than hitting with every bullet. A game where suppressive fire works like it does IRL.The Arma series is like this if you're with a decent group; for infantry combat Arma 3 is considered the best.
An at least somewhat realistic urban combat simulator with a lot of emphasis on working together as a team. A game in which having the right tactics is more important than hitting with every bullet. A game where suppressive fire works like it does IRL.Can I recommend Insurgency (http://store.steampowered.com/app/222880/)?
An at least somewhat realistic urban combat simulator with a lot of emphasis on working together as a team. A game in which having the right tactics is more important than hitting with every bullet. A game where suppressive fire works like it does IRL.
An at least somewhat realistic urban combat simulator with a lot of emphasis on working together as a team. A game in which having the right tactics is more important than hitting with every bullet. A game where suppressive fire works like it does IRL.
An at least somewhat realistic urban combat simulator with a lot of emphasis on working together as a team. A game in which having the right tactics is more important than hitting with every bullet. A game where suppressive fire works like it does IRL.
You could give Red Orchestra 2 a look, it's very realistic as far as FPS games go, includes suppression mechanics and has urban (and also field) infantry combat in a WW2 setting. (Some maps may feature a few operable tanks.)
The base game (Germany vs Russia) ran fine on my i5, 4gig ram, 32bit computer but the later expansion (America vs Japan)
while I was playing xcom last night I thought how cool would be if there was a multiplayer campaign mode when one player control the humans and the other the aliens, both sides would have to create facilities, explore tech trees and would fight occasionally, etc.This
what I really wanted was a long multiplayer setting that isn't slow, when I try to play something like civ or europa universalis online is cool because is kind epic, but after some turns it gets boring because it takes so much time
I don't what is the perfect solution, but I'm frustrated by this idea.
Boots of blinding speed?
A multiplayer siege game in a Minecraft-style block sandbox world. The defending players have an enclosed area and vast resources with which to build a fort, while the opposing players buy explosives, grappling hooks, magic spells and fire arrows with a limited amount of points. Once the match begins, the attackers need to infiltrate the castle, steal something, then flee the area before they all get killed.
Improved versions of many games (Dungeons of Dredmor for example) with themed levels (ie. an ice level, a wild-west level, a fire level, an asian level, a steampunk level, etc) could be improved with he addition of some mechanism that randomizes the order of the levels (or rather the order of the themes) and rebalances the associated enemies accordingly.Dark Wizard
Probably some other stuff too but to be honest I kind of don't care too much about specifics. Really I just want a game with a reasonable portrayal of rebellion against a force that would be superior in a direct confrontation, and also a non-FPS game set in the Half-Life universe.You can have the rest of my money if you do this, Valve.
Foreword: So this started off as a more general thing but then I figured that the Half-Life universe is actually a perfect place to set the concept so I guess I'll just pretend it is because games set in that universe outside the core Half-Life games would be nice.I actually think the whole asymmetric turn based warfare would make a really great boardgame. One player is occupiers, everyone else plays different resistance factions, one player takes all. Or maybe resistance factions partially work together, either way.Probably some other stuff too but to be honest I kind of don't care too much about specifics. Really I just want a game with a reasonable portrayal of rebellion against a force that would be superior in a direct confrontation, and also a non-FPS game set in the Half-Life universe.Spoiler (click to show/hide)
Only 1 winner in the end, but resistance can work together in beginning to overcome more powerful occupier. But backstabbing is inevitable. A smart occupier can use this to sow early discord. Mindgames!Yeah, that's what I was thinking as well. Perhaps the rebels would have slightly differing win conditions, so that alliances for the ones that can be shared and rivalries for exclusive ones could form.
Only 1 winner in the end, but resistance can work together in beginning to overcome more powerful occupier. But backstabbing is inevitable. A smart occupier can use this to sow early discord. Mindgames!Yeah, that's what I was thinking as well. Perhaps the rebels would have slightly differing win conditions, so that alliances for the ones that can be shared and rivalries for exclusive ones could form.
Foreword: So this started off as a more general thing but then I figured that the Half-Life universe is actually a perfect place to set the concept so I guess I'll just pretend it is because games set in that universe outside the core Half-Life games would be nice.I actually think the whole asymmetric turn based warfare would make a really great boardgame. One player is occupiers, everyone else plays different resistance factions, one player takes all. Or maybe resistance factions partially work together, either way.Probably some other stuff too but to be honest I kind of don't care too much about specifics. Really I just want a game with a reasonable portrayal of rebellion against a force that would be superior in a direct confrontation, and also a non-FPS game set in the Half-Life universe.Spoiler (click to show/hide)
Risk cannot really simulate assymetrical warfare to my knowledge.Foreword: So this started off as a more general thing but then I figured that the Half-Life universe is actually a perfect place to set the concept so I guess I'll just pretend it is because games set in that universe outside the core Half-Life games would be nice.I actually think the whole asymmetric turn based warfare would make a really great boardgame. One player is occupiers, everyone else plays different resistance factions, one player takes all. Or maybe resistance factions partially work together, either way.Probably some other stuff too but to be honest I kind of don't care too much about specifics. Really I just want a game with a reasonable portrayal of rebellion against a force that would be superior in a direct confrontation, and also a non-FPS game set in the Half-Life universe.Spoiler (click to show/hide)
You could probably manage something close with the basic Risk boardgame, although it would be better suited as a kind modification with clearly defined rules.
This is more a mod I wish existed...
A total conversion mod of Doom (Preferably with Brutal Doom added too) that recreates Hotline Miami 1 and 2, down to the graphics style.
I would love to see how the game plays in a first person mode.
I can see the cover now...This is more a mod I wish existed...
A total conversion mod of Doom (Preferably with Brutal Doom added too) that recreates Hotline Miami 1 and 2, down to the graphics style.
I would love to see how the game plays in a first person mode.
Similarly, Doom levels in Hotline Miami would also be cool
Games you wish existed
QuoteGames you wish existed
Aurora 4x with 3d engine capable of displaying hundreds of ships and VAST distances of cosmos, thousands of missiles, beams etc. Preferably Nexus Jupiter Incident like....
That would be the "game to end all games" for me..
Hell ya! Can we customize the look of the ships???
I can see the cover now...This is more a mod I wish existed...
A total conversion mod of Doom (Preferably with Brutal Doom added too) that recreates Hotline Miami 1 and 2, down to the graphics style.
I would love to see how the game plays in a first person mode.
Similarly, Doom levels in Hotline Miami would also be cool
Jacket and the Marine standing back to back. Russian mobsters are charging at the Marine on one side, and the demons of hell are charging at Jacket on the other side. Both have shotguns.
Quake III esque arena FPS based almost entirely around rockets.
Everyone has a rocket launcher that can kill with about 3 average splash hits. Direct hits do double damage. Players also have a shield they can parry with, if they can time it. Parried rockets are redirected where the shielder is looking. Parried rockets move a bit faster and are more powerful.
Maps have a vertical focus. Navigation by rocket jump is encouraged. Health, armor, and ammo is stashed away in various parts of the map, no regenerating health.
Quake III esque arena FPS based almost entirely around rockets.So what you want is a TF2 mod that adds the airblast onto a soldier's rocket launcher, and changes a bunch of soldier's stats.
Everyone has a rocket launcher that can kill with about 3 average splash hits. Direct hits do double damage. Players also have a shield they can parry with, if they can time it. Parried rockets are redirected where the shielder is looking. Parried rockets move a bit faster and are more powerful.
Maps have a vertical focus. Navigation by rocket jump is encouraged. Health, armor, and ammo is stashed away in various parts of the map, no regenerating health.
Total War like RTS but all the grand strategy taken out. You start with an army and you just fight battles, retaining troops and experience across battles and having the chance to resupply every once in a awhile. User made campaigns or famous military campaigns as well (Caesar or Alexander or Hannibal, starting with what they started with and seeing how well you can do.) Would be awesome.You can potentially mod that kind of things on Total War already.
Total War like RTS but all the grand strategy taken out. You start with an army and you just fight battles, retaining troops and experience across battles and having the chance to resupply every once in a awhile. User made campaigns or famous military campaigns as well (Caesar or Alexander or Hannibal, starting with what they started with and seeing how well you can do.) Would be awesome.You can potentially mod that kind of things on Total War already.
How about a 4x game where info about the outskirts of your empire reaches you on a distance dependent (distance from your capital that is) delay and orders go out on a similar delay (so you would see territories far from your capital not as they are but as they were several turns previously, and your distant units would take several turns to receive and act on your orders {the results of which would in turn not be visible until several turns later when the info from the turn in which they acted reached you}). Advances in the tech tree would reduce these delays.
Depends. On Med 2 you could employ horde mechanics and play a faction like that with house rules of never taking a settlement.Total War like RTS but all the grand strategy taken out. You start with an army and you just fight battles, retaining troops and experience across battles and having the chance to resupply every once in a awhile. User made campaigns or famous military campaigns as well (Caesar or Alexander or Hannibal, starting with what they started with and seeing how well you can do.) Would be awesome.You can potentially mod that kind of things on Total War already.
Really? How!?
Something like that was already done for Medieval: Total War 2.
The campaign for the Lord of the Ring's Mod had you follow Frodo and the whole ring journey with one caveat. You can't take cities, and the only city you do have is the Shire. Which doesn't spawn units. It only exists to make it so you don't lose. The only armies you obtain are the ones you obtain for doing small 'quests' and plot allies that are earned as you travel. And although you play siege maps, you don't get to keep the city afterwards.
Ever. Unless you like being trampled by ents.
How about a 4x game where info about the outskirts of your empire reaches you on a distance dependent (distance from your capital that is) delay and orders go out on a similar delay (so you would see territories far from your capital not as they are but as they were several turns previously, and your distant units would take several turns to receive and act on your orders {the results of which would in turn not be visible until several turns later when the info from the turn in which they acted reached you}). Advances in the tech tree would reduce these delays.
That would be awesome. A game that really showcases the struggles in transmitting and interpreting vast amounts of data of vast distances.
Pokemon Hipster, let us Instagram them and put shite filters over the pictures.
The mecha parts would be broken up by some FPS/TPS sections, where you're playing one of the civilians/rebels and mostly trying to survive the mayhem the stompy robots are causing. A neat part would be that shit you did in one mode would in some way or form affect the other mode in a big or small way.
I wish game publishers/developers would offer digital downloads of their back library for people who own the original physical release. Installing Diablo II + Lord of Destruction from the Diablo Battle Chest requires an astounding eight disc changes, from starting the process to finally playing the game.
I wish game publishers/developers would offer digital downloads of their back library for people who own the original physical release. Installing Diablo II + Lord of Destruction from the Diablo Battle Chest requires an astounding eight disc changes, from starting the process to finally playing the game.
Diablo 2 + Lord of Destruction is available as a digital download from your battlenet account once you activate it with your CD keys.
The mecha parts would be broken up by some FPS/TPS sections, where you're playing one of the civilians/rebels and mostly trying to survive the mayhem the stompy robots are causing. A neat part would be that shit you did in one mode would in some way or form affect the other mode in a big or small way.
Something like >knock over/blow up setpiece to stall enemy or don't because it's full of Valuable Commodity
There's an on-foot section to happen right there not long after, it's pretty standard if you didn't knock it over, but it's torn up, cover is sporadic, and visibility is low if you did?
...
I wish game publishers/developers would offer digital downloads of their back library for people who own the original physical release. Installing Diablo II + Lord of Destruction from the Diablo Battle Chest requires an astounding eight disc changes, from starting the process to finally playing the game.
Diablo 2 + Lord of Destruction is available as a digital download from your battlenet account once you activate it with your CD keys.
You can do the same with Steam. I inputted the CD key for Supreme Commander and now have it in my library. Also got the expansion along with it which was nice.
I also added Company of Heroes the same way which makes installing and loading it much easier as the base game and expansions got compiled into a Steam version. It was so finicky with the Relic online activation thingy before, inserting and swapping discs.
Imagine an enemy who moves faster than your data in this game and beelines your main planet.How about a 4x game where info about the outskirts of your empire reaches you on a distance dependent (distance from your capital that is) delay and orders go out on a similar delay (so you would see territories far from your capital not as they are but as they were several turns previously, and your distant units would take several turns to receive and act on your orders {the results of which would in turn not be visible until several turns later when the info from the turn in which they acted reached you}). Advances in the tech tree would reduce these delays.
That would be awesome. A game that really showcases the struggles in transmitting and interpreting vast amounts of data of vast distances.
Imagine an enemy who moves faster than your data in this game and beelines your main planet.How about a 4x game where info about the outskirts of your empire reaches you on a distance dependent (distance from your capital that is) delay and orders go out on a similar delay (so you would see territories far from your capital not as they are but as they were several turns previously, and your distant units would take several turns to receive and act on your orders {the results of which would in turn not be visible until several turns later when the info from the turn in which they acted reached you}). Advances in the tech tree would reduce these delays.
That would be awesome. A game that really showcases the struggles in transmitting and interpreting vast amounts of data of vast distances.
You would literally get attacked out of nowhere right in the center of your empire. And afterwards you will see enemy "conquering" your planets in reversal order.
How cool would be that?
How cool would be that?!Imagine an enemy who moves faster than your data in this game and beelines your main planet.How about a 4x game where info about the outskirts of your empire reaches you on a distance dependent (distance from your capital that is) delay and orders go out on a similar delay (so you would see territories far from your capital not as they are but as they were several turns previously, and your distant units would take several turns to receive and act on your orders {the results of which would in turn not be visible until several turns later when the info from the turn in which they acted reached you}). Advances in the tech tree would reduce these delays.
That would be awesome. A game that really showcases the struggles in transmitting and interpreting vast amounts of data of vast distances.
You would literally get attacked out of nowhere right in the center of your empire. And afterwards you will see enemy "conquering" your planets in reversal order.
How cool would be that?
More importantly, if the information flow is concrete rather than abstract (say, scouts for example) information control becomes extremely important. Imagine if you could kill the scouts or send out false information.
How cool would be that?!Imagine an enemy who moves faster than your data in this game and beelines your main planet.How about a 4x game where info about the outskirts of your empire reaches you on a distance dependent (distance from your capital that is) delay and orders go out on a similar delay (so you would see territories far from your capital not as they are but as they were several turns previously, and your distant units would take several turns to receive and act on your orders {the results of which would in turn not be visible until several turns later when the info from the turn in which they acted reached you}). Advances in the tech tree would reduce these delays.
That would be awesome. A game that really showcases the struggles in transmitting and interpreting vast amounts of data of vast distances.
You would literally get attacked out of nowhere right in the center of your empire. And afterwards you will see enemy "conquering" your planets in reversal order.
How cool would be that?
More importantly, if the information flow is concrete rather than abstract (say, scouts for example) information control becomes extremely important. Imagine if you could kill the scouts or send out false information.
And it's so fucking easy to implement, too, compared to all the fancy graphics!
Yet nobody actually did that. Dozens, hundreds of turn-based strategies, many of them based around managing gigantic cosmic empires, and no one did that. Hell, I'd argue that the usual land-based TBS have even more reasons to have a system like this, because in those worlds, communication would be even slower.
What a shame.
I'm actually building a text-based wargame (because, not surprisingly, it has never been done before and because I'm still learning to program) which incorporates this idea. It will be focused on tactical battles (think chess with terrain) but the idea of giving orders will be central to the game.
I'm actually building a text-based wargame (because, not surprisingly, it has never been done before and because I'm still learning to program) which incorporates this idea. It will be focused on tactical battles (think chess with terrain) but the idea of giving orders will be central to the game.
I believe that it has been done, actually, in Combat Mission series. Orders have delay before they are executed, which depended on equipment, morale and experience of the unit receiving order, if I'm not mistaken. It was turn-based, with turns lasting 60 seconds, and poor quality units sometimes took more than that to execute an order.
An RPG where you actually have to convince merchants to buy all the crap that you accumulate during your adventures. They'll probably take quality weapons and armor, clothing, gems, etc. but you'll have harder time convincing them to buy random machine parts, single items of food, rust flakes, troll dandruff, etc. etc.In Receattar you ARE the merchant buying and selling random crap to people. Once I stocked my entire store with slime fluid. I went bankrupt a week later.
So fantasy pawn stars.Alternatively:
"There isn't really a market for troll dandruff"
So fantasy pawn stars."You say you train war toads? I'll buy a hundred."
"There isn't really a market for troll dandruff"
The Force Unleashed engine + The world and bending abilities from Avatar/korra.Oh my yes.
Nuff said.
SS13 + LCS !!1!Rev mode :P
Nuke, too, at least once.SS13 + LCS !!1!Rev mode :P
SimCity SocietiesWhy would anyone want this? I think you must have got it confused with something else.
SimCity SocietiesWhy would anyone want this? I think you must have got it confused with something else.
Cities: Skylines
2.)
Rarely do I ever dream about games, much less roguelikes, but tonight was a pleasant exception.
I dreamed that I was playing the beta for a really interesting roguelike or something, called "Blood War". It had ASCII graphics, and it was kiiiiiiinda similar to DF's adventure mode in gameplay, except not really, in that most things were randomly generated, similar combat, locational damage and the ASCII was also a bit similar, altough it was also similar to cataclysm: DDA in some ways, namely the UI and some menus.
The basic premise of the game was that you started as a lowly devil in one of the many hells, a hellish dimension that is very similar to Dante's depiction of hell and also D&D's nine hells of baator. Each hell is basically a huge world of its own divided into instances to avoid lag or something. You would start the game as a lowly devil of some kind, with few stats and almost nothing of a resource called "hell power", which consisted of points you could spend to develop your devil in several ways, such as gaining different spells and powers, growing in size and changing your body, like gaining different limbs, horns, spines, claws, etc, crafting artifacts of power for yourself, among several other things. Your main objective in the game was to rise in rank, power and influence among the devils in hell, eventualy becoming powerful enough to challenge one of the arch devils that rule each of the worlds in hell, and become a new archdevil, to eventualy become powerful enough attempt a coup and become the true and sole ruler of hell.
To do this you needed hell power to grow stronger and influence among the devils, which could be gained through several ways. At the start you were limited mostly to doing quests and menial tasks for devils above you in the hierarchy and being succesful in battles in the blood war, against the demons of the abyss, or doing things like attacking other devils and eating their hearts, altough this is apparently considered a horrible crime in hell and one of my characters got tore apart after being seen doing this.
Eventualy you'd gather enough hell power to manifest in the normal world, which was basically a huge randomly generated Forgotten Realms style D&D world. You'd at first manifest as a voice in a some naive mage's mind or some corrupted magical, and you'd have no control over anything but you were able to see a bit of your surroundings and slowly influence the minds of your host and the people around it. Through this, you'd eventualy gain disciples and followers to do things for you in the normal world that would gain you influence and hell power, and some of these things were pretty brutal. I remember ordering one of my followers to kidnap a baby and sacrifice it to me in exchange for some magical abilities, and having another burn a nearby temple that was interferring with my powers in the normal world. The combat could also be very gory, with each corporeal NPC having organs, blood, bones, etc.
The quests and worship of your followers in the normal world would net you a lot of hell power, eventualy allowing you to fully possess normal world people and even manifest phisically in the real world at the cost of a fair bit of hell power, allowing you to do many more things directly, this being apparently the fastest way to gain hell power. You could even end up having a cult dedicated to you, and the worship of your cultists would generate a constant stream of hell power to you.
Anyway, after rising enough ranks in hell, you'd gain more rights, such as the right to travel between hell worlds, keep yourself safe by gaining the right to build a house/mansion/fortress of your own in hell, being able to take more important tasks from more important devils, etc.
Unfortunely, the dream ended shortly after I gained enough power to work directly under an archdevil, right after my cult in the normal world got destroyed by militant clerics, which hurt my hell power income badly. It was really sad to awaken and find out that game doesn't really exist :C
An online strategy game like AAA in space. Travel from world to world, use diplomacy, economics, and military might to gain control of the cosmos!
An online strategy game like AAA in space. Travel from world to world, use diplomacy, economics, and military might to gain control of the cosmos!Asimov's Foundation: The Video Game?
When I first read Foundation, I thought about something like this, so I'd say yes.An online strategy game like AAA in space. Travel from world to world, use diplomacy, economics, and military might to gain control of the cosmos!Asimov's Foundation: The Video Game?
FTFYAn online strategy game like AAA in space. Travel from world to world, use diplomacy, economics, fake techno-religions, and military might to gain control of the cosmos!Asimov's Foundation: The Video Game?
A spy game, in which your objective is to sabotage whatever fort/city/dirigible/ship/whatever as much as you can before allied attack hits. Blackmailing, traps, using out paranoia to throw blame on those who start figuring out what exactly you are doing.
+1A spy game, in which your objective is to sabotage whatever fort/city/dirigible/ship/whatever as much as you can before allied attack hits. Blackmailing, traps, using out paranoia to throw blame on those who start figuring out what exactly you are doing.
That sounds awesome
A spy game, in which your objective is to sabotage whatever fort/city/dirigible/ship/whatever as much as you can before allied attack hits. Blackmailing, traps, using out paranoia to throw blame on those who start figuring out what exactly you are doing.
It's only fake if people don't believe you.FTFYAn online strategy game like AAA in space. Travel from world to world, use diplomacy, economics, fake techno-religions, and military might to gain control of the cosmos!Asimov's Foundation: The Video Game?
FTFYIt's only fake if you don't believe you.FTFYAn online strategy game like AAA in space. Travel from world to world, use diplomacy, economics, fake techno-religions, and military might to gain control of the cosmos!Asimov's Foundation: The Video Game?
Just a good, low fantasy medieval first person mmo game. With the ability to capture existing towns and customise them to an extent. A few powerful mythical creatures to hunt. Then a good first person combat system that feels satisfying. Also rag doll and corpses stay where they are for 1 hour or so.How about things come along and eat the corpses?
YES! That would be cool. Like wandering along and you come across a massive battlefield filled with corpses and scavengers feeding on them.Just a good, low fantasy medieval first person mmo game. With the ability to capture existing towns and customise them to an extent. A few powerful mythical creatures to hunt. Then a good first person combat system that feels satisfying. Also rag doll and corpses stay where they are for 1 hour or so.How about things come along and eat the corpses?
In before "Why are there so many wolves wandering about this old battlefield?!? You can't go anywhere near the place or they kill you (thus attracting more wolves)". :PYES! That would be cool. Like wandering along and you come across a massive battlefield filled with corpses and scavengers feeding on them.Just a good, low fantasy medieval first person mmo game. With the ability to capture existing towns and customise them to an extent. A few powerful mythical creatures to hunt. Then a good first person combat system that feels satisfying. Also rag doll and corpses stay where they are for 1 hour or so.How about things come along and eat the corpses?
Don't make them wolves make them foxes, and/or vultures and stuff.In before "Why are there so many wolves wandering about this old battlefield?!? You can't go anywhere near the place or they kill you (thus attracting more wolves)". :PYES! That would be cool. Like wandering along and you come across a massive battlefield filled with corpses and scavengers feeding on them.Just a good, low fantasy medieval first person mmo game. With the ability to capture existing towns and customise them to an extent. A few powerful mythical creatures to hunt. Then a good first person combat system that feels satisfying. Also rag doll and corpses stay where they are for 1 hour or so.How about things come along and eat the corpses?
An open-world game set in 1840's America where you play as an escaped slave trying to run away to the North.
The map would basically be the entire United States east of the Mississippi.
There'd be bounty hunters and stuff trying to chase you down, so it wouldn't be easy.
Also, perma-death. If you get killed, that's it. (If you're captured again, there's always the chance of escape, I suppose.)
You'd be able to use the Underground Railroad, if you wanted, but it'd still be hard.
Just a thought for a game.
That'd be an interesting game. Disguises, open world, combat, running from slave-hunters. You should be able to do more though, you could escape the south or you could become a killer or even start a revolt. Mechanics are a cross between Red Dead Redemption and... idk, something else anyways.
I wish Space Station 14 existed. :'( :'( :'(It does, it's just early in development and progresses slooooowly and in bursts.
Ace Combat 5: The Unsung War in HD, on the PC.Just make an HD remake of 4, 0, and 5. All are immensly awesome games. The only reason I don't listen to the themes from 0 and 5 anymore is because I've listened to them way, way too many times already.
I still blow the dust off my PS2 and play AC5 from time to time.
Ace Combat 5: The Unsung War in HD, on the PC.Just make an HD remake of 4, 0, and 5. All are immensly awesome games. The only reason I don't listen to the themes from 0 and 5 anymore is because I've listened to them way, way too many times already.
I still blow the dust off my PS2 and play AC5 from time to time.
It would be nice if there was a strategy game which started with hundreds and thousands of factions which turn by turn wittle down until there is only a handful of civilisations left.Overpopulate a map in most 4x games badly enough, and it'll work that way. I know for a fact that Freeciv supports up to 125 AI players in a game.
It would be nice if there was a strategy game which started with hundreds and thousands of factions which turn by turn wittle down until there is only a handful of civilisations left.Crusader Kings kind of gets that way. You have a giant number of different nations, which constantly consolidate to become larger and larger. On the flip side, however, they do often break apart into many tiny ones, so you have just as many left in the end.
Roguelike or 2D action or tower defence game with evolving enemies making each playthrough\level harder and harder.This sounds like it could be a cool small game.
By evolving I mean a real evolution. Mating the most successful enemies with each other + random mutations added in.
A tense retrofuturistic survival-horror-esque game where you are a government agent sent to the moon to take control of a hippy-controlled moonbase that sits on some valuable mcguffin.I want a survival horror game where you play as a hippie, and the combination of weed-induced paranoia and LSD-induced hallucinations adds to the scariness.
Basically Alien:Isolation or Routine but with hippies.
KOTOR III with Force Unleashed level physics and force powers with JKA/M&B-style saber combat.Could do with some KOTOR...
Spoiler: A game thing (click to show/hide)
This definitely sounds like a fantasy setting to me, by the way. It seems most appropriate if it's an arid or hostile setting where factionalism and chaos fit well.I would see it as a post-apoc setting, personally :
KOTOR III with Force Unleashed level physics and force powers with JKA/M&B-style saber combat.Could do with some KOTOR...
KOTOR III with Force Unleashed level physics and force powers with JKA/M&B-style saber combat.Could do with some KOTOR...
I just wish they'd finish KOTOR 2 already. So much wasted potential.
I was impressed with the NPC they added to Dantooine complete with reconstructed voice acting, even though the subtitles didn't match and the Exile's dialogue options were out-of-character for the game. That's an impressive level of dedication.is it bad that i like SWTOR :c
KOTOR2 is probably still my favorite piece of the old Expanded Universe. Sigh :(
Game I wish existed: A non-terrible pirate MMO that isn't Puzzle Pirates.I too have dreamt of a pirate-themed MMO that wasn't made of PopCap flash games.
Literally a non-kid version of Puzzle Pirates. Is that so much to ask?
Getting hooked on Clicker Heroes made me think I'd like an idle game more automation-friendly.Being hooked on Idle Games I like this idea.
What I have in mind would be primarily a fusion between idle games and programming games, an idle game with an exposed API so players can script their way through, so that interaction with the game is only demanded in parts the player hasn't scripted yet and boils down to finding the best automation scheme. Heck, parts of the API itself could be treated as upgrades that the player has to unlock before using for maximum upgradeness. :P
In particular, I'm thinking a base building/tower defense substrate could give lots of automation tasks to toy with.
I'd like to see a remake of Baldur's Gate that actually used the rules for Dungeons and Dragons. I'm not totally familiar with every edition of the rules but I'm pretty fucking sure that all of them are turn-based.
Game I wish existed: A non-terrible pirate MMO that isn't Puzzle Pirates.I too have dreamt of a pirate-themed MMO that wasn't made of PopCap flash games.
Literally a non-kid version of Puzzle Pirates. Is that so much to ask?
Though to be honest I would prefer something single-player. Like a party-based pirate RPG in the vein of Fallout/Divinity: Original Sin/Baldur's Gate/Planescape: Torment. Pirates are just my favorite thing, and I love the idea of a half-simulationist, half-gamey pirate game where you buy and furnish a ship and then sail the seas plundering and adventuring.
I was gonna mention that. UW also had a MMO version called... Uncharted Waters Online, what a surprise. I only played it in beta and tbh it wasn't quite good, but hopefully they'd improved it(if it still exists, that is).Game I wish existed: A non-terrible pirate MMO that isn't Puzzle Pirates.I too have dreamt of a pirate-themed MMO that wasn't made of PopCap flash games.
Literally a non-kid version of Puzzle Pirates. Is that so much to ask?
Though to be honest I would prefer something single-player. Like a party-based pirate RPG in the vein of Fallout/Divinity: Original Sin/Baldur's Gate/Planescape: Torment. Pirates are just my favorite thing, and I love the idea of a half-simulationist, half-gamey pirate game where you buy and furnish a ship and then sail the seas plundering and adventuring.
Are you familiar with the Uncharted Waters series for the SNES? It's not really group based, though.
(Try Incremental Reactor)Noted. Will do.
Game I wish existed: A non-terrible pirate MMO that isn't Puzzle Pirates.I too have dreamt of a pirate-themed MMO that wasn't made of PopCap flash games.
Literally a non-kid version of Puzzle Pirates. Is that so much to ask?
Though to be honest I would prefer something single-player. Like a party-based pirate RPG in the vein of Fallout/Divinity: Original Sin/Baldur's Gate/Planescape: Torment. Pirates are just my favorite thing, and I love the idea of a half-simulationist, half-gamey pirate game where you buy and furnish a ship and then sail the seas plundering and adventuring.
I'd be interested in an open-world 2d JRPG in the vein of Skyrim and such where you can recruit various characters into your party.
Meaningful choices in character creation and an open world aren't all that incompatible with the kind of turn-based combat in a JRPG. I guess it depends on how you define JRPG and CRPG.I just don't understand why people would prefer JRPG combat. JRPGs are typically only better than CRPGs in terms of character development and sometimes worldbuilding creativity (seriously, TES lore may be "deep" but it's basically launching fantasy cliches at a wall and seeing what sticks) so I don't understand why you would deliberately put JRPG combat slog into a serviceable otherwise-CRPG.
The Skyrim thing was just to give an example of what I meant by open world, and I wouldn't necessarily say I'd prefer JRPG combat, but I'm interested in a party-based game where you can choose who you like for your party, and real-time combat generally sucks when you have a party of NPCs. Also, I'm not to fond of grid/position-based tactical games. And, seeing a Let's play of Final Fantasy II, it seems like the combat slog problem isn't necessarily inherent to the genre, but just something that arose out of time.Meaningful choices in character creation and an open world aren't all that incompatible with the kind of turn-based combat in a JRPG. I guess it depends on how you define JRPG and CRPG.I just don't understand why people would prefer JRPG combat. JRPGs are typically only better than CRPGs in terms of character development and sometimes worldbuilding creativity (seriously, TES lore may be "deep" but it's basically launching fantasy cliches at a wall and seeing what sticks) so I don't understand why you would deliberately put JRPG combat slog into a serviceable otherwise-CRPG.
I'd like to see a remake of Baldur's Gate that actually used the rules for Dungeons and Dragons. I'm not totally familiar with every edition of the rules but I'm pretty fucking sure that all of them are turn-based.
It being turn base isn that much of a corner stone for the combat found in dnd. Its done as a matter of practicality. You have free movement and hits and stuff while using the rules just fine.
You can never hope to make a 1:1 recreation of dnd rules into a video game. Its an entirely different medium, with entirely different restraints.
The Skyrim thing was just to give an example of what I meant by open world, and I wouldn't necessarily say I'd prefer JRPG combat, but I'm interested in a party-based game where you can choose who you like for your party, and real-time combat generally sucks when you have a party of NPCs. Also, I'm not to fond of grid/position-based tactical games. And, seeing a Let's play of Final Fantasy II, it seems like the combat slog problem isn't necessarily inherent to the genre, but just something that arose out of time.
But, frankly, the thing I'm more interested in is having interesting and developed characters to recruit for your team.
So you can choose your party members in KOTOR, or is your party just made up of people the game chooses for you? Because that's the thing from Skyrim I most wanted: the ability to just recruit random-ass people you find in the world and add them to your party.
Hokay, now I know GTA V recently made this a thing, but can we have more FPS-Open World games that aren't set in a fantasy situation please?Not really sure what you mean, since the only fantasy first-person open-world series that comes to mind is TES, by my definitions of "fantasy" and to a lesser extent "open world".
As for my problems with JRPG combat, I really don't think the random battles are it. I mean, they are annoying as fuck but an increasing number of JRPG devs have been realizing that and the once-ubiquitous feature is slowly dying in favor of "bump into enemy to fight" or other systems.This is why Twitch Plays Pokemon worked. JRPG mechanics are (usually) pure garbage, battles coming down to
It's also not because it's almost always turn-based, because a fuckton of older CRPGs did that right. Rather, I think it's that JRPG combat is usually boring and barely interactive. Generally, the battles have no strategy involved and are just wars of attrition and praying to RNGsus while cool but repetitive animations play. In contrast, even the most primitive of turn-based CRPGs generally require and allow more varied tactics and allow movement around the battlefield.
while(enemies.alive()) {
if(party.healthy()) {
attack();
}
else {
castSpell(HEALING_SPELL);
}
}
A multiplayer crafty-survival game that does NOT inherit from Minecraft, DayZ or Rust in any way, shape or form. If that's even possible, but it's really hard to play a survival crafting game when almost all of them are clones of Minecraft or DayZ or Rust.Would be pretty neat.
SimCity SocietiesWhy would anyone want this? I think you must have got it confused with something else.
Much like Fallout: New Vegas it becomes playable with the addition of expansion packs and third-party mods.
Something WWII and unique, every game that has to do with WWII is either a shooter, an online shooter, a strategy game, or the occasional game about airplanes.
Just in a WWII sort of mood today.
I had an idea a while back for a shooter where you play as a kitten who works as an exterminator, and you go into these little mouse cities that are themed after whatever kind of building the mice are infesting and you gun them all down. Sort of a combination of Hotline Miami, Postal, and ]i]Grand Theft Auto[/i], but woth funny animals and corpses that can be devoured for bonuses and/or powerups.That is super dark...I like it.
Other features/details I've considered for this game concept:
-Mouse disguise. Disguise yourself as a mouse
-Several scoring methods; speed, stealth, gruesomeness, style, completion
-Most mice are civilians - (women and children mouse civilians too); you may have to chase them down and/or find them in hiding for full completion
-But many are too naive to flee immediately upon seeing you however; they think they're in something closer to the type of funny animal cartoon where species is purely cosmetic
-Many of the other characters are the opposite, and more than usually/realistically hostile towards vermin.
-Alternate roleplaying solutions to levels. Instead of hunting them all down, you may be able to, for example, ask around and find out where their main water supply is and poison it.
-Maybe borrow the psychadelic catnip thing from Postal 2; it's more apropos here anyway.
-There needs to be a crazy large number of weapons, including use of non-weapon objects as improvised weapons
-Dismemberment should be modeled at least as extensively as in Postal 2 or Fallout New Vegas. Preferably moreso, like limb and organ damage in Dwarf Fortress.
-Lots of weird theme levels and weird mice subtypes. Elemental mice, mermice, robo-mice. There's a lot of more normally themed levels too though.
-Procedural level generator in addition to prefab levels.
I wonder how much it would cost to have this game made. Maybe I could do a kickstarter.
Plus one for Don't Starve. Don't Starve Together has/is/added multiplayer moderately recently (well, a few months ago), and it's definitely not Minecraft.
Dude, that was 3 months ago, I don't want no WWII no more.Something WWII and unique, every game that has to do with WWII is either a shooter, an online shooter, a strategy game, or the occasional game about airplanes.
Just in a WWII sort of mood today.
How about something like QWOP, but with goosestepping? Or a Japanese dating simulator set in early 1940's Japan?
Dude, that was 3 months ago, I don't want no WWII no more.Something WWII and unique, every game that has to do with WWII is either a shooter, an online shooter, a strategy game, or the occasional game about airplanes.
Just in a WWII sort of mood today.
How about something like QWOP, but with goosestepping? Or a Japanese dating simulator set in early 1940's Japan?
I feel like steampunk and airships, again, right now.
Do you mean Clockwork Empires? If you do, it's coming along fairly well, apparently. Their dev page claims 91% project completion and 64% end user completion.
2.) A combination of Tropico, SimCity Societies, and regular SimCity. Basically the same as the above, rxcept you have the alternate option of laying out zones as per the core SimCity series instead of placing the buildings directly. Buildings you place directly are co sidered government owned and require upkeep but you have a good deal of control over them (you can fire employees, reduce upkeep by lowering the quality of whatever they do, fiddle with other settings). Buildings that develop from zones are private, requiring no upkeep but offering less control and bring you less revenue; they generally perform whatever service they perform better than you can reliably afford to with govt. versions (in terms of those govt. buildings' upkeep settings) but never as good as you theoretically can if you set upkeep and quality to maximum.Cities: Skylines
Depends on the mods. I myself use ones that allow me greater control over the transit systems; I'm 90% positive that there's a mod that allows you to individually place those sorts of buildings. If there isn't, I'm 95% certain that there's somebody who's already considering making such a mod.2.) A combination of Tropico, SimCity Societies, and regular SimCity. Basically the same as the above, rxcept you have the alternate option of laying out zones as per the core SimCity series instead of placing the buildings directly. Buildings you place directly are co sidered government owned and require upkeep but you have a good deal of control over them (you can fire employees, reduce upkeep by lowering the quality of whatever they do, fiddle with other settings). Buildings that develop from zones are private, requiring no upkeep but offering less control and bring you less revenue; they generally perform whatever service they perform better than you can reliably afford to with govt. versions (in terms of those govt. buildings' upkeep settings) but never as good as you theoretically can if you set upkeep and quality to maximum.Cities: Skylines
Can any and all buildings be specifically individually placed in Skylines (in addition to the possibility of those same buildings developing from zones)? Because if not then it's not at all what I'm talking about.
Something WWII and unique, every game that has to do with WWII is either a shooter, an online shooter, a strategy game, or the occasional game about airplanes.I mean there is "Fire Emblem but set in a fantasy version of WW2."
Just in a WWII sort of mood today.
Something WWII and unique, every game that has to do with WWII is either a shooter, an online shooter, a strategy game, or the occasional game about airplanes.I mean there is "Fire Emblem but set in a fantasy version of WW2."
Just in a WWII sort of mood today.
Well, there's always the knockout game.Roll to Assassinate sounds like a neat forum game idea.
The only problem with targeting politicians in that game is you you either need high stealth and perception skills, or the Quick Escape and Unidentifiable perks. Otherwise your reward is going to be three walls, three hots, one cot and one gate for a few years.
I would play a game where you manage a settlement of survivors in a post apocalyptic setting. you would be able to maintain the community by having people assigned to jobs such as scavenging,foraging for and water, and guards to protect your settlement from raiders, rival settlements, or a pack of mutated monsters. the people would have randomly generated personalities, appearances,etc. your settlement would grow either from natural births or from random encounters ending with groups of survivors joining you. you can assign the land in the settlement for different purposes such as housing or crafting.
Dark Souls with randomly-generated environments that are somehow as good as hand-crafted ones. possibly achieved through the use of wizard magic.Bloodborne actually kind of does this. In a way. Sorta. Ish.
I would play a game where you manage a settlement of survivors in a post apocalyptic setting. you would be able to maintain the community by having people assigned to jobs such as scavenging,foraging for and water, and guards to protect your settlement from raiders, rival settlements, or a pack of mutated monsters. the people would have randomly generated personalities, appearances,etc. your settlement would grow either from natural births or from random encounters ending with groups of survivors joining you. you can assign the land in the settlement for different purposes such as housing or crafting.
Dark Souls with randomly-generated environments that are somehow as good as hand-crafted ones. possibly achieved through the use of wizard magic.
Try the first two, they're free and floating around Kongregate and whatnot.I would play a game where you manage a settlement of survivors in a post apocalyptic setting. you would be able to maintain the community by having people assigned to jobs such as scavenging,foraging for and water, and guards to protect your settlement from raiders, rival settlements, or a pack of mutated monsters. the people would have randomly generated personalities, appearances,etc. your settlement would grow either from natural births or from random encounters ending with groups of survivors joining you. you can assign the land in the settlement for different purposes such as housing or crafting.
The game Rebuild 3 sort of does this. It's a bit on the casual side, and yeah, it's based on a Flash game, but I've found it quite interesting so far.
I tried them and like them but I was hoping for something similar without the zombies as the main enemy.Try the first two, they're free and floating around Kongregate and whatnot.I would play a game where you manage a settlement of survivors in a post apocalyptic setting. you would be able to maintain the community by having people assigned to jobs such as scavenging,foraging for and water, and guards to protect your settlement from raiders, rival settlements, or a pack of mutated monsters. the people would have randomly generated personalities, appearances,etc. your settlement would grow either from natural births or from random encounters ending with groups of survivors joining you. you can assign the land in the settlement for different purposes such as housing or crafting.
The game Rebuild 3 sort of does this. It's a bit on the casual side, and yeah, it's based on a Flash game, but I've found it quite interesting so far.
What? Where? What?!?It's a mobile game where you're an overseer and you build your own vault and manage the inhabitants, Dungeon Keeper style. Except it's 2D.
What? Where? What?!?It's a mobile game where you're an overseer and you build your own vault and manage the inhabitants, Dungeon Keeper style. Except it's 2D.
You can buy packs that give you random items that you normally acquire during gameplay.I presume it has microtransactions like every other mobile game in existence?What? Where? What?!?It's a mobile game where you're an overseer and you build your own vault and manage the inhabitants, Dungeon Keeper style. Except it's 2D.
Also it's iCrap only.They're releasing an Android version. (http://www.eurogamer.net/articles/2015-06-15-surprise-fallout-shelter-ios-game-out-tonight)
A new collect-em-all mascot 3D platformer, like Mario 64 or the old Banjo games.For those who have been living under a privileged rock the entire last month... (https://www.kickstarter.com/projects/playtonic/yooka-laylee-a-3d-platformer-rare-vival)
Also it's iCrap only.They're releasing an Android version. (http://www.eurogamer.net/articles/2015-06-15-surprise-fallout-shelter-ios-game-out-tonight)
A 2.5d shooter like Doom that does the "implied storytelling" thing that Valve does, except without the "stop having fun and listen" non-cutscenes that plagued Half-Life 2 (and HL1 to a lesser extent).
A stealth-based game where the guards aren't blind. There may be some that I do not know of, but I haven't seen any.There's the older Splinter Cell games (as in, pre-Conviction.).
Note: when I say stealth-based I mean stealth is actually the focus of the game, like Assassin's Creed. Not things like Fallout: New Vegas where steath might make things much easier if you invest in it, but is not the focus.
Note: when I say stealth-based I mean stealth is actually the focus of the game, like Assassin's Creed.
Exactly what I mean! It's supposed to be stealth-based, but you can just run around and stab people to instantly kill them! If you run up and stab one guard, any guards around him should have already been suspicious and should already be killing you.Note: when I say stealth-based I mean stealth is actually the focus of the game, like Assassin's Creed.
Hee hee! I complete most of my missions in AC just by running up to people and stabbing them.
Okay, maybe the first one required a bit of stealth. :)
Dishonored does OK with stealth on the harder difficulties.
Dishonored does OK with stealth on the harder difficulties.
If you don't use blink and vision I think this would actually work nicely.
Exactly what I mean! It's supposed to be stealth-based, but you can just run around and stab people to instantly kill them! If you run up and stab one guard, any guards around him should have already been suspicious and should already be killing you.Note: when I say stealth-based I mean stealth is actually the focus of the game, like Assassin's Creed.
Hee hee! I complete most of my missions in AC just by running up to people and stabbing them.
Okay, maybe the first one required a bit of stealth. :)
In the first Assassin's Creed you were the terminator. You could literally just strut around and murder your way to your targets, then dice them up too. Later one's did a better job with stealth.
In the first Assassin's Creed you were the terminator. You could literally just strut around and murder your way to your targets, then dice them up too. Later one's did a better job with stealth.
That is opposite the truth, in the original it took a lot of work to murder all the guards the right way and be a badass. The later ones made it substantially easier.
The guards in AssCred were brutal yo. Especially in the boss areas they can end up swarming you really easily.I think I'll try the original AC when it's on sale, thanks.
A stealth-based game where the guards aren't blind. There may be some that I do not know of, but I haven't seen any.
Note: when I say stealth-based I mean stealth is actually the focus of the game, like Assassin's Creed. Not things like Fallout: New Vegas where steath might make things much easier if you invest in it, but is not the focus.
A stealth-based game where the guards aren't blind. There may be some that I do not know of, but I haven't seen any.I'm going to suggest Invisible Inc, even though the guards are pretty blind, because A if you like stealth games you should check it out and B the guards do have a few surprises in them.
Note: when I say stealth-based I mean stealth is actually the focus of the game, like Assassin's Creed. Not things like Fallout: New Vegas where steath might make things much easier if you invest in it, but is not the focus.
...mutilate his family...
...fun as doing it for real...Does this not seem somewhat immoral to you.
Not as fun as doing it for real, mind you—I don't think a healthy person should consider real murder to be fun.
Not as fun as doing it for real, mind you~FTFY
...mutilate his family......fun as doing it for real...Does this not seem somewhat immoral to you.
Not as fun as doing it for real, mind you—I don't think a healthy person should consider real murder to be fun.
What is a power vacuum.
I wish they'd make a TES-like RPG set in the Dragon Ball Z verse. Since the latest Bethesda sandboxes have just been FPS games with random RPG rules thrown in anyway, there's no reason you couldn't just make an action game out of the same framework. Skyrim's magic already feels pretty much like I'd expect some moves from DBZ to feel in that sort of game.
I'm still waiting for an MMO with good AI. Not static AI on linear WoW-like paths. But actual AI. Pretty much like Ryzom, but made by a company with a bigger budget and a bigger appeal cause Ryzom never gets updated except once or twice a year.
Like, I could be roaming in an area...and there could be a migration of deer (for example). Someone goes by and can kill all the deer, so no one ever sees that herd again. Or the herd can be in a remote place that no one goes, and they break off into groups after they get to a certain random size and go to new areas. But if someone kills the herd of deer (like say its near a town), maybe the deer were keeping monsters away...now the town is overrun with goblins and the NPCs either died or/and left to other villages or the city(ies). So like dynamic events, but not scripted ones on a stupid timer that people put on the clock and run around in a circle repeating them over and over (won't name the game, but you know what I'm talking about...that isn't dynamic at all lol)
So pretty much a living breathing MMO world. Like how MMOs were going to be in the days of Ultima Online, but ended up being arcade games.
MMOs are way too static. And PvP MMOs, the AI are even more static than themepark MMOs AI, the AI doesn't ever do anything in PvP MMOs. Like EVE, the pirate ships just stay in one spot (last I played) until someone comes and then they fly to the person. I found that game breaking lol.
X3 Terran Conflict actually had VERY good AI, I'm not really into space games...but that is sorta what I had in mind. Probably some of the best AI in a game.
I want to play a game about killing dictators. Mind you, not some chickenshit game where you're an overly professional and battle-hardened soldier gunning for some generic fictional dictator who rules a country that doesn't seem to have any civilians. I want to play as an ax-wielding maniac who has somehow gotten into Kim-Jong Un's mansion, and in addition to mutilating him and his guards, I also want to mutilate his family and any particularly loyal members of his staff. Then I want to do the same to Abu Bakr al-Baghdadi. Then the Castros. Then Troung Tan Sang. Then Yoweri Museveni. Then a massacre of the scions of House Saud. And so on and so on. Multiple scenarios for each dictator; at a minimum each has a scenario where the goal is to kill them in their home, one where the goal is to kill them in a public place during a speech or parade, one where you kill them in the capitol of their government, and one scenario specific to the dictator (for example since Abu Bakr al-Baghdadi's government is a theocracy you might kill him in a mosque). The building layouts and the dictators' faces should be as true to life as possible. If the dictators' real-world counterparts don't take extreme personal offense to the game then it hasn't been made correctly.Does your dictator-killing soldier have a magical knife called "The Edge"?
The first DLC shall give the same treatment to influential captains of industry such as the Koch brothers, Donald trump and Chris Dodd.
The second DLC shall give the treatment to historical dictators and would-be dictators such as Hitler, Stalin, Mussolini, Tojo and Hirohito, Francisco Franco, the Three Pashas, Momar Gadaffi, Che Guevera, Kim Il-Sung, Idi Amin, Henry VIII, the prophet Abraham, the peophet mohammed, Mao Tse Tung, ayatollah Khomeini, Joseph McCarthy, Benjamin Rush, the Duvaliers, Fulgencio Batista, King George III, Pol Pot, Jefferson Davis, Stephen Douglas, Kim Jong Il, J. Edgar Hoover, etc.
The next DLC would deal with the murder of historical captains of industry such as Steve Jobs, Jack Valenti, and so on.
Found a game I had in mind I wanted to play, or end up making as I play certain games (while actively cheating). Now it's a game in itself.
Hack 'n' Slash (http://store.steampowered.com/app/246070/) (Currently in a Humble Bundle right now (https://www.humblebundle.com/weekly))
Basically, it's a game where you cheat as you play to make progress with your game. It's a pretty cool concept, and how I tend to default at times when I use Cheat Engine anyway. I'm interested to see how the rest of it plays out. Worth the investment so far.
I want to play a game about killing dictators. Mind you, not some chickenshit game where you're an overly professional and battle-hardened soldier gunning for some generic fictional dictator who rules a country that doesn't seem to have any civilians. I want to play as an ax-wielding maniac who has somehow gotten into Kim-Jong Un's mansion, and in addition to mutilating him and his guards, I also want to mutilate his family and any particularly loyal members of his staff. Then I want to do the same to Abu Bakr al-Baghdadi. Then the Castros. Then Troung Tan Sang. Then Yoweri Museveni. Then a massacre of the scions of House Saud. And so on and so on. Multiple scenarios for each dictator; at a minimum each has a scenario where the goal is to kill them in their home, one where the goal is to kill them in a public place during a speech or parade, one where you kill them in the capitol of their government, and one scenario specific to the dictator (for example since Abu Bakr al-Baghdadi's government is a theocracy you might kill him in a mosque). The building layouts and the dictators' faces should be as true to life as possible. If the dictators' real-world counterparts don't take extreme personal offense to the game then it hasn't been made correctly.Does your dictator-killing soldier have a magical knife called "The Edge"?
The first DLC shall give the same treatment to influential captains of industry such as the Koch brothers, Donald trump and Chris Dodd.
The second DLC shall give the treatment to historical dictators and would-be dictators such as Hitler, Stalin, Mussolini, Tojo and Hirohito, Francisco Franco, the Three Pashas, Momar Gadaffi, Che Guevera, Kim Il-Sung, Idi Amin, Henry VIII, the prophet Abraham, the peophet mohammed, Mao Tse Tung, ayatollah Khomeini, Joseph McCarthy, Benjamin Rush, the Duvaliers, Fulgencio Batista, King George III, Pol Pot, Jefferson Davis, Stephen Douglas, Kim Jong Il, J. Edgar Hoover, etc.
The next DLC would deal with the murder of historical captains of industry such as Steve Jobs, Jack Valenti, and so on.
'Cause you already killed me with it.
Wasn't Postal 2 a parody of the sort of uber edgy look how violent we are games that were coming out at around that time?Poe's Law cuts both ways, pretty sure its genuine. Or at the very least, a genuine attempt to get the "video games cause violence" journalists to generate free press.
False dichotomy. It was basically really black comedy. Dead-baby-jokes-edgelord comedy.Wasn't Postal 2 a parody of the sort of uber edgy look how violent we are games that were coming out at around that time?Poe's Law cuts both ways, pretty sure its genuine. Or at the very least, a genuine attempt to get the "video games cause violence" journalists to generate free press.
Spoiler (click to show/hide)
I've imagined for awhile now a game that is in the style of fire emblem with top-down, turn-based strategic unit warfare, but instead of individual units they'd be groups of 1-5 characters you'd select in that stage's setup phase, and whenever units fought the game would focus in and you'd control that group of characters in more traditional RPG-style (like outta Final Fantasy or something) that'd last for one round before zooming out and continuing the strategy portion.
I don't know if anything like that exists, all the most recent Fire Emblems have been disappointing so I always get caught up in what *I* would have done.
I've imagined for awhile now a game that is in the style of fire emblem with top-down, turn-based strategic unit warfare, but instead of individual units they'd be groups of 1-5 characters you'd select in that stage's setup phase, and whenever units fought the game would focus in and you'd control that group of characters in more traditional RPG-style (like outta Final Fantasy or something) that'd last for one round before zooming out and continuing the strategy portion.
I don't know if anything like that exists, all the most recent Fire Emblems have been disappointing so I always get caught up in what *I* would have done.
Have you heard of Shin Megami Tensei: Devil Survivor 1/2?
I've imagined for awhile now a game that is in the style of fire emblem with top-down, turn-based strategic unit warfare, but instead of individual units they'd be groups of 1-5 characters you'd select in that stage's setup phase, and whenever units fought the game would focus in and you'd control that group of characters in more traditional RPG-style (like outta Final Fantasy or something) that'd last for one round before zooming out and continuing the strategy portion.I remember an Ogre Tactics game for the N64 that was a bit like this. Not turn-based, but when groups of opposing units encountered each other it would zoom in and you'd get to watch each of the units fire off an attack/spell before one side or the other is declared the winner. Then it's back to the real-time strategic view.
I don't know if anything like that exists, all the most recent Fire Emblems have been disappointing so I always get caught up in what *I* would have done.
Any game with an honest-to-goodness Chao Garden, like was present in the Gamecube versions of Sonic Adventure and it's sequel.
ESPECIALLY if it's a mod for Minecraft.
I've imagined for awhile now a game that is in the style of fire emblem with top-down, turn-based strategic unit warfare, but instead of individual units they'd be groups of 1-5 characters you'd select in that stage's setup phase, and whenever units fought the game would focus in and you'd control that group of characters in more traditional RPG-style (like outta Final Fantasy or something) that'd last for one round before zooming out and continuing the strategy portion.I remember an Ogre Tactics game for the N64 that was a bit like this. Not turn-based, but when groups of opposing units encountered each other it would zoom in and you'd get to watch each of the units fire off an attack/spell before one side or the other is declared the winner. Then it's back to the real-time strategic view.
I don't know if anything like that exists, all the most recent Fire Emblems have been disappointing so I always get caught up in what *I* would have done.
...man, I want to play that again. Never got very far (rental).
It's pretty much what you described. You have your characters which each act as a single unit on the strategic map. Each unit is the character, and multiple demons, who I believe each get their own move.I've imagined for awhile now a game that is in the style of fire emblem with top-down, turn-based strategic unit warfare, but instead of individual units they'd be groups of 1-5 characters you'd select in that stage's setup phase, and whenever units fought the game would focus in and you'd control that group of characters in more traditional RPG-style (like outta Final Fantasy or something) that'd last for one round before zooming out and continuing the strategy portion.
I don't know if anything like that exists, all the most recent Fire Emblems have been disappointing so I always get caught up in what *I* would have done.
Have you heard of Shin Megami Tensei: Devil Survivor 1/2?
I have, actually I think I own the first one but I never gave it a spin. Or did I buy Overclocked? I can't remember.
I've imagined for awhile now a game that is in the style of fire emblem with top-down, turn-based strategic unit warfare, but instead of individual units they'd be groups of 1-5 characters you'd select in that stage's setup phase, and whenever units fought the game would focus in and you'd control that group of characters in more traditional RPG-style (like outta Final Fantasy or something) that'd last for one round before zooming out and continuing the strategy portion.I knew I knew one game that did that! Bahamut Lagoon for the SNES(Japan only, but there's a fanlation)! Game is crazy, there's that individual in tactical/party in battle thing, dragons you control indirectly with orders and elemental magic affects the battlefield(ice freezes water, making bridges, thunder destroys trees I think and I forgot what fire does :P). Well worth a try I'd say.
I don't know if anything like that exists, all the most recent Fire Emblems have been disappointing so I always get caught up in what *I* would have done.
I've imagined for awhile now a game that is in the style of fire emblem with top-down, turn-based strategic unit warfare, but instead of individual units they'd be groups of 1-5 characters you'd select in that stage's setup phase, and whenever units fought the game would focus in and you'd control that group of characters in more traditional RPG-style (like outta Final Fantasy or something) that'd last for one round before zooming out and continuing the strategy portion.I knew I knew one game that did that! Bahamut Lagoon for the SNES(Japan only, but there's a fanlation)! Game is crazy, there's that individual in tactical/party in battle thing, dragons you control indirectly with orders and elemental magic affects the battlefield(ice freezes water, making bridges, thunder destroys trees I think and I forgot what fire does :P). Well worth a try I'd say.
I don't know if anything like that exists, all the most recent Fire Emblems have been disappointing so I always get caught up in what *I* would have done.
And then there's gemfire, where your individual units are really whole army units but you have no agency over combat, you just tell them what to attack in tactical mode and the game autoresolves how many on each side dies. Yggdra Union does something simmilar IIRC, but I wouldn't be surprised if another game in the "series" did exactly what you want though, they tend to have weird battle systems.
Some kind of game that simulates being a serial killer. There's all these games that simulate being a spree killer (Postal, GTA), or murder-for-hire (GTA, Hitman, Hotline Miami, Saints' Row) but not really any serial killer games.Just a page ago you wrote your plan for a dictator-killing game, which covers similar territory.
EDIT:
Did I post this suggestion before? I've got the weirdest sense of deja vu.
Some kind of game that simulates being a serial killer. There's all these games that simulate being a spree killer (Postal, GTA), or murder-for-hire (GTA, Hitman, Hotline Miami, Saints' Row) but not really any serial killer games.
EDIT:
Did I post this suggestion before? I've got the weirdest sense of deja vu.
You've suggested a wanton murder simulator at least once before.
Vague idea but one I think could work well in practice:You don't need unique characters. Give randomly generated characters archetypes/traits. Make random events/event chains based on archetypes/traits/conditions of living characters interacting with each other. Continuity for those event chains are a must, that includes death closing off the event chain or steering that event chain elsewhere and/or having some sort of follow through that would continue the event to a different or same-ish conclusion.
Take a handcrafted story and put it into a more procedural game. But instead of the full story being there every time, you have different story events happen depending on the conditions of the game, and there are multiple endings. The actual gameplay areas are all procedurally generated although the general gist of them will follow what's going on in the plot, that way you can have a branching plot without having to handcraft a million different levels no one will ever see. BUT, due to the randomness of the game, you can't possibly see the majority of the story content on the first playthrough.
So, to apply the concept to something like Xcom, you have a party consisting of unique characters that are the same each playthrough. But its random which ones you meet, and they can leave/rejoin the party or die as the game goes on. So alongside the main storyline, you have conversations that are triggered if certain conditions are met. If two specific characters are in the party they have a conversation, if a certain character is dead at a certain point someone talks about it. Sometimes depending on how these side plots are going options open or close in the main plotline.
Basically, it would be a way of adding a character based plot to a game like FTL or Xcom. Each game would be sort of like fanfic for all the other ones; it would be the same general story but things would turn out very differently, and each playthrough would reveal new dialogue and story directions that weren't there in the previous ones.
https://www.youtube.com/watch?v=ZvOSZ_hJ6bY Last remnant is the closest i can think of.I've imagined for awhile now a game that is in the style of fire emblem with top-down, turn-based strategic unit warfare, but instead of individual units they'd be groups of 1-5 characters you'd select in that stage's setup phase, and whenever units fought the game would focus in and you'd control that group of characters in more traditional RPG-style (like outta Final Fantasy or something) that'd last for one round before zooming out and continuing the strategy portion.I knew I knew one game that did that! Bahamut Lagoon for the SNES(Japan only, but there's a fanlation)! Game is crazy, there's that individual in tactical/party in battle thing, dragons you control indirectly with orders and elemental magic affects the battlefield(ice freezes water, making bridges, thunder destroys trees I think and I forgot what fire does :P). Well worth a try I'd say.
I don't know if anything like that exists, all the most recent Fire Emblems have been disappointing so I always get caught up in what *I* would have done.
And then there's gemfire, where your individual units are really whole army units but you have no agency over combat, you just tell them what to attack in tactical mode and the game autoresolves how many on each side dies. Yggdra Union does something simmilar IIRC, but I wouldn't be surprised if another game in the "series" did exactly what you want though, they tend to have weird battle systems.
https://www.youtube.com/watch?v=ZvOSZ_hJ6bY Last remnant is the closest i can think of.I've imagined for awhile now a game that is in the style of fire emblem with top-down, turn-based strategic unit warfare, but instead of individual units they'd be groups of 1-5 characters you'd select in that stage's setup phase, and whenever units fought the game would focus in and you'd control that group of characters in more traditional RPG-style (like outta Final Fantasy or something) that'd last for one round before zooming out and continuing the strategy portion.I knew I knew one game that did that! Bahamut Lagoon for the SNES(Japan only, but there's a fanlation)! Game is crazy, there's that individual in tactical/party in battle thing, dragons you control indirectly with orders and elemental magic affects the battlefield(ice freezes water, making bridges, thunder destroys trees I think and I forgot what fire does :P). Well worth a try I'd say.
I don't know if anything like that exists, all the most recent Fire Emblems have been disappointing so I always get caught up in what *I* would have done.
And then there's gemfire, where your individual units are really whole army units but you have no agency over combat, you just tell them what to attack in tactical mode and the game autoresolves how many on each side dies. Yggdra Union does something simmilar IIRC, but I wouldn't be surprised if another game in the "series" did exactly what you want though, they tend to have weird battle systems.
Some kind of game that simulates being a serial killer. There's all these games that simulate being a spree killer (Postal, GTA), or murder-for-hire (GTA, Hitman, Hotline Miami, Saints' Row) but not really any serial killer games.So Serial Killer game, is kinda of a strange thing. When I was working on one, it just turns into a forensic simulator. There a few neat mechanics for having the driving need to kill. And its a game that eventually spiral into a loss. As the character lucidity can't recover fully. The world grows monotone, as the only thing in the world that is colorful is your victim. You kill the victim, the world goes into color again. Talking to folks, take lucidity. (Which I've experimented into making it the conversation a puzzle game, that gets harder, as you have less lucidity and losing represents being kurt and blunt.)
EDIT:
Did I post this suggestion before? I've got the weirdest sense of deja vu.
Some kind of game that simulates being a serial killer. There's all these games that simulate being a spree killer (Postal, GTA), or murder-for-hire (GTA, Hitman, Hotline Miami, Saints' Row) but not really any serial killer games.So Serial Killer game, is kinda of a strange thing. When I was working on one, it just turns into a forensic simulator. There a few neat mechanics for having the driving need to kill. And its a game that eventually spiral into a loss. As the character lucidity can't recover fully. The world grows monotone, as the only thing in the world that is colorful is your victim. You kill the victim, the world goes into color again. Talking to folks, take lucidity. (Which I've experimented into making it the conversation a puzzle game, that gets harder, as you have less lucidity and losing represents being kurt and blunt.)
EDIT:
Did I post this suggestion before? I've got the weirdest sense of deja vu.
But a lot the mechanics come in, leaving evidence behind and avoiding eye witness.
Some kind of game that simulates being a serial killer. There's all these games that simulate being a spree killer (Postal, GTA), or murder-for-hire (GTA, Hitman, Hotline Miami, Saints' Row) but not really any serial killer games.Yandere simulator.
EDIT:
Did I post this suggestion before? I've got the weirdest sense of deja vu.
I've always wanted a crafting and adventuring game, ala Minecraft or Terraria, but it adheres very strictly to the laws of physics as far as building and mining. Like, you can't build a loopy dumb house, it has to have a foundation, and support so it doesn't collapse under it's own weight, and it can't be flimsy so the wind can't knock it down. Basically, you can't just build a big box and call it good.
This would extend to caves. Like you can't just build an infinitely big cave system whenever and whereever, you'd need to take into account the rock and soil, use supports, make sure your underground system doesn't collapse in on you.
I'd also like water and rivers and such to behave realistically with gravity and currents and water tables and such, but I'm already asking for too much.
There are mods for minecraft that make it more hardcore, and add a lot more rules for crafting and survival, like having to place supports in the tunnels you build.TerraFirmaCraft springs to mind, for instance.
I've always wanted a crafting and adventuring game, ala Minecraft or Terraria, but it adheres very strictly to the laws of physics as far as building and mining. Like, you can't build a loopy dumb house, it has to have a foundation, and support so it doesn't collapse under it's own weight, and it can't be flimsy so the wind can't knock it down. Basically, you can't just build a big box and call it good.
This would extend to caves. Like you can't just build an infinitely big cave system whenever and whereever, you'd need to take into account the rock and soil, use supports, make sure your underground system doesn't collapse in on you.
I'd also like water and rivers and such to behave realistically with gravity and currents and water tables and such, but I'm already asking for too much.
I've always wanted a crafting and adventuring game, ala Minecraft or Terraria, but it adheres very strictly to the laws of physics as far as building and mining. Like, you can't build a loopy dumb house, it has to have a foundation, and support so it doesn't collapse under it's own weight, and it can't be flimsy so the wind can't knock it down. Basically, you can't just build a big box and call it good.
This would extend to caves. Like you can't just build an infinitely big cave system whenever and whereever, you'd need to take into account the rock and soil, use supports, make sure your underground system doesn't collapse in on you.
I'd also like water and rivers and such to behave realistically with gravity and currents and water tables and such, but I'm already asking for too much.
This is maybe more of a mod I wished existed...There is crash landing where there is an heavy emphasis on survival much more like any other mod or stuff, food and water is scarce, land is real barren, check it out!
Mad Max for minecraft.
Restriction on all the crazy items/etc. Nice and simple focus on survival and tinkering with some tools/clothing for that purpose.
Restrictions on digging. None of the typical mobs. Dusty, barren landscape.
Very hot sun during the day. You get thirsty. But water is hard to find. Maybe you have to find springs.
Very cold at night. Large distances. Some freak weather events like dust storms can cause a lot of damage, and you will need to shelter from them.
You need to try and travel to a distant location. That's the actual challenge. So the game has a beginning, a destination, and an end.
Tweaking the settings you can increase the challenge by reducing the amount of water/locals where you can scavenge.
You can drive cars, but you will need to scavenge for parts and put them together. Bandits will hunt you.
A space exploration game similar to evochron or Starfarer with a bit of DF mixed in. You build your own 3d ship (blocks? prefabs?) and explore the galaxy. Except you have a crew and that crew needs to be kept happy and able to do their jobs safely.
So I guess it's like if DF has a spaceship builder. You have 2 game phases, when yer building and managing the internals of the ship as well as expanding and adding parts and when yer actually flying about. When yer flying about your crew is moving about your ship as well. Sleeping, taking R&R keeping systems functioning and general idle things, but when you hit a button to trigger red alert all the crew have to actually take the time to move to their pre assigned positions.
It allows for some interesting possibilities, like for example one of your turrets aren't firing, you set autopilot for a moment (basically let yer helmsman's AI control the ship for a bit) and switch to ship management mode to see that the gunner assigned to that turret is actually fighting boarders he encountered on the way to his turret, or got trapped in a damaged section and needs engineers to free him, then you can order some of your marines or engineers to go free him so he can get to his station. Or you could have just done something Dwarven like build a armor plate instead of a door leading to his turret seat.
A low fantasy XCOM/CK2-ish game in which you form a band of protectors who protect the people from Bad Things, be they supernatural (dragons, vampires, rogue wizards et cetera) or mundane (bandits). You can choose whether you'll support a single kingdom or be indiscriminate, or whether you'll support peasants or nobles. All of these things affect your standing with both the people of a given nation and the nobility.I would mug a hobo to fund this. Just Joking... and sell both my legs to cannibals.
As your forces grow larger, some of the kingdoms may fear your power and influence so you have to play the game of diplomacy with them, either doing them special favours or granting them concessions (allow one of their nobles to be privy to your organization's secrets, or be forced to build and maintain an outpost in an area that does not need the coverage, giving off your troops as bodyguards or mercenaries), thus becoming an actual player in the grand scheme of things. This diplomacy game replaces the airgame from XCOM.
Combat would be turn-based, take place on a grid and with proceduraly generated maps. Facing would be important in melee combat. You start off with 6 people per squad and work your way towards a maximum of 10. Combat prowess should rely more on the skills of your dudes and any buffs they might have than on fancy weaponry and armor..
Your soldiers can be either melee-based fighters, rangers or mages. Mages are basically what psi guys are in XCOM, they come in later in the game, take a lot of time and money to train up, but are capable of wrecking half of the map with their magic. Using mages should give you extra distrust from both the people and the nobles (since they fear magic) but the nobles should prove mighty interested in taking them as mercenaries or bodyguards.
The tech tree would be based on alchemy (to buff your soldiers with potions), travel speed (start off with horses, end up with flying carpets or something), more spells and infrastructure (outposts to extend your reach, workshops, research stations for magic, and so on and so forth), with weapons and armor being less important in the tree.
The entire world map is be pre-built, but the different factions you have should have different holdings at the start of each game and should have settings for different behaviours to increase replayability. Different events take place to which the nations of the world react differently.
BTW thanks again earlier for turning me on to Devil Survivor. It kinda feels like 999 the SRPG.
BTW thanks again earlier for turning me on to Devil Survivor. It kinda feels like 999 the SRPG.
You're welcome, it and its sequel are probably my favorite two games on the DS/3DS. For your sake, I hope you have overclocked. No access to a compendium is a pain in the buttocks.
Personally, I think #1's story is far more interesting and kick-ass, but #2 has better gameplay and map/boss design. Extra variety on moves and demons, as well, which is also quite nice, and the FATE system it has is also good. Overall, #2 is the superior game, but I just wish it had a story more like #1s (I also prefer #1's characters.)
Definitely worth playing both of them. I think #2's version of Overclocked (can't remember what it was called, maybe Remix or something) should be out by now, so get it if you can.
I had a thought about a cool game based on cells.. in a sense. Could be interpreted as a better, multiplayer spore like game that ends at the creature (possibly tribe) stageI so want to see this.
So basically, you're a cell who does cell stuff in a microscopic world. Yadayadayada. You compete with other cells and evolve different abilities as you grow, based on the organelles (parts) you grow (equip) your cell with. As such your cell gains unique abilities compared to other cells. The interesting part is the game is multiplayer (MMO, maybe even, or just round based) and you can form colonies/organisms with other players/computers (ie: guilds but more functional). The abilities of of your organism or colony would be dependent upon the constituent cells of that group, as well as their location. IE: if a cell can secrete acid, it's best located on the edge of the organism and surrounded by cells with acid resistance so it doesn't burn the interior of the organism, which would have different roles like energy production, etc. Cells with motor abilities should be located near the center of mass of the organism and equally distributed. Your organism can go head to head with others (persistent or round based depending) and if it were a persistent game, grow more powerful(or die), and if it were a round based game, win with the highest score(or !!LOSE!!). If an organism died(as a result of traumatic damage; likely an arbitrary health bar unless a better system was implemented), any remaining living cells would separate and be (forcefully) scattered. In a round based game, the organism's numbers would be dissolved and require reforming, or the constituents could form a different organism. In a persistent setting, they would keep their numbers (ie: guild) but be scattered forcefully and have to find each other to rebuild the organism.
Cells could divide and produce computer operated cells. In such manner, large organisms with high player counts don't immediately win over organisms with lesser counts by sheer force. Computer operated cells would have some degree of intelligence, less effecient than humans to encourage player grouping but efficient enough not to be useless. They'd grow and evolve and place themselves strategically but obviously lack communication skills and can't think ahead for encounters (or something like that).
Maybe large creatures could form pacts or something and build nests or something. Idk.
it'd be cool or something idk
Spoiler (click to show/hide)
I wonder if we could make a cell-based DF mod
I want a horror game kinda like the SCP games or Alien: Isolation where being loud in real life actually creates noise in the game, provided you have a microphone hooked up.
I'm getting pretty good with the Unity engine, so if someone wants to work together on a mockup of some ideas, I'm down for that. I'm no artist though so preferably someone who would do the art side, and I do the coding side.
I'm wondering about the cell colony game mechanics. What do you envision as the control scheme for each player? One cell like an RPG, or 3rd-person control of many cells like an RTS?
Spoiler (click to show/hide)
You know, I probably don't need to advertise it, but it just occurred to me that the most recent humble bundle (https://www.humblebundle.com/) was aimed at amateur game creation. That's kinda of relevant to this thread for people that might actually want to attempt to give their ideas some tangible form.
So, take for example, if this was a MMO game, and you and a bunch of your friends want to make a guild. Bam, you do it, just it's considered an "organism". However in this game it has more functionality and bindingness, once you form an organism you're all kind of stuck together as a single multi-cellular organism. (Maybe you'd be able to freeroam even after forming this community, or being in a guild would give you an option to form the organism whenever you want like a guild super-ability requiring a number of members of the guild or something idrk).
I want a game that's a super combo of CK2 and Mount & Blade.When I saw the combo of mount and blade and Ck2. I was like I have been imagining this exact combination for years finally someone else who thinks it would be great.[il]Combat is choose-able between Mount & Blade's "Take the field yourself and lead from the front" and a Total War style RTS: to make the units you control, your conscript groups can be divvied up into groups from the party screen, and you can auto sort and auto fill units: "Red team" might be nothing but light infantry you can specify to hold up to the unit cap (based on your leadership and tactics skills). So when you pick up some peasant levies and buy them up to light line infantry a certain amount will auto dump to Red team to fill them up to your set cap. [/il]
- There are multiple (around like, 12) kingdoms that preexist and need casus belli to declare war upon one another, but small feuds between lords can spark skirmishes, which could turn into war.
- From CK2: allow your companions to fill certain royal counsel positions, such as spymaster. Certain companions will do better in certain positions: take Jeremus from the vanilla game. Great doc, horrible/nonexistant scouting skills. Perfect Court Physician, good Court Steward, horrible Spymaster.
- Form plots to denounce your fellow lords for political gain. Frame them as evil heretics. Elope with their daughters. All the political maneuvering and interaction expected of a CK2 inspired game.
- Religious wars; kingdoms are split between religions and they can war upon one another if their religious head is beefing with another religious head.
- You can literally craft your own empire from between these kingdoms; there's empty land you can claim and start building small villages and forts on to later turn into cities and castles.
- Getting other kingdoms to RESPECT YOUR AUTHORITY requires either a papal mandate with their religious head or enough prestige/fame to be accepted. Or you can get a legit claim by marrying a lord's daughter. Or all of the above for the strongest right to rule.
- Commission system for masterwork/unique gear: once you have enough money and fame/get vassalised as a lord/get recognized as a ruler, you can commission a set of royal heraldic armor, matching crown, and a strong, unique weapon. This will take time, of course.
- Outfitters for your companions: a place where you can order multiple copies of the same heraldic armor for your companions. They aren't unique armors, but they are standard quality and you don't have to run around to get matching armor for your royal companions. Also sells basic boots from leather to plate and matching gauntlets.
- Levy and conscription system and deeper morale. Levies are farmers/freemen that you put a call to arms to, who you pay to join your army. They start with half morale and grow it faster and start better armed and can upgrade to Men-at-arms. Conscripts are unpaid serfs that are forced to take up arms. They are horrible quality and don't get very far skill-wise. They also have horrid morale that never gets above half a bar/percentage. Raising either conscripts or levies takes time. They are summoned up in a large lump and can be diversified to light cavalry (Levies only), infantry and ranged soldiers. Conscripts only go up one level and go from peasants with pitchforks and tunics to padded cloth (colored your heraldry colours), armed with basic spears and bows. Levies can rank up twice to men-at-arms level combatants with mail and heraldic tabards. Knights and heavy cavalry are special cases: to even get these guys you either need to hire a merc company for their heavy cav, or you need to be a lord of some rank and can order your marshal to gather your landed and unlanded errant knights.
[/list]
I got more ideas to add here, but this is the base list for right now.
edit: tried to flesh it out but kinda fucked up my post.
I was thinking of doing a thread where we take ideas from this thread and code them up.I had a similar idea where idea people & devs would make proof-of-concepts.
I was thinking of doing a thread where we take ideas from this thread and code them up.I had a similar idea where idea people & devs would make proof-of-concepts.
However time is the largest resource we need, but don't have for such a thread to be successful :/
I was thinking of doing a thread where we take ideas from this thread and code them up.I had a similar idea where idea people & devs would make proof-of-concepts.
However time is the largest resource we need, but don't have for such a thread to be successful :/
Truly we all suffer from the greatest drawback of gaming: having lives.
Someone might as well make a thread like that. Even if there isn't much activity there might be enough to make some short demos and prove that these games can be made, thus making someones day a little happier. Heck, there might even be some actual games that come out of it.I was thinking of doing a thread where we take ideas from this thread and code them up.I had a similar idea where idea people & devs would make proof-of-concepts.
However time is the largest resource we need, but don't have for such a thread to be successful :/
We can solve the activity problem with money though. I would be more than willing to quit my job and start/join a company that would do this kind of thing.Someone might as well make a thread like that. Even if there isn't much activity there might be enough to make some short demos and prove that these games can be made, thus making someones day a little happier. Heck, there might even be some actual games that come out of it.I was thinking of doing a thread where we take ideas from this thread and code them up.I had a similar idea where idea people & devs would make proof-of-concepts.
However time is the largest resource we need, but don't have for such a thread to be successful :/
I think we could theoretically do it with a thread in which we have a list of ideas that we have permission to use. Then people can choose the ideas that they would like to work on and turn into an actual and, well, they work on it until they get bored or life gets in the way or they complete it. But, in the thread there should be a poll that we put all the ideas on and the community votes on which game they would like to see most. Once that's decided we make the chosen game the "official game" or something similar and work on it as a group. Of course, you wouldn't have to contribute but you would be welcome to.
And by the way, I prefer 2D in most cases as well. I just find it a nicer medium.
A game where you play a friendly Eldritch Abomination who's aware of humanity's impending doom. You try to warn people but everyone you tell goes insane. So it falls on you to create a cult to yourself and save humanity.
A sci-fi/space 4x where more than one nation can occupy a given planetEmperor of the fading suns is like that.
Aurora too.A sci-fi/space 4x where more than one nation can occupy a given planetEmperor of the fading suns is like that.
Civilizations: Warhammer Fantasy/Warhammer 40kYou do know that there's a Total War: Warhammer game in development, right?
But with real time battles a la Total War/Dawn of War 1/Company of Heros each time a stack collides with another.
With this gigantic board of the sector, then a board for every subsector, then for every system, then for every planet.
Also I would require for my ideal game to take things like man power, supplies, weapons, supply routes/baggage trains and other things into account and keep track of them.
A game where you play a friendly Eldritch Abomination who's aware of humanity's impending doom. You try to warn people but everyone you tell goes insane. So it falls on you to create a cult to yourself and save humanity.This is a thing that I want.
Cthulhu X-Com
X3TC but more of an RTS. Instead of personally flying around, you manage your fleet/stations. Same material system and all.
maxed speed is 75 ms-1What. How.
X3TC but more of an RTS. Instead of personally flying around, you manage your fleet/stations. Same material system and all.
Sounds good, but you'd have to have either SETA (timewarp), or increase ship speeds considerably to get anything done in a reasonable time frame.
Some of the larger systems are hell to fly through when your Mercury Tanker's maxed speed is 75 ms-1. I'm looking at you, Teladi space between the Split core sectors and PTNI.
Sure, 75 ms-1 sounds fast, but these sectors are upwards of 100 km across. That's 22 minutes without SETA x1000. Per sector. Just over 2 minutes with SETA.
Cthulhu X-Com
turn-of-the-century Cthulhu x-com
Be grateful. Real space is a lot bigger.
I say.Cthulhu X-Com
turn-of-the-century Cthulhu x-com
Cultist 1 fires generic bolt-action rifle! Hits and kills anti-cult police! "Good show, friend."
Meanwhile back at McCultist Manor, you've made progress on steampunk powered armor. And the counsel has decided to continue funding your cult as you've made good progress on summoning The Dark One.
Not really a game per se, but more of a possibility of a game mechanic:THIS.
I wonder if it would be possible to have a traditional antagonistic PvE encounter, in which both sides are played by players. That is, one side is a traditional group facing off against a powerful dungeon or raid boss, but that raid boss is controlled by a player themselves. Not aligned to PvP progression in any way, but mostly just... what would the result be if you had a human intelligence behind a raid boss' ability use?
Properly incentivizing both sides would be a problem. Well, the group has their usual incentive to win, but something has to exist to keep the Enemy from simply picking their nose while the group knocks over a loot pinata. Perhaps make it require a significant investment to queue up for the command encounter, to the degree that anyone queuing up does so out of selfishness for the rewards (so they have a strong incentive to win, otherwise they need to waste many hours/resources re-keying to become eligible to queue again). Probably reduced/secondary rewards for the loser in either case, maybe tiered for the Enemy if they put up a good show (if you could somehow categorize a "near loss" for example).
Maybe have some semi-autonomous nature to the encounter as well. Like, maybe you're not controlling just one unit, but a small group (think the various "council" fights seen in WoW) and you can hop between units to command them directly, or even hop out entirely and take a broader, tactical view...
Exists already. Can't remember the name but it's due to be released on PC and XBone, I think.Then find it!
While you are being very rude, I went and looked it up anyway.Exists already. Can't remember the name but it's due to be released on PC and XBone, I think.Then find it!
Must...have...awesome...
THANKYOUTHANKYOUTHANKYOU.While you are being very rude, I went and looked it up anyway.Exists already. Can't remember the name but it's due to be released on PC and XBone, I think.Then find it!
Must...have...awesome...
Fable Legends.
You're welcome.
I wonder if it would be possible to have a traditional antagonistic PvE encounter, in which both sides are played by players.Have you tried hack-and-slash R.P.G.s, Dungeons and dragons for example, with a human Game-master? Possibly the single greatest moment in computer-gaming history was when someone realised that they could have all the dungeon-looting joys of a table-top R.P.G. but without needing a group of people...
D&D is all and well, but I think you missed the "both sides controlled by players" bit. GMing something is LOTS OF WORK because you have to MAKE things. The theory is, there's a bunch of premade stuff that NON-GMs control.I wonder if it would be possible to have a traditional antagonistic PvE encounter, in which both sides are played by players.Have you tried hack-and-slash R.P.G.s, Dungeons and dragons for example, with a human Game-master? Possibly the single greatest moment in computer-gaming history was when someone realised that they could have all the dungeon-looting joys of a table-top R.P.G. but without needing a group of people...
Not really a game per se, but more of a possibility of a game mechanic:There's CRAWL, which is a game where one player in the hero and the others are monsters.
I wonder if it would be possible to have a traditional antagonistic PvE encounter, in which both sides are played by players. That is, one side is a traditional group facing off against a powerful dungeon or raid boss, but that raid boss is controlled by a player themselves. Not aligned to PvP progression in any way, but mostly just... what would the result be if you had a human intelligence behind a raid boss' ability use?
Properly incentivizing both sides would be a problem. Well, the group has their usual incentive to win, but something has to exist to keep the Enemy from simply picking their nose while the group knocks over a loot pinata. Perhaps make it require a significant investment to queue up for the command encounter, to the degree that anyone queuing up does so out of selfishness for the rewards (so they have a strong incentive to win, otherwise they need to waste many hours/resources re-keying to become eligible to queue again). Probably reduced/secondary rewards for the loser in either case, maybe tiered for the Enemy if they put up a good show (if you could somehow categorize a "near loss" for example).
Maybe have some semi-autonomous nature to the encounter as well. Like, maybe you're not controlling just one unit, but a small group (think the various "council" fights seen in WoW) and you can hop between units to command them directly, or even hop out entirely and take a broader, tactical view...
You could knock up a Source map in Hammer like that pretty quickly. The engine supports it, anyway.
EDIT: With these https://developer.valvesoftware.com/wiki/Linked_portal_door
EDIT2: And a demonstration of the kinds of things you could do with them https://youtu.be/_xFbRecjKQA
You could knock up a Source map in Hammer like that pretty quickly. The engine supports it, anyway.
EDIT: With these https://developer.valvesoftware.com/wiki/Linked_portal_door
EDIT2: And a demonstration of the kinds of things you could do with them https://youtu.be/_xFbRecjKQA
What's Hammer?
So I could build Half-Life 1 levels with these in them?
And Portal 1/2.You could knock up a Source map in Hammer like that pretty quickly. The engine supports it, anyway.
EDIT: With these https://developer.valvesoftware.com/wiki/Linked_portal_door
EDIT2: And a demonstration of the kinds of things you could do with them https://youtu.be/_xFbRecjKQA
What's Hammer?
A free map building tool for games like Dota 2, CS:GO, TF2, Half-life 1/2, etcetera. You can download it right now if you have Steam.
Or Black Mesa levels.
Does that have multiplayer?
I think that HL:S uses an older version of source that doesn't support them. The world portals were made specifically for testing Portal 2, so it has to be that engine branch that you're running.So I could build Half-Life 1 levels with these in them?
As long as it's Half-Life: Source and not the original version you can.
I wonder if there are any games (mainly strategy games and the like) that allow or actually encourage a "Play to Lose" strategy in order to win. Basically, using Bad Karma to buy Good Karma (Or taking a rough life to get all the crap that naturally comes with good fortune out of the way first, so upon having said fortune, you're hardened to it, instead of paranoid because of it; or something. :shrug: You know, take in all the bad first, so all that remains for the remainder of your life is nothing but good.). Forge yourself in the fires of Hell to be made into a blade worthy of Heaven's might; so to speak.
I wonder if there are any games (mainly strategy games and the like) that allow or actually encourage a "Play to Lose" strategy in order to win. Basically, using Bad Karma to buy Good Karma (Or taking a rough life to get all the crap that naturally comes with good fortune out of the way first, so upon having said fortune, you're hardened to it, instead of paranoid because of it; or something. :shrug: You know, take in all the bad first, so all that remains for the remainder of your life is nothing but good.). Forge yourself in the fires of Hell to be made into a blade worthy of Heaven's might; so to speak.
Pretty much every RPG ever where you have a point buy system for talents/traits/etc? Dump charisma to raise strength, Pick a ton of minor bad traits to buy good traits, etc.
Or games which let you delay level up bonuses, just hold on to the points while you level up to buy the top end traits once they unlock.
There's also games where you can specifically pick handicaps to get better rewards/exp/etc at the end... though I can't think of one offhand I'm sure they exist.
Wizadry 9.
The Stargate series (namely SG-1) and XCOM combined.Yea, X-Com and Stargate seem to be a natural marriage to me to. You'd send SG teams to different viable planets, and do recons, and exploring via the battle scape, and doing some SCIENCE. And then troubles that happen, like some rapid aging disease or something, would be an ad hoc Research Project that has a deadline but also man hour requirement. You have goals from the Funding Countries.
You'd start off with a small number of teams with meager equipment, and would eventually secure funding from nations of the world for R&D and more men while sending out expeditions to find alien technology and allies. You could eventually learn how to use this technology, and later even replicate your own. Eventually you would be able to have limited manufacturing capabilities for both advanced alien-based human tech, and replications of alien tech as well.
Eventually you'd have to deal with the diplomacy side of things; both keeping hostile forces from invading you through the stargate and space, while negotiating protection and (mainly technology) trading treaties with friendly/neutral alien races, many of which can be much more advanced than you.
At some point, you will be able to capture alien ships and add them to your fleet, manning them and using them for their own expeditions and missions. Once your manufacturing capabilities and technology are both advanced enough, you can start constructing your own ships using any combination of salvaged alien tech, reversed engineered versions of their tech, human tech, and parts gained from friendly alien races.
Late-game, you can start establishing permanent off-world outposts, and maybe even start a minor interstellar empire.
A game where you had complete and utter control to do as you please. With graphics. Not GTA V graphics, but hell, even DF graphics.If you're enough of a conman, you can experience this in real life.
Be president, or be a janitor at a school. Worship whoever. Start clubs, organizations, etc.
Sadly nothing like this is ready.
A game where you had complete and utter control to do as you please. With graphics. Not GTA V graphics, but hell, even DF graphics.I could see this becoming a thing...
Be president, or be a janitor at a school. Worship whoever. Start clubs, organizations, etc.
Sadly nothing like this is ready.
An exact copy of real life, but in a game. Every possibility is accounted for and you can do anything.
Then when you stop playing. You start questioning if anything is real anymore. You then come to the conclusion, that it doesn't matter. You therefore feel, since you know it doesn't matter, that you could just kill anyone you wanted without consequences.
So then we wouldn't have the game anymore, because everyone killing each other.
Not really anything with any sort of depth to it, but it'd be pretty damn awesome if games that feature a hardcore mode actually changed the soundtrack to a hardcore version (if possible).
Because you know, you gotta get appropriate music for the appropriate difficulty/game mode.
YOU ARE TINYHUMANPERSON. YOU MUST SURVIVE AS LONG AS YOU CAN/UNTIL EVACUATED.That sounds weirdly familiar but I can't think why.
An exact copy of real life, but in a game. Every possibility is accounted for and you can do anything.And yet, less ambitious than some game ideas I've read.
Then when you stop playing. You start questioning if anything is real anymore. You then come to the conclusion, that it doesn't matter. You therefore feel, since you know it doesn't matter, that you could just kill anyone you wanted without consequences.
So then we wouldn't have the game anymore, because everyone killing each other.
An exact copy of real life, but in a game. Every possibility is accounted for and you can do anything.And yet, less ambitious than some game ideas I've read.
Then when you stop playing. You start questioning if anything is real anymore. You then come to the conclusion, that it doesn't matter. You therefore feel, since you know it doesn't matter, that you could just kill anyone you wanted without consequences.
So then we wouldn't have the game anymore, because everyone killing each other.
Really? More ambitious than exact copy of life, that is so realistic you don't what is real?
OKAY.
BIG FUCKING MONSTER. BIGGER FUCKING CITY.
MONSTER IS MASSIVE. UNPLAYABLE. UNKILLABLE.
YOU ARE TINYHUMANPERSON. YOU MUST SURVIVE AS LONG AS YOU CAN/UNTIL EVACUATED.
MONSTER IS SMASHYWASHYBASHY. GO.
Basically a legit pc-version of Monster Hunter set in the modern day. It's not about leveling up or PvP. Its about getting the team together for one last hunt against something that could easily kill all of you, armed with nothing but some AKs and a few grenades.With big city and small rural settings, and interactable/destructable terrain? Yes, please.
Thought you couldn't kill it?No, that one was mine. Mine is more about just surviving in the city for as long as you can/Until the military or whatever evacuates you.
Eh.
I'd like to see a game that would match the awesomeness of this forum, but that's already a thing so I don't know why I'm posting this here.Stop yelling so loud, people can't focus on the circlejerk with all the shouting.
ALL HAIL THE TOADY ONE!
Speak for yourself. For me, it helps.I'd like to see a game that would match the awesomeness of this forum, but that's already a thing so I don't know why I'm posting this here.Stop yelling so loud, people can't focus on the circlejerk with all the shouting.
ALL HAIL THE TOADY ONE!
One final alternative: Spellguns. The player would have a magic gun capable of firing spell cartridges, which are basically just ready-made spells, which they can buy or just find around the world. And these, like the others, would come in battle and utility forms. And you might be able to find or buy different spellguns that either enhance certain spells (some very specialized guns may only be able to fire certain spells or types of spells) or apply modifiers to all spells fired from them, in addition to variants capable of firing multiple spell cartridges before needing to be reloaded. And you might eventually be able to learn to make your own spell cartridges from basic components, which would take time but allow you to have more customized loadouts and allow you to make things like bullets that instantly kill their target (though they need to be made with something taken from the target to work, and might even have a limited-time use).
-snip-I'd play that. Hell, sounds a bit like some of my ideas, at least in the general idea of "do you make sacrifices for immediate gains or do you try to play the longer (and more difficult) game?"
I want a point-n-click, but where it's possible to have varying levels of success at the puzzles, and get different paths and scenes if you meet different levels of success. For example, you can attempt to get past a guard at any time at all, even without a disguise or distraction, and each of the varying levels of success has their own consequences and special scene.Implausible.
What if it went the Telltale route, where it's split down so that the path choices widen and then narrow down again? Could be much more manageable for something large.I want a point-n-click, but where it's possible to have varying levels of success at the puzzles, and get different paths and scenes if you meet different levels of success. For example, you can attempt to get past a guard at any time at all, even without a disguise or distraction, and each of the varying levels of success has their own consequences and special scene.Implausible.
The matrix of possible paths grows stupidly big.
Each path choices are multiplied by the previous path choices.
Like lets say you have a short game, with 3 different paths with five choices each...
Thats 5^3. Thats 125 different combinations you have to account for.
I want a point-n-click, but where it's possible to have varying levels of success at the puzzles, and get different paths and scenes if you meet different levels of success. For example, you can attempt to get past a guard at any time at all, even without a disguise or distraction, and each of the varying levels of success has their own consequences and special scene.
TellTale is a magic trick. Its really good at lying to you and really good at making you thank them for lying to you. Its diamond diagram, tells you that you don't actually have choice. Whatever "choice" you make, you wind up in the exact same position.What if it went the Telltale route, where it's split down so that the path choices widen and then narrow down again? Could be much more manageable for something large.I want a point-n-click, but where it's possible to have varying levels of success at the puzzles, and get different paths and scenes if you meet different levels of success. For example, you can attempt to get past a guard at any time at all, even without a disguise or distraction, and each of the varying levels of success has their own consequences and special scene.Implausible.
The matrix of possible paths grows stupidly big.
Each path choices are multiplied by the previous path choices.
Like lets say you have a short game, with 3 different paths with five choices each...
Thats 5^3. Thats 125 different combinations you have to account for.
You could probably do something procedural and state-based and having limited elements just shifting their order around. Manually building millions of adventure-game screens would be ridiculous, but having ten rooms with a few dozen items, and setting up relationships between them, so if you take the hot tea then a teabag will vanish due to the hot tea being replaced, and if you leave the water running then the water tanks will lose volume. You still need to add a massive number of relationships to the normal number of entities, like, a really massive amount, but it is much much better than drawing up a whole game for every single outcome. Something like that could be really interesting as the player playing a ghost that is haunting a place. I have no idea what the point would be, but doing one thing, such as stealing a drink or turning on all the water taps or jangling the chains or whatever and having it have all sorts of distributed effects sounds sort of interesting for a ghost that is trying to haunt the place, especially if the ghost cannot see the people and has to figure out how the events that they cause are connected. You could do it for story elements too, give people emotion states that would have them deliver different exposition and have new entities added to the game based upon various states possessed by the existing entities...
Any CYOA by Choice Of Games tends to keep track of various stats that increase and decrease based on your actions, and affect if you'll succeed on certain actions.Choice of games are awesome
Any CYOA by Choice Of Games tends to keep track of various stats that increase and decrease based on your actions, and affect if you'll succeed on certain actions.Yeah I was just about to say that. There's a lot more scope for deeply interactive stories when there's no graphical elements.
I just wish there were moreThis is pleasing to read. I'm working on one right now.
I've never heard of the site before, but I decided to read a free sample of one at random and it was pretty fun! Lots of subtle changes in the text depending on past choices. Would be interested in seeing your own work whenever it's out.Any CYOA by Choice Of Games tends to keep track of various stats that increase and decrease based on your actions, and affect if you'll succeed on certain actions.Yeah I was just about to say that. There's a lot more scope for deeply interactive stories when there's no graphical elements.I just wish there were moreThis is pleasing to read. I'm working on one right now.
Ever read the book, "Ready Player One"?IIRC It wasn't an exercise program, it was a pedal powered generator that actually charged the computer. Which is also a good idea.
In that book there is a part where the main character has to do some exercise before his PC will actually let him use it for anything other then the exercise program...
I want that. I want a way to lock me out of my PC which isn't just someone else in the real world going "No. Not until you do pushups" cause I would just fucking ignore them. I want to gamify the whole thing or such...
Really, could have sworn. Eh, still want that...Ever read the book, "Ready Player One"?IIRC It wasn't an exercise program, it was a pedal powered generator that actually charged the computer. Which is also a good idea.
In that book there is a part where the main character has to do some exercise before his PC will actually let him use it for anything other then the exercise program...
I want that. I want a way to lock me out of my PC which isn't just someone else in the real world going "No. Not until you do pushups" cause I would just fucking ignore them. I want to gamify the whole thing or such...
Really, could have sworn. Eh, still want that...Ever read the book, "Ready Player One"?IIRC It wasn't an exercise program, it was a pedal powered generator that actually charged the computer. Which is also a good idea.
In that book there is a part where the main character has to do some exercise before his PC will actually let him use it for anything other then the exercise program...
I want that. I want a way to lock me out of my PC which isn't just someone else in the real world going "No. Not until you do pushups" cause I would just fucking ignore them. I want to gamify the whole thing or such...
Im willing to go very far. As someone who also does a fair bit of writing and thinking about stories, nothing pleases me greater than to discover the stories of games, whether that means going all out in a game, trolling its wiki, or both i'm more than willing to do it. I love it.Perhaps you meant that to go in the "How far are you willing to go to play a game" thread?
Really, what I would want is just a bike setup where I can pedal while playing games. Wouldn't have the boredom of exercise set in, and I have something to do with my feet. It wouldn't even need to be intense. Sitting at my computer for ten hours while very lightly pedaling will be plenty of exercise.
Im willing to go very far. As someone who also does a fair bit of writing and thinking about stories, nothing pleases me greater than to discover the stories of games, whether that means going all out in a game, trolling its wiki, or both i'm more than willing to do it. I love it.Perhaps you meant that to go in the "How far are you willing to go to play a game" thread?
A fully-translated version of Elona, in English.By which you mean a sequel to Elona Shooter, right? :P
Or a substitute game of it that isn't ADoM :/
I dont wish this existed, but you know its coming on Steam Greenlight...
Masturbation Simulator: You move your mouse back and forth rapidly to get to a payoff. You can choose what you want to masterbate too. Furries, hot women, guys, dogs, Donald Trump. Normally there will be a timer before you can perform again, but you can make a microtransaction to purchase viagra to lower the timer to zero.
You know this is coming and people will buy it. They will likely let you 'mod it' so you can put the image of you want to be masterbating and what you want to masterbate to and this will be plugged into Steam Workshop.
I dont wish this existed, but you know its coming on Steam Greenlight...Stick Shift is an autoerotic night-driving game about pleasuring your gay car. (https://steamcommunity.com/sharedfiles/filedetails/?id=466822773)
Masturbation Simulator: You move your mouse back and forth rapidly to get to a payoff. You can choose what you want to masterbate too. Furries, hot women, guys, dogs, Donald Trump. Normally there will be a timer before you can perform again, but you can make a microtransaction to purchase viagra to lower the timer to zero.
You know this is coming and people will buy it. They will likely let you 'mod it' so you can put the image of you want to be masterbating and what you want to masterbate to and this will be plugged into Steam Workshop.
Wow, I'm impressed Steam hasn't removed for breaking da rulez.I dont wish this existed, but you know its coming on Steam Greenlight...Stick Shift is an autoerotic night-driving game about pleasuring your gay car. (https://steamcommunity.com/sharedfiles/filedetails/?id=466822773)
Masturbation Simulator: You move your mouse back and forth rapidly to get to a payoff. You can choose what you want to masterbate too. Furries, hot women, guys, dogs, Donald Trump. Normally there will be a timer before you can perform again, but you can make a microtransaction to purchase viagra to lower the timer to zero.
You know this is coming and people will buy it. They will likely let you 'mod it' so you can put the image of you want to be masterbating and what you want to masterbate to and this will be plugged into Steam Workshop.
Sounds fun. It would probably work as a flash game project. Any takers?Sure I'd have a go at making it. I mean it sounds like fun and birds are cool, so why wouldn't I?
You can blow kisses to the cops when you get pulled over apparently.Wow, I'm impressed Steam hasn't removed for breaking da rulez.I dont wish this existed, but you know its coming on Steam Greenlight...Stick Shift is an autoerotic night-driving game about pleasuring your gay car. (https://steamcommunity.com/sharedfiles/filedetails/?id=466822773)
Masturbation Simulator: You move your mouse back and forth rapidly to get to a payoff. You can choose what you want to masterbate too. Furries, hot women, guys, dogs, Donald Trump. Normally there will be a timer before you can perform again, but you can make a microtransaction to purchase viagra to lower the timer to zero.
You know this is coming and people will buy it. They will likely let you 'mod it' so you can put the image of you want to be masterbating and what you want to masterbate to and this will be plugged into Steam Workshop.
I dont wish this existed, but you know its coming on Steam Greenlight...
Masturbation Simulator: You move your mouse back and forth rapidly to get to a payoff. You can choose what you want to masterbate too. Furries, hot women, guys, dogs, Donald Trump. Normally there will be a timer before you can perform again, but you can make a microtransaction to purchase viagra to lower the timer to zero.
You know this is coming and people will buy it. They will likely let you 'mod it' so you can put the image of you want to be masterbating and what you want to masterbate to and this will be plugged into Steam Workshop.
I think there was a game like this on Newgrounds
I had an idea for a game earlier tonight:So Doom, but... Doomier.
"The Satanic Arsenal" a first-person shooter where you fight your way into a piece of Hell impinging on the material plane, but with the twist that there are six-hundred and sixty-six different - mechanically and graphically unique - weapons in the game
I had an idea for a game earlier tonight:So Doom, but... Doomier.
"The Satanic Arsenal" a first-person shooter where you fight your way into a piece of Hell impinging on the material plane, but with the twist that there are six-hundred and sixty-six different - mechanically and graphically unique - weapons in the game
I dont wish this existed, but you know its coming on Steam Greenlight...
Masturbation Simulator: You move your mouse back and forth rapidly to get to a payoff. You can choose what you want to masterbate too. Furries, hot women, guys, dogs, Donald Trump. Normally there will be a timer before you can perform again, but you can make a microtransaction to purchase viagra to lower the timer to zero.
You know this is coming and people will buy it. They will likely let you 'mod it' so you can put the image of you want to be masterbating and what you want to masterbate to and this will be plugged into Steam Workshop.
I think there was a game like this on Newgrounds
Here it is. I found it. King Stroker (NSFW) (http://www.newgrounds.com/portal/view/153691)
-snip-Basically Borderlands with a hell-n-demons paint job?
in what universe is a water cannon useful as a weapon
I mean, yeah, fire enemies, but
You could use it to turn dust enemies into sludge enemies. Or lava enemies into rock enemies. Or, for that matter, it could melt ice enemies (water being warmer than ice and having high specific heat).in what universe is a water cannon useful as a weapon
I mean, yeah, fire enemies, but
Sludge based enemies too. It's also my understanding that they're useful against hippies.
Never underestimate the force behind a large volume of pressurised water.Ayup. Can cut through steel. PSA: your body is usually not made out of a harder-than-steel material.
In regards to cutting with water, it leaves a cleaner cut than a laser does and you avoid the issue of lasers causing thermal expansion within the metal.Never underestimate the force behind a large volume of pressurised water.Ayup. Can cut through steel. PSA: your body is usually not made out of a harder-than-steel material.
-snip-Sounds like an idea I've heard a thousand times before.
I wish to see a game where you play as your own cyber-Hitler and you can pick and adjust various gear for him, like machine gun, chain saw, spore-spaying apparatus, nuclear missile launcher etc so that you're able to rig up a hell machine of your dream. The goal is to establish Nazi regimes throughout the world, destroying anyone getting in your way and turning the others into slaves. Anyone dreams of similar?Mechkrieger 2
World of Infantry.World of Refugees, where you play as a civilian fleeing from the tanks, planes, and ships continually destroying your towns as collateral damage.
This, I would like to see.World of Infantry.World of Refugees, where you play as a civilian fleeing from the tanks, planes, and ships continually destroying your towns as collateral damage.
More details, the list goes on.
•New ammo- junk ammo. Some weapons are made to launch pieces of junk at lethal speeds and shotgun rounds can be loaded with an old rusty nail or other suitable item. Very likely to cause an infection.
Yeah, I'm planning on trying the Fallout games when they go on sale (although I'll play the originals first), but it'd be cool to load your own experimental ammo into a shotgun shell and just see what happens, in fact, some people have done this in real life.More details, the list goes on.
•New ammo- junk ammo. Some weapons are made to launch pieces of junk at lethal speeds and shotgun rounds can be loaded with an old rusty nail or other suitable item. Very likely to cause an infection.
There was a gun like this in Fallout 3. It was called the "Rock-it Launcher" and it used vendor trash as ammo
Also, speaking of Fallout, while not nearly as open as Quartz_Mace is suggesting, New Vegas lets you make shotgun rounds out of coins.More details, the list goes on.
•New ammo- junk ammo. Some weapons are made to launch pieces of junk at lethal speeds and shotgun rounds can be loaded with an old rusty nail or other suitable item. Very likely to cause an infection.
There was a gun like this in Fallout 3. It was called the "Rock-it Launcher" and it used vendor trash as ammo
OK I JUST HAD THIS CRAZY IDEA
dota 2 + football manager
oh my gawd
I wish I knew how to program so I would make this happen, even if it was lewd
So, I'm trying to figure out what this would mean. A game where you manage a team of MOBA heroes?That would be interestingly meta.
Alternatively, I want a game satirizing e-sports and the associated culture, where you manage a team of professional players of some fictional game-within-a-game.
So, I'm trying to figure out what this would mean. A game where you manage a team of MOBA heroes?That would be interestingly meta.
Alternatively, I want a game satirizing e-sports and the associated culture, where you manage a team of professional players of some fictional game-within-a-game.
OK I JUST HAD THIS CRAZY IDEA
dota 2 + football manager
oh my gawd
I wish I knew how to program so I would make this happen, even if it was lewd
I'd like this actually, while we're at it, why not blood bowl more in the fashion of madden nfl or fifa?
So, I'm trying to figure out what this would mean. A game where you manage a team of MOBA heroes?you manage a team of 5 players, there is new patches, players needs to practice, there are tournaments, changes in the metagame, etc. Specially after The International is hard to not get involved at the drama.
Alternatively, I want a game satirizing e-sports and the associated culture, where you manage a team of professional players of some fictional game-within-a-game.
This, I would like to see.World of Infantry.World of Refugees, where you play as a civilian fleeing from the tanks, planes, and ships continually destroying your towns as collateral damage.
I want a science game that is not at all about science. Like say, you have to build a bridge, but you're given some weird-looking pieces and it just seems like a physics puzzle game. The pieces only fit together a certain way, and you can figure out which way by noting the color of the attachment points or something like that. Then, when you get to the end of the level, BAM- turns out you were learning about molecules the whole time. And it's just a bunch of levels like that, where you have a fun colorful puzzle that you only learn was educational after you already had the fun.Interesting idea. But all the physics games are stealthily already doing that with physics. So. Y'know.
But... He wasn't talking about physics games, he was talking about molecules. Molecules that go BAM.I want a science game that is not at all about science. Like say, you have to build a bridge, but you're given some weird-looking pieces and it just seems like a physics puzzle game. The pieces only fit together a certain way, and you can figure out which way by noting the color of the attachment points or something like that. Then, when you get to the end of the level, BAM- turns out you were learning about molecules the whole time. And it's just a bunch of levels like that, where you have a fun colorful puzzle that you only learn was educational after you already had the fun.Interesting idea. But all the physics games are stealthily already doing that with physics. So. Y'know.
A game where you are a hobo who lives on the streets. You have to beg, work and steal for money while feeding yourself and defending your territory from other hoboes. Eventually once you have enough money you can set up a hobo stronghold and fight other hobo kingdoms for land. Once you have reunited hobo kind you can go on a crusade to reclaim the world for the hoboes.Mount and Blade: Mean Streets of New York
You can own a cat. That eats people.
There actually was something like that for the old one, except more along the lines of rioting Scots.A game where you are a hobo who lives on the streets. You have to beg, work and steal for money while feeding yourself and defending your territory from other hoboes. Eventually once you have enough money you can set up a hobo stronghold and fight other hobo kingdoms for land. Once you have reunited hobo kind you can go on a crusade to reclaim the world for the hoboes.Mount and Blade: Mean Streets of New York
You can own a cat. That eats people.
I want a post apocalypse scavenger game where the apocalypse is randomly generated. No offence to Cataclysm but zombies are really, really, really boring. They were never interesting to me, honestly. The one apocalyptic setting I can think of that isn't zombies, Fallout, has zombies anyway! (They're called ghouls, but they're zombies.)I think you will find that carnivorous jam is objectively the best apocalypse scenario.
I want a post apocalypse scavenger game where the apocalypse is randomly generated. No offence to Cataclysm but zombies are really, really, really boring. They were never interesting to me, honestly. The one apocalyptic setting I can think of that isn't zombies, Fallout, has zombies anyway! (They're called ghouls, but they're zombies.)NEO scavenger.
I guess 40k doesn't have traditional zombies unless you count the Necrons or Nurgle, but that depends if you count 40k as apocalyptic.
I want a post apocalypse scavenger game where the apocalypse is randomly generated. No offence to Cataclysm but zombies are really, really, really boring. They were never interesting to me, honestly. The one apocalyptic setting I can think of that isn't zombies, Fallout, has zombies anyway! (They're called ghouls, but they're zombies.)To be fair to Cataclysm: D.D.A. it has lots of apocalypses, it is mostly zeds in all the places that you are likely to go, cities and installations, but if you get away from civilisation then you can find all sorts of things that can and will bring about an end-of-the-world scenario and have nothing to do with animate corpses...
I guess 40k doesn't have traditional zombies unless you count the Necrons or Nurgle, but that depends if you count 40k as apocalyptic.
NEO Scavenger is really good. I'd recommend getting it if you don't already have it.I want a post apocalypse scavenger game where the apocalypse is randomly generated. No offence to Cataclysm but zombies are really, really, really boring. They were never interesting to me, honestly. The one apocalyptic setting I can think of that isn't zombies, Fallout, has zombies anyway! (They're called ghouls, but they're zombies.)NEO scavenger.
I guess 40k doesn't have traditional zombies unless you count the Necrons or Nurgle, but that depends if you count 40k as apocalyptic.
I want a post apocalypse scavenger game where the apocalypse is randomly generated. No offence to Cataclysm but zombies are really, really, really boring. They were never interesting to me, honestly. The one apocalyptic setting I can think of that isn't zombies, Fallout, has zombies anyway! (They're called ghouls, but they're zombies.)
I guess 40k doesn't have traditional zombies unless you count the Necrons or Nurgle, but that depends if you count 40k as apocalyptic.
I guess 40k doesn't have traditional zombies unless you count the Necrons or Nurgle, but that depends if you count 40k as apocalyptic.
It would be funny to see a game with a karma/alignment system that interpreted the phrase "pure of heart" overly literally in such a way that eating fatty foods would harm you in this regard as much as comitting evil deeds.Fable 2 is a bit like this, eating junk food is as bad as charging exorbitant rents. Eating ten baby chicks is as bad as murdering your spouse.
I wish 0x10^c was a thing. I wish Notch didn't skimp out on what was literally my childhood dream for video games. Goddamnit, and I wish all the highly inferior games that came after it were better.
Well this IS a thread for things you wish existed.I wish 0x10^c was a thing. I wish Notch didn't skimp out on what was literally my childhood dream for video games. Goddamnit, and I wish all the highly inferior games that came after it were better.
I dont know how to break this to you, but Notch, is kinda the Stephenie Meyer of the video game world. You're asking for the 3 twilight novels to be rewritten from edwards point of view.
But at least the inferior version of Twilight exists. From Notch we got nothing besides a card game that apparently nobody cares about.I wish 0x10^c was a thing. I wish Notch didn't skimp out on what was literally my childhood dream for video games. Goddamnit, and I wish all the highly inferior games that came after it were better.I dont know how to break this to you, but Notch, is kinda the Stephenie Meyer of the video game world. You're asking for the 3 twilight novels to be rewritten from edwards point of view.
Does Yandere Simulator count? That's what all Japanese Schools are like right?
Does Yandere Simulator count? That's what all Japanese Schools are like right?
Ish. But it's still in aaaaaaaaaaaalpha :<
A roguelike / roguelite played exclusively online by 2 (or more) people in isolated and identical worlds, but they can still communicate with one another, for better or worse.So...
They can also attempt to invade one another's games for limited amounts of time to gain their stuff but also risk dying to them, especially later on when they're all strong.
Indirectly inspired by watching Northernlion's seeded TBOIR races. It'd be really cool to see a game built specifically with that sort of thing in mind, with cooperation, backstabbing and just plain trolling all across.
A roguelike / roguelite played exclusively online by 2 (or more) people in isolated and identical worlds, but they can still communicate with one another, for better or worse.So...
They can also attempt to invade one another's games for limited amounts of time to gain their stuff but also risk dying to them, especially later on when they're all strong.
Indirectly inspired by watching Northernlion's seeded TBOIR races. It'd be really cool to see a game built specifically with that sort of thing in mind, with cooperation, backstabbing and just plain trolling all across.
Dark Souls Roguelike?
I want to play a dating sim where each "date" is basically a chatbot, and you have to hold up an actual conversation while keeping an eye on all your stats, making sure you don't pee yourself The Sims-style.
This already exists, it is called omegle.Omegle bots don't talk back :(
...
More Hardcore than DF. A game with drunken monster-dwarves who require booze or they will literally go insane, cannibal elves, and other such horrors.
I'd like to see a game where you run a cultMe too, actually. Would be fun to Kool-Aid them at the finish too.
I'd like to see a game where you run a cultMe too, actually. Would be fun to Kool-Aid them at the finish too.
A mass-FPS like Planetside against a massive enemy/natural disaster. PCs re-spawn in intermittent waves and are usually far from combat, necessitating travel time and infrastructure.X-com franchise pls. 2k's already doing an MMO type thing with Civ and are pretty much rolling in money so...
Basically, you are the mooks in a Godzilla or alien invasion movie. The skill tree is short but broad, probably something more like a class system.
2k's already doing an MMO type thing with Civ
http://www.civilizationonline.com/2k's already doing an MMO type thing with Civ
?
I don't keep up with games develop or news or anything so...
?
A what?
I wish every single RPG... nay, every single game with a customizable paperdoll (avatar) would have the vanity/appearance system of DC Universe Online.There's transmogrification in WoW, but that's not quite as easy to do. Eh.
For anyone who doesn't know: any equipment you find (gloves, armor) has a certain model, some are reused, but once you find/wear one, that model is unlocked forever for that character, and you can just swap the current thing you're wearing for any of those unlocked appearances.
I wish there was a sci-fi Dark Souls game. No problem with Dark Souls, I just prefer sci-fi to fantasy. :PMetroid + Dark Souls would be very awesome.
Alternatively, don't get hit.AKA the "Argument from 'Git Gud'."
I wish there was a sci-fi Dark Souls game. No problem with Dark Souls, I just prefer sci-fi to fantasy. :PMetroid + Dark Souls would be very awesome.
I wish there was a sci-fi Dark Souls game. No problem with Dark Souls, I just prefer sci-fi to fantasy. :PMetroid + Dark Souls would be very awesome.
I want a real-time roguelike which you could fight in an online arena.So, the Hunger Games as a Roguelike MMO?
I want a real-time roguelike which you could fight in an online arena.Which RL elements would you like to see in such a game?
I want a city sim like Cities or whataver, but in a futuristic world so that you have to manage things like multiple layers of "sky" roads and even flying cars, teleporter booths, etc.
Just plain fighting, a lot of projectiles, a lot of letters(and symbols), omnidirectional movement(and projectiles) and randomly-generated arena(and (of course) dungeons).I want a real-time roguelike which you could fight in an online arena.Which RL elements would you like to see in such a game?
I'd imagine the combat would be pretty plain, no?
Change real-time to turn-based, then I can imagine the DF Adventure combat system and a lot of fun.
I want a city sim like Cities or whataver, but in a futuristic world so that you have to manage things like multiple layers of "sky" roads and even flying cars, teleporter booths, etc.
"Nobunaga's Ambition" in English. They just released another onto steam that ISN'T in English, again. Damn it stop teasing me Koei!!!Actually, Nevyn, they're releasing a new one on steam that IS in english, release date 1st Sept!
I so want to play this, WHY DO I GET TAUNTED SO MUCH!!! T_T
Nobunaga's Ambition actually came out yesterday, and while I'm extremely tempted to buy it (due to a lack of Romance of the Three Kingdoms games in recent years), does anyone else have personal experience playing the game yet?It's a simplified/Different version of the game. I'm going to get more into it when I have more energy for it, but they've removed the tech tree atleast. It's pretty fun, though! DON'T SKIP THE TUTORIAL
I'm always wary of new releases, especially when it's a potential $50 investment.
A 3D space game where you can build your own ship, be it voxels or polygons or pieces or minecrafties or whatever, but then the program creates an actual polygon mesh instead of trying to move a ton of separate pieces, and then treats the ship as a single entity that can be damaged rather than some crappy Legos that get plinked off, and also that doesn't slow down the computer to a crawl like Space Engineers, but becomes something more zippy like Freespace or even (arguably) X3.
A 3D space game where you can build your own ship, be it voxels or polygons or pieces or minecrafties or whatever, but then the program creates an actual polygon mesh instead of trying to move a ton of separate pieces, and then treats the ship as a single entity that can be damaged rather than some crappy Legos that get plinked off, and also that doesn't slow down the computer to a crawl like Space Engineers, but becomes something more zippy like Freespace or even (arguably) X3.
A sandbox with a plot doesn't really count as a sandbox anymore :PEntirely likely.
A sandbox with a plot doesn't really count as a sandbox anymore :PDepends on how you define things. I'd say that Uplink is a sandbox but also has a plot.
A sandbox with a plot doesn't really count as a sandbox anymore :PDepends on how you define things. I'd say that Uplink is a sandbox but also has a plot.
That doesn't mean it's not there. You could miss the plot of a linear game like Half-Life even, if you're particularly dense. Distracted by the flashy colours instead of anything anyone is saying or the meaning of what they're doing.
Why play HL2 if you don't care about the part of it they put the most work into and the only part that sets it out most from every single-player shooter before and since?That doesn't mean it's not there. You could miss the plot of a linear game like Half-Life even, if you're particularly dense. Distracted by the flashy colours instead of anything anyone is saying or the meaning of what they're doing.
Is there by any chance also a way to miss the plot of Half-Life 2? Because that would improve the game immensely.
Why play HL2 if you don't care about the part of it they put the most work into and the only part that sets it out most from every single-player shooter before and since?That doesn't mean it's not there. You could miss the plot of a linear game like Half-Life even, if you're particularly dense. Distracted by the flashy colours instead of anything anyone is saying or the meaning of what they're doing.
Is there by any chance also a way to miss the plot of Half-Life 2? Because that would improve the game immensely.
I don't play it. I uninstalled it because it was an overhyped piece of shit.
A sandbox with a plot doesn't really count as a sandbox anymore :P
I don't play it. I uninstalled it because it was an overhyped piece of shit.
I wish Recettear had a sequel.
Riiight. Just one of the greatest PC games of all time. With a great story, level design, characters, and gameplay. It's a piece of shit, bro... Ha ha! I mean, hey, it must be pretty awful right?
Innovative mechanics, lengthy campaign, ...
Riiight. Just one of the greatest PC games of all time. With a great story, level design, characters, and gameplay. It's a piece of shit, bro... Ha ha! I mean, hey, it must be pretty awful right?
It was inferior to the original on every one of those counts
The only places were it wasn't inferior to the original were the graphics for faces and for some of the terrain (not weapon graphics though; those were, again, inferior to the original. That revolver looked like a cheap plastic toy)Innovative mechanics, lengthy campaign, ...
Padding out the game with gratuitous driving levels isn't innovative, it's cheap.
As for the gravity gun, I'm sure I could find an earlier game that had something similar if I spent some time digging.
Probably shouldn't be getting into a debate about if HL2 is actually good or not, at least not on this thread.cough
I would rather like to see a game that not only uses the Red Faction series engine, but also makes buildings a tiny bit more sturdy when they are officially 'knocked down'.
Making a building fall on its side to make a improvised bridge or ramp is extremely difficult when they just crumble to pieces with no real debris when the smoke settles, with pretty much everything being flat.
It tends to annoy me a little bit whenever I replay Red Faction:Guerrilla, and whether or not it'd be more realistic (I have never seen a building fall over in Real Life after all.), it'd sure be more fun, at least for me.
coughThere is one. It's just in tunnels the whole time.
more games with RFG's engine
cough
Probably shouldn't be getting into a debate about if HL2 is actually good or not, at least not on this thread.cough
I would rather like to see a game that not only uses the Red Faction series engine, but also makes buildings a tiny bit more sturdy when they are officially 'knocked down'.
Making a building fall on its side to make a improvised bridge or ramp is extremely difficult when they just crumble to pieces with no real debris when the smoke settles, with pretty much everything being flat.
It tends to annoy me a little bit whenever I replay Red Faction:Guerrilla, and whether or not it'd be more realistic (I have never seen a building fall over in Real Life after all.), it'd sure be more fun, at least for me.
more games with RFG's engine
cough
Just Cause 3 is looking very, very promising. But I agree-Everything being kersplodable would make me super-happy.Probably shouldn't be getting into a debate about if HL2 is actually good or not, at least not on this thread.cough
I would rather like to see a game that not only uses the Red Faction series engine, but also makes buildings a tiny bit more sturdy when they are officially 'knocked down'.
Making a building fall on its side to make a improvised bridge or ramp is extremely difficult when they just crumble to pieces with no real debris when the smoke settles, with pretty much everything being flat.
It tends to annoy me a little bit whenever I replay Red Faction:Guerrilla, and whether or not it'd be more realistic (I have never seen a building fall over in Real Life after all.), it'd sure be more fun, at least for me.
more games with RFG's engine
coughI'm probably just dense because I'm not that sure what you're getting at.
Nah, now I'm getting it, more of those games in general would be nice.
While we're engaging in wishful thinking, someone go merge Just Cause 2 with RFG and make it awesome.
Actually... I want more okay Sonic games. I mean, Sonic Adventure and SA2 are nostalgic guilty pleasures for me and that's the best I can say about the 3D Sonic games I've played.I would be lying to you, ISNL, if I told you I didn't enjoy Shadow The Hordgeheg and SA1/2. Oh, and Heroes. So, so stupid-But so much fun as a kid.
I'm not even wishing for GOOD Sonics, I'm just wishing for mediocre or playable ones. That's the sad state we live in. :(
How about a base-building game wnere you construct something similar to 19th century serial killer H.H.Holmes' infamous "murder palace"Don't you kinda do that in Evil Genius?
How about a base-building game wnere you construct something similar to 19th century serial killer H.H.Holmes' infamous "murder palace"Don't you kinda do that in Evil Genius?
So...DF?How about a base-building game wnere you construct something similar to 19th century serial killer H.H.Holmes' infamous "murder palace"Don't you kinda do that in Evil Genius?
Sort of, but it isn;t the main thrust of the game and in some ways it feels tacked on. Why the hell are there all these random civilians running around on my uncharted island in the middle of nowhere? It's not for the casino, that draws them off once they're already there; an interesting instance of effect following cause. Plus, it's not the main thrust of the game, as I said. In this proposed game perhaps you'd make a significant part of your income on anatomy murders and insurance fraud, or at least earn most of your points through the murders in your murder palace. Also, the lair in Evil Genius was only 1 story high; this would be 2-4 stories.
I would like more games with Steampunk as Mad Science.
Like, instead of everyone wearing steam wristwatches and clockwork underwear, the world is more or less historically accurate, but there are a handful of mad scientist that create weird 'punk things that most of the world never find out (obviously, the player does and so do some of the unfortunate locals).
I don't have a specific game in mind, but one example would be some sort of wild west shooter where the main character/some enemy bosses gets some cool weapons or even power armor.
How about a sci-fi or modern era 4x game where increased population offers a diminishing return which quickly becomes negative.so most 4x games, yes
EDIT:
Speaking of 4x games, how about one where you start out conquerig a single planet like Civilization or Master of Magic, but then move on to conquer other planets like in Master of Orion or Space Empires.
How about a sci-fi or modern era 4x game where increased population offers a diminishing return which quickly becomes negative.so most 4x games, yes
EDIT:
Speaking of 4x games, how about one where you start out conquerig a single planet like Civilization or Master of Magic, but then move on to conquer other planets like in Master of Orion or Space Empires.
and in fact civilization does this as well
The first idea. More population, more problems. This has been in every Civ game. Unless I misunderstood.How about a sci-fi or modern era 4x game where increased population offers a diminishing return which quickly becomes negative.so most 4x games, yes
EDIT:
Speaking of 4x games, how about one where you start out conquerig a single planet like Civilization or Master of Magic, but then move on to conquer other planets like in Master of Orion or Space Empires.
and in fact civilization does this as well
Which one?
EDIT:
As in which 0ne of my suggesti9ns?
EDIT:
"Which Civilization game(s) ?" too though
Speaking of 4x games, how about one where you start out conquerig a single planet like Civilization or Master of Magic, but then move on to conquer other planets like in Master of Orion or Space Empires.It really wouldn't work well due to pacing issues. Civ's bad enough with early victories leading to ultimate victory. You'd need it to be a single-player focused game with difficulty scaling/creating new enemies in unexplored territory. Which might work, now that I think about it, but multiplayer is a pretty important feature.
The first idea. More population, more problems. This has been in every Civ game. Unless I misunderstood.How about a sci-fi or modern era 4x game where increased population offers a diminishing return which quickly becomes negative.so most 4x games, yes
EDIT:
Speaking of 4x games, how about one where you start out conquerig a single planet like Civilization or Master of Magic, but then move on to conquer other planets like in Master of Orion or Space Empires.
and in fact civilization does this as well
Which one?
EDIT:
As in which 0ne of my suggesti9ns?
EDIT:
"Which Civilization game(s) ?" too though
You'd need it to be a single-player focused game with difficulty scaling/creating new enemies in unexplored territory. Which might work, now that I think about it, but multiplayer is a pretty important feature.Respawning is a common feature in other genres. could see it working as a sort of "you are fighting to keep your civilisation" feel rather than "you are fighting to remain in the game". If you get eliminated outright then you respawn as a completely different faction that comes from beyond the known world and if you just get dominated, such as by being a minor nation on a planet that progresses to interplanetary travel, then you escape to somewhere relatively nearby and discover something that grants a technology bonus, so you get to tweak your existing empire but are behind on scale. I could see this being successful in exactly the way that it succeeds in less persistent genres. You would have the kill leader that everyone aspires to overcome, and players coming back for revenge, and players adjusting to the environ in which they spawned. but it would be ridiculously difficult trying to convince people of that, it would require a radical shift from "build your empire" to "build the empire that you are given or go out with glory" so the game would be a flop... I could see it being loads of fun if you got the pacing right, with players able to experience a succession of new and varied empires in the same setting...
Increased population decreases city health in civ 4 at least. It is objectively bad if your goal isn't being unsustainably expansionist.
The realism and open world of ARMA combined with the stylistics of COD, set as a massive planetside-like. Preferably fighting over post-apocalyptic USA.ARMA-Level realism meets Planetside 2.
The realism and open world of ARMA combined with the stylistics of COD, set as a massive planetside-like. Preferably fighting over post-apocalyptic USA.ARMA-Level realism meets Planetside 2.
Also, I'd especially like to see a spacefaring 4x where population increase provides no material benefits even in the beginning of the game. It always struck me as bizarrely anachronistic that population would be strongly correlated with material .production in an interstellar civilization.
Galaxy Drops go from paratroops to the XCOM Skyranger. I am totally okay with all of this.The realism and open world of ARMA combined with the stylistics of COD, set as a massive planetside-like. Preferably fighting over post-apocalyptic USA.ARMA-Level realism meets Planetside 2.
Essentially.
And while you wait for this one, have a Convoy (http://store.steampowered.com/app/318230) :That reminds me of "Momentum Missile Mayhem".
(http://cdn.akamai.steamstatic.com/steam/apps/318230/ss_a11765372bfb99db87b90f4667591dc78c0611a2.1920x1080.jpg?t=1439896155)
Also, I'd especially like to see a spacefaring 4x where population increase provides no material benefits even in the beginning of the game. It always struck me as bizarrely anachronistic that population would be strongly correlated with material .production in an interstellar civilization.
I could kinda see that. A 4x where there are (movable) caps on productivity. Up to a point more population will grant a benefit, but as soon as you hit that cap, extra population just becomes an unemployed drain on your resources. So you'd need to actively handle that. Induct them into the army and get them killed off at far-away stars. Tear down the rainforests and build mines for them to work in. Maybe raise education and standard of living so they'll go into service industries (won't raise productivity, but will stop the economic drain that they were when unemployed). Or enter a boom/bust cycle, where the population grows until it starves, and then starts growing again when enough people have died off.
I want a spy game. Realistic, but made in A way so the player isn't misunderstanding the double meanings and code words. In other words, I want a game that makes me feel like a spy, and I want it during the Cold War. Because that would be awesome!
...
Because that would definitely sit well with the masses that genuinely want Half-Life 3. Because they, you know, want a conclusion to the story. Not 'it was a dreeaaaammmm'.
Nah, people'd play it. The story of Half-Life is already full of weird time travel and meta bullshit anyway. It's not like it'd be entirely a surprise.
2. The gameplay doesn't change enough. People defend HL2 by talking about the gravity gun (which is admittedly fun), but that doesn't excuse the fact that otherwise HL2 still feels like a late 90s game with fancy graphics. Basically, you skid around magically at high speed and shoot a limited arsenal of oddly-balanced guns with piss-poor accuracy at a variety of bullet sponges. If anything, the combat in HL1 was (IMO, of course) better - the guns felt more satisfying, there were more of them, and the balancing of things like ammo storage was better.
I view the story of Half-Life as optional. It's window dressing; very nice, well thought-out window dressing, but not necessary to the enjoyment of the game. The real work was never in the plot of the actual games; it's in the environmental storytelling, like that abandoned house you find during the long drive in HL2, or the really detailed commute to work at the beginning of HL1. It's not an amazing story per se, but it's set in a believable world.
and then I realized Steam existed in 2004...And remember the day a year or two ago when HL2E2 became older than HL1 was when HL2 was released?
(http://flexatek.com/wp-content/uploads/2014/04/They-grow-up-so-fast-meme.jpg)
And remember the day a year or two ago when HL2E2 became older than HL1 was when HL2 was released?
I came up with a game design last night. It's called Locked In.My hobby is game designing/programming. Your idea seems really interesting. I know that you wrote this a long time ago, could you please show me the design document for the game?
It's set in a mansion that is loaded with valuables. 8 Guests and two inspectors are locked in for a "night". The thieves have to steal a certain number of objects and hide them in their "cache" spot without being caught. However, there is a camera system that inspectors can tap into(but can also be temporarily disabled). Inspectors can work together and have a to way radio, so they can work together on foot or one in a video booth guiding the other, or both alone.
Thieves randomly leave evidence behind but can decrease the odds temporarily through mechanics like wearing gloves, however, gloves only last for 45 seconds and are then visible hanging out of their pocket for 1 minute(necessary mechanic for balance). There are a series of tools that can be used but there is always a counter balance. For example, a thief wears gloves to avoid leaving fingerprints but then an inspector sees them walking with gloves out of their pocket and follows them to their cache and busts them.
I've got a lengthy design document but I imagine it will take me years to balance everything better.
Well, i think that only on 2008-2009 they grew up very very fast. Before 2006, through, they weren't seem large...and then I realized Steam existed in 2004...And remember the day a year or two ago when HL2E2 became older than HL1 was when HL2 was released?
(http://flexatek.com/wp-content/uploads/2014/04/They-grow-up-so-fast-meme.jpg)
It's hard to be immersed with a flashing 2d symbol on the screen.Git. Gud.
Yeah but I would also like to be immersed in the game. It's hard to be immersed with a flashing 2d symbol on the screen.This is a matter that varies a great deal between individuals, would you care to elaborate on what does or doesn't work? Perhaps you can get by on something sporadic, such as cutscenes between stylised images, such as is seen in things like Command and Conquer? Or in the extreme, Dwarf Fortress, with its low-res dwarf in the intro and representational portrayals thereafter.
Yeah but I would also like to be immersed in the game. It's hard to be immersed with a flashing 2d symbol on the screen.
You'd think that Steam is printing Valve enough money by now that they can just work on whatever leisure project they want. L4D 3 or Ricochet 2 or something. Be like Richard Branson and Spaceship 1.
Valve have probably set Steam to run itself and now spend their days organizing desk races.You'd think that Steam is printing Valve enough money by now that they can just work on whatever leisure project they want. L4D 3 or Ricochet 2 or something. Be like Richard Branson and Spaceship 1.
I think their leisure project is to make money just for the sake of making money
I would like to see a game (or two connected games) where the first is an in-depth RPG in the spirit of Planescape: Torment or Witcher, the second a strategy game. Basically the first game (or the first part of the game) would be the story of your rise to power as the new king / sorcerer lord / mime supreme, whatever. The second game would then be a CK2-like where you rule your nation. The choices you made in the first game would affect what kind of state your realm is in and have an effect on foreign relations as well.First game become ruler of kingdom, second game run it into the ground.
so every developer in existence yesYou'd think that Steam is printing Valve enough money by now that they can just work on whatever leisure project they want. L4D 3 or Ricochet 2 or something. Be like Richard Branson and Spaceship 1.
I think their leisure project is to make money just for the sake of making money
I want a PC game where the files that make up the game itself are part of the game. Rather than the game consisting of a single executable within which the whole game runs, the user's OS environment is where the game takes place.
It would be all about fake hollywood-style hacking, and the game files would contain multiple executables that acted as different tools for the player to use. It could involve programming puzzles, cryptography, some detective work, etc. You could use a fake command prompt program to hack into some security records, which would output some images and text files into the actual game folder. Then you find some secret message in the output or ascertain someone's password based on a security flaw, leading to even more puzzles from there.
It could even have a story, told indirectly through images, stolen emails and memos, etc.
I want a PC game where the files that make up the game itself are part of the game. Rather than the game consisting of a single executable within which the whole game runs, the user's OS environment is where the game takes place.
It would be all about fake hollywood-style hacking, and the game files would contain multiple executables that acted as different tools for the player to use. It could involve programming puzzles, cryptography, some detective work, etc. You could use a fake command prompt program to hack into some security records, which would output some images and text files into the actual game folder. Then you find some secret message in the output or ascertain someone's password based on a security flaw, leading to even more puzzles from there.
It could even have a story, told indirectly through images, stolen emails and memos, etc.
There's also this? (http://geektyper.com/)
I'd like a turn based game (other than civilization) where every player makes a move at the same time.
I'd like a turn based game (other than civilization) where every player makes a move at the same time.
Frozen synapse! You basically plan out your moves, and then both players turns play out at the same time. It was pretty cool.
I'd like a turn based game (other than civilization) where every player makes a move at the same time.
Frozen synapse! You basically plan out your moves, and then both players turns play out at the same time. It was pretty cool.
I want a game like this similar to Toribash, though possibly 2D/simpler/gamified. Sort of like drafting a bunch of different cards to create your own fighting style, and then playing turns simultaneously.
Either that or I'm about to redownload Toribash...
I'd like a turn based game (other than civilization) where every player makes a move at the same time.Age of wonders series does that, iirc, at least in part. Simultaneous turns are not terribly uncommon for TBS stuff. Then yeah, there's stuff like frozen synapse, which has more examples than just that. It's not common for multiplayer (and even less so for singleplayer) games, but we've been seeing a bit more experimentation with the concept recently-ish.
I would love a 3d platformer with the speed of modern 2d platformers.So you just want to die a lot?
I prefer the Diplomacy approach where all of the turns occur at the same time, but after all of the players have committed to their actions.
I want a spy game. Realistic, but made in A way so the player isn't misunderstanding the double meanings and code words. In other words, I want a game that makes me feel like a spy, and I want it during the Cold War. Because that would be awesome!
It's set in very early 90s/late 80s, possibly 1990; KGB (and Stasi) is still around and plotting, but they are generally not the main antagonist of the plots - though if you play through 50 RNG 'metaplots'/'campaigns' you WILL face off against a KGB Mastermind at one point, or one of the many other late-Cold War baddies like Baader-Meinhof Gang, South American cartels, or Black September, sometimes slightly renamed.I want a spy game. Realistic, but made in A way so the player isn't misunderstanding the double meanings and code words. In other words, I want a game that makes me feel like a spy, and I want it during the Cold War. Because that would be awesome!
Actually that does indeed exist with the name of Covert Action, not set in the Cold War, atleast I'm not sure, but is pretty much the closest we'll get to a super realistic spy game.
Frozen synapse! You basically plan out your moves, and then both players turns play out at the same time. It was pretty cool.
I wish there was a game that did proper "holy shit, this must be the end of the world" apocalyptic large-scale battles right. Even the final, most exciting battles in a lot of games feel very understated and low-key. The closest I've seen is some battles in ARMA.
I wish there was a game that did proper "holy shit, this must be the end of the world" apocalyptic large-scale battles right. Even the final, most exciting battles in a lot of games feel very understated and low-key. The closest I've seen is some battles in ARMA.X-com Apocolypse did a really good job at making the environment feel like it was really the end of the world, you with limited resources fighting it out with a properly freaky alien threat, and other desperate factions within one of the last city states on the planet, but I don't think the battles are what you're looking for, unless you play real-time and make risky maneuvers which will destroy you're squad. However, some base assaults can get hellish quickly(even in turn-based), espescially on harder difficulties when you're resources are limited and you're soldiers might not be able to handle a full alien dropship invading, or they're recovering from wounds and start out at a huge risk. Some enemies even have the potential to instakill a soldier at any time with any equipment, so it's always tense.
I wish there was a game that did proper "holy shit, this must be the end of the world" apocalyptic large-scale battles right. Even the final, most exciting battles in a lot of games feel very understated and low-key. The closest I've seen is some battles in ARMA.
I wish there was a game that did proper "holy shit, this must be the end of the world" apocalyptic large-scale battles right. Even the final, most exciting battles in a lot of games feel very understated and low-key. The closest I've seen is some battles in ARMA.
A tribal simulator. Set in some faux-paleolithic/bronze/iron age setting, where each individual of your tribe is unique, and due to time passing on a day by day basis, incredibly important numbers-wise. You only control one individual, the leader, and your ability to control the others is dependent on their loyalty to you, with family members being available automatically ( although that can change over time ) and foreign individuals and enemies potentially being converted to your group.Spore.
Well, what is was supposed to be anyway.
A tribal simulator. Set in some faux-paleolithic/bronze/iron age setting, where each individual of your tribe is unique, and due to time passing on a day by day basis, incredibly important numbers-wise. You only control one individual, the leader, and your ability to control the others is dependent on their loyalty to you, with family members being available automatically ( although that can change over time ) and foreign individuals and enemies potentially being converted to your group.
A tribal simulator. Set in some faux-paleolithic/bronze/iron age setting, where each individual of your tribe is unique, and due to time passing on a day by day basis, incredibly important numbers-wise. You only control one individual, the leader, and your ability to control the others is dependent on their loyalty to you, with family members being available automatically ( although that can change over time ) and foreign individuals and enemies potentially being converted to your group.
How about a city builder on a spherical mapCoruscant, the game.
A tribal simulator. Set in some faux-paleolithic/bronze/iron age setting, where each individual of your tribe is unique, and due to time passing on a day by day basis, incredibly important numbers-wise. You only control one individual, the leader, and your ability to control the others is dependent on their loyalty to you, with family members being available automatically ( although that can change over time ) and foreign individuals and enemies potentially being converted to your group.
I myself want to have something like this but built as an RPG. Your PC is a Beowulf-like hero of a small hall in the midst of some great catastrophy, and only by going into the wilderness and slaying beasts, protecting the fields, seeking treasure, and finding isolated settlements to bring into the fold, can your people survive the Blood Moon or Fimblewinter or whatever.
I wish that there was a game which had both real-time and turn-based gameplay and that you could switch between them at any time.
A tribal simulator. Set in some faux-paleolithic/bronze/iron age setting, where each individual of your tribe is unique, and due to time passing on a day by day basis, incredibly important numbers-wise. You only control one individual, the leader, and your ability to control the others is dependent on their loyalty to you, with family members being available automatically ( although that can change over time ) and foreign individuals and enemies potentially being converted to your group.
I myself want to have something like this but built as an RPG. Your PC is a Beowulf-like hero of a small hall in the midst of some great catastrophy, and only by going into the wilderness and slaying beasts, protecting the fields, seeking treasure, and finding isolated settlements to bring into the fold, can your people survive the Blood Moon or Fimblewinter or whatever.
How about an RPG where the frequency of leveling up increases rather than decreases as the game progresses. That would be cool.
There need to be more games where you lose power as the game progresses. Seems perfect for a horror game, but I've never even seen it there. It was in The Frozen Throne, but didn't matter all that much since you could typically level Arthas three or four times in a level if you really cared to.
I wish that there was a game which had both real-time and turn-based gameplay and that you could switch between them at any time.This is the norm in party-based roleplaying games. Arcanum, for instance, lets you play turn-by-turn, or go real time if you think it's going to be a cakewalk.
I wish that there was a game which had both real-time and turn-based gameplay and that you could switch between them at any time.Transistor?
Sadly Transistor does not pull it off that well. It tries to encourage you to use attacks while Turn() is recharging, but doing so is asking to have your health destroyed in mere seconds, considering most of the enemies are absurdly good at hitting you and all of Red's attacks take way too long to perform and tend to make you stationary.I wish that there was a game which had both real-time and turn-based gameplay and that you could switch between them at any time.Transistor?
How about an RPG where the frequency of leveling up increases rather than decreases as the game progresses. That would be cool.Disgaea immediately pops into my head. I've only played Disgaea DS, but in the late late post-game it's not unreasonable to gain a thousand levels in an hour and then transmigrate to do it again.
A civilization game with an expanded concept of armies. Instead of moving individual troops around you actually make armies, depending on your civ, population culture, military tech levels those could be anything from roving warbands of barbarians of only a few units, classic armies with siege weapons up to massive cybernetic legions.Lone units could actually have an advantage in certain terrains, a'la forests in your borders and such, to represent being trained in gorilla warfare and being top of their class in Navy SEALs.
This would be a compromise between the "stacks of doom" (which honestly weren't all that common) and the stupid 1upt limit brought on Civ V.
You could still in theory have lone units, but this would be at serious disadvantages against "organized" fighting forces and also would give generals a real purpose again. Of course the same could be applied to navies, giving admirals also a real purpose beyond repairing ships.
As you progress certain techs and cultural advances you can open up slots for more units and types of units for your armies, so eventually you can add siege weapons to combat against walled cities and so on.
In the case of planes I guess the old system of being based somewhere would work.
A civilization game with an expanded concept of armies. Instead of moving individual troops around you actually make armies, depending on your civ, population, culture, military tech levels those could be anything from roving warbands of barbarians of only a few units, classic armies with siege weapons up to massive cybernetic legions.
2.) A combination of Tropico, SimCity Societies, and regular SimCity. Basically the same as the above, rxcept you have the alternate option of laying out zones as per the core SimCity series instead of placing the buildings directly. Buildings you place directly are co sidered government owned and require upkeep but you have a good deal of control over them (you can fire employees, reduce upkeep by lowering the quality of whatever they do, fiddle with other settings). Buildings that develop from zones are private, requiring no upkeep but offering less control and bring you less revenue; they generally perform whatever service they perform better than you can reliably afford to with govt. versions (in terms of those govt. buildings' upkeep settings) but never as good as you theoretically can if you set upkeep and quality to maximum.Cities: Skylines
Can we have more stealth games where the enemies actually act like they don't know you're there? Even in MGSV, guards telepathically know that your nearby footsteps are somehow more suspicious than those of the other two dozen nearby guards.The Dark Mod (http://thedarkmod.com/). They can get suspicious when they hear you, but if they didn't actually see you (or you were especially loud) they just forget about it again. It is done rather well – as the enemies are guards it certainly makes sense that they're careful and actually look when they heard a sound, but it seems rather reasonable.
2.) A combination of Tropico, SimCity Societies, and regular SimCity. Basically the same as the above, rxcept you have the alternate option of laying out zones as per the core SimCity series instead of placing the buildings directly. Buildings you place directly are co sidered government owned and require upkeep but you have a good deal of control over them (you can fire employees, reduce upkeep by lowering the quality of whatever they do, fiddle with other settings). Buildings that develop from zones are private, requiring no upkeep but offering less control and bring you less revenue; they generally perform whatever service they perform better than you can reliably afford to with govt. versions (in terms of those govt. buildings' upkeep settings) but never as good as you theoretically can if you set upkeep and quality to maximum.Cities: Skylines
Cities is pretty good. Much better than the recent SimCity. You made a good buy.
Azathoth Simulator. As a cultist, you have to prod an elder god into doing your will until eventually you win him over, somewhat like an idle game. However, there's more active elements for when you want to advance a little quicker; minigames to perform rituals, kidnap sacrifices, general cult-type stuff.Sounds like it should be a dating sim, not an idle game.
I built up a couple cities and then never touched it again, so...
I built up a couple cities and then never touched it again, so...
Here's an idea. How about an RPG with no hitpoint increases (Or at least not with automatic hitpoint increases for leveling up). No matter how powerful you become, you're still mortal.
Here's an idea. How about an RPG with no hitpoint increases (Or at least not with automatic hitpoint increases for leveling up). No matter how powerful you become, you're still mortal.I... honestly can't think of one (Dwarf Fortress aside). Um... final fantasy crystal chronicles maybe? Not sure if that one even had levels...
Here's an idea. How about an RPG with no hitpoint increases (Or at least not with automatic hitpoint increases for leveling up). No matter how powerful you become, you're still mortal.I... honestly can't think of one (Dwarf Fortress aside). Um... final fantasy crystal chronicles maybe? Not sure if that one even had levels...
I made like 2, and they weren't huge ones either.I built up a couple cities and then never touched it again, so...
You also made a couple of the most popular mods of all time...
An animal arena fighting game with realistic fighting movements, locomotion, senses and survival strategies for the various plucked-outta-nowhere animals. First and third-person perspective, with open environments capable of giving certain species advantages,ie trees, rocky outcroppings, desert dunes, etc. DLCs include extinct animals and megafauna.Did You Mean: SPORE?
I wish they'd make a sequel to Twilight Princess, or an HD remaster, or even the 3DS version that was speculated about. Wind Waker's already had two successors and an HD remaster, while Twilight Princess is just "The one that came after Wind Waker". It wasn't amazing gameplay-wise, but it gets a lot of unfair backlash because WW Zelda is the fan favorite right now. So we'll probably never see another creepy, dark, scary Zelda game again, forever closing off that avenue of creativity in the Zelda universe.Twilight Princess was the only Zelda I played so I'm probably biased, but I completely agree.
Fuck, I didn't even finish TP and I agree. I love WW more, but I want a remake o' it.
^I didn't have fun for the first three dungeons (and all the introductory bits) in TP but loved everything else.
Anyway, game I'd like. A space 4x where control of planets can be shared, set in an alternate future where there cold war never ended. You can play as the US, the USSR, or a nation in one of their spheres. The US and its allies can charter corporations or private citizens to make colonies; when they make the charter they decide on rules, including what the colony is allowed to do independently and how much taxes they have to send back to the home nation. The more strict the charter, the more startup funds the home nation has to pay themselves. The USSR and its allies always have to pay full price, but can use secret police and other brute force methods to keep their colonies placid, while their opponent's colonies will demand more freedoms over time.
Both sides race to colonize space, with the threat of being destroyed by the other, or even having a new super power emerge, should one side fall behind. But humans aren't the only race seeking to colonize the galaxy...
A roguelike set in 40K universe. Where you play as a Guardsman. Maybe first person?Instead of fps we would measure gamespeed in d(eaths)ps.
It'd be a regular FPS crossed with Dark Souls. The first time you die, your unlucky Guardsman gets 'blessed' by Tzeentch to rise again and again. Every time you die, you get closer to turning into a full-on Chaos disciple. You can reset this by praying to the Emperor at particular shrines throughout the levels.
So kind of like ZombiU's system?It'd be a regular FPS crossed with Dark Souls. The first time you die, your unlucky Guardsman gets 'blessed' by Tzeentch to rise again and again. Every time you die, you get closer to turning into a full-on Chaos disciple. You can reset this by praying to the Emperor at particular shrines throughout the levels.
Or rather, a suspiciously similar guardsmen comes onto the field with the exact same starting gear and stats but a different name and you can find Guardsman Micheal #8921's gear on his shredded body. Near Guardsman Zathes #2191's body. Near Guardsman Andrew #1129's grave site. And so on.
It's alot like that one Disgaea spinoff about the prinnies. Instead of lives, its moreprinniesguardsmen.
Other than the fact that I suck at Dark Souls, I'd play that game.It could be both. The player could switch between the tragic hero who unwittingly advances Tzeentch's plans and the hordes of Imperial Guardsmen trying to take them down.
Tzeentch is a good idea too, basically ends up (possibly) changing your character in a radical way whenever you die. Although those mechanics are kind of at odds: if you're going to be a new $name $number every time you die, why would your next life be blessed by Tzeentch as a result of the previous death? One mechanic or the other would work better on its own.
Nah, you're stuck bodyjacking the next poor sod to come along.I could just imagine the first time you die. Pitch black screen for a beat, then. . . "Haha. You think I'd let you go that easily? Back you go. . . " and suddenly you're another Imperial Guard.
In fact, that would be a...Rather gory but impressive hook.
A roguelike set in 40K universe. Where you play as a Guardsman. Maybe first person?
*You fire your common-quality lascarbine+1 at the Chaos Sorcerer!*A roguelike set in 40K universe. Where you play as a Guardsman. Maybe first person?
I'd really love this.
*Chaos Guardsman fires at you!
*You have been struck 72 times in the chest by autogun.
Each hit point represents an individual guardsmen.That's not a grenade, that's a freaking bomb.
GP: 100/100.
Grenade deals 30 damage.
GP: 70/100.
It could just be an extremely effective grenade.meltas
Yeah, and 40k isn't really about individual characters; there's very few individuals that could survive adventuring in the 40k universe on their own, and the majority of them are Space Marines or Chaos demons.
Yeah, and 40k isn't really about individual characters; there's very few individuals that could survive adventuring in the 40k universe on their own, and the majority of them are Space Marines or Chaos demons.Except no.
immediately be contacted by the Inquisition and be given an offer you can't refuseInquisiton is good, but not that good.
Yeah, and 40k isn't really about individual characters; there's very few individuals that could survive adventuring in the 40k universe on their own, and the majority of them are Space Marines or Chaos demons.
Actually, it would be much funnier if that was one guardsman. You would die a lot, that's for sure, but with incoming promotions and better gear (if you live), possibly even getting to drive a tank or something, your chances to live would incerase, up to the point where you would have to be really unlucky to die. It would really give a meaning to what you have achieved because you need skill and insane amounts of luck.Yeah, and 40k isn't really about individual characters; there's very few individuals that could survive adventuring in the 40k universe on their own, and the majority of them are Space Marines or Chaos demons.
If you made a game of it you could just control a large amount of guards using something similar to the swarming of locusts.
wh 40 k analogue of battlefront
Actually, the "human side" is now Blood Angels AFAIK. You can easily change that with skins that are on the page tho. Also they hold games like every day but any meaningful number of people (6+) is on weekends.wh 40 k analogue of battlefront
There's a Source mod in the works, at least. (http://40ksource.com/)
Unfortunately, the human side is the bloody Smurfs. And it doesn't seem too active. Although the most recent update was today, the one before that was in May.
Actually, it would be much funnier if that was one guardsman. You would die a lot, that's for sure, but with incoming promotions and better gear (if you live), possibly even getting to drive a tank or something, your chances to live would incerase, up to the point where you would have to be really unlucky to die. It would really give a meaning to what you have achieved because you need skill and insane amounts of luck.Yeah, and 40k isn't really about individual characters; there's very few individuals that could survive adventuring in the 40k universe on their own, and the majority of them are Space Marines or Chaos demons.
If you made a game of it you could just control a large amount of guards using something similar to the swarming of locusts.
It actually reminds me of "All Guardsmen Party" and "Darwinian Character Creation". That's how I would want my Imperial Guardsmen game.
I always wondered how an entire faction of unmodified squishy humans who would die if sneezed at by pretty much any other unit in existence, suddenly acquire a strength on par with Power-Armored demigods and Orks just by being promoted to a Comissar or Commander. This is entirely judging by the computer games, I have no experience with the fluff or the miniature games.Well, the computer games need to be balanced, y'know, and nobody really wants your commander to die from stray bullet. But there are examples of stuff happening just like that in Universe, and the most sane explanation is Emperor (or Tzzentch) helping them. Some of Guardsmen are so badass and awesome that they catch his attention (which, understandably, usually happens when they're noticed by superiors and get promoted) and he proceeds to keep them alive. Most Commissars get at least weak version of this as standard equipment, after all, they're orphans that spent their whole life praying at least half as hard as Sisters Of Battle. And Sisters Of Battle cause miracles on daily basis.
Because, armor? And that GW is terribad?Actually, it would be much funnier if that was one guardsman. You would die a lot, that's for sure, but with incoming promotions and better gear (if you live), possibly even getting to drive a tank or something, your chances to live would incerase, up to the point where you would have to be really unlucky to die. It would really give a meaning to what you have achieved because you need skill and insane amounts of luck.Yeah, and 40k isn't really about individual characters; there's very few individuals that could survive adventuring in the 40k universe on their own, and the majority of them are Space Marines or Chaos demons.
If you made a game of it you could just control a large amount of guards using something similar to the swarming of locusts.
It actually reminds me of "All Guardsmen Party" and "Darwinian Character Creation". That's how I would want my Imperial Guardsmen game.
I always wondered how an entire faction of unmodified squishy humans who would die if sneezed at by pretty much any other unit in existence, suddenly acquire a strength on par with Power-Armored demigods and Orks just by being promoted to a Comissar or Commander. This is entirely judging by the computer games, I have no experience with the fluff or the miniature games.
I always wondered how an entire faction of unmodified squishy humans who would die if sneezed at by pretty much any other unit in existence, suddenly acquire a strength on par with Power-Armored demigods and Orks just by being promoted to a Comissar or Commander. This is entirely judging by the computer games, I have no experience with the fluff or the miniature games.Well, the computer games need to be balanced, y'know, and nobody really wants your commander to die from stray bullet. But there are examples of stuff happening just like that in Universe, and the most sane explanation is Emperor (or Tzzentch) helping them. Some of Guardsmen are so badass and awesome that they catch his attention (which, understandably, usually happens when they're noticed by superiors and get promoted) and he proceeds to keep them alive. Most Commissars get at least weak version of this as standard equipment, after all, they're orphans that spent their whole life praying at least half as hard as Sisters Of Battle. And Sisters Of Battle cause miracles on daily basis.
That... or insane batshit crazy amounts of pure luck.
I always wondered how an entire faction of unmodified squishy humans who would die if sneezed at by pretty much any other unit in existence, suddenly acquire a strength on par with Power-Armored demigods and Orks just by being promoted to a Comissar or Commander. This is entirely judging by the computer games, I have no experience with the fluff or the miniature games.Well, the computer games need to be balanced, y'know, and nobody really wants your commander to die from stray bullet. But there are examples of stuff happening just like that in Universe, and the most sane explanation is Emperor (or Tzzentch) helping them. Some of Guardsmen are so badass and awesome that they catch his attention (which, understandably, usually happens when they're noticed by superiors and get promoted) and he proceeds to keep them alive. Most Commissars get at least weak version of this as standard equipment, after all, they're orphans that spent their whole life praying at least half as hard as Sisters Of Battle. And Sisters Of Battle cause miracles on daily basis.
That... or insane batshit crazy amounts of pure luck.
I think it's also a symptom of something I can't exactly name, but a little theory I have about Universes where "Anyone Can Die!"(TM) where people lives are like so much used tissue paper... yet there is a group of people who consistently avoid death despite not being superhuman, that strains credibility. It's something I should probably talk about in the Pet Peeves/Movie Nitpicks thread tho.
Also Authority Equals Asskicking plays a big role in WH40k from what I can see.
I wish a AAA game would attempt trippy, mind-bending surreal horror. On the order of Yume Nikki or LSD: Dream Emulator levels of weird and freaky, but done high-tech.
Rogue Traders arguably make some sense, as they don't exactly operate in Imperial space and giving them freedom to do stuff is basically only way Imperium is going to have some presence outside without making a huge crusade which they can't really have a lot of.I always wondered how an entire faction of unmodified squishy humans who would die if sneezed at by pretty much any other unit in existence, suddenly acquire a strength on par with Power-Armored demigods and Orks just by being promoted to a Comissar or Commander. This is entirely judging by the computer games, I have no experience with the fluff or the miniature games.Well, the computer games need to be balanced, y'know, and nobody really wants your commander to die from stray bullet. But there are examples of stuff happening just like that in Universe, and the most sane explanation is Emperor (or Tzzentch) helping them. Some of Guardsmen are so badass and awesome that they catch his attention (which, understandably, usually happens when they're noticed by superiors and get promoted) and he proceeds to keep them alive. Most Commissars get at least weak version of this as standard equipment, after all, they're orphans that spent their whole life praying at least half as hard as Sisters Of Battle. And Sisters Of Battle cause miracles on daily basis.
That... or insane batshit crazy amounts of pure luck.
I think it's also a symptom of something I can't exactly name, but a little theory I have about Universes where "Anyone Can Die!"(TM) where people lives are like so much used tissue paper... yet there is a group of people who consistently avoid death despite not being superhuman, that strains credibility. It's something I should probably talk about in the Pet Peeves/Movie Nitpicks thread tho.
Also Authority Equals Asskicking plays a big role in WH40k from what I can see.
Warhammer 40k is a universe where individuals are meaningless. Even people who "matter" only have power because some faceless faction or functional god gave it to them. Unfortunately this doesn't make for good gameplay OR good storytelling, so GW writers are constantly backtracking or ignoring their own rules.
Probably the most extreme example of this is Rogue Trader. Want to set a tabletop RPG in a universe where the individual is irrelevant and being a special snowflake is punishable by death? Its cool, just invent a new type of person that breaks every rule of your universe.
Rogue Traders:
Are allowed to interact with xenos and heretics without being killed
Don't have to necessarily take orders from a higher power and are basically immune to the imperial beaurocracy
Are allowed to engage primarily in economic actions without being serfs (THERE IS ONLY WAR, unless you're this particular person)
Have nothing to defend, no real stake in any of the galactic conflict, and are thus largely immune to the whole "genocided through no fault of their own" thing that basically everyone else is subject to.
Basically, they don't belong in the 40K universe but have to exist because a character that makes sense wouldn't be a good RPG character. Ditto for imperial guard badasses. Does that even make sense in this universe? No, no it does not. Not on a literal level or a thematic one. But it needs to happen for meta reasons.
Funnily enough the reverse is also true. For the Eldar and Space Marines to have survived as long as they have would need to be individually and as a group unparalleled badasses capable of easy victory facing odds of 100:1 or worse. But workable gameplay terms they need to be weaker than that by far. Both seem to trade about 1:4 with imperial guardsmen, which are literally just ordinary humans handed guns that even the Imperium considers shitty. Eldar/SM also trade about 1:2 with orcs, which is just sad considering that orcs are arguably MORE expendable than humans (there's some silliness involving spores that makes orcs into omni-present pests). It gets even weirder when you consider the supposedly young race of the Tau does BETTER than either of them in gameplay terms, considering fire warriors are their IG/guardians equivalent and battlesuits are their terminator/aspect warrior equivalent. Going by the gameplay the SM and Eldar should have been wiped out in a single human generation. They simply aren't powerful enough for the odds they keep throwing themselves into; yet supposedly they've lasted unimaginably long.
I'd really like to see this in playable form. (https://www.youtube.com/watch?v=lO9-1_yOFas)I would have imagined more bullethell in a Touhou FPS. That just looked like CoD: Anime Girl Edition.
Then again, chances are it probably already is.
An RPG that does for sex what Merlandese's "The Last Word (http://rpgmaker.net/games/6610/)" did for conversation and debate. (IE replacing combat as the core interaction and using a system designed to actually fit the new format rather than just being regular rpg combat with the serial numbers filed off)Oh god, I'm imagining so much borderline-between-arousing-and-awkward video game cutscene sex.
An RPG that does for sex what Merlandese's "The Last Word (http://rpgmaker.net/games/6610/)" did for conversation and debate. (IE replacing combat as the core interaction and using a system designed to actually fit the new format rather than just being regular rpg combat with the serial numbers filed off)Oh god, I'm imagining so much borderline-between-arousing-and-awkward video game cutscene sex.
An RPG that does for sex what Merlandese's "The Last Word (http://rpgmaker.net/games/6610/)" did for conversation and debate. (IE replacing combat as the core interaction and using a system designed to actually fit the new format rather than just being regular rpg combat with the serial numbers filed off)Oh god, I'm imagining so much borderline-between-arousing-and-awkward video game cutscene sex.
Not cutscenes, it would be partly abstracted and take the place of jrpg combat
An RPG that does for sex what Merlandese's "The Last Word (http://rpgmaker.net/games/6610/)" did for conversation and debate. (IE replacing combat as the core interaction and using a system designed to actually fit the new format rather than just being regular rpg combat with the serial numbers filed off)I have no idea what the name of that game might be, but I'm just certain Japan has done it. At least twice.
An RPG that does for sex what Merlandese's "The Last Word (http://rpgmaker.net/games/6610/)" did for conversation and debate. (IE replacing combat as the core interaction and using a system designed to actually fit the new format rather than just being regular rpg combat with the serial numbers filed off)Oh god, I'm imagining so much borderline-between-arousing-and-awkward video game cutscene sex.
Not cutscenes, it would be partly abstracted and take the place of jrpg combat
JimboM12 uses Penis! It's super effective!
Girl uses Grip! It's super effective!
JimboM12 has been knocked out!
Do note that the idea is to avoid sex.That is a weird trend in porn games. You'd think the point would be to do the most sex, not avoid it.
Like people ever do avoid it...Do note that the idea is to avoid sex.That is a weird trend in porn games. You'd think the point would be to do the most sex, not avoid it.
Do note that the idea is to avoid sex.That is a weird trend in porn games. You'd think the point would be to do the most sex, not avoid it.
Maybe your goal isn't to have sex, its to be good at sex? So like every instead of combat every encounter is just your character having sex. I guess if that is the case your character would have to have a lot of sex for the system to work but that doesn't seem more ridiculous than your party winning hundreds of fights over the course of the game.Polymorphous Perversity.
(and a case study that if you're a psychologist you can make a porn game and claim ART! on it)What you mean to imply is that porn cannot be art?
No, but you can get away with making porn if you claim it's art and have enough authority to make people inclined to go with it. Regardless of the intent.(and a case study that if you're a psychologist you can make a porn game and claim ART! on it)What you mean to imply is that porn cannot be art?
Like The Incredible Machine, or Factorio? how about stuff like this: http://www.abandonia.com/en/games/538/free+enterprise.htmlYeah, Free Enterpri$e and Capitalism Plus are excellent games. I'd love for more stuff like that to be out with a modern touch and better UIs.
a version of dwarf fortress unrestrained by our pathetic hardware
Like The Incredible Machine, or Factorio? how about stuff like this: http://www.abandonia.com/en/games/538/free+enterprise.htmlYeah, Free Enterpri$e and Capitalism Plus are excellent games. I'd love for more stuff like that to be out with a modern touch and better UIs.
I really wish there were some more industrial sims, like a commercial version of that nuclear reactor operations sim. Balancing process management safety with output, etc.What about Industry Giant? From what I heard it's a good one.
a version of dwarf fortress unrestrained by our pathetic hardware
Maybe your goal isn't to have sex, its to be good at sex? So like every instead of combat every encounter is just your character having sex. I guess if that is the case your character would have to have a lot of sex for the system to work but that doesn't seem more ridiculous than your party winning hundreds of fights over the course of the game.
That would be...All the computers. Ever.a version of dwarf fortress unrestrained by our pathetic hardware
Imagine a supercomputer capable of rendering and updating a whole DF continent at once with zero lag. My god.
You realise, of course, that Skynet's only problems are that A: it believes that it is playing D.F. and B: it classifies all of humanity as elfish nobility... Honestly, if someone had just told it that it was doing a 'look after your nobles' challenge run then the terminator movies would have gone very differently...BAHAHAHAHAHAHAHA
That would be...All the computers. Ever.a version of dwarf fortress unrestrained by our pathetic hardware
Imagine a supercomputer capable of rendering and updating a whole DF continent at once with zero lag. My god.
You know, I was going to make a joke about fucking contests, but then realised that actually that exact game exists. Can't remember the name but it's a menu-driven deal where you move around different locations and can then transition into "combat" encounters, split up into days so you can buy equipment and stuff in between.
The premise is really stupid, some sort of literal fucking competition where the aim is to take the underwear of whoever orgasms first. Then you trade them in for money.
You'd probably be able to find the thing from that, I probably could too but I'm not much inclined to.
But hey, better weird than mundane I suppose.
Like I said. All the computers. Ever.That would be...All the computers. Ever.a version of dwarf fortress unrestrained by our pathetic hardware
Imagine a supercomputer capable of rendering and updating a whole DF continent at once with zero lag. My god.
I meant like in fortress mode.
You know, I was going to make a joke about fucking contests, but then realised that actually that exact game exists. Can't remember the name but it's a menu-driven deal where you move around different locations and can then transition into "combat" encounters, split up into days so you can buy equipment and stuff in between.Night Games. The premise for any porn game is ridiculous.
The premise is really stupid, some sort of literal fucking competition where the aim is to take the underwear of whoever orgasms first. Then you trade them in for money.
You'd probably be able to find the thing from that, I probably could too but I'm not much inclined to.
But hey, better weird than mundane I suppose.
The premise for any porn game is ridiculous.
The premise for any porn game is ridiculous.
I wish there was a game with a misanthropist protagonist that wasn't Hatred. A game where you genuinely can't stand people and must only socialize as much as is absolutely necessary to get what you need from them. That sounds like an interesting setup for a WRPG, where the challenge in dialogue trees is finding the most polite way to say "That's nice, but I don't care so piss off and leave me alone".
Watch underscore Dogs is an accidental case. They were going for an off-brand Batman and, uh, alternatively succeeded.I wish there was a game with a misanthropist protagonist that wasn't Hatred. A game where you genuinely can't stand people and must only socialize as much as is absolutely necessary to get what you need from them. That sounds like an interesting setup for a WRPG, where the challenge in dialogue trees is finding the most polite way to say "That's nice, but I don't care so piss off and leave me alone".
There is also Revenent
He talks as if his vicious barbs could poison people to death.
It isn't the only game... for example... Watchdogs
True Watch_Dogs does feel like they wanted there to be some sort of arc where Aiden learns to not be an ass... but the writers lacked total self-awareness.
I wish there was a game with a misanthropist protagonist that wasn't Hatred. A game where you genuinely can't stand people and must only socialize as much as is absolutely necessary to get what you need from them. That sounds like an interesting setup for a WRPG, where the challenge in dialogue trees is finding the most polite way to say "That's nice, but I don't care so piss off and leave me alone".
Rocksmith 2014 :PTrue Watch_Dogs does feel like they wanted there to be some sort of arc where Aiden learns to not be an ass... but the writers lacked total self-awareness.
Ubisoft hire failing high school students to do their stories. I don't think I've found an Ubisoft game that actually has a decent story.
True Watch_Dogs does feel like they wanted there to be some sort of arc where Aiden learns to not be an ass... but the writers lacked total self-awareness.
Ubisoft hire failing high school students to do their stories. I don't think I've found an Ubisoft game that actually has a decent story.
Not sure what he overall content of the game would be, but towards the beginning you're confronted with an NPC with a longwinded piece of exposition blocking an area you need to go through to progress. This exposition doesn't end; it's looped. The only way to progress is to kill the NPC.A deconstruction of videogame progression tropes?
Morrowind did that, sorta. You could kill critical plot-important NPCs, and choose to continue the game afterwards. It became impossible to actually beat the game if you did so, but... :VNot sure what he overall content of the game would be, but towards the beginning you're confronted with an NPC with a longwinded piece of exposition blocking an area you need to go through to progress. This exposition doesn't end; it's looped. The only way to progress is to kill the NPC.A deconstruction of videogame progression tropes?
...Yes. YES.
Bash through the flimsy plank no progress thing.
Ford the mudslide.
Ignore all the questgivers.
No achievements.
Yes.
Someone should make this.
No, the point is, you can ignore everything and suffer no penalties.Morrowind did that, sorta. You could kill critical plot-important NPCs, and choose to continue the game afterwards. It became impossible to actually beat the game if you did so, but... :VNot sure what he overall content of the game would be, but towards the beginning you're confronted with an NPC with a longwinded piece of exposition blocking an area you need to go through to progress. This exposition doesn't end; it's looped. The only way to progress is to kill the NPC.A deconstruction of videogame progression tropes?
...Yes. YES.
Bash through the flimsy plank no progress thing.
Ford the mudslide.
Ignore all the questgivers.
No achievements.
Yes.
Someone should make this.
I think I managed to get a ridiculously high level character in Skyrim without actually triggering dragons.
It was a bit silly, really...
I think I managed to get a ridiculously high level character in Skyrim without actually triggering dragons.
It was a bit silly, really...
Main Quests are what is really silly. In most cases--that I've played anyways--they just take away from the world around them, especially in Bethesda games. GTA's story always has me riveted, but there's not really a "main quest", all the stories are just kind of interconnected. I find that a "main quest" takes away from the feel of the world, there's always tat urgency that you gotta DO THAT THING OR ELSE THE WORLD ENDS.
An graphical open-world survival-shooter with a low-fantasy setting, a deep (but not overbearing) stat system, vast and intricate lore, an immersive economy, and- zealously intensive mandatory roleplay, with a EULA that allowed the host to permaban trolls/OOC folks.Yes, we all look forward to D.F. version 1...
To top it all off, it's proprietary of an eccentric genius billionaire-savant, who treats the game as his life's masterpiece, and is only interested in creating a world that embodies his vision.
Spoiler: In time, we all decide to completely immerse ourselves in his world via advanced VR technology, and abandon reality for dream. :P
...would something that's invisible cast a shadow? That doesn't make sense if the light is "passing through" the thing. If it's the "million microscopic LCD screens with cameras on the other side" idea, then that makes sense.
Wasn't there some kind of "meta material" already developed that actually curved the light around you from every angle, giving you some kind of predator stealth already?That only does infrared or UV or something not visible light.
At any rate, if I were in the military I would consider "predator distortion" more than enough. Specially considering that those suits would see most use on cover ops at first, in low light, urban environments were they could work just enough. However as predator already thought us, thermal vision would be your friend against this kind of suits.
In the field they would be a killer too, the noise, general distractions and overall chaos of combat situations would lead them to be pretty effective if used properly.
Wasn't there some kind of "meta material" already developed that actually curved the light around you from every angle, giving you some kind of predator stealth already?That only does infrared or UV or something not visible light.
At any rate, if I were in the military I would consider "predator distortion" more than enough. Specially considering that those suits would see most use on cover ops at first, in low light, urban environments were they could work just enough. However as predator already thought us, thermal vision would be your friend against this kind of suits.
In the field they would be a killer too, the noise, general distractions and overall chaos of combat situations would lead them to be pretty effective if used properly.
So ironically, you'd need normal eyes more.
Also, the user's eyes would have to be uncovered, otheriswe If all light was simply bent around them they wouldn't be able to see anything because none of it would reach their eyes.That's a given. Which is basically why the invisible man would blind too. Only that instead of light being bloked it would pass rigth trough his retinas.
Really? I recall seeing some pictures of regular spectrum light being "bended" with something that looked like a towel.
One would think if you lived in a world where that kind of invisibility is a thing, there would be counter measures against it.
One would think if you lived in a world where that kind of invisibility is a thing, there would be counter measures against it. They aren't incorporeal. So they would still break laser trip wires. Even if they were using a metamateriel suit to bend the trip wire around them, it would still be displaced. You can have weight sensors embedded into the surfaces of sensitive areas, have nearly invisible strands that cover thresholds that registers when they're disturbed. Have ultrasonic radar that can see their body. Infrared would still pick them up. They would make the area around themselves warmer then it should be. Unless they're in a fully insulated suit, then they have a pretty hard time limit before they broil themselves.Or just spray some extinguishers around... or better yet, flamethrowers.
You could have security drones move erratically, which would make it harder for intruders to know when they can pass from one blind spot tot he next.
One would think if you lived in a world where that kind of invisibility is a thing, there would be counter measures against it.
Bonus points to Skyrim in that the guards actually hunt down invisible people in a rather believable way... sometimes a bit TOO well (damn their hearing is SHARP!)
How the hell did I not spot him sooner?
I want a game similar to Oblivion or Skyrim, where there's an open world with lots of side-quest you can do, but the main quest can still go on without you, so you can watch the world actually go to hell if you don't save it.For what it's worth, Uplink's story carries on without your intervention. But it's set up so the "good guys" will always win, so as to not fuck the player while they're pissing around hacking banks or whatever.
Well... the game ends if the bad guys win, doesn't it?I want a game similar to Oblivion or Skyrim, where there's an open world with lots of side-quest you can do, but the main quest can still go on without you, so you can watch the world actually go to hell if you don't save it.For what it's worth, Uplink's story carries on without your intervention. But it's set up so the "good guys" will always win, so as to not fuck the player while they're pissing around hacking banks or whatever.
Yep. I guess during testing people weren't too pleased when they were doing their own thing and suddenly the game tells them they're fucked and deletes the save.Well... the game ends if the bad guys win, doesn't it?I want a game similar to Oblivion or Skyrim, where there's an open world with lots of side-quest you can do, but the main quest can still go on without you, so you can watch the world actually go to hell if you don't save it.For what it's worth, Uplink's story carries on without your intervention. But it's set up so the "good guys" will always win, so as to not fuck the player while they're pissing around hacking banks or whatever.
Probably. Not really the best way to do a good ending versus a bad one, so hopefully the guys over at Introversion learned that lesson.Yep. I guess during testing people weren't too pleased when they were doing their own thing and suddenly the game tells them they're fucked and deletes the save.Well... the game ends if the bad guys win, doesn't it?I want a game similar to Oblivion or Skyrim, where there's an open world with lots of side-quest you can do, but the main quest can still go on without you, so you can watch the world actually go to hell if you don't save it.For what it's worth, Uplink's story carries on without your intervention. But it's set up so the "good guys" will always win, so as to not fuck the player while they're pissing around hacking banks or whatever.
And speaking of Introversion: Subversion.
PA's done. Back to the impossible project!
Real martial arts, or movie martial-arts with flying around and vsnishing in puffs of smoke and magically paralyzing people (like, in ways totally unrelated to the spinal cord, brain, or tendon injuries that real martial arts might realistifally inflict), and turning into a log and stuff?
Real martial arts, or movie martial-arts with flying around and vsnishing in puffs of smoke and magically paralyzing people (like, in ways totally unrelated to the spinal cord, brain, or tendon injuries that real martial arts might realistifally inflict), and turning into a log and stuff?
(http://imgick.nj.com/home/njo-media/width620/img/entertainment_impact/photo/13997976-mmmain.jpg)
I got your realism right here, bub.
Dude that's not an Uzi.
Definitely needs to be a game starring a hot chick in a Viking chainmail bikini with an Uzi.
Wait, are those spikes on her breasts? Poor bastard who tries to cop a feel.
Yes it is.Dude that's not an Uzi.
Definitely needs to be a game starring a hot chick in a Viking chainmail bikini with an Uzi.
Wait, are those spikes on her breasts? Poor bastard who tries to cop a feel.
TFW people are so sure someone is going to make a mistake they do the exact same one.Yes it is.Definitely needs to be a game starring a hot chick in a Viking chainmail bikini with an Uzi.Dude that's not an Uzi.
fuck the shadow on the mountain looked like a magazineTFW people are so sure someone is going to make a mistake they do the exact same one.Yes it is.Definitely needs to be a game starring a hot chick in a Viking chainmail bikini with an Uzi.Dude that's not an Uzi.
TFW people are so sure someone is going to make a mistake they do the exact same one.Yes it is.Definitely needs to be a game starring a hot chick in a Viking chainmail bikini with an Uzi.Dude that's not an Uzi.
A game where you are a clearly evil or amoral character that is TRYING to do evil things, but always doing good things by accident, and it's always treated as a sitcom-level misunderstanding as everyone lauds him/her as a hero.
A game where you are a clearly evil or amoral character that is TRYING to do evil things, but always doing good things by accident, and it's always treated as a sitcom-level misunderstanding as everyone lauds him/her as a hero.
Deadpool Kills Everybody??A game where you are a clearly evil or amoral character that is TRYING to do evil things, but always doing good things by accident, and it's always treated as a sitcom-level misunderstanding as everyone lauds him/her as a hero.
There must eventually be a point where people acknowledge that the character is evil, though. Even if you have to kill absolutely everyone for it to happen.
In fact that's how it should end up. You're so evil that there's no-one around to see that you're evil.
The game takes place in a procedurally-generated map in the Canadian countryside. The players are all lumberjacks, and you can cut down trees and use the wood to build up your log cabin. The objective of a typical game would be to have the biggest, most elaborate log cabin out of all the other players by the time the game ends. However, here's the catch: The players can murder each other and (slowly) destroy each other's cabins.Seems like a pretty cool game. However, how would players be prevented from killing each other right off the bat? A 3-minute no kill timer would work, but then it might end up with the players stalking each other until it ran out. What could you add to the cabins? Decorations? Traps? Secret passages? (probably not the last one) I'd think it would be pretty amazing if you could put money in it to increase its point value (in the form of expensive paintings or bags of cash). These things, of course, could be stolen and converted back into money or put in their own homes. One last thing that is really important: If the buy menus are too elaborate, a player could be killed while they try to put something in their house, which would give people less of an incentive to really work on them as opposed to just slaying all other players.
There would be a currency system in place, gotten in small amounts whenever you do lumberjack stuff like chop wood, in moderate amounts for killing players and reaching building thresholds with your cabin, and (extremely) slowly over time. You could buy stuff like better axes to chop/murder faster, reinforced flannel shirts for more health, flapjacks to restore health, and maybe a magic beard or some shit that turns you into Paul Bunyan for a few seconds. There would also be other game modes that could be just free-for-all combat, CTF, team cabin-building... Really, I think there's a lot of potential with this idea!
It's just an idea for now, but I do plan to actually make it someday, so any feedback, questions, comments and concerns would be much appreciated.
TFW people are so sure someone is going to make a mistake they do the exact same one.Yes it is.Definitely needs to be a game starring a hot chick in a Viking chainmail bikini with an Uzi.Dude that's not an Uzi.
I could have been wrong. It could be a MAC-10. Honestly, I never bother with submachine guns. Pistols and rifles 4 life.
EDIT: Actually, I wish there was an MMO where the classes differ in ways other than combat ability.
For example, in WoW, every character has equal crafting potential. There's probably minmax number-crunch things you can do for optimal efficiency that I don't know about, but basically any character can craft anything, given that they keep up with the type of materials they get.
In contrast, Runescape makes it so that getting a high level in anything (besides combat skills) is pretty arduous work. Nobody's going to sit around grinding Cooking all the way to level 100, so the majority of players would just pay another player who has a high Cooking skill to make what they want. It created a neat in-game player-based economy. These are gameplay experiences circa 2007 though, so RS has probably changed quite a lot since then.
Yeah, but, if it is such a pain, then nobody will do it, unless you can, like, make huge batches. And once you can make huge batches, there will probably be little reason to make fakes other than trolling. Player merchants with a reliable history would crop up pretty quickly and the trolls would only really appear as inter-party trolls handing around potions when a need arises in the field where there are no N.P.C. merchants available anyway. Do it would likely cvome to little more than an opportunity for people to troll and make people dread the thought of running low on supplies in a random group...
TFW people are so sure someone is going to make a mistake they do the exact same one.Yes it is.Definitely needs to be a game starring a hot chick in a Viking chainmail bikini with an Uzi.Dude that's not an Uzi.
I could have been wrong. It could be a MAC-10. Honestly, I never bother with submachine guns. Pistols and rifles 4 life.
No, that's definitely an Uzi. Source: google uzi
Irregardless of our advice, ideas or corrections, I hope you make this MMO of yours. Sounds original and I'd definitely play it.
Looks more like a T.A.R.D.I.S. to me...No, that's definitely an Uzi. Source: google uzi
That isnt an Ouzo!
(http://src.discounto.de/pics/Angebote/2012-09/336584/361208_Ouzo-Koryfaio_xxl.jpg)
Tardis disguised as a Greek villa.It went to Pompeii once. Not quite the same though.
A horror-themed whack-a-mole game where you hitplasticreal douchy college students or high-school seniors with afoamsteel chain saw machete
I want there to be games that feature a strong rivalry as the central plot element. It seems like the rivalry plot mechanic kinda disappeared with the N64/PS1/Dreamast era of gaming. Sonic and Knuckles, Sonic Adventure 2, any of the Pokemon games, all had really fun and memorable rival characters. It's kinda underused nowadays.Now everything is zombies.
The thing that I hope most for actually isn't a game, but a game engine. I'd love to see any game made with a modern, refined incarnation of the Silent Storm engine, with real modern weapons and armor, a better armor system (Silent Storm Sentinels let you wear body armor, but that was it), including scavenging armor off of dead bodies (sometimes damaged, sometimes not depending on where they were hit with what), shotguns as well with all of their versatility (shells, slugs, non-lethal bags, Dragon's Breath incendiary), more ammo (including incendiary), melee attacks with ranged weapons (pistol whipping and hitting someone with the stock of a rifle, for example),specific unarmed attacks, including wrestling for control of items(maybe even pickpocketing),strangulation, or quick punches and kicks,the ability to mod weapons, including scopes, suppressors, ext. magazines, or even just decorating them, accurately shaped charges for all explosives, expensive drones that can be used to aid in missions, but are a serious investment, especially if destroyed.Sounds like some JA game. But yeah, no, I want to play refined Silent Storm in WW2. Maybe with vehicles. Also, actual German campaign that's not unfinished, maybe with more realistic progression (fucking Panzerkleins) and tons, TONS OF NEW EQUIPMENT!
For those not familiar with the Silent Storm engine:
•Combat takes place in a turn-based mode while missions will start in real time, meaning you can set up your soldiers and sneak around in real time.
•Every bullet shot has an effect on what it hits, even if that just means leaving a mark in the dirt. Bullet strength in the first game is exaggerated, with machine guns and rifles being able to tear down concrete walls. Ideally, this new engine would be much more realistic.
•Fully destructible enviroments. If you want to shoot a hole in a wooden floor and toss a grenade down you can.
•Soldiers actually point at where they shoot and the bullets do not travel on rails, they can bounce off of some materials.
•Actions are performed by expending Action Points or AP.
•Any enemy dropped items can be looted and used by your own troops in the expansion, they can be sold for money that can be used to buy other equipment and ammunition
•Up to 6 soldiers on a mission
•A range of different medical and engineering items with distinct uses
•An HP (Vitality Points/VP in-game) system hat includes extra symptoms caused by damage to specific areas (head/explosion damage may lead deafness, head damage may lead to blindness, legs being shot can make one immobile, the current weapon can be dropped if it or the arm is hit. Specific body parts can even be targeted to shoot.
•Different actions and weapons produce different amounts of noise and people can hear eachother to get a rough idea of where they are. They can also shoot blindly at the area (or just free aim) with a lesser chance of hitting. The AI, if suspicious, will capitilize on this.
Honestly, I don't see why nobody have used this engine for anything else, or even made a engine close to matching it. I'd love to see all tactical combat games return to this.
Silent Storm in a future setting would be the shit.I imagine this would work well with some sort of Penal Legion as the protagonists. That way you could get a wide variety of specialists from different worlds, and with different accents. Despite what Dawn of War would have you think, not every Guardsman is from Space!Canada :P
...
WH40K Silent Storm.
...
Yo-you mean england? Because that was NOT what Canadians sound like.
Overall, I just want more games where I get to play as the Imperial Guard.
...Cadia is supposed to be Space!Canada. At least from what I heard.
Yo-you mean england? Because that was NOT what Canadians sound like.
Overall, I just want more games where I get to play as the Imperial Guard.
Yeah, I dunno. They sound more British, but that's probably just because GW is a British company. THQ might be as well, dunno.Penal Legion game would be fucking boring because it would be CHAAAARGEEE and if you tried to do anything else than running up to enemy while shooting you would get exploded, so GAME OVER. That is why Inquisitorial Stormtroopers would be better. They can come from anywhere (not even be Imperial Guardsmen), have easier access to bigger variety of equipment, be actually trusted to not wear an explosive collar 24/7, get to actually do tactics and stuff...
Anyway, this theoretical WH40k: Silent Storm would be better served by making the characters from a penal legion, so that you get a wide variety of voices and appearances.
Clone Commando doneI think there was a game called Warhammer 40,000: Squad Command for PSP, and yes, it was Ultramarines.
Sw Stormtrooper Commando cancelled.
Wh40k Stormtrooper Commando should be done.
Astartes commando will probably be done at some point because posterboys. Will probably feature ultramarines/blood ravens.
Read up on the Last Chancers, dude. 13th Penal Legion, the best and worst scum in their segmentum, fighting hard (withOUT explosive collars) and undertaking suicidal missions vital to the Imperium's interests in order to be granted a pardon. And no, in this case "suicidal mission" =/= "CHAAAARGEEE" because there are often only a dozen or so Last Chancers and they need every trooper and specialist they have.Yeah, I dunno. They sound more British, but that's probably just because GW is a British company. THQ might be as well, dunno.Penal Legion game would be fucking boring because it would be CHAAAARGEEE and if you tried to do anything else than running up to enemy while shooting you would get exploded, so GAME OVER. That is why Inquisitorial Stormtroopers would be better. They can come from anywhere (not even be Imperial Guardsmen), have easier access to bigger variety of equipment, be actually trusted to not wear an explosive collar 24/7, get to actually do tactics and stuff...
Anyway, this theoretical WH40k: Silent Storm would be better served by making the characters from a penal legion, so that you get a wide variety of voices and appearances.
So basically, we need All Guardsmen Party: The Game (https://09cd64678bddc0198cca7fef0df8ce7b359fff2d.googledrive.com/host/0B3Z9sXPTD9rpN2owNGdVWmdFWXM/agp.html).
Last Chancers are unique. They aren't exactly penal battalion, they were literally made for one exact purpose IIRC, and every mission in between was just training to determine who is best, so it's why they aren't the ones for charges. Regular penals aren't even given guns usually.Read up on the Last Chancers, dude. 13th Penal Legion, the best and worst scum in their segmentum, fighting hard (withOUT explosive collars) and undertaking suicidal missions vital to the Imperium's interests in order to be granted a pardon. And no, in this case "suicidal mission" =/= "CHAAAARGEEE" because there are often only a dozen or so Last Chancers and they need every trooper and specialist they have.Yeah, I dunno. They sound more British, but that's probably just because GW is a British company. THQ might be as well, dunno.Penal Legion game would be fucking boring because it would be CHAAAARGEEE and if you tried to do anything else than running up to enemy while shooting you would get exploded, so GAME OVER. That is why Inquisitorial Stormtroopers would be better. They can come from anywhere (not even be Imperial Guardsmen), have easier access to bigger variety of equipment, be actually trusted to not wear an explosive collar 24/7, get to actually do tactics and stuff...
Anyway, this theoretical WH40k: Silent Storm would be better served by making the characters from a penal legion, so that you get a wide variety of voices and appearances.
So basically, we need All Guardsmen Party: The Game (https://09cd64678bddc0198cca7fef0df8ce7b359fff2d.googledrive.com/host/0B3Z9sXPTD9rpN2owNGdVWmdFWXM/agp.html).
Storm troopers are too uniform and are supposed to be professional. THESE GUYS are the wacky cast of characters that Silent Storm demands.
I have to say that if I were to play a Warhammer FPS, I'd most like it to be the ridiculous Darwinian IG one that was knocked around a while back.That's the All Guardsmen Party I linked few posts before.
Your main character could be an Inquisitor who gets help of myriad of Guardsmen, similar to the recruitment from original SS games. Maybe even some SoBs if you do missions for them and occasional help from Marines. Seriously, the idea with Inquisitor makes space for a lot more things and would be much closer to original SS game, with collecting clues and shit. This is what the Inquisitor game should be, instead of a damn Hack&Slash&Blam.
No, I meant the FPS inspired by AGP's Darwinian character creation. The one where you're blessed by <chaos god> to keep being resurrected.Except no.
No, I meant the FPS inspired by AGP's Darwinian character creation. The one where you're blessed by <chaos god> to keep being resurrected.Except no.
That's fucking heresy.
I guess the point of the game could be breaking the curse thanks to EMPERAH with as little deaths as possible, with addition to the ULTRA HERETICAL path you HERETICS apparently like.No, I meant the FPS inspired by AGP's Darwinian character creation. The one where you're blessed by <chaos god> to keep being resurrected.Except no.
That's fucking heresy.Can't stop progress
You could do a fun easter egg side-plot with constantly killing yourself because you don't want to be heretically raised by Slaanesh but Slaanesh keeps bringing you back to life anyway, until you eventually become jaded or decide to live as long as possible to keep the heresy to a minimum. Or keep killing yourself because aaaaah
There actually was an FPS, called Fire Warrior on PC and PS2. Bunch of /tg/ nerds played it, as far as I can tell.FTFY.
Space Marine had shooter elements but nobody cared, because using the THUNDAHAMMA was infinitely more fun.
... I wish there'd be Space Marine 2 :(
An arcadey FPS where you see the ghosts of all incoming attacks and hazards two seconds before they happen; the ghosts change color subtly to indicate the exact time until they become reality. You also get the ghosts of damage indicators in case you get attacked from a direction you can't see. In addition to an array of ridiculous guns you also have tools to avoid, block, or reflect incoming attacks.
...
How about a 4x where research doesn't occur in a vacuum. That is to say where one nation's breakthroughs affect other civilizations' technology levels. I mean look at the internet in the real world, other nations not only didn't need to develop it independently, they can't keep it out.Caveman2Cosmos (a huge mod for Civilization 4) did both of these somewhat by virtue of Tech Diffusion, as bordering civilizations (and later, ones that you trade with) will find it easier to research technology that has been already discovered by their neighbors. There's also a Rebellion module, though I rarely see it occur, in that distant or extremely unhappy cities can break away from their host civilization, sometimes forming a new nation entirely. Seemed to happen most with colonies, in my experience, but I tended to disable it.
Also, another thing that I'd like to see in a 4x is that under the right conditions nations should be able to become unstable and split apart into multiple new nations, like the British Empire did in real life.
This thread is called "Games you wish existed", not "find me a game like this that already exists", for a reason. :PThere's actually a thread for that. It's the "Recommend me a game" thread.
Reading Prequel, I've been reminiscing about playing Oblivion and its ridiculously tiny CAPITAL OF THE GODDAMN EVERYTHING.Yeah, something like that would be awesome.
So, an idea came to me: a TES(-style) RPG that is pretty much the same as the rest in playstyle, but its setting is a single city that spans the entire world map. Kinda like TES meets older GTAs, set in something like the City from Thief.
Fantasy-ier than GTA, more open-ended gameplay-wise than Thief, more focused in setting than TES.
High-Definition/Detail 16/32-bit RPG with time travel as both a central plot device and gameplay mechanic.
I wish there was a Minecraft clone that had hints about stuff like hidden bosses and more complicated recipes, strewn about the world. I've been playing Minecraft so long that I know a lot of the recipes by heart, but I honestly don't know how I would have figured it out without the Minecraft wiki open in another window.So some sort of TES/Minecraft crossover in styles?
Reading Prequel, I've been reminiscing about playing Oblivion and its ridiculously tiny CAPITAL OF THE GODDAMN EVERYTHING.YEEESSSSSS.
So, an idea came to me: a TES(-style) RPG that is pretty much the same as the rest in playstyle, but its setting is a single city that spans the entire world map. Kinda like TES meets older GTAs, set in something like the City from Thief.
Fantasy-ier than GTA, more open-ended gameplay-wise than Thief, more focused in setting than TES.
A reverse hunting simulator. Play as deer, wolves, bears, bulls, and all sorts of other big game whilst avoiding groups of modern day hunters, then turn the tables on these poor bastards using your nature-given physical advantages and newfound human cunning.The Deer Avenger series is for you.
There was this DOS game about being a wolf which involved avoiding humans. It was good, actually.This? (http://www.abandonia.com/en/games/531/Wolf.html)
Indeed, that's the one! I should give it a proper playthrough some time.There was this DOS game about being a wolf which involved avoiding humans. It was good, actually.This? (http://www.abandonia.com/en/games/531/Wolf.html)
A Fallout game more in the traditional style, like how x-com got XCOM, instead of just getting that The Bureau that nobody liked.
A game like the Fallout games but instead of a nuclear apocalypse ending the word, someone (or several someones, such as research divisions of various countries) summoned the Elder Gods.Probably wouldn't be much left to wasteland in.
Edit: Apparently "summonsed" is a word.
Edit: Apparently "summonsed" is a word.
I just sorta assumed a summonsing was a summoning of the kind preferred by hobbitses.Edit: Apparently "summonsed" is a word.
Yes. Just like how you can be summoned and you can receive a Summons (thus Summonsed)
I always imagined Black Friday as an arena deathmatch sort of thing, like a free-for-all one-flag CTF thing. Rush to the particular item before an NPC or other player grabs in, then dogpile onto them as they try to take it back to the register.
Speaking of Metro 2033 (and I came here to write this not knowing it had just came up for discussion!!!), I've been playing it thanks to the Steam sale.So STALKER in the Metros? Wouldn't mind seeing that at all.
Big wish: A Metro Action-RPG. I don't mind a bit of linearity, but give me some hubs to return to. Let me live in a station and collect crap for my room. Give the NPCs there new dialogue as I progress in the story. Etc.
I'd Like to see Either A New Balder's gate (https://en.wikipedia.org/wiki/Baldur%27s_Gate_(series)) game, Preferably made for PC With Modding Support and A Combination of First Person & Topdown perspective.
OR A Game like: NOX-2 (https://en.wikipedia.org/wiki/Nox_(video_game)) With The same Features as the above.
A game where you wander in a desert until you die of thirstThat's pretty much any survival game with deserts and thirst.
I want a mostly economy driven RTS in an open world (infinite world, probably). Something like a cross between Warcraft3, Settlers and Factorio. But resources last for much longer, if they run out at all. So basically anything you build is self sustaining, no need to go back every time a gold mine runs out.
Could have some sort of fast travel if there's the infrastructure built across towns. As the map expands, there's a chance that the game will generate competing factions. Or just small independent villages to integrate or plunder.
Single player, not MMO.
A game where you wander in a desert until you die of thirst
Not enough desert, honestly.A game where you wander in a desert until you die of thirst
Hardcore mode of Fallout: New Vegas
I want a mostly economy driven RTS in an open world (infinite world, probably). Something like a cross between Warcraft3, Settlers and Factorio. But resources last for much longer, if they run out at all. So basically anything you build is self sustaining, no need to go back every time a gold mine runs out.Except for the open world bit, maybe the Anno series is close to this. Also, what exactly does 'fast travel' mean in the context of an RTS?
Could have some sort of fast travel if there's the infrastructure built across towns. As the map expands, there's a chance that the game will generate competing factions. Or just small independent villages to integrate or plunder.
Single player, not MMO.
Fast travel means "Be there Instantly or near instantly" most of the time.I want a mostly economy driven RTS in an open world (infinite world, probably). Something like a cross between Warcraft3, Settlers and Factorio. But resources last for much longer, if they run out at all. So basically anything you build is self sustaining, no need to go back every time a gold mine runs out.Except for the open world bit, maybe the Anno series is close to this. Also, what exactly does 'fast travel' mean in the context of an RTS?
Could have some sort of fast travel if there's the infrastructure built across towns. As the map expands, there's a chance that the game will generate competing factions. Or just small independent villages to integrate or plunder.
Single player, not MMO.
A University Management Simulator, down to the lowest level of detail (classrooms) and other overhead priorities such as Security, Janitorials, and so on so forth.Not to mention the IT department and any technology in the classrooms like projectors, computers, etc, then also the Library (if the school has one), and a Cafeteria or Contracted Food Services (Like where I work, in a Tim Hortons inside the school building) or other food options, and dealing with or working with the Student Association (and any faculties they'd like to run, like the Bar and Grill inside the school where my workplace is or the convenience store, or the rec room, or any events they run like the annual Zombie Invasion).
A game where you wander in a desert until you die of thirst
And it could be multiplayer, with competing universities, and then some troll comes along and plays an insurance agency, and hikes up the rates until you cry...A University Management Simulator, down to the lowest level of detail (classrooms) and other overhead priorities such as Security, Janitorials, and so on so forth.Not to mention the IT department and any technology in the classrooms like projectors, computers, etc, then also the Library (if the school has one), and a Cafeteria or Contracted Food Services (Like where I work, in a Tim Hortons inside the school building) or other food options, and dealing with or working with the Student Association (and any faculties they'd like to run, like the Bar and Grill inside the school where my workplace is or the convenience store, or the rec room, or any events they run like the annual Zombie Invasion).
And basically with every option (like Security, Custodial, IT, food etc) you can choose to build up your own staff or contract out; both have their own advantages and disadvantages, which depending on your budget models some might work better than others with each option. And then there's hiring teaching staff, building the gymnasium/sports team(s), etc., while keeping the students AND government happy with your school; and that's another choice, whether to be a private school or government funded, which will have an affect on which scholarships you have available... and whether or not you want to give any!
Fast travel means "Be there Instantly or near instantly" most of the time.I want a mostly economy driven RTS in an open world (infinite world, probably). Something like a cross between Warcraft3, Settlers and Factorio. But resources last for much longer, if they run out at all. So basically anything you build is self sustaining, no need to go back every time a gold mine runs out.Except for the open world bit, maybe the Anno series is close to this. Also, what exactly does 'fast travel' mean in the context of an RTS?
Could have some sort of fast travel if there's the infrastructure built across towns. As the map expands, there's a chance that the game will generate competing factions. Or just small independent villages to integrate or plunder.
Single player, not MMO.
*A space 4x where you don't start with FTL and it isn't the first thing on the tech tree eitherDistant Worlds, if you start in the Age of Shadows. Not only do you not have FTL at the start of the game, but you cannot actually research it at all until you find some ruins or derelict ships that you can reverse-engineer.
Obsidian-made fallout game made in the Fallout 4 engine.this
Obsidian-made fallout game made in the Fallout 4 engine.this
all of this
That's literally Fallout:NV.No, that is an Obsidian-made Fallout game based on the Fallout 3 engine.
Fast travel means "Be there Instantly or near instantly" most of the time.I want a mostly economy driven RTS in an open world (infinite world, probably). Something like a cross between Warcraft3, Settlers and Factorio. But resources last for much longer, if they run out at all. So basically anything you build is self sustaining, no need to go back every time a gold mine runs out.Except for the open world bit, maybe the Anno series is close to this. Also, what exactly does 'fast travel' mean in the context of an RTS?
Could have some sort of fast travel if there's the infrastructure built across towns. As the map expands, there's a chance that the game will generate competing factions. Or just small independent villages to integrate or plunder.
Single player, not MMO.
Well, he did mention Factorio, so it seemed to me like the base building would look like... Factorio (or maybe Supreme Commander), wherein your self is actually represented in-game and the extent of your ability to construct things is limited to that self-unit's range. Combined with the open world (rather than maps/scenarios), it thus would make sense for fast travel to exist.
-snip-It isnt exactly what you're looking for, but That Which Sleeps is basically this from the other side. You're an Elder God and have to destroy/conquer the world. Complex AI, intricate plots, all that good stuff. It's not out yet, though.
Fast travel means "Be there Instantly or near instantly" most of the time.I want a mostly economy driven RTS in an open world (infinite world, probably). Something like a cross between Warcraft3, Settlers and Factorio. But resources last for much longer, if they run out at all. So basically anything you build is self sustaining, no need to go back every time a gold mine runs out.Except for the open world bit, maybe the Anno series is close to this. Also, what exactly does 'fast travel' mean in the context of an RTS?
Could have some sort of fast travel if there's the infrastructure built across towns. As the map expands, there's a chance that the game will generate competing factions. Or just small independent villages to integrate or plunder.
Single player, not MMO.
Well, he did mention Factorio, so it seemed to me like the base building would look like... Factorio (or maybe Supreme Commander), wherein your self is actually represented in-game and the extent of your ability to construct things is limited to that self-unit's range. Combined with the open world (rather than maps/scenarios), it thus would make sense for fast travel to exist.
Yes, basically, a Factorio that isn't about machines, but people and towns. More like Settlers. Replace conveyor belts with haulers. And the xeno-bug things with more varied life including sentient villages.
Wurm isn't at all like what I want, that's more a 3D survival MMORPG thing (currently with a local server version).
-snip-
A Planetside 2-esque Warhammer/Warcraft/generic fantasy purely PvP MMORPG/RTS.
I don't care if the world is the most impossibly generic amalgam of high fantasy tropes ever, with humans, industrial dwarves, nature-loving elves, savage goblins&trolls&orcs&ogres, undead, dragons, kobolds, magic and whatnot, I'd love to see a game that puts you into a world like that and just lets you go wild in a massive full-scale war, with player factions, economy, both player-built and pre-built cities (to kickstart things more easily), roads and other facilities necesssary for their realm to properly function. And high-level politics/diplomacy of course.
It may have been done a little bit in sci-fi settings but not so much in fantasy, as far as I'm aware.
I think the real problem is modelling a situation where it is most beneficial for the players to act a certain way. At such high levels of freedom the players tend to just go off the charts and find ways to game the system. EVE Online has worked it well mind you, but then there really isn't as much freedom as EVE makes you think there is.You do realize that there was shit like Burn Jita, Hulkageddon and such?
A Planetside 2-esque Warhammer/Warcraft/generic fantasy purely PvP MMORPG/RTS.
I don't care if the world is the most impossibly generic amalgam of high fantasy tropes ever, with humans, industrial dwarves, nature-loving elves, savage goblins&trolls&orcs&ogres, undead, dragons, kobolds, magic and whatnot, I'd love to see a game that puts you into a world like that and just lets you go wild in a massive full-scale war, with player factions, economy, both player-built and pre-built cities (to kickstart things more easily), roads and other facilities necesssary for their realm to properly function. And high-level politics/diplomacy of course.
It may have been done a little bit in sci-fi settings but not so much in fantasy, as far as I'm aware.
I think the real problem is modelling a situation where it is most beneficial for the players to act a certain way. At such high levels of freedom the players tend to just go off the charts and find ways to game the system. EVE Online has worked it well mind you, but then there really isn't as much freedom as EVE makes you think there is.You do realize that there was shit like Burn Jita, Hulkageddon and such?
EDIT:
Not as there is not as much freedom but that EVE Online working out out well.
I want more games like Planescape Torment, or at least like the bit that I've experienced; darkly humorous, absolutely packed with detail, every NPC has a unique description, and many interconnected sidequests that have multiple entry and exit points. I've only played the first few minutes of the game thus far, so I can only speculate if the rest of the game maintains this level of quality.
I want a game, where I am a nerd struggling to climb his way up the social ladder.Pssh, I could play that for free by going outside.
I want the option to join some gangs and start trouble with drugs in effort to climb higher.
The ability to talk bad about other people, bullshit tactics etc.
Maybe some attentionwhoring skills too.
Maybe some attentionwhoring skills too.Vaguebooking skill increased to 58!
What is... outside?I want a game, where I am a nerd struggling to climb his way up the social ladder.Pssh, I could play that for free by going outside.
I want the option to join some gangs and start trouble with drugs in effort to climb higher.
The ability to talk bad about other people, bullshit tactics etc.
Maybe some attentionwhoring skills too.
Here's one that's actually feasible (except from a copyright standpoint):I dont think the gold box series from 1989 , could handle the verbs from the buldar gate series from 1998. They also used different rules sets of ADND.
Remake the Baldur's Gate series using the engine and interface from the "Gold Box" series.
A spy simulator. The overworld map would resemble Hearts of Iron, with various nations and organisations trying to dominate each other militarily, ideologically and economically, and with grunts like you working behind the scenes to acquire information for your side and to prevent information from being taken by the other side.+1
A more personal, day to day interface resembling something like LCS would be where you allocate actions per day/week/month. Obtaining intel and playing the long con while evading detection from whatever organisation your infiltrating as well as counter-espionage officers and other spies. The information you obtain could be just useless chatter, or be the crucial bit of info that gives the higher ups enough of a push to give that invasion or uprising a go ahead. Actions that one could perform while infiltrating other than feeding data would be turning agents to your side, bits of sabotage, and very risky assassinations.
Over time, you can progress from being a singular spy in an espionage ring to running the ring itself, recruiting agents, testing their loyalty, persuading defections, all on an increasingly grand scale, depending on your success rate and ability to play both the internal politics of your government and the internal politics of the spy community.
The world would obviously have to be very fluid and act on its own, with your entire job being to report on happenings not known by your side, and adapting your side's knowledge by as much as possible, as accurately as possible. And of course, not getting killed.
They also have similar storytelling methods though in two different directions (Souls reveals it's stories through implications in flavor text, Miami does it through implications in dialog, both use the environment for storytelling) and both have divisive sequels which detractors claim missed the point of the original. Both are also all about that 'smash your head against a wall until it falls down' style of difficulty.Sixth Sense meets Burn Notice. Or Dexter.
The name Miami Souls is beginning to grow on me. Anyone have any ideas for what it could be apart from a mashup between Dark Souls and Hotline Miami?
A visual novel that isn't anime?Gender Bender DNA Twister Extreme
Was Myst like that? What about the walking dead and such?
*A space 4x where you don't start with FTL and it isn't the first thing on the tech tree eitherAlien Legacy is kind of close.
A Warhammer 40000 videogame, accurate to the actual rules of Warhammer 40k, where you play as the forces of Chaos.I doubt anyone would make Chaos-only. And with the current less than clear situation on both ends possibility of a licensed game seems blurry. Thus, your best chance is VASSAL.
A Star Wars 4x, covering all of the known Expanded Universe, from the beginning to the end of the known Star Wars timeline.EU isin't really a thing anymore.
Chaos is yucky. Imperium ftw.A Warhammer 40000 videogame, accurate to the actual rules of Warhammer 40k, where you play as the forces of Chaos.I doubt anyone would make Chaos-only. And with the current less than clear situation on both ends possibility of a licensed game seems blurry. Thus, your best chance is VASSAL.
A Star Wars 4x, covering all of the known Expanded Universe, from the beginning to the end of the known Star Wars timeline.EU isin't really a thing anymore.
*A space 4x where you don't start with FTL and it isn't the first thing on the tech tree eitherAlien Legacy is kind of close.
Not quite 4x and no tech tree in the exact sense, but it's RTS with pause and you must get resources, expand, research, upgrade and later fight.
Yeah, just like someone is going to make an official game out of EU. (https://youtu.be/oUOJIOxC_0k?t=64)A Star Wars 4x, covering all of the known Expanded Universe, from the beginning to the end of the known Star Wars timeline.EU isin't really a thing anymore.
The stories still exist, it's not like they were all vaporized :v
A Star Wars 4x, covering all of the known Expanded Universe, from the beginning to the end of the known Star Wars timeline.EU isin't really a thing anymore.
The stories still exist, it's not like they were all vaporized :v
A Star Wars 4x, covering all of the known Expanded Universe, from the beginning to the end of the known Star Wars timeline.EU isin't really a thing anymore.
The stories still exist, it's not like they were all vaporized :v
Plus the whole storyline about Palpatine coming back from the dead was heavily implied/foreshadowed to be canon in Revenge of the Sith
Palpatine's smug criticism of Plagueis for failing to find a way to restore his own life struck me as implying that Palpatine on the other hand had discovered such a techniqueA Star Wars 4x, covering all of the known Expanded Universe, from the beginning to the end of the known Star Wars timeline.EU isin't really a thing anymore.
The stories still exist, it's not like they were all vaporized :v
Plus the whole storyline about Palpatine coming back from the dead was heavily implied/foreshadowed to be canon in Revenge of the Sith
What? I don't remember anything about that. Closest is that he tells Anakin the story of DarthPlaygoo(Plagieus? Fuck, I'm on the internet, I guess I can look it up) Plagueis and how he learned the secret of using the force to create life, and that he was killed by his apprentice before passing on that secret (not mentioned but Palpatine/Sidious was that apprentice). Anakin believed this power would prevent his vision (the death of his wife) but that's not quite how it worked. In point of fact, as I recall, Anakin himself is a manifestation of Plagueis' power: life from the force; that is, pregnancy without a father.
Palpatine could be lying when he says he doesn't know it himself, since the whole point of the exchange is to manipulate Anakin, but he also explicitly says that together they could learn the secret. Could just be bad writing but I don't think it would be phrased the way it was if Palpatine himself knew the secret but just wasn't going to share it.
There is absolutely no mention in the movies of Palpatine setting up his various clone reincarnations that fill the EU.
.
Regredit: disregard all that, I know nothing.
Alright, for a more specific Star Wars game I'd like to see. Spoilered because I know Akura is playing KOTOR2 and I'm not sure how much he knows about the plot:Spoiler (click to show/hide)
Alright, for a more specific Star Wars game I'd like to see. Spoilered because I know Akura is playing KOTOR2 and I'm not sure how much he knows about the plot:Spoiler (click to show/hide)Spoiler (click to show/hide)
A really intense 3D beat-em-up game in the vein of shit like Fist of the North Star. Possibly with character customization and different fighting styles to choose from. It would throw the laws of physics to the wind for sheer awesomeness. It would have things like finishing moves, environmental attacks, really fast-paced and badass bosses... and, of course, it would have THIS (https://youtu.be/6fQuEqwQ2I4?t=20s) as the 'level complete' theme.
A really intense 3D beat-em-up game in the vein of shit like Fist of the North Star. Possibly with character customization and different fighting styles to choose from. It would throw the laws of physics to the wind for sheer awesomeness. It would have things like finishing moves, environmental attacks, really fast-paced and badass bosses... and, of course, it would have THIS (https://youtu.be/6fQuEqwQ2I4?t=20s) as the 'level complete' theme.
Have you played God Hand? Sounds close to what you might want.
I don't have an accent. Everyone else outside of America has an accent. That's how it works.
Also, I want Fallout 4, but without bugs. I want that game to exist.
A game that's basically Kill Bill if it were a game. I don't mean a licensed game; I mean a game that would have everything that made Kill Bill great. Over-the-top violence, samurai swords, running primarily on the Rule of Cool... You get the gist.No More Heroes?
I wish...
A game like Ultima VII where you can build stuff. Essentially Minecraft with Ultima VII graphics. I don't care if they're actual U7 assets ripped right off it. Maybe you build like in The Sims.
Maybe the game will populate things that you build, if you allow it. NPCS buy it from you, maybe. Or rent. Then they go around having schedules and producing/selling stuff (which you can also do).
Does it have fanatical cults, supernatural cults, secret societies, inhuman societies, corrupt police, Bond villains, super villains...
I don't have an accent. Everyone else outside of America has an accent. That's how it works.
Also, I want Fallout 4, but without bugs. I want that game to exist.
I don't have an accent. Everyone else outside of America has an accent. That's how it works.Cute.
I don't think you could have a competitive dating sim unless it had elements besides dating. Like, secret ulterior motives that you had to work towards.Well, you could always have a multiplayer version of Yandere simulator. Kill the other players before they can ask out Senpai.
I don't think you could have a competitive dating sim unless it had elements besides dating. Like, secret ulterior motives that you had to work towards.Basically the main mode is there is one girl with randomized likes and such, and you all want to get wit dat, so you are competing to figure out and capitalize on the randomized likes/dislikes and quirks before everyone else does.
Oh, when you said competitive I thought you meant the players were dating each other.I don't think you could have a competitive dating sim unless it had elements besides dating. Like, secret ulterior motives that you had to work towards.Basically the main mode is there is one girl with randomized likes and such, and you all want to get wit dat, so you are competing to figure out and capitalize on the randomized likes/dislikes and quirks before everyone else does.
I belive things like that exist. Wether they are competetive though...Oh, when you said competitive I thought you meant the players were dating each other.I don't think you could have a competitive dating sim unless it had elements besides dating. Like, secret ulterior motives that you had to work towards.Basically the main mode is there is one girl with randomized likes and such, and you all want to get wit dat, so you are competing to figure out and capitalize on the randomized likes/dislikes and quirks before everyone else does.
I want another Jedi Knight game. Goddamnit, I keep replaying Jedi Academy.
I want another Jedi Knight game. Goddamnit, I keep replaying Jedi Academy.
Yeah. Rest in peace, Jedi Knight. :(
I'd like.This. So much this.Spoiler (click to show/hide)
I'd like.This. So much this.Spoiler (click to show/hide)
I'd like.Spoiler (click to show/hide)
Open world Rogue Trader gaem. Open world Inqusitor gaem. Open world Darwinian Character Creation Imperial Guard game.I'd like.This. So much this.Spoiler (click to show/hide)
Ooo, an open world Warhammer Fantasy game would be neat.
Open world Darwinian Character Creation Imperial Guard game.WWI Medic.
A high octane Devil May Cry/God of War style character action game that tells the story of how Akuma learned the Raging Demon. Make it happen, Capcom.Stop trying to make your biography happen, MZ, we're not falling for it :P
Had this thought cross my mind today. Seeing as it's Black Friday today, and not all of us go for the thrill of the chase for cheaper crap; I wonder if anyone's ever made a game based on Black Friday sales?Much to my surprise, I came across this thing of beauty:
As far as I would assume, it would be a roguelike/rogue-lite. Give your character some stats, a budget, generate a store (electronics/wal-mart style/etc. (different property dimensions and shop item distributions, as well as density of people to work around)) with some "target items" (randomly generated based on stats/personality), or even a customized shopping list of sorts, or hell, freestyle it.
Claw through the ranks of people, reach for the ultimate deals, cause a few scenes, save 5 bucks on that blender. So what if you have to sacrifice a family gathering for a bargain?
EDIT:
Secondary game mode, "Employee of the Month". You and your fellow employees have to do your jobs, as well as serve as crowd/damage control. I hope you have 911 on speed dial.
Had this thought cross my mind today. Seeing as it's Black Friday today, and not all of us go for the thrill of the chase for cheaper crap; I wonder if anyone's ever made a game based on Black Friday sales?
As far as I would assume, it would be a roguelike/rogue-lite. Give your character some stats, a budget, generate a store (electronics/wal-mart style/etc. (different property dimensions and shop item distributions, as well as density of people to work around)) with some "target items" (randomly generated based on stats/personality), or even a customized shopping list of sorts, or hell, freestyle it.
Claw through the ranks of people, reach for the ultimate deals, cause a few scenes, save 5 bucks on that blender. So what if you have to sacrifice a family gathering for a bargain?
EDIT:
Secondary game mode, "Employee of the Month". You and your fellow employees have to do your jobs, as well as serve as crowd/damage control. I hope you have 911 on speed dial.
Had this thought cross my mind today. Seeing as it's Black Friday today, and not all of us go for the thrill of the chase for cheaper crap; I wonder if anyone's ever made a game based on Black Friday sales?
As far as I would assume, it would be a roguelike/rogue-lite. Give your character some stats, a budget, generate a store (electronics/wal-mart style/etc. (different property dimensions and shop item distributions, as well as density of people to work around)) with some "target items" (randomly generated based on stats/personality), or even a customized shopping list of sorts, or hell, freestyle it.
Claw through the ranks of people, reach for the ultimate deals, cause a few scenes, save 5 bucks on that blender. So what if you have to sacrifice a family gathering for a bargain?
EDIT:
Secondary game mode, "Employee of the Month". You and your fellow employees have to do your jobs, as well as serve as crowd/damage control. I hope you have 911 on speed dial.
Persona Q actually being a persona game instead of an Eritrian Odyssey game with persona characters. Also instead of Zen and waifu-bait, it's Jojo and company from JJBA part 3.
Speak for yourself. You Jojo fans are like bronies sometime :Pits just basic gravity. We are attracted to the immense mass of manliness and the singularity of testosterone that is Jojo
A game where you can get messages from other players, like dark souls, but the messages are from yourself in the future. As in the game itself violates causality.But...How would that even work?
Alternatively, pictionary where you have to guess what you're drawing in a few minutes.
A game where you can get messages from other players, like dark souls, but the messages are from yourself in the future. As in the game itself violates causality.I think that everyone should have to play this, it should reduce the troll population immensely, and those trolls who make it will be true masters, having crawled through the deserts of their own trolling and not shied away, but instead risen with new and glorious vigour!
A game where you can get messages from other players, like dark souls, but the messages are from yourself in the future. As in the game itself violates causality.
Sadly, SBURB is not a thing IRL.A game where you can get messages from other players, like dark souls, but the messages are from yourself in the future. As in the game itself violates causality.
http://www.mspaintadventures.com/?s=6 (http://www.mspaintadventures.com/?s=6)
A game like those mobile Clash of Clans strategy base-building games, but with less pay2win and some 4x elements. You can choose where your base is on a map that is shared by a few hundred other players, and destroying enough bases in an area grants that land to your faction, and having different kinds of land under your faction's control leads to more unit and building types.
A game where you can get messages from other players, like dark souls, but the messages are from yourself in the future. As in the game itself violates causality.But...How would that even work?
Alternatively, pictionary where you have to guess what you're drawing in a few minutes.
Applied abuse of quantum mechanics and special relativity.A game where you can get messages from other players, like dark souls, but the messages are from yourself in the future. As in the game itself violates causality.But...How would that even work?
Alternatively, pictionary where you have to guess what you're drawing in a few minutes.
No, you win the thread when you accidentally describe Dwarf Fortress as a game that you wish existed.
Is Dwarf Fortress version 1 even possible?No.
Does it have fanatical cults, supernatural cults, secret societies, inhuman societies, corrupt police, Bond villains, super villains...
More on a gangs of new york, brawling and shooting in the streets, level.
The rest is dlc
Has any of the multitude of SS13 made any progress?Progress, as defined by...?
Beyond that someone has announce someone is making SS13 clone, or beyond 'we have dynamic lighting', maybe even something you can run though maybe not play much.But... SS13 is totally and fully playable since... I don't know, few (like, ten or even more?) years?
Yeah, in that game you can actually get ships that kill stars and planets and it's not some special ability, it's just when you put a gun powerful enough to do so on one. Granted, they still use supplies and/or energy (don't really remember) and shit so there is proably a point where you could make a one-shoot (at least until refill or energy regen) Deathstar. The problem is that at this point you usually have more important things to do and Deathstars aren't actually really useful in balanced war.Indeed. Why destroy a Star? If you really want to make planets uninhabitable lasering them directly is much more efficient.
A proper sim where you take charge of a modern mercenary company, focusing on management and strategy rather than the tactical combat that seems to be mandatory with games utilizing the theme (i.e. Jagged Alliance).Yes.
re: the open world star wars game post a few pages back: would star wars combine work? 2D web based MMO, what little I remember of it is very slow gameplay, but very open-world. not sure how good it was, didn't get far any time I tried playing it. Just google search for itLast time I tried that, they had a weird policy that you couldn't register with a "public" email address. Nothing from yahoo or gmail or whatever, but instead school or work or ISP-provided addresses. Was supposed to help eliminate spambots, supposedly.
HAHAHAHAHAHAHAHAHAHA that is so stupid.re: the open world star wars game post a few pages back: would star wars combine work? 2D web based MMO, what little I remember of it is very slow gameplay, but very open-world. not sure how good it was, didn't get far any time I tried playing it. Just google search for itLast time I tried that, they had a weird policy that you couldn't register with a "public" email address. Nothing from yahoo or gmail or whatever, but instead school or work or ISP-provided addresses. Was supposed to help eliminate spambots, supposedly.
Also, this is a thread of wishful thinking
Games you wish existed
Dynasty Warriors meets Star Wars. Nnnghhhhhh.Be careful what you wish for. Dynasty Warriors meets Fist of the North Star was pretty mediocre.
Plenty of PC examples, however yes, they are not at the peak of popularity right now. Also, this is a thread of wishful thinking, I could say that 99,999999% of the games expressed here won't happen ever.I was deliberately putting on exec-style thinking to demonstrate why I don't think it'll happen.
i dont know if this one has been mentioned yet.Sounds like Dwarf Fortress crossed with Spore.
a 2D evolution game with localized part damage and top down view ?
Not a game idea, but something I wish more games had: Randomized, narrated death messages a la Fallout 1 and 2. I always got chills when I died in classic Fallout. "Your life... ends in the wasteland..." IIRC, different monsters and certain special deaths even had a chance to give you unique messages.Teleglitch had some good ones.
Undertale has this of course, but it only has one message (except for a specific spoilery instance) and the tone is much, much different.
Not a game idea, but something I wish more games had: Randomized, narrated death messages a la Fallout 1 and 2. I always got chills when I died in classic Fallout. "Your life... ends in the wasteland..." IIRC, different monsters and certain special deaths even had a chance to give you unique messages.
Undertale has this of course, but it only has one message (except for a specific spoilery instance) and the tone is much, much different.
I want to play as a cult leader. Not like some fantasy wizardy necromancy cult, I mean like "building a compound out in the desert and brainwashing people" kind of cult. You start out with some kind of charismatic cult leader and slowly attract devout followers, then use brainwashing and possibly threats of violence to bend people to your will and amass personal wealth and power.Spoiler (click to show/hide)
I want to play as a cult leader. Not like some fantasy wizardy necromancy cult, I mean like "building a compound out in the desert and brainwashing people" kind of cult. You start out with some kind of charismatic cult leader and slowly attract devout followers, then use brainwashing and possibly threats of violence to bend people to your will and amass personal wealth and power.Spoiler (click to show/hide)
I want to play as a cult leader. Not like some fantasy wizardy necromancy cult, I mean like "building a compound out in the desert and brainwashing people" kind of cult. You start out with some kind of charismatic cult leader and slowly attract devout followers, then use brainwashing and possibly threats of violence to bend people to your will and amass personal wealth and power.Spoiler (click to show/hide)
I wish there was a multiplayer deathmatch game where battlecries are a game mechanic, so your team is just moving along when you suddenly hear a massive roar as the entire enemy team rushes over you. Or vice-versa.Double post, but people need my help~~~
Russians do the URAAAAAH which basically allows them to not give a shit about bullets that don't hit... those that hit, however, are as deadly as always. Japanese have very similar BANZAIII charge but they use more swords. And Germans have some kind of that thing where they scream in rage when they kill Russians which also allows them to not give a damn about bullets that don't hit.I wish there was a multiplayer deathmatch game where battlecries are a game mechanic, so your team is just moving along when you suddenly hear a massive roar as the entire enemy team rushes over you. Or vice-versa.Double post, but people need my help~~~
In Red Orchestra 2, the Russians and Japanese have a charge where they yell a lot and get bonuses.
In Mount and Blade: Napoleonic Wars there is a "yell" button. If you aren't spamming it, you are playing wrong.
(It would probably be a fantasy game because I have no idea how modern underground economy works. Plus it's just cooler to sell golden necklaces and mysterious potions than cigarettes, guns and marijuana...)Haha, black markets sell more interesting things than those m80. Endangered animal parts, ancient relics, human organs... And besides in your typical fantasy world (you know the type, humans elves and dwarves, magic and potions and shit, lots of people wandering around with big swords) health and safety along with law in general is so lax that I can't imagine a black market even being necessary.
I want to play as a cult leader. Not like some fantasy wizardy necromancy cult, I mean like "building a compound out in the desert and brainwashing people" kind of cult. You start out with some kind of charismatic cult leader and slowly attract devout followers, then use brainwashing and possibly threats of violence to bend people to your will and amass personal wealth and power.Spoiler (click to show/hide)
Super Cult Tycoon, though it isn't very serious.
https://www.youtube.com/watch?v=LnkqdMS1LkE
Space Engineers? From the Depths?Space Engineers is pretty good, I guess. But it only has ships, and it runs poorly when you start getting any decently sized ships.
I'd like a game where you can construct your own land/sea/air/space vehicles, where resource management and other things matter. Think Robocraft, but crossed with Warthunder I guess.Aurora... ? (http://www.bay12forums.com/smf/index.php?topic=47678.0) I don't know anything about Robocraft or Warthunder though.
Also in space. Because who doesn't like blowing up poorly places ammo racks(stealth edit) in space?
I'd like a game where you can construct your own land/sea/air/space vehicles, where resource management and other things matter. Think Robocraft, but crossed with Warthunder I guess.Aurora... ? (http://www.bay12forums.com/smf/index.php?topic=47678.0) I don't know anything about Robocraft or Warthunder though.
Also in space. Because who doesn't like blowing up poorly places ammo racks(stealth edit) in space?
Nah, Aurora is way different.I'd like a game where you can construct your own land/sea/air/space vehicles, where resource management and other things matter. Think Robocraft, but crossed with Warthunder I guess.Aurora... ? (http://www.bay12forums.com/smf/index.php?topic=47678.0) I don't know anything about Robocraft or Warthunder though.
Also in space. Because who doesn't like blowing up poorly places ammo racks(stealth edit) in space?
Yea, but as I said before, the physics in From the Depths prevents a lot of designs, just because they simply don't work. I'd prefer a simpler game, with some realistic aspects (i.e Warthunder and it's ballistics), but while keeping the overall game simple. (Warthunder still feeling gamey, rather than playing like Steel Beasts)Well... From the Depths is exactly thatI'd like a game where you can construct your own land/sea/air/space vehicles, where resource management and other things matter. Think Robocraft, but crossed with Warthunder I guess.Aurora... ? (http://www.bay12forums.com/smf/index.php?topic=47678.0) I don't know anything about Robocraft or Warthunder though.
Also in space. Because who doesn't like blowing up poorly places ammo racks(stealth edit) in space?
But I suggest watching some videos first.
I'd like a game where you can construct your own land/sea/air/space vehicles, where resource management and other things matter. Think Robocraft, but crossed with Warthunder I guess.I haven't been keeping track of it, but Planet Explorers might end up being somewhat similar to that. It might at least give you a bit of a reference to the natives before setting off on an extended expedition into the wilds of The Internet...
Also in space. Because who doesn't like blowing up poorly places ammo racks(stealth edit) in space?
But that game would be rated XXX (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheInternetIsForPorn) so most stores wouldn't sell it :PI'd like a game where you can construct your own land/sea/air/space vehicles, where resource management and other things matter. Think Robocraft, but crossed with Warthunder I guess.I haven't been keeping track of it, but Planet Explorers might end up being somewhat similar to that. It might at least give you a bit of a reference to the natives before setting off on an extended expedition into the wilds of The Internet...
Also in space. Because who doesn't like blowing up poorly places ammo racks(stealth edit) in space?
Now I want an internet exploration game...
Well, in Shores of Hazeron there wasn't much of a reason to go to war with anyone. Barring some circumstances where a Player was surrounded by others, most folks could freely expand as much as they wanted and have as much resources as they needed. They went to war, because it was fun.Also politics. This one time when Syndicate claimed literally half of the Galaxy (which is hueg space) for themselves and people either went with it and swore fealty or wanted to fight, which, in the end, didin't work out well due to internal conflict, lack of actual players and whatnot, while Syndicate had shitstaines and all his alt accounts. :P
So I'm not really sure how you can reduce that. I suppose you could penalize them for doing so.
A better, refined, and even more modable, Space Empires V.
This probably was already mentioned, but a single-player version of Shores of Hazeron with less terrible graphics.Starmade is a little like that. The games are pretty different, but it does share some aspects, in my opinion.
-snip-
A better, refined, and even more modable, Space Empires V.That sounds a lot like Space Empires IV. It doesn't have the real-time combat, which is a huge drag for the a.I.(both the enemy and the player if they are automatic their combat) which really doesn't have a sense of leaving room for itself to move, but it doesn't get those ridiculous ship-towers... The hex grid is nice, but, well, it just seems to have a whole lot of theoretical improvements that don't seem to word quite right. IV overall feels like a more functional but also more primitive experience.
Space Empires
customization of ships, depending on their load out they should look different, so you not all the ships of a same size of hull look the same.
The Baldur's Gate series temade using the Temple of Elemental Evil engine and interface
The Baldur's Gate series temade using the Temple of Elemental Evil engine and interface(http://www.gamebanshee.com/templeofelementalevil/locations/maps/orbofgoldendeath.jpg)
oh god it's HORRIFYINGHaving not played either game, I don't get it.
oh god it's HORRIFYINGHaving not played either game, I don't get it.
Oh well.
Do you happen to be in the possession of an intergalatic super computer? :PI do
Don't remember if I already wrote this, but here it comes anyway. I desire for a Space Marine Chapter, the game. A simulation/war game where you can play as a whole chapter. That's it, you control the 10 companies and the 100 battle brothers in each. But not just that. You also need to negotiate with the mechanicus for supplies, equipment and training for technomarines. You need to control the intake of possible recruits and the replenishment and training of new battle brothers. Also you would control the chapters fleet.http://www.bay12forums.com/smf/index.php?topic=142620.0 (http://www.bay12forums.com/smf/index.php?topic=142620.0)
You need to respond to threats on your sector and/or help pleas from other systems and imperial institutions. Then you have to weight which resources you'll compromise if you choose to help. At this stage you could either simulate (auto resolve) or play the battle(s) yourself in a stile like that of dawn of war games. Also space battles should be played by you, assisting other imperial fleets while boardings are can be also either auto resolved or manually controlled and carried out. As you win battles you can get more equipment and perks by treaties with other imperial institutions.
Also except the occasional crusades that would drain your resources and inquisitor visits if there's anything suspicious. You should check for anything fishy and try to keep your gene-seed as pure as you can. Keep an eye on promotions and the leadership and what not.
Full customization and details for the squads and vehicles should be at order, from individual names and history of each battle brother, to vehicle weapon load out.
For all this you could either hand craft your own chapter, choose a randomly created one or pick a "historical" one to play either historical campaigns or sand box games with randomly/procedurally generated content. In the case you make one you can decide if it's fleet or planet based, the founding chapter it comes from, which sector it might be and so on....
What do you think? Should I email GW and Relic/SEGA? :P
Do you happen to be in the possession of an intergalatic super computer? :PI asked the Galactic AC and it said no. Oh well.
Fantasy rpg where you can't rest in the open in the middle of hostile territory, nor commute to the dungeon
http://www.bay12forums.com/smf/index.php?topic=142620.0 (http://www.bay12forums.com/smf/index.php?topic=142620.0)Thanks man.
Morrowind does have nighttime encounters, though, doesn't it?
I want an Action Movie Hero Brawl. You can choose from any number of famous action flick protagonist badasses, e.g. Rambo, Bourne, Bond, Mcclane, along with the various interchangeable characters of say the Rock, Bruce Lee, Arnie, etc. Each would have different specialties ( shooting, unarmed combat, sneaking, etc. ) and the arenas would be either nondescript maze like arenas, open fields, or settings taken from their movies.
Combat would be through random objects found, some of which are weapons, like guns and swords, others which can be jury rigged into weapons, ( depending on the specific characters' skill set ) and obviously their bare hands. Depending on the environment and available weaponry, fights in multiplayer would be hilariously unbalanced, with for example Bruce Lee kicking anyone's ass in unarmed combat, whilst being completely unable to operate a gun, which would get him killed against, say, a pistol toting James Bond.Spoiler (click to show/hide)
A point-and-click adventure based on The 120 Days of SodomI kinda want to make this now
I want a single player melee combat game like Chivalry, and you use gibs and severed limbs to weigh down pressure plates, throw at inaccessible switches and cover spikes so you can safely walk on them.
Did Elderscrolls let you build a climbable ramp out of corpses?
I want a single player melee combat game like Chivalry, and you use gibs and severed limbs to weigh down pressure plates, throw at inaccessible switches and cover spikes so you can safely walk on them.
I think the closest you could get to this would be Dark Messiah of Might & Magic, combat-wise anyway. I don't think you can use enemy gibs for anything in that game, but then again I never finished it. I didn't really enjoy the non-humanoid fights. Which get more and more common as the game goes on.
I once had an ideas of survival game where one player would play as human and another - as dog. Denied any opportunity to communicate outside the game, dog would have enchanted detection abilities (such as visualizing smell and sound) but could only communicate with human the way only dog can. Human himself should probably be barred from chat to not be able to establish signalling language beforehand.
I once had an ideas of survival game where one player would play as human and another - as dog. Denied any opportunity to communicate outside the game, dog would have enchanted detection abilities (such as visualizing smell and sound) but could only communicate with human the way only dog can. Human himself should probably be barred from chat to not be able to establish signalling language beforehand.
I'm somewhat positive it would be virtually impossible to prevent the two players from communicating in some way outside of the game, short of implementing some kind of random matchmaking and not letting either player know the other's name. Or maybe even not telling them it's an online game to begin with, but that could backfire fast once people realize that and the news spreads.
Random matchmaking would work so long as the dog couldn't scratch his Skype username into the dirt.I once had an ideas of survival game where one player would play as human and another - as dog. Denied any opportunity to communicate outside the game, dog would have enchanted detection abilities (such as visualizing smell and sound) but could only communicate with human the way only dog can. Human himself should probably be barred from chat to not be able to establish signalling language beforehand.
I'm somewhat positive it would be virtually impossible to prevent the two players from communicating in some way outside of the game, short of implementing some kind of random matchmaking and not letting either player know the other's name. Or maybe even not telling them it's an online game to begin with, but that could backfire fast once people realize that and the news spreads.
There aren't enough beat-em-ups that take place on 19th century steamships. Someone needs to fix this.Fistful of Frags, fof_robertlee, pull out your brass knuckles and go to town.
Get shoot by someone with two Colt Walkers.There aren't enough beat-em-ups that take place on 19th century steamships. Someone needs to fix this.Fistful of Frags, fof_robertlee, pull out your brass knuckles and go to town.
A game in a Fallout-esque setting but with more factions based on defunct empires, to the point where hey are the primary feature of the setting. Like, where Fallout has the Enclave, the Legion, and the Khans, this game would also have factions based on and psychotically claiming to be the British Empire, the French Empire, the Spanish Empire, the Aztec Empire, the Zulu Empire, the Ottoman Empire, imperial China, imperial Japan, the USSR, the Third Reich, and pharonic Egypt.
Fallout in literally anywhere but America. Please. We have an entire planet full ofAnywhere else but america does not in fact have things that make fallout fallout, no vaults, no power armor, no "perpetually stuck in the 1950s" aesthetic, no pipboys, deathclaws, anything recognizable or easily identifiable with the Falloutverse.shit to lootthings to explore and we only stick to one sodding Country. It's stupid. Fallout: England/UK should be a thing, dammit.
I am a bitter, cynical man child so I pretty much guarantee that wherever else the game would take place, there wouldn't really be anything vastly outside the Fallout comfort zone (i.e. there's always gonna be power armor and super mutants).The funny thing is the Super Mutants shouldn't have spread too much, Fallout 3 just had them for the sake of it.. Though I was distinctly pleased that Fallout 4's had a (Slightly) more reasonable explanation.
Still, different takes on the post apocalypse are always nice. I quite liked the more Blade Runnerish moments in FO4. Just wish the game ran with those more.
four easy Fallouts Bethesda could do, IF the did NOT interfere to much:
-Fallout:Canada
-Fallout:New China
-Fallout:Russia
-Fallout:Australia
There's only so much you can do to turn Glasgow into adead lawless expanse.thrilling and technologically advanced location
Kind of a game, but some sort of online system designed to bring conspiracy theorists and government shills together to argue with each other ad-infinum. Then have a scoring system where onlookers can mark both posts and particular users as being insightful or not. Then eventually all the best posts can be brought together to create a concise summary of the main talking points for anyone who doesn't have a clue. Also hand out prizes or some shit.
There's only so much you can do to turn Glasgow into a dead lawless expanse.Honestly, Fallout: UK would most likely make Glasgow into something like Vegas from NV. It would be back to business as usual before a week from the apocalypse passes.
A multiplayer game, but not an MMO, which contains all of the following:Diablo might scratch the itch, but it's still far from your goal there.
1) Mechanically intense fights against swarms of enemies and massive opponents (So like Dragon's Dogma, Dark Souls, etc.)
2) RPG Style character creation, stats, equipment, skills, etc. Because number crunching is fun.
3) Focus on or encouragement of teamplay. You can't just do your own thing, or you can but it will be harder. Work together to take down that giant ogre and survive the onslaught of his goblin army!
4) A robust crafting system. Equipment, potions, etc. can all be acquired through play, but the stats are better and the consumables more efficient when crafted.
5) Player housing. Build your own house, castle, whatever. Have a full base for your team to live in. Minecraft style, I guess.
6) A large world to explore, with the option to mod the graphics to make it beautiful and stuff.
7) NPCs and a quest system.
I can usually check like 3 or 4 off after a while of searching, so I might find a game (*cough*Wurm*cough*) with building, RPG-style character creation and crafting...but it's got no NPCs, combat is incredibly uninvolved and the world isn't terribly fun to explore. Which is cool, it's probably fun, but it's lacking elsewhere.
Pffft. I bet London is Sierra all over again. But with ghoul snipers. AND THE QUEEN.There's only so much you can do to turn Glasgow into a dead lawless expanse.Honestly, Fallout: UK would most likely make Glasgow into something like Vegas from NV. It would be back to business as usual before a week from the apocalypse passes.
A tactical strategy game where combat happens super quickly. You don't control your guys during combat; you give them a sequence of actions to perform, and you only get to command them again if they run out of actions without completing the objective. The longest mission would probably be two minutes from letting your soldiers go to completing the last objective.This sounds a lot like Doorkickers. Its not quite this as you can change orders on the fly, but there's rewards for not deviating from the initial mission plan.
A sandbox game that perfectly simulates real world free market economies for a large county.National governments would buy out the rights immediately. You think they'd let something like that sit in the hands of the general populace?
A sandbox game that perfectly simulates real world free market economies for a large county. Each citizen will have needs and wants and entrepreneurs will always try to maximize profits creating an equilibrium.And you could include score counters for things like scientific advancement, safety against individual violence, safety against national violence(military invasions), infrastructure quality+reliability+coverage, employment rates, poverty rates, suicide rates, education levels, private and public charitable donations, recreational spending... And do absolutely everything within your power to make it completely free of any form of bias or idealism or commonly accepted assumptions and instead make it as pure a model of the basic elements as possible...
Then you can mess with the market (like setting a minimum price of an object or something) And watch the entire market crash and burn. Then see what happens if you pay everybody the same wage. And watch the entire market crash and burn etc.
A sandbox game that perfectly simulates real world free market economies for a large county.
I know about MMO's with their player-driven economies. But I want a single-player sandbox which uses the law of supply and the law of demand to simulate economies that the player can mess with in whatever way they choose.Patrician and Port Royale and whatever other trading games.
From the outside, looking in, in other words?But able to mess with it any way you please.
From the outside, looking in, in other words?
I want a game that takes place far after the end of humanity, when other sentient races have arisen. There are no humans, no United Federation, no brave Terran colonists, no "human but with ____" species, just a mysterious dead world that you only see halfway through the game with some distinctive continents and no explanation offered.I had a similar idea, where the humans were actually the "precursors" who uplifted all the races you see in the game. The player, however, is not actually one of these uplifted aliens, but the trans-human AI that actually killed all the humans and cut off the communications between the uplifted species. Essentially a reversed AI War:Fleet Command.
I also thought that a reverse tower defense would be kind of cool. One where you see the towers the enemy has set up, and you have to try to make your attack squad to specifically make it through.
I also thought that a reverse tower defense would be kind of cool. One where you see the towers the enemy has set up, and you have to try to make your attack squad to specifically make it through.I've played a flash game like that, waaaaaaay back.
I also thought that a reverse tower defense would be kind of cool. One where you see the towers the enemy has set up, and you have to try to make your attack squad to specifically make it through.I've played a flash game like that, waaaaaaay back.
Wow. That is almost exactly what I wanted :)I also thought that a reverse tower defense would be kind of cool. One where you see the towers the enemy has set up, and you have to try to make your attack squad to specifically make it through.I've played a flash game like that, waaaaaaay back.
Villainous (http://www.newgrounds.com/portal/view/576124)
I want a game that takes place far after the end of humanity, when other sentient races have arisen. There are no humans, no United Federation, no brave Terran colonists, no "human but with ____" species, just a mysterious dead world that you only see halfway through the game with some distinctive continents and no explanation offered.You mean a Man After Man game? Sounds rather horrible.
Gratuitous tank battles do it in attack modeThe Majesty IP has really been put through the ringer.
Defenders of Ardania is a mix of this and classic tower defence. both you and your enemy build towers and send waves to the enemy base
Wow. That is almost exactly what I wanted :)I also thought that a reverse tower defense would be kind of cool. One where you see the towers the enemy has set up, and you have to try to make your attack squad to specifically make it through.I've played a flash game like that, waaaaaaay back.
Villainous (http://www.newgrounds.com/portal/view/576124)
That one was really easy and boring, though.Wow. That is almost exactly what I wanted :)I also thought that a reverse tower defense would be kind of cool. One where you see the towers the enemy has set up, and you have to try to make your attack squad to specifically make it through.I've played a flash game like that, waaaaaaay back.
Villainous (http://www.newgrounds.com/portal/view/576124)
There's also one on armor games literally called "reverse tower defense"
or you could place him into the body of a dog and he just loves it completely.Who wouldn't?
Personally speaking, I'd rather have opposable thumbs.or you could place him into the body of a dog and he just loves it completely.Who wouldn't?
Sounds like a quite fun game in any case.
I think Duke would either instantly snap or not give a shit. Anything in-between would be out of character for him in my humble opinion.
I think you mean the bigfoot one. It's going to kill you, but not right away.
so i have watched some plays from Undertale and damn. the whole fight/act/mercy system is really interesting so i thought about a concept:So just like undertale, except the creatures would remember how you've treated them in the past and reward you for it?
a 2d sidescrolling survival RPG in which the character can interact both peacefully and hostile with the mobs he/she encounters. same for NPCs. for example, critters like a slime will respond differently depending on how you treat them, if you attack tem they turn hostile and will try to fuck you up but if you give them treats or food they will spew any loot they have for you.
this applies to certain bosses. imagine something like the Skeletron battle in Terraria, but instead of seeing the old man explode in pieces and summon the skeleton monster you can try to find a way to free the monster inside of him and appeace him. returning the will to the old man and gaining entrance to the dungeon without having to fight.
appeacing with mobs in the game would reward the player in many forms. maybe being peacefull would help to get reputation with a spoiler related faction or something like that. same for being hostile. it would be interesting how the world would react to the player's action outside of spreading biomes using seeds/tools.
I wish there was a game where you could design tanks, troop equipment, fighters/bombers, etc. for your army, with an extremely in-depth, completely customizable design interface. If I wanted to make a big square tank with 100 mm of armor, I could, or I could make a giant, 10 meter long dong-tank if I so pleased (which I would most likely wish to do. heh). Equipment designed for soldiers would affect them in certain ways. For example, making a 10mm thick steel armor suit would considerably slow down anyone wearing it but also increase their chances of living.Cortex command with mods?
I wish there was a game where you could design tanks, troop equipment, fighters/bombers, etc. for your army, with an extremely in-depth, completely customizable design interface. If I wanted to make a big square tank with 100 mm of armor, I could, or I could make a giant, 10 meter long dong-tank if I so pleased (which I would most likely wish to do. heh). Equipment designed for soldiers would affect them in certain ways. For example, making a 10mm thick steel armor suit would considerably slow down anyone wearing it but also increase their chances of living.
Cortex command with mods?
You can mod in troops with obscene amounts of armor which makes them slower, but it is probably not what you're looking for.
Multiplayer 3D Magicmaker.Magica. I mean, the flexibility of Magicmaker's isn't there; only 8 elements compared to however many there are in Magicmaker now, but it's similar. You can make your spells on-the-fly, though, so in exchange for being less spells you can use more kinds of spells at once.
A shooter (doesn't matter if it's first or third person.) Where you are some sort of spirit that can possess other people's bodies for short periods of time. After that time, your hosts body will force you back out and they won't be able to be possessed anymore. When you are without a body, you can be hurt but you can also attack people as well. When you are in somebody else, you won't take damage as they do, but you can use their weapons to kill other guys. If a person who you are possessing dies, you get forced out as well. The main gameplay would be strategically choosing who to possess and when to ditch the body you are currently in. And as the game goes on, enemies get smarter, and they force you out faster.
Multiplayer 3D Magicmaker.
Planetside 2 but in World War 1 or 2.I'd like Planetside 2 taken to the next level. Go full on space-combat, multiple planets each with bigass continents, etc. It'd be physically impossible without some incredibly advanced tech, though.
If we can have a game like No Man's Sky, a game like this can't be far off.Planetside 2 but in World War 1 or 2.I'd like Planetside 2 taken to the next level. Go full on space-combat, multiple planets each with bigass continents, etc. It'd be physically impossible without some incredibly advanced tech, though.
I want an open-world Hokuto No Ken game. I'd be very surprised if there wasn't already a Fallout 3 or NV mod, but I'd prefer it to be a beat em up. I just wanna be kung-fu Jesus in the post-apocalypse, okay?
Inb4 God Hand. I didn't really care for God Hand all that much. :-/
I want an open-world Hokuto No Ken game. I'd be very surprised if there wasn't already a Fallout 3 or NV mod, but I'd prefer it to be a beat em up. I just wanna be kung-fu Jesus in the post-apocalypse, okay?
Inb4 God Hand. I didn't really care for God Hand all that much. :-/
*snip*I imagine a multiplayer version of this would always lead to overuse of Fire magic and the world would become an instant-death hellhole within few minutes of playing.
I've always liked the idea of magic in a game being incredibly powerful but horrific for the enviroment/the caster. Thaumcraft, a minecraft mod, did something kind of interesting in this vein.Mind telling me more about it? If you don't think it's appropriate for the thread then you should PM me. I could just look it up or watch videos but talking is more fun.
Oh, thaumcraft is nowhere near NSFW, if that's what you're saying.I've always liked the idea of magic in a game being incredibly powerful but horrific for the enviroment/the caster. Thaumcraft, a minecraft mod, did something kind of interesting in this vein.Mind telling me more about it? If you don't think it's appropriate for the thread then you should PM me. I could just look it up or watch videos but talking is more fun.
I was more thinking that it would be off-topic.Oh, thaumcraft is nowhere near NSFW, if that's what you're saying.I've always liked the idea of magic in a game being incredibly powerful but horrific for the enviroment/the caster. Thaumcraft, a minecraft mod, did something kind of interesting in this vein.Mind telling me more about it? If you don't think it's appropriate for the thread then you should PM me. I could just look it up or watch videos but talking is more fun.
I believe 4.Yes, this. I just wish it would stop being paired up with such laggy extra mods; I'd just like one sane magic-based mod-pack with less then 50 mods. Please; these 150+ mods keep my framerate below 5 FPS most of the time. Vanilla barely gets me 40 FPS, my computer can't handle the load of all these mods that just add decorative blocks (Forge Microblocks and Chisel 2, I'm looking at you in particular).
Warp, is, essentially, the mental embodiment of magical corruption. It slowly does strange status effects to you, sometimes even giving you research points by way of 'Strange whispers'. Eventually, after getting enough Warp you unlock a new area of research: Eldritch. It begins with an attempt to find a cure for the Warp, but you can pursue deeper until you eventually find a way to unlock gateways that spawn naturally. They lead to a strange prison-like dimension, populated by hellish Lovecraftian horrors.
The PHYSICAL embodiment is known as Taint. It'll fuck up a biome and spawns terrible monsters and such. Corrupts all mobs and will eventually start to hurt you.
Combined with Thaumcraft feeling like the most science-like magic, and you get my personal favorite mod ever.
I believe 4.Yes, this. I just wish it would stop being paired up with such laggy extra mods; I'd just like one sane magic-based mod-pack with less then 50 mods. Please; these 150+ mods keep my framerate below 5 FPS most of the time. Vanilla barely gets me 40 FPS, my computer can't handle the load of all these mods that just add decorative blocks (Forge Microblocks and Chisel 2, I'm looking at you in particular).
Warp, is, essentially, the mental embodiment of magical corruption. It slowly does strange status effects to you, sometimes even giving you research points by way of 'Strange whispers'. Eventually, after getting enough Warp you unlock a new area of research: Eldritch. It begins with an attempt to find a cure for the Warp, but you can pursue deeper until you eventually find a way to unlock gateways that spawn naturally. They lead to a strange prison-like dimension, populated by hellish Lovecraftian horrors.
The PHYSICAL embodiment is known as Taint. It'll fuck up a biome and spawns terrible monsters and such. Corrupts all mobs and will eventually start to hurt you.
Combined with Thaumcraft feeling like the most science-like magic, and you get my personal favorite mod ever.
Also, interesting about the dimension. I never knew that. I'm typically so careful with warp, I've never even unlocked the soap that's supposed to clean some of it away.
In the context of realism, why would the predators get more vicious over time?Familiarity.
You're gonna have to explain that to me. Wouldn't predators actually get less vicious over time, as they come to recognize the human tribe's "territory" and stay away? At most they'd strike at isolated humans wandering too far away from the tribe, but for the most part they'd just stay out of the way. Especially if the humans managed to kill any of the predators.In the context of realism, why would the predators get more vicious over time?Familiarity.
That's the thing though, humanity never spent much time as prey. Not after we hit the hunter-gatherer stage, anyway.I wouldn't say that is entirely true. (https://en.wikipedia.org/wiki/Tsavo_maneaters)
One local incident doesn't color multiple generations of civilized history. The simple fact is that for a long time most people who died have NOT been killed and eaten by predators.That's the thing though, humanity never spent much time as prey. Not after we hit the hunter-gatherer stage, anyway.I wouldn't say that is entirely true. (https://en.wikipedia.org/wiki/Tsavo_maneaters)
Pretty much what I wanted to say but couldn't find the words for.One local incident doesn't color multiple generations of civilized history. The simple fact is that for a long time most people who died have NOT been killed and eaten by predators.That's the thing though, humanity never spent much time as prey. Not after we hit the hunter-gatherer stage, anyway.I wouldn't say that is entirely true. (https://en.wikipedia.org/wiki/Tsavo_maneaters)
I want something that really captures the feeling that you get in games like Shadow of Colossus, the Long Dark, games that make you feel small. The feeling of the sublime, that powerlessness and awe in the face of such a powerful force is something games can do so well.My dream game is a 3D third-person action title where you hunt down giant monsters by climbing on them, a la SotC, except the hunters are mortal so the typical hunt costs dozens of lives.
As far as gameplay, one can just do Shadow of the Colossus x 100. A world inhabited by moving mountains. You're basically an ant walking, grappling, climbing and living on them, no way to kill them, very dangerous to lose your way on them.
Apart from the giants who rule the world, you'd also face elemental majesty, swirling vortexes of rain, wind, dust that will potentially wear you down to bones, or knock you off the giants. The fall wouldn't necessarily kill you, as whatever scattered civilisations that exist on this barren world would have developed means of surviving great heights, e.g. parachutes, grappling hooks, etc. But on the wasteland ground, you'd have to deal with not only getting accidentally stepped on by creatures with foot sizes of kilometres, but also the denizens of the ground.
These creatures, probably insectoid in nature ( they'd have to be, to be able to reproduce in large numbers and thrive in harsh environments ) would be your size, and the danger would be in being overrun before you can get away. So at least you'd at least have other survival/combat aspects to gameplay besides hanging on to some titan's armpit for dear life.
What about the people who run gangs from in prison?
I'd be all over a sort of gritty gangsta sim like that.
So, Arx, do you recommend WildStar? I've been meaning to get into it but dunno a lot about it.
A shooter (doesn't matter if it's first or third person.) Where you are some sort of spirit that can possess other people's bodies for short periods of time. After that time, your hosts body will force you back out and they won't be able to be possessed anymore. When you are without a body, you can be hurt but you can also attack people as well. When you are in somebody else, you won't take damage as they do, but you can use their weapons to kill other guys. If a person who you are possessing dies, you get forced out as well. The main gameplay would be strategically choosing who to possess and when to ditch the body you are currently in. And as the game goes on, enemies get smarter, and they force you out faster.
Multiplayer SUPERHOTIt's possible with the magic of TIME DILATION.
it is impossible
Multiplayer SUPERHOTMaybe we when have real life stasis systems and we're willing to risk our health for GAMING MAGIC.
it is impossible
Multiplayer SUPERHOT
it is impossible
I want Kerbal Space Program, but a competitive multiplayer experience. Multiple space centers on multiple planets can pull off difficult missions by working in tandem, but maybe you... "accidentally" end up docking with Duna's refueling satellite at 3km/s, exploding it and sending thousands of their credits down the drain. And look at that! The last ship to refuel there was your shuttle to Eeloo, meaning you have all that science to yourself. :P
Of course even stock KSP runs incredibly slowly, so this would probably never happen in a million years. But this is a thread for wishing, after all.
A shooter (doesn't matter if it's first or third person.) Where you are some sort of spirit that can possess other people's bodies for short periods of time. After that time, your hosts body will force you back out and they won't be able to be possessed anymore. When you are without a body, you can be hurt but you can also attack people as well. When you are in somebody else, you won't take damage as they do, but you can use their weapons to kill other guys. If a person who you are possessing dies, you get forced out as well. The main gameplay would be strategically choosing who to possess and when to ditch the body you are currently in. And as the game goes on, enemies get smarter, and they force you out faster.
I want a zero-gravity, free-rotation multiplayer FPS. Add a lead indicator (as in War Thunder) and it'd probably be my new favorite multiplayer game.Problem would be with all the noobs that play it and don't know where the enemy gate is.
THE ENEMY GATE IS DOWN! :PI want a zero-gravity, free-rotation multiplayer FPS. Add a lead indicator (as in War Thunder) and it'd probably be my new favorite multiplayer game.Problem would be with all the noobs that play it and don't know where the enemy gate is.
But... there is no down in zero-g.THE ENEMY GATE IS DOWN! :PI want a zero-gravity, free-rotation multiplayer FPS. Add a lead indicator (as in War Thunder) and it'd probably be my new favorite multiplayer game.Problem would be with all the noobs that play it and don't know where the enemy gate is.
If I remember right, that game was literally one of worst pieces of shit for various reasons.A shooter (doesn't matter if it's first or third person.) Where you are some sort of spirit that can possess other people's bodies for short periods of time. After that time, your hosts body will force you back out and they won't be able to be possessed anymore. When you are without a body, you can be hurt but you can also attack people as well. When you are in somebody else, you won't take damage as they do, but you can use their weapons to kill other guys. If a person who you are possessing dies, you get forced out as well. The main gameplay would be strategically choosing who to possess and when to ditch the body you are currently in. And as the game goes on, enemies get smarter, and they force you out faster.
An old-ish game called Messiah is the closest I can think of this idea being realized, the core gameplay mechanic is possession of unwilling bodies.
"The Devil has positioned himself as the ruler of an earthly technocratic dystopia. God sends an angel called Bob to do battle with Satan for the ultimate survival of the universe and whatnot in Faktur, a city filled with sex workers, corrupt cops, and cannibalistic humanoid underground dwellers [...]. The plot seems mainly an excuse for the developers to present the effectively incongruous image of a diapered cherub scooting through a grim and violent urban wasteland."
Like you're crushing them beneath you're heel.THE ENEMY GATE IS DOWN! :PI want a zero-gravity, free-rotation multiplayer FPS. Add a lead indicator (as in War Thunder) and it'd probably be my new favorite multiplayer game.Problem would be with all the noobs that play it and don't know where the enemy gate is.
I want a zero-gravity, free-rotation multiplayer FPS. Add a lead indicator (as in War Thunder) and it'd probably be my new favorite multiplayer game.I'd just like existing zero-G games to not have arbitrary directions.
Kerbal Space Program.I want a zero-gravity, free-rotation multiplayer FPS. Add a lead indicator (as in War Thunder) and it'd probably be my new favorite multiplayer game.I'd just like existing zero-G games to not have arbitrary directions.
I want a zero-gravity, free-rotation multiplayer FPS. Add a lead indicator (as in War Thunder) and it'd probably be my new favorite multiplayer game.I'd just like existing zero-G games to not have arbitrary directions.
Roblox that doesn't have a horrible community of prepubescent children, runs on Linux (and runs well) and doesn't have a rather horrid monetization model (though to be fair there have been worse ones out there).please yes
I just want Roblox back damnit.
And Blockland.
I miss those games and the associated "Roblox VS Blockland" war dearly.
Receiver and Superhot.Gun is out of bullets, no time to reload, throw boolet?
You know you want it.
It also tends to be pathetically easy if you're even a little bit competent. Get in the largest vehicle in the map, park on top of the enemy's command posts one by one until you win. Unless the map is bullshit unfair like Yavin IV: Temple from the first game, but that's another story.
In other news, I'm sad for games not having kick-ass menus anymore, almost as much as I'm sad for the death of the printed manual. TIE Fighter's "menus" are presented as you navigating an Imperial space station, using its facilities as if you were actually a pilot. Starcraft's menus and briefings had the same feel, to an extent. Classic Fallout kept the retro aesthetic even for the options menu.
Nowadays games just have the most boring, perfunctory, "I guess we technically need to have one so here you go" menus. Where's the imagination, the excitement, sucking you into the game world? :(
another patchwork of lame concept:Yes, someone should make that game. Hm, a good example of the life sim+destructable geography could be some race that mines stuff, like fantasy dwarfs. Living in a fortress.
"and unholy amalgamation between Life Simulator, ARPG and Sandbox Survival, something along the lines of The Sims+Elder Scrolls+Minecraft"
"play as either a simple peasent or a hero of legend, spiritual leader or even potential god. survive in a high fantasy world with its own history and completelly destructable geography while you have freedom to develop whoever you want...."
you want to play chemistry kGoogling shows nothing useful.
Pretty sure the person was trying to say, "You want to play chemistry, k." K probably meaning "okay" but who knows? Maybe they meant Kerosene or Kellogs cereal.you want to play chemistry kGoogling shows nothing useful.
Link to this "Chemistry K" game?
The goal is something between Pokemon, Critter Forge, Monster Rancher, and Rune Factory, but with the monsters being genuinely hostile, without the tones of "friendship".
you want to play chemistry kGoogling shows nothing useful.
Link to this "Chemistry K" game?
The goal is something between Pokemon, Critter Forge, Monster Rancher, and Rune Factory, but with the monsters being genuinely hostile, without the tones of "friendship".
Flabort, I would play your chain game. Go make it immediately.Title: Chainistry K
Deus Ex is kinda that. The mechanical augs seen in Human Revolution and soon Mankind Divided have become mainstream, there's not much opposition to them anymore... but now, mechanical augs are going out of fashion now that nanoaugs exist, so your coworkers are understandably annoyed that basically their entire body is obsolete. It's pretty sympathetic honestly, and one of the best arguments against human augmentation that I've ever heard.That sounds like the argument is based on the assumption that augmentation hardware is non-modular or, more specifically, that nanoaugs aren't backwards-compatible.
In Metal Gear Solid nanomachines are passed out of your body and need to be replaced, just like your actual cells. So borrowing from that idea, I can see where the appeal of nanomachines comes in, since it's not at all like cloning an organic replacement organ when you decide you don't want your cyber hand anymore.Deus Ex is kinda that. The mechanical augs seen in Human Revolution and soon Mankind Divided have become mainstream, there's not much opposition to them anymore... but now, mechanical augs are going out of fashion now that nanoaugs exist, so your coworkers are understandably annoyed that basically their entire body is obsolete. It's pretty sympathetic honestly, and one of the best arguments against human augmentation that I've ever heard.That sounds like the argument is based on the assumption that augmentation hardware is non-modular or, more specifically, that nanoaugs aren't backwards-compatible.
Since nano-augmentations are designed to work with organic tissue, there would have to be special augments that work with mechanicals. Those take time and money to research and produce, which would become less and less of an option for companies as mechanical augments become less popular anyway.I guess my ideas on augmentation are more… extensive. Actually all that stuff about Deep NNs and so on is far more interesting than some augmented limbs or organs and probably also provides a way to design much more general interfaces that can be connected wily-nilly – the only downside to using an "incompatible" one would either be insufficient complexity in the net (which can be fixed by just adding more) and longer training time to being able to use your new whatever. Connect such a thing to your brain, do so more and more, one day your personality is more in that than in your original brain, why would I want something that needs my biological body to function? That kind of makes the largest possible boon to augmentation moot, that is, the ability to evade death.
And what if augs aren't cross-compatible, i.e. your VersaLife arm socket won't fit any LIMB arms? What if VersaLife then goes out of business and stops producing arms that fit your socket? Would you risk making a piece of your body a third-rate, unofficial item?
I want a game that explores the social implications of some event that caused a "forced evolution" of the human species as a whole. Like, there are tons of games where some baddy is plotting to change all humans and is stopped, but instead of that, it works, and it makes everyone sorta better (not silly superpowers a la DCUO, something more subtle).
Like, if the fusion ending of Mass Effect 3 had happened. But not as an adventure game, but as a game where now you have to find out what happens once everyone has to accept their new physiology. I haven't thought this thru, exactly. Just the broad idea.
I want a game that explores the social implications of some event that caused a "forced evolution" of the human species as a whole. Like, there are tons of games where some baddy is plotting to change all humans and is stopped, but instead of that, it works, and it makes everyone sorta better (not silly superpowers a la DCUO, something more subtle).
Like, if the fusion ending of Mass Effect 3 had happened. But not as an adventure game, but as a game where now you have to find out what happens once everyone has to accept their new physiology. I haven't thought this thru, exactly. Just the broad idea.
DEUS EX HUMAN REVOLUTION - From the plot synopsis:
"After terrorists brutally attack Sarif's Detroit-based headquarters, the mortally wounded Jensen is forced to undergo radical life-saving surgeries that replace large areas of his body with advanced prostheses and internal organ systems. Returning to work, he becomes embroiled in the global politics of the human enhancement movement in the search for those responsible for the attack. Central themes to the game are snip snip snip snip the ethics of advancing humans with artificial replacements for body parts."
Not to spoil anything but "augmentation" is already a widespread thing, and it clearly improves the world as a whole but has ethical drawbacks. The bad guy also fits the bill, with grand designs involving augmentation. It even has a choose-your-own ending.
I don't have a a VR rig and haven't actually played with anything remotely like it aside from putting my phone in my face and going cross-eyed. That said...I do not believe in the current V.R. technology. It doesn't, to the best of my knowledge, have the ability to do anything with eye focus. Now most of your brain will work off of eye coordination, but I expect that for any sort of immersion project like this, we are talking about a lot of time spent with things right in front of the eye and it will be bad for eyesight in the long term, but that is just speculation on my part so someone could say that I am just wrong here and that would be plausible. Secondly, it has issues with sensory stuff, it is pretty good with visuals but in my experience, if the subject is good enough, then a flat screen is plenty to immerse you. I mean, Dwarf Fortress can be immersive if you are into it enough... I don't really see purely visual stimuli as really being enough of an advancement to really raise the bar on immersion. I do not know how they are going on surround sound and blocking external sounds, ut there is no smell, orientation, pressure, or any other ability to provide stimuli or suppress it so...
Sorry for the double post, but I want to articulate this idea while I'm still coherent enough to make my case.
I want a remake of the entire Resident Evil timeline post-RE3 (maybe post-CV, I never played that one).
RE3 was really, really close to making the Resident Evil series have a compelling plot. There were badass sympathetic characters, an awesome villain in Nemesis, some human drama in the civilians you find here and there, Jill was awesome, and at the end there were about several plot threads threads that could have been made into good games in their own right... and indeed some did! Claire's and Leon's epilogues retroactively became sequel hooks, for Code Veronica and RE4 respectively. I think Barry's epilogue was meant to be a sequel hook as well, for a game that either never materialized or became RE Gaiden.
RE4 brought back the campy hammy goodness, and was an awesome game for it. However, I'm curious what could have happened if they went down this serious path for a little bit longer, but with actual competence and good ideas. Definitely less of the Metal Gear-style "let's retroactively put things into the timeline, whether or not it makes sense" writing.
There seriously needs to be an Outbreak remake with proper multiplayer.Sorry for the double post, but I want to articulate this idea while I'm still coherent enough to make my case.
I want a remake of the entire Resident Evil timeline post-RE3 (maybe post-CV, I never played that one).
RE3 was really, really close to making the Resident Evil series have a compelling plot. There were badass sympathetic characters, an awesome villain in Nemesis, some human drama in the civilians you find here and there, Jill was awesome, and at the end there were about several plot threads threads that could have been made into good games in their own right... and indeed some did! Claire's and Leon's epilogues retroactively became sequel hooks, for Code Veronica and RE4 respectively. I think Barry's epilogue was meant to be a sequel hook as well, for a game that either never materialized or became RE Gaiden.
RE4 brought back the campy hammy goodness, and was an awesome game for it. However, I'm curious what could have happened if they went down this serious path for a little bit longer, but with actual competence and good ideas. Definitely less of the Metal Gear-style "let's retroactively put things into the timeline, whether or not it makes sense" writing.
RE: Outbreak 1 & 2 retain the feel of RE3. They were unconventional in that they required controlling multiple characters to really succeed, but I liked them for that "serious survival feel".
I think 2 was the one with the zoo. There were lions and elephants.
Something like Noctis... with more stuff to do & active development
A single-player tactical FPS skirmish game.Check out Rainbow Six's Terrorist Hunt game mode. I recommend Vegas but Raven Shield is OK too. Solo hunting hostiles through various maps. One run can take 5 or 20 minutes depending on how fast you are. SWAT 4 is a really awesome game where the whole single player campaign is basically Terrorist Hunt except with more rules, since you're a cop. If you're going for a perfect score one level can take around 30 minutes since you have to be very methodical in order to not get killed.
I want a tactical shooter where I can boot the game up, start a randomized map, shoot goons for 15 minutes until I win the level (reach the end, disarm the bomb, save the hostage, whatever), and then go back to whatever I was working on before I got a hankering for shooting people. There are a bunch of simple ones, semi-oldschool ones like Tower of Guns, Heavy Bullets, etc., but I want something more realistic and diverse. The main approximation I've got in my head right now are Farcry 4 camps. Boot up a randomized camp, clear it however you desire, done. Though a game where you clear an underground base using cover-based shooter mechanics might be equally viable, as long as it has a sufficient number of different viable tactics.
The VR game that I'm really excited for is the successor to Second Life. I'm dead serious, I want to experience all the weird cringeworthy shit people come up with... in VIRTUAL REALITY![memories intensify]
Personally (which I'm probably extremely biased as this is my idea) I want a balancing act, and intentionally chose to design the concept with that at the core. As I've said, this isn't finalized (especially the numbers) but I think that the balancing act could be done realistically and add to gameplay as long as modifying these numbers can be done in a variety of ways. For example, say the occupation lowers the rations the population is getting. Now, the population's not as happy and their livelihood has gone down. If the happiness was getting too high, this could help you as the population is less content and more likely to join. If livelihood was getting low, this could mean the citizens start dying at higher rates, but also joining at higher rates with higher rates of malnutrition. In order to respond to this, the resistance could use its funds to smuggle in extra food and either keep its agents better fed to keep them healthy for operations (not too expensive to do, but won't help citizens) or they could start distributing food to the population, increasing both livelihood and hope, increasing recruitment rate as hope has increased and keeping soldiers at higher combat efficiency.Yeah, as long as there are lots of ways to change things it should be perfectly playable, if you're careful. That still doesn't sound very fun to me, but I don't like King of Dragon Pass and a lot of people like King of Dragon Pass so it's definitely a taste thing (am I right in thinking this would sort of be like KoDP?).
One important note:
The main stats will not be tied to eachother proportionally. If one changes, the others do not change. Only if an event/trend that has affected multiple had occurred will multiple change, and then each will be affected individually.
Time fps where time moves exponentially slowly for you depending on some in game resource. Some enemies also accelerate, at slightly differing rates. Dodging bullets and shooting back eventually becomes impossible, so you resort to a detailed martial arts system. Unlike SuperHot, your motion speeds up with your perceptions.
The effects of high perceptual speed are modelled. Sounds doppler out, refresh rates flicker on screens, gravity fades to nothing. Conventional foes become irrelevant in time, eventually unable to even notice you....
Add braid -style Time rewinding for a fantastic kinematic special effect masterpiece.
Time fps where time moves exponentially slowly for you depending on some in game resource. Some enemies also accelerate, at slightly differing rates. Dodging bullets and shooting back eventually becomes impossible, so you resort to a detailed martial arts system. Unlike SuperHot, your motion speeds up with your perceptions.
The effects of high perceptual speed are modelled. Sounds doppler out, refresh rates flicker on screens, gravity fades to nothing. Conventional foes become irrelevant in time, eventually unable to even notice you....
Add braid -style Time rewinding for a fantastic kinematic special effect masterpiece.
Mario Kart 8 and Binding of Isaac: Afterbirth
Working title: Isaac Kart: ∞
Drive around a randomized race course, in four sections each repeated twice, functionally eight laps. Pick up powerups that increase your race kart's functionality and which function as weapons to fight off the other racers. As you race, you'll come across roundabouts in some spots which function as stores, letting you spend coins you pick up off the race track. Don't spend too much time in these spots or you might get passed by the other racers.
The incredibly large number of powerups you can pick up during a race and the expanse of characters and customization options at the start leads to no lineup of racers being the same, and with no course being exactly the same, but with repeated track-segments coming up often, replayability is incredibly high, and practicing is still useful despite the randomness.
Up to 16 players can join in the same race at once, using online matchup algorithms for random games or with the ability to refine courses if playing with friends. Online tournaments can be set up with more refined controls over the layout of the courses.
You can also do time trials with set course layouts to try to beat the best times of the developers and other players.
I don't think I can work the bosses into this theoretical mashup, but I'd definitely play it.
Bosses could be static. You can stop and fight them for loot or try to get past them without taking too much flak from them...Like thwomps from various courses or the giant robobowser that punches the track in Bowser's Castle? Except on a roundabout like the shops, and vulnerable to some pickups? Nice.
That was fast.Nope, just New Replies.
Are you stalking me? :P
Urge to code this game: Rising.Bosses could be static. You can stop and fight them for loot or try to get past them without taking too much flak from them...Like thwomps from various courses or the giant robobowser that punches the track in Bowser's Castle? Except on a roundabout like the shops, and vulnerable to some pickups? Nice.
Urge to code this game: Rising.Do it.... you are compelled to do it...
I just wish I knew how.Urge to code this game: Rising.Do it.... you are compelled to do it...
https://www.codecademy.com/I just wish I knew how.Urge to code this game: Rising.Do it.... you are compelled to do it...
I wish there was a horror game where you're present when things go wrong. I'm getting sick of wandering through long-abandoned bases filled with audiologs and suggestive bloodstains. The only game I can think of that does this is Half Life 1, and that's not so much a horror as it is action.Resident Evil 6 starts like that too.
I know how to code (or can pick it up as I go at least), I don't, however, really understand how one graphics. Graphicses? Into graphics?https://www.codecademy.com/I just wish I knew how.Urge to code this game: Rising.Do it.... you are compelled to do it...
Start learning. Programming is one of those disciplines that anyone can get good at if they just pick up some text and practice.
it's also terrible, soI wish there was a horror game where you're present when things go wrong. I'm getting sick of wandering through long-abandoned bases filled with audiologs and suggestive bloodstains. The only game I can think of that does this is Half Life 1, and that's not so much a horror as it is action.Resident Evil 6 starts like that too.
Game idea I had a brief inkling of trying to make before deciding to restrict myself to more attainable projects. The setting is a science-fantasyish thing where there is no FTL travel, instead portal generators are used to travel in between worlds. Something has gone wrong and you have to travel between worlds fighting hordes of enemies as you try to get to the next generator.
It controls like a twin stick shooter, you WASD to move and mouse to control where your character is aiming. There are a lot of enemies and they tend to try and close in on you, some have projectile attacks but they're slow enough to be dodged easily if there's only small numbers of enemies shooting at you. Each character has a 2-3 abilities that cost mana to use; for example there might be a jedi-esque character that pushes or pulls enemies, a character with suit of armor power armor with thrusters they can use to fly forwards or backwards, ect.
The way weapons work is a little unusual however. There are relatively few weapons, each with its own animations and detailed mechanics. Each weapon has a heavy and a light setting, so a pistol might shoot once if you hit LMB or three times rapid if you hit RMB, a melee weapon might have a jab and a bullet reflecting wide swing. Each comes with combos that you can chain together by alternating the different mouse buttons and pauses, as per a hack and slash game. Your character has a dodge roll and if you hold the mouse button down you can continue your combo after rolling. Each weapon has combos that will cause you to use one of your character's abilities at a reduced mana cost; that means that the combo will do something different depending on which character you have and certain weapons will be better in certain character's hands. So for example you might have a shotgun combo that would have the jedi character pull an enemy in and then shoot them at close range, but the armored character jump forward and do the same. And a third character might just do a ranged attack or a different ability and thus have less synergy with the shotgun.
Oh and has 4 player co-op. Hopefully that made sense, I'm tired.
victoria 3 may be a link between EU4 and Hoi 4.
Then, you could start a game in Crusader Kings 3, and bring it all the way to the end of Hoi 4.
Is that good enough?
(Buying all 4 of those games would probably cost 250 anyways :) )
And we realized that there was literally no counter and no way to attack using that strategy.No counter? If someone just kept mindlessly making piles of infantry I would make AA tanks. Healthy AA tanks deal 105% damage to infantry. Arty is expensive so it would be crazy easy to kill infantry that weren't being covered by indirect fire, or to just drive around them and park on your production structures since AA tanks are quite fast. And mix in some light tanks to deal with whatever proper tanks you made. Don't get me wrong, AW2 is unbalanced, but only when we're talking about strategy in the context of specific COs battling one another.
To say nothing of the first turn advantage that is super present in the series (I never noticed as a kid because I always played as Orange Star).
I think we should play a game on Advance Wars by Web, and see what happens. I've only played AW PVP a couple times and I'd be interested to see how your strategy works out.Do you want to go? 1v1 me bro.
Myst in VR.Cool idea, but Myst games descended in quality from the first one and I have a hard time thinking it's possible.
Specifically, I want to be able to pick up and manipulate linking books, I want to have lots of tactile puzzles, I want to really play with the lore of Myst in a VR setting.
victoria 3 may be a link between EU4 and Hoi 4.CK2 starts, at the earliest, with Charlemagne. He is not the beginning of history. And you can't get anywhere but Europe, North Africa, and western Asia until the 15th century. Personally, I want to play China in Spring and Autumn, or Mesopotamia in the days of Sargon. Or even just give us a peloponnesian game.
Then, you could start a game in Crusader Kings 3, and bring it all the way to the end of Hoi 4.
Is that good enough?
(Buying all 4 of those games would probably cost 250 anyways :) )
I got to know the YouTube series "Trucking Tuesday" a short while ago. According to them, every trucking simulation is postapocalyptic, in a way. :PWhy so?
As a guess, not nearly enough traffic on the road in those simulators. No pedestrians in most cases.I got to know the YouTube series "Trucking Tuesday" a short while ago. According to them, every trucking simulation is postapocalyptic, in a way. :PWhy so?
The trucks have ridiculously small cupholders. They could barely hold a MegaGulp.This is sadly realistic :c
Generic High Fantasy Souls?Doesn't Generic High Fantasy usually lack the doom-and-gloom-and-darkness-and-death feel that seems to be what Soulsborne is made out of?
snipYeah, I see your point. Sorry if that seemed rude.
Uh, technically the only human in Dark Souls is Sieglinde. Everyone else is undead. The PC is a "monster", he's not human.Undead... humans. The curse revives you as a beef jerky person, yeah, but Humanity fixes it until you die again.
But let's not get into a lore argument here.Aw.
/me sheepishly takes my Dark Souls obsession elsewhereBefore you do, for what it's worth, I'd really like a Souls game in a different setting. Dunno how but if they could work it to be Sci-fi (AS ALL THINGS ARE BEST IN THAT FORmAT) I'd love it.
There are the hidden tombs all over, but if you've played the earlier games (which I have not) I guess they aren't a good enough substitute.Oh, the game was alright, besides Lara Croft herself imo-I didn't like how she was developed. But it did not feel like a Tomb Raider. Don't know about Rise Of, though-Perhaps its better.
I did like the game, though.
All of a sudden I want to play a post-apocalyptic trucking sim.Huh, apparently something along those lines already exists (http://store.steampowered.com/app/285500/?snr=1_237_querypaginated__103_8).
You play a ruthless truck-driving mercenary driving a battle-scarred, salvaged rig which you can upgrade with armour, bulldozer ploughs, machinegun nests, caterpillar treads and of course refrigeration over the course of the game. Missions might see you delivering weapons to various factions vying for control of the wasteland, transporting viable/non-irradiated soil from far-off places to settlements in need of it, or even safekeeping an entire (small) colony/group of survivors in the back of your truck, possibly as they are pursued by some vengeful enemy across an especially hostile landscape.
And of course sometimes just running for your life or transporting more mundane goods like crops, medicine and supplies.
I think it would be badass. And no, this wasn't inspired by that awful movie at all, I only just now remembered that it involved a rig. >.>
I want a crossover of Long Live The Queen (http://store.steampowered.com/app/251990/) and The Wheel Of Time.That would be an amazing game.
I want a crossover of Long Live The Queen (http://store.steampowered.com/app/251990/) and The Wheel Of Time.
You're the Warder (muggle bodyguard) of an Aes Sedai (female wizard) on an important quest, desperately trying to keep both of you alive.
You have to be the man behind the (wo)man (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheManBehindTheMan) and manipulate her and her mood in various ways to prevent her, for Aes Sedai completely typical, lack of common sense from screwing everything up.
Sometimes you also have to take action yourself when she runs into a problem that she can't just magic away or fast talk her way out of.
The story is branching a lot, depending on which actions both of you take, with a lot of branches ending in your or your Aes Sedais untimely demise (and a game over in both cases).
The goal is to keep both of you alive long enough for her to finish her mission and return to the White Tower.
I want a crossover of Long Live The Queen (http://store.steampowered.com/app/251990/) and The Wheel Of Time.
You're the Warder (muggle bodyguard) of an Aes Sedai (female wizard) on an important quest, desperately trying to keep both of you alive.
You have to be the man behind the (wo)man (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheManBehindTheMan) and manipulate her and her mood in various ways to prevent her, for Aes Sedai completely typical, lack of common sense from screwing everything up.
Sometimes you also have to take action yourself when she runs into a problem that she can't just magic away or fast talk her way out of.
The story is branching a lot, depending on which actions both of you take, with a lot of branches ending in your or your Aes Sedais untimely demise (and a game over in both cases).
The goal is to keep both of you alive long enough for her to finish her mission and return to the White Tower.
Sounds like a good idea for a game.Bonus points if in one branch your Aes Sedai is part of/joins the Black AjahNo such thing.
-snip-
I'm getting DLC ideas...
Now you can choose her Ajah at game start, which changes her personality and how certain subplots/brances resolve.
- Blue Ajah (default personality)
- Green Ajah (slight temper problems, but more likely to listen to you if shes in a good mood)
- Brown Ajah (you now have to be her Captain Obvious, constantly pointing out stuff thats right in front of her, but shes much better when stuff gets weird)
I want a survival game where the survival mechanics have nothing to do with human survival. Instead of the standard food/water/sleep/defecation rigmarole that's in literally every survival game, make it so that you play as an alien with randomly-generated needs that you must discover as you play. Make it with enough combinations that it's not immediately obvious to an experienced player what a new character's needs are.I don't like survival games, but I would still probably play that.
Imperial (the boardgame) + Advance Wars = Corporate Advance Wars.Sounds like what Cortex Command could have been before the dev got bored and shoved it out of the door.
A (possibly satirical) anarchocapitalist version of Advance Wars. Rather than lead an army, you are an investor in protection corporations. You start by forming a corporation, and then bid on protection contracts for cities. Of course, "protection" may be interpreted quite loosely--after all, that rare oil well in between five cities needs protection too. So you use fees paid by the city, and investments from selling shares to hire units to go blow up other corporations' units. Of course, these shares are voting shares, so you can buy another corporation's shares--in the middle of the war, of course--and seize control of it. And there's no need to actually act in favor of your shareholders, or even the cities you are nominally protecting.
And then mergers/tech levels/changing map/margin trading/etc... I've thought about it a lot.
Imperial (the boardgame) + Advance Wars = Corporate Advance Wars.Sounds like what Cortex Command could have been before the dev got bored and shoved it out of the door.
A (possibly satirical) anarchocapitalist version of Advance Wars. Rather than lead an army, you are an investor in protection corporations. You start by forming a corporation, and then bid on protection contracts for cities. Of course, "protection" may be interpreted quite loosely--after all, that rare oil well in between five cities needs protection too. So you use fees paid by the city, and investments from selling shares to hire units to go blow up other corporations' units. Of course, these shares are voting shares, so you can buy another corporation's shares--in the middle of the war, of course--and seize control of it. And there's no need to actually act in favor of your shareholders, or even the cities you are nominally protecting.
And then mergers/tech levels/changing map/margin trading/etc... I've thought about it a lot.
Imperial (the boardgame) + Advance Wars = Corporate Advance Wars.Sounds like what Cortex Command could have been before the dev got bored and shoved it out of the door.
A (possibly satirical) anarchocapitalist version of Advance Wars. Rather than lead an army, you are an investor in protection corporations. You start by forming a corporation, and then bid on protection contracts for cities. Of course, "protection" may be interpreted quite loosely--after all, that rare oil well in between five cities needs protection too. So you use fees paid by the city, and investments from selling shares to hire units to go blow up other corporations' units. Of course, these shares are voting shares, so you can buy another corporation's shares--in the middle of the war, of course--and seize control of it. And there's no need to actually act in favor of your shareholders, or even the cities you are nominally protecting.
And then mergers/tech levels/changing map/margin trading/etc... I've thought about it a lot.
What's to stop you from looting the cities that you've sold protection to? And will cities get angry if you fail to protect them adequately?
That's hardly a sustainable business practice.Imperial (the boardgame) + Advance Wars = Corporate Advance Wars.Sounds like what Cortex Command could have been before the dev got bored and shoved it out of the door.
A (possibly satirical) anarchocapitalist version of Advance Wars. Rather than lead an army, you are an investor in protection corporations. You start by forming a corporation, and then bid on protection contracts for cities. Of course, "protection" may be interpreted quite loosely--after all, that rare oil well in between five cities needs protection too. So you use fees paid by the city, and investments from selling shares to hire units to go blow up other corporations' units. Of course, these shares are voting shares, so you can buy another corporation's shares--in the middle of the war, of course--and seize control of it. And there's no need to actually act in favor of your shareholders, or even the cities you are nominally protecting.
And then mergers/tech levels/changing map/margin trading/etc... I've thought about it a lot.
What's to stop you from looting the cities that you've sold protection to?
I want a racing game with high speed, low gravity, ramps everywhere and long, curvy tracks, with deadly obstacles that require twitch reflexes. But the races are short enough that if you slip up and make a mistake, you don't have to spend five minutes at the back of the pack waiting to catch up.Wipeout 2096 or F-Zero.
Opening a portal to a new realm takes an assortment of mana and glyps which specify the sort of world you end up in. These worlds, in turn, are sources of new glyphs and new conditions of mana.
The theme is magi-tech, rather than straight high fantasy. Opening a gate is a magical working, built on understandable principles. You don't just cast fireball, you actually combine the glyphs into a spell using a kind of programming language and imbue it with fire mana from your personal reserve.
So mags are assembly ptogrammers? That would explain so many things.Opening a portal to a new realm takes an assortment of mana and glyps which specify the sort of world you end up in. These worlds, in turn, are sources of new glyphs and new conditions of mana.
Basically the Mystcraft mod for minecraft (with the addition of mana).The theme is magi-tech, rather than straight high fantasy. Opening a gate is a magical working, built on understandable principles. You don't just cast fireball, you actually combine the glyphs into a spell using a kind of programming language and imbue it with fire mana from your personal reserve.
This is scarily similar to the system I came up with for ArcTech (a setting/set of mechanics I'm working on for basing games off of). Half way through designing it, I realised that scroll writing is essentially equivalent to writing assembly code, which is just as arcane, really.
I want a survival game with a real, genuine focus on hunting. Not building or resource gathering, and certainly no HUD hints or tracker vision or any such bullshit. Just you in a timeless foresty/tundra/jungle setting, with an arsenal of weapons to either choose from or forego, hunting animals for sport and profit.
Obviously it would have to be a bit sci-fantasy, for more dangerous and unique creatures. You'd have hunger, thirst, fatigue, and hunting animals could take days of just waiting, creeping and sneaking. The smaller, more generic animals you'd hunt for food, pelts that can be traded in the nearby town, while the bigger animals would be pure trophy kills. You'd also have the option to make things more challenging for yourself, hunting with just a bow, or a spear, or a knife, or the best one, just your bare hands and your wits against very strong, fast and vicious creatures.
I am pretty sure that it is totally not what you are looking for, and it does have building and such, but Unreal World had lots of hunting...
Probably a special hat, too.
Ooo! When/where?Opening a portal to a new realm takes an assortment of mana and glyps which specify the sort of world you end up in. These worlds, in turn, are sources of new glyphs and new conditions of mana.
Basically the Mystcraft mod for minecraft (with the addition of mana).The theme is magi-tech, rather than straight high fantasy. Opening a gate is a magical working, built on understandable principles. You don't just cast fireball, you actually combine the glyphs into a spell using a kind of programming language and imbue it with fire mana from your personal reserve.
This is scarily similar to the system I came up with for ArcTech (a setting/set of mechanics I'm working on for basing games off of). Half way through designing it, I realised that scroll writing is essentially equivalent to writing assembly code, which is just as arcane, really.
WW2 Dynasty Warriors
I'm not exactly sure yet, but I just KNOW it revolves around the mustache...WW2 Dynasty Warriors
What is Hitler's musou?
Don't say Super Hot.
A game where you play a robot or advanced AI with ultrafast perception and reaction time, specifically one that models ultra-high speed events. At high speeds, the speed of sound becomes a noticeable delay. Florescent lights actually strobe. Your own personal acceleration is irrelevant.How about an RTS where you're an AI controlling robotic troops, and you can control how quickly time appears to move for you. When you speed up time, you get more spare cycles, which can be spent to give robots perfect accuracy or whatever.
Don't say Super Hot. Super Hot is an arcade game. I want a puzzle game where you have to use all of your highly limited time.
A roguelike crossed with a deck builder board game. You have a deck of cards representing the items/special abilities your average roguelike character has, which you can draw into you hand and play. Each floor your discard pile and hand get shuffled into your deck.
Instead of looting items you get new cards. Every card has two effects, one when you play it and a more powerful one that removes it from your deck permanently. By deciding which cards to add to your deck and which ones to expend, you shape your deck over time.
A roguelike crossed with a deck builder board game. You have a deck of cards representing the items/special abilities your average roguelike character has, which you can draw into you hand and play. Each floor your discard pile and hand get shuffled into your deck.
Instead of looting items you get new cards. Every card has two effects, one when you play it and a more powerful one that removes it from your deck permanently. By deciding which cards to add to your deck and which ones to expend, you shape your deck over time.
That sounds pretty similar to the game "Card Hunter".
I want a first-person multiplayer shmup game. The bullets aren't necessarily slow-moving, but they're not instant raycasts like most games either, so they can conceivably be dodged after they're fired. This game will of course involve flying and/or high jumps, time slowing/speeding moves, and other things that generally happen in shmups but not in FPS games.Please explain how time slowing/speeding shenanigans will work in a (presumably) real-time multiplayer FPS.
In Max Payne multiplayer, the player who initiates slowdown continues moving at normal speed, and everyone else's movement and aiming gets slowed to a crawl.
Ooo! When/where?Opening a portal to a new realm takes an assortment of mana and glyps which specify the sort of world you end up in. These worlds, in turn, are sources of new glyphs and new conditions of mana.
Basically the Mystcraft mod for minecraft (with the addition of mana).The theme is magi-tech, rather than straight high fantasy. Opening a gate is a magical working, built on understandable principles. You don't just cast fireball, you actually combine the glyphs into a spell using a kind of programming language and imbue it with fire mana from your personal reserve.
This is scarily similar to the system I came up with for ArcTech (a setting/set of mechanics I'm working on for basing games off of). Half way through designing it, I realised that scroll writing is essentially equivalent to writing assembly code, which is just as arcane, really.
Fight the current owner of a username you want to determine the one true Scoopz.
Fight the current owner of a username you want to determine the one true Scoopz.
Do you know how many people have Scoop in their names?
Something decent that can be played on a laptop.
But a hybrid game of Elite: Dangerous, EVE Online, Rust, and possibly No Man's sky is probably my favorite idea. Pilot your EVE spaceship through Elite: Dangerous combat, while interacting with people inside ships, stations, or planetside, a la Rust. I can see the clear problems, most notably how it would cost the GDP of Liechtenstein to develop and need a supercomputer to play.
Star Citizen seems super fishy to me, for some reason.
Whatever that new game announced at E3 was. Everyone starts out on the same colony sleeper ship, build their own spaceships, and slowly expand outwards building their own colonies, selling their own spaceships and other stuff.
Dual Universe.Whatever that new game announced at E3 was. Everyone starts out on the same colony sleeper ship, build their own spaceships, and slowly expand outwards building their own colonies, selling their own spaceships and other stuff.
waaaat, sauce???
A Fallout themed grand strategy game where you get to take control over one of the franchise's factions and lead it to victory over the others. For example, take one sect of the Brotherhood of Steel and unite all of America under your technocratic rule. It could have historical (according to fallout lore) starts, or random starts. Multiple Brotherhoods (Original Brotherhood before the schisms+West coast, Midwest, East Coast), Enclave and Enclave remnants, Independent Vegas/ House Vegas. NCR, Caesar's Legion, Master's Army, etc. personally, I wouldn't want the Minutemen, Institute or Railroad in the game, because they're all very localized, unlike the other more empirical factions. I'd really love a good total conversion mod for any other game if I found one.
Ooh, also inlcude starts for every different New Vegas ending. That'd be interesting.
Basically a merger of Space Station 13 and Space Engineers. The general structure and direction of the former with the 3D perspective, Newtonian physics, construction system, &c. of the latter. That would be fucking excellent.
A Fallout themed grand strategy game where you get to take control over one of the franchise's factions and lead it to victory over the others. For example, take one sect of the Brotherhood of Steel and unite all of America under your technocratic rule. It could have historical (according to fallout lore) starts, or random starts. Multiple Brotherhoods (Original Brotherhood before the schisms+West coast, Midwest, East Coast), Enclave and Enclave remnants, Independent Vegas/ House Vegas. NCR, Caesar's Legion, Master's Army, etc. personally, I wouldn't want the Minutemen, Institute or Railroad in the game, because they're all very localized, unlike the other more empirical factions. I'd really love a good total conversion mod for any other game if I found one.
Ooh, also inlcude starts for every different New Vegas ending. That'd be interesting.
I'd like a new Red Dead game.Its rumored one is in development.
A "light" version of Dwarf Fortress with 2d graphics, kinda like Stronghold or some city building games.
I wish there were an ARMA-like game with mechs. Not sleek, fast anime-style mechs, but shitty clunkers with damageable subsystems, ammo stores that can totally take a direct hit and cook off, even motor damage so that individual joints can lock up upon receiving damage. Of course, all of this is happening in a wide open sandbox with plenty of varied terrain for many kinds of mechs to fight in, including (supersized) traditional tanks and armored vehicles.Right? The closest you can get to this is Mechwarrior 4: Mercenaries, really.
A game in which you play a dashing swashbuckler, with very flowing, swashbuckly combat, swinging from ropes, sliding down railings and similar Errol Flynn/Three Musketeers style combat. With a very light-hearted tale of fun adventure and wacky hijinks instead of the more dour approach to storytelling games seem to be taking on nowadays.Something like a non-parodic Monkey Island, in action-adventure rather than text-adventure format? I could get behind that.
I mean it can be as parodic as it likes as long as there's swashbuckly action present.A game in which you play a dashing swashbuckler, with very flowing, swashbuckly combat, swinging from ropes, sliding down railings and similar Errol Flynn/Three Musketeers style combat. With a very light-hearted tale of fun adventure and wacky hijinks instead of the more dour approach to storytelling games seem to be taking on nowadays.Something like a non-parodic Monkey Island, in action-adventure rather than text-adventure format? I could get behind that.
Shouldnt the failures to your standard, suggest that its really hard?
I swear I've seen a game like this mentioned on Extra Credits once, but whatever:Castle Doctrine is literally that game.
A small MMO where you live in a hotel, apartment complex, or maybe an extremely cramped gated community; the point is, lots of people living in oppressive little boxes. The objective is to break into other people's houses to steal their livelihood, while also preventing the same for yourself. Overt combat is forbidden in the hallways, but that's only a problem if you get caught. After all, that guy's been eyeing your front door for some time now, and with permadeath, you want to be the one to shoot first.
I want an MMO where players have vastly different play experiences. In every MMO (that I've played), every character class has some form of basic combat ability so they can survive and level up. What I'm talking about is, maybe there are some characters that have no combat skill at all and would just get massacred in a dungeon. But they're useful, because they can pick locks, or disarm traps, or identify which treasure is the most valuable, or find hidden doors, or even just be an extra set of arms to carry off loot.That would be...
I want an MMO where players have vastly different play experiences. In every MMO (that I've played), every character class has some form of basic combat ability so they can survive and level up. What I'm talking about is, maybe there are some characters that have no combat skill at all and would just get massacred in a dungeon. But they're useful, because they can pick locks, or disarm traps, or identify which treasure is the most valuable, or find hidden doors, or even just be an extra set of arms to carry off loot.https://chroniclesofelyria.com/
Apollo4X is a third-person action-adventure game that will have a flying dragon.
I found thisSome gems, not formatted because mobile:
https://applepinegames.com/tech/steam-game-generator (https://applepinegames.com/tech/steam-game-generator)
Which generates such gems asQuoteApollo4X is a third-person action-adventure game that will have a flying dragon.
Still waiting on that detailed Cult Management Simulator. I'll probably just end up making it.What about the game, Cult and Daggers?
A free roaming wilderness exploration game where you play as a small rodent.
Not a survival game, mind you though I suppose it could have some aspects of that. An exploration game.
A free roaming wilderness exploration game where you play as a small rodent.
Not a survival game, mind you though I suppose it could have some aspects of that. An exploration game.
Oh hell yes. As long as it involves fighting and avoiding predators, chasing even smaller prey, scavenging, and being a smart little rat/shrew/mole/whatever, that sounds awesome.
I would absolutely love an open-world game where you're a squirrel.A free roaming wilderness exploration game where you play as a small rodent.
Not a survival game, mind you though I suppose it could have some aspects of that. An exploration game.
Oh hell yes. As long as it involves fighting and avoiding predators, chasing even smaller prey, scavenging, and being a smart little rat/shrew/mole/whatever, that sounds awesome.
Created in the CryEngine, with an entire mountain valley lovingly detailed. Play as a fox to chase down small prey and bring it back to your den. Play as a rat to avoid predators in the wild or infiltrate the small town at one end of the valley, with fully detailed interior environments and sewer system. Play as a flying squirrel to scamper along the ground, up trees and take the scenic view from above.
A free roaming wilderness exploration game where you play as a small rodent.
Not a survival game, mind you though I suppose it could have some aspects of that. An exploration game.
Oh hell yes. As long as it involves fighting and avoiding predators, chasing even smaller prey, scavenging, and being a smart little rat/shrew/mole/whatever, that sounds awesome.
Created in the CryEngine, with an entire mountain valley lovingly detailed. Play as a fox to chase down small prey and bring it back to your den. Play as a rat to avoid predators in the wild or infiltrate the small town at one end of the valley, with fully detailed interior environments and sewer system. Play as a flying squirrel to scamper along the ground, up trees and take the scenic view from above.
A free roaming wilderness exploration game where you play as a small rodent.
Not a survival game, mind you though I suppose it could have some aspects of that. An exploration game.
I want a militia simulator. Where you play as a person in a nondescript American Revolutionary War tech-level era, as a farmer, labourer, craftsman, hunter, any sort of profession in peacetime, but can be called to arms to fight off criminals, monsters, and invading forces. Half of the game can really just be a first person sort of Sims game, the other half involving guerrilla warfare, hit and run fighting, raids, and small pitched battles.
Infested planet has a decent bit of that as an RTS.I want a militia simulator. Where you play as a person in a nondescript American Revolutionary War tech-level era, as a farmer, labourer, craftsman, hunter, any sort of profession in peacetime, but can be called to arms to fight off criminals, monsters, and invading forces. Half of the game can really just be a first person sort of Sims game, the other half involving guerrilla warfare, hit and run fighting, raids, and small pitched battles.
Might want to look at Clockwork Empires. "Colonial millitia" are your keywords there.
I want a mob FPS against lots and lots and lots of foes. The player characters grow in power by specializing and refining their equipment with resources picked up in combat. These upgrades are incremental and very narrow (+2% to damage with fire weapons, or 4% extra armor against electricity, or +10% armor piercing with melee, etc.), and they stack, so the end result is that players slowly, almost smoothly, trend upward in power.
However, the enemy minions are produced using a genetic algorithm -- several strains, in fact -- and are constantly evolving. The physical stats are limited so that mutations are zero-sum at best; a mob might evolve more hitpoints at the expense of slower movement, or evolve to be more frequent but deal less damage, but the total value of all attributes remains the same. The AI, however, has no constraints. This might, of course, lead to unrestricted AI complexity spirals which crash the users' computer, but the AI runs in a separate thread with a fixed number of cycles available. If it gets too complex, the minions themselves suffer the processor lag, and as a result, they'll be easy prey for he PC.
The PC, then, is the lion among the gazelles, picking off the weak and keeping them fleet and fast. However, the PC cannot afford to specialize too much, lest they find themselves with 100% fire resistance and ice-slinging enemies!
The game is connected to the internet and randomly imports and exports especially interesting AI.
Thats not really possible. You either get lots of low level detail, or high level automation. You cant really get both.
I'm going to want this game until the day I die because nobody will ever do it.+1
I think there was a wild dog simulator, so perhaps it's not too far-fetched.I see what you did there.
What I'd really like is a game like modern-day Overlord.This is something I think Would be awsome!
The core mechanic of tooling up your minions can remain the same/similar, but I'd like to see a true open world combined with modern horde mechanics as well as an increased horde size (you're an evil overlord, lets see hundreds of minions going batshit in fights with armies) and environment-based movement (so that minions kind of ebb and flow over the terrain and actually climb and scamper like we all imagine they do.)
I just realised that I'd love a game like Mount & Blade, except there's technological advancement through the ages, and when you died you'd continue on as a child.So, until the 20th century?
Start off in medieval times and progress up until democracies started replacing monarchies or something.
While that would be fun, I could see it as incredibly painful if you set yourself up as a king of say Fantasy-England, ruled it through successive generations only to start hitting an irrevocable powerloss as democracies and the rights for people start becoming prevalent.Then be a Fantasy France or Germany.
While that would be fun, I could see it as incredibly painful if you set yourself up as a king of say Fantasy-England, ruled it through successive generations only to start hitting an irrevocable powerloss as democracies and the rights for people start becoming prevalent.
this was something i've been doing the first drafts.
a singleplayer (or multiplayer), monster collection world simulator..
the basic concept is to simulate a world like that of Pokemon or the like. but instead of saying a set narrative of "hey, you're going to collect all these species and complete all these gyms and leagues while kicking the bad guys asses"
the game would tell you "here, welcome to our region, if you're looking for battles we have plenty, choose the monster you like and have fun. if battles arent your thing you can either help to the economy working on extraction or crafting, maybe trading. or you can volunteer on the monster hospital, science base, or as a breeder...if that doesnt suit your needs, you could try and prove shady deals with the criminal organizations....or look for more, sacred and hidden secret societies related to the most ancient and mystic parts of the world....."
you know, like some kind of "pokemon: sandbox version"....
So...Recettear?
I want a pokemon FPS where you tie pikachu to a rifle stock and use him as a gun. As you advance through the campaign, you collect more pokemon and stick them bazzokas and stuff.
Need to dual-weild rattatts.I want a pokemon FPS where you tie pikachu to a rifle stock and use him as a gun. As you advance through the campaign, you collect more pokemon and stick them bazzokas and stuff.Spoiler: Somewhat relevant (click to show/hide)
I want a pokemon FPS where you tie pikachu to a rifle stock and use him as a gun. As you advance through the campaign, you collect more pokemon and stick them bazzokas and stuff.Spoiler: Somewhat relevant (click to show/hide)
I want a Lord of the Rings game from the perspective of Gollum. You have a Middle Earth world map, lots of different biomes and settlements and factions you can sneak around, steal from, murder sneakily, and otherwise explore. Eventually Gollum's body starts shutting down the longer he strays from the direction of the One Ring, which will constantly blaze like a beacon on the world map, and Gollum gets stronger the nearer he is to it.There would have to be a reason to not always be near the ring though.
I want a Lord of the Rings game from the perspective of Gollum. You have a Middle Earth world map, lots of different biomes and settlements and factions you can sneak around, steal from, murder sneakily, and otherwise explore. Eventually Gollum's body starts shutting down the longer he strays from the direction of the One Ring, which will constantly blaze like a beacon on the world map, and Gollum gets stronger the nearer he is to it.There would have to be a reason to not always be near the ring though.
You have to arrange things to make the Fellowship split up so you can ambush the Ringbearer. Which suggests the Orc attack at the end of Fellowship is secretly Gollum-caused.I want a Lord of the Rings game from the perspective of Gollum. You have a Middle Earth world map, lots of different biomes and settlements and factions you can sneak around, steal from, murder sneakily, and otherwise explore. Eventually Gollum's body starts shutting down the longer he strays from the direction of the One Ring, which will constantly blaze like a beacon on the world map, and Gollum gets stronger the nearer he is to it.There would have to be a reason to not always be near the ring though.
Hunting, evading orcs and men, and maybe trying to gain ground on Frodo by taking another path?
I wish there were a Silmarillion game. Maybe not starting from the beginning of the universe, but the events surrounding the Silmarils and Melkor seem like pretty good ground for an RPG.
And maybe some characters that aren't reskins of Aragon, Legolas and/or Gimli.
I don't think you could pull off a game that's just "the Silmarillion", not without it running into the multiple hundreds of hours. It'd be better to just take specific stories out and make games around them, like the tale of Beren and Luthien or the children of Hurin (oh man, that'd be one helluva game. "Press 'X' to seduce this strangely familiar woman!") Heck, a game company could make a whole 'Silmarillion' series.
I suppose if you wanted to follow the war itself, you could make it a fighting game like the Dynasty Warriors series. That'd get you all five major battles plus stuff like the Kinslaying, the fall of Gondolin, etc.
Oh, wait. Now I really want a Banner Saga mod that starts at the Nirnaeth Arnoediad and follows the refugees. You could have the fall of Gondolin in there, and everything. The tone would fit perfectly.
I hear Sil (a roguelike) is pretty close to the source material. It's still a pretty traditional roguelike though.
Say, A Thing, have you by any chance ever played the Realms Of Arkania trilogy? Or am I misinterpreting that avatar?
I want a game that combines the vehicle creation/modification system in Cataclysm: DDA and puts it in a Wasteland/Mad Max kind of setting.And gives it a better fucking UI. I'm a master of DF's UI and I still can't get past that shit.
You better have this on your resume.I want a game that combines the vehicle creation/modification system in Cataclysm: DDA and puts it in a Wasteland/Mad Max kind of setting.And gives it a better fucking UI. I'm a master of DF's UI and I still can't get past that shit.
Game i wish existed: MegaMan Legends 3, full stop. Complete with Roll/Tron dating sim....Yeah, pretty much.
So a game about child soldiers?
You lost me at the notion of breeding cars.That reminds me of this app, Motor World, which actually has breeding cars (Don't ask how that works. It just does) to create new designs.
You lost me at the notion of breeding cars.
You lost me at the notion of breeding cars.
Monster Trucks?
Crusader Kings II, but with a fantasy world stretching over multiple planes of existence and elements of fantastic storytelling -- i.e., your king might account for a significant fraction of your nation's military strength, and him with his retinue of closest friends might be more than half of it.
A magic system that is designed to be dramatic and narratively impressive on these scales (perhaps even designed so that it's most effective when it's turning around long odds and saving the underdog).
Being a bunch of barely-sentient automatons
Crusader Kings II, but with a fantasy world stretching over multiple planes of existence and elements of fantastic storytelling -- i.e., your king might account for a significant fraction of your nation's military strength, and him with his retinue of closest friends might be more than half of it.
A magic system that is designed to be dramatic and narratively impressive on these scales (perhaps even designed so that it's most effective when it's turning around long odds and saving the underdog).
I'm picturing a mix of Master of Magic, The Wheel of Time and Crusader Kings II, and now I want to throw money at my screen until it screams at me to stop.
I wish that the 3DS could actually take screenshots of games and save them to the memory card. That seems like such an obvious feature that was excluded.I know for a fact that at least some games have that feature.
I wish that the 3DS could actually take screenshots of games and save them to the memory card. That seems like such an obvious feature that was excluded.I know for a fact that at least some games have that feature.
That soulds like it would be enjoyable.
Anyways, something I would like to see is a game taking place during a cataclysm/on some remote colony world/far future where instead on jsut having the same guns as ever(often thousands of years after) they procedurally generate them. So one person may have a bolt-action rifle in one caliber feeding from a 30 round magazine and another may have an automatic firing from a cylinder. For bonus points, the player would be able to develop their own ammunition to use in weapons they designed, and for even more bonus points it would be multiplayer.
That soulds like it would be enjoyable.
Anyways, something I would like to see is a game taking place during a cataclysm/on some remote colony world/far future where instead on jsut having the same guns as ever(often thousands of years after) they procedurally generate them. So one person may have a bolt-action rifle in one caliber feeding from a 30 round magazine and another may have an automatic firing from a cylinder. For bonus points, the player would be able to develop their own ammunition to use in weapons they designed, and for even more bonus points it would be multiplayer.
Sim Earth did half of that.The culture part?
Inspired by BFEL's idea, I want a game where you take the role of a teacher. Not necessarily magic, I was thinking more along the lines of Professor X teaching the next generation of mutants. Your achievements lie in your ability judge the character of your students, identify what they need the most help with, use effective psychology and teaching methods to determine their strengths, weaknesses, character flaws and how best to smooth those over.So pretty much the Battle School from Ender's Game. I'd play a "Battle School" game.
You can have an overarching game world where the evil threatening to destroy the planet can only be stopped if you truly dug deep and managed to nurture the potential of your students, who depending on your teachings become the greatest of heroes, sad failures, or unstable lunatics.
And then if you don't kill the friendly ones at the end IT WAS ALL A RUSE and they eat the world.Oddly enough, I don't think I've ever seem this idea actually played out in a game where you could make an actual choice rather than have it forced on you via cutscene magic. It seems like the kind of this that should be present at least sometimes in games with multiple endings, yet I've never seen it.
I guess game writers don't like the idea of trust causing the world to end? Don't know why. :PYeah, although you see it a few time with the sudden-yet-inevitable-betrayal to set up the final missions of some games, but only when it has been forced on you, not due to choices you made.
The best way to make a truly branching story would be to make a game where new levels and plot components take very little dev time. So, no voice acting, minimal art assets, and simple level design built out of reusable components.
...basically, Fire Emblem. Sacred Stones is the only game I can think of off the top of my head that did a truly branching story. It came back to an identical story at the end, but the entire middle section of the game was different based on a choice you made. Fates doesn't count since the branches are different games.
The Shin Megami Tensei games might be similar to what you're looking for. Most of the beings you use to fight- Demons in most of the games-, while they *do* level, do not evolve and will be outpaced by the demons you are fighting and you'll have to either fuse your existing demons together to get new ones with a combination of the skills of the old ones and usually much better stats, or negotiate enemy demons into your team. It's also considered really, really difficult. Much more so than Pokémon.
Do not get this confused with Persona, a spinoff of this series.
I wish there were a game where you played as a necromancer. Not an all-powerful Diablo-style necromancer, you're just a dabbling novice in reanimation, and you must start from grave robbing with your own two hands until you have armies of undead monstrosities to do your bidding.Late to the party, but check out Solid and Shade mod for Mount and Blade (NOT Warband). It's pretty much exactly this.
I wish there were a sci-fi ARMA game. A military simulation with a silly amount of detail and realism, set in the distant future with laser guns and hovertanks and that sort of thing. I know there's already ARMA mods for Star Wars, Halo, WH40k and so on, but ARMA in particular has some flaws that really kill it for me.
I wish there were a sci-fi ARMA game. A military simulation with a silly amount of detail and realism, set in the distant future with laser guns and hovertanks and that sort of thing. I know there's already ARMA mods for Star Wars, Halo, WH40k and so on, but ARMA in particular has some flaws that really kill it for me.
I like it. I want really detailed simulation of the equipment and vehicles too.
3d prison architect. No, not that bullshit 3d view, I'm talking multiple z-levels.
3d prison architect. No, not that bullshit 3d view, I'm talking multiple z-levels.
Pretty sure that's just Dwarf Fortress.
Why not build up your stats until you become a super yourself?
Bull then, bull now. Even if you somehow gave everyone in the world superpowers, supers would still emerge. These would be the ones with the courage/ruthlessness to actually use their powers in life-threatening situations. Most people, when faced with a rampaging super, will flee for their lives even if they have powers themselves. The ones that fight back will become the new superheroes.Why not build up your stats until you become a super yourself?
... And when everybody's super, no one will be.
Yeah, but if everyone has superpowers they aren't special. Real life people use their powers in life threatening situations too. We don't go around calling them superheroes because said powers are things everyone has or could gain. Especially since, in that movie, the scenario being described was not an Xmen style special snowflakes scenario. Everyone's powers would have come from the same tech, which would have become mundane over time.Bull then, bull now. Even if you somehow gave everyone in the world superpowers, supers would still emerge. These would be the ones with the courage/ruthlessness to actually use their powers in life-threatening situations. Most people, when faced with a rampaging super, will flee for their lives even if they have powers themselves. The ones that fight back will become the new superheroes.Why not build up your stats until you become a super yourself?
... And when everybody's super, no one will be.
Why not build up your stats until you become a super yourself?You can only train up to olympic athlete levels and only that if you have someone footing the bill for your daily training regime, formulated diet, body-monitoring gear... Weighing yourself down with things like being a productive member of society or studying super-abilities pr building up a network of friends who would be willing to drag you out of a burning building or acquiring that body-armour that you always wanted will really eat into your ability to reach peak-physical ability. If you go for the professional athlete route, then you are held back slightly on the training drugs that you can take... Of course, you can just jump into a vat of chemicals, but that only works in the presence of a sufficiently dramatic narrative so you need to build up your character a bit first and even then it only works one time in a thousand so that is a lot of grinding and most likely you will only end up with something lame like the ability to secrete super-slippery oils from your forehead, likely involuntarily...
Point thine finger of holy retribution at @Sirus, for 'twas he who did ignite the keg of powder.(https://i.imgur.com/S2FscWs.jpg)
Monster Hunter, but on the PC with mods. Pokemon Monster Hunter would be a thing, for one, and there would be a safeguard against the eventuality of servers shutting down (which always makes me super sad).Fock yes. This is my dream. You could make the game so much more impressive if it weren't limited to a handheld. Even the Wii Monster Hunter did some really cool stuff and that thing doesn't have the most amazing hardware ever.
Monster Hunter, but on the PC with mods. Pokemon Monster Hunter would be a thing, for one, and there would be a safeguard against the eventuality of servers shutting down (which always makes me super sad).
Classical writings are a good example, barely anything survived the dark ages. Archimedes had calculus 2000 years before Newton, where would the world be if we had progressed from there instead of backsliding?I wouldn't call being able to do a few math problems with Riemann's sums as having calculus. As for classical writings, we only know about the ones that were lost because of scholars from the "dark ages".
Classical writings are a good example, barely anything survived the dark ages. Archimedes had calculus 2000 years before Newton, where would the world be if we had progressed from there instead of backsliding?I wouldn't call being able to do a few math problems with Riemann's sums as having calculus. As for classical writings, we only know about the ones that were lost because of scholars from the "dark ages".
On a more relevant note, I'd love to see a game with a historical ancient egyptian setting.
It certainly wasn't historical, but I recall a diablo-like set in Egypt. I think. Maybe it was just one chapter of Titan's Quest? (I remember TQ went into China as well.)
Diablo 2 had a chapter in an Egypt-esque fantasy kingdom. IMHO it's the worst part of the game.
A world war 1 FPS other than Verdun.Spoiler (click to show/hide)
Anything can be 1 FPS if you run it on a weak enough computer.
A world war 1 FPS other than Verdun.Spoiler (click to show/hide)
A Dynasty Warriors style Warhammer 40k game made large, I'm talking the size of a whole continent with 2 sides in a massive war with AI that can actually carry the war without you (mostly). You play as a common Commissar and your only task is to ensure the Imperium wins. In many ways, it would also be like any of the massive overworld sandbox games in that you can call in reinforcements or vehicles and get around faster with air travel. Naturally, you don't just commander these vehicles by throwing out the occupant, instead you just declare you are taking the vehicle in question in the name of the commissariat and make them drive or fly you places.
I accidentally put this in the sales thread, dang chrome ghostmoving me to other topics.
Hmm, War40K might be a decent setting for a Just Cause type of game. Total Anarchy.
There is that one time travel RTS that I forgot the name of.Achron?
I expect so. Or you could just take any game that has an obscenely difficult setting and promptly savescum relentlessly.There is that one time travel RTS that I forgot the name of.Achron?
You might enjoy Cataclysm: Dark Days Ahead (http://en.cataclysmdda.com/).
In somewhat related news, a game I probably described in this exact thread was released a few days ago: Children of a Dead Earth, a diamond-hard science fiction space naval game.
I wish there were a multiplayer game where you were in control of various animals that were vastly different in size. So one player might be an elephant while another is a dog and yet another is a mosquito, and it's a team-based survival game where all must use their different talents to take on the wilderness.It's all fun and games until the kangaroo high-fives the ladybug.
I assume you've tried Mount&Blade already?
And then the world was overrun by millions of children and man-children playing VR Minecraft.
It's not a game per se, but I keep wanting to make an Orange Sign Soapstone app. It'd be useless but funny for a moment as a novelty.
Want to see a good and popular 'Code your own AI' game.I'm afraid it's "pick 2 out of 3" thing.
I wish there were a multiplayer game where you were in control of various animals that were vastly different in size. So one player might be an elephant while another is a dog and yet another is a mosquito, and it's a team-based survival game where all must use their different talents to take on the wilderness.So, pretty much like this (http://www.nerfnow.com/comic/1756)?
A political/psychological RPG set on a space station or other closed ecosphere thing.Like a not!FR underground tunnel complex. With drow, duergar, mindflayers and whatnot.
Only thing left to do is figure out how to prevent people from screwing with the numbers by joining the wrong side and trolling. Hey, maybe the game can discover trolls through self-sabotaging behavior, then categorize them as an additional group to mix in!Padding with AI players, plus better trolls as "House" players stealth-possessing NPCs. To keep an eye on it and tweak things while staying in character. But if there's an overconfident clique that starts metagaming too much or messing around, they suddenly get generic NPC mindflayers stand in the door, curl tentacles and say, "The spawning pool is closed due to psionic cascade (and the neothelids that also suffer from psionic cascade)". ;D
Arachno-communist sounds like the Soviet answer to Spiderman.It's the society of Chitines. You may contest another guy's mud hut, but the priestesses are Central Committee no matter what.
I would like an X-Com (or oldcom) clone, except Earth is being invaded by supernatural threats, vampires, Cthulhu, minotaurs, whatever. So instead of incendiary or sci-fi weapons you research garlic or silver stuff, learn witchcraft and so on. Definitely in modern times, and the *COM is a government agency with marines and machineguns and all that junk.OpenXcom or UFO:AI mod, with changed text for damage types?
I had similar idea that was kinda like Pokemon Go for libraries. You go to a physical real-world location to pick up a related book, like going to the beach to pick up Moby Dick or a local theater to pick up a Shakespeare play, and what books are available changes so there's incentive to visit these places again.
I never considered working on it because the idea seemed kinda dumb, but maybe there's some appeal in it. :-\
The new disciples can only use the first level, which is the stance, block, basic attacks (punches or kicks, whatever) and the lvl-1 combo which can only be built in 3 segments. Mid level fighters get all that, can perform reversals and can perform 2 more moves/combos. Masters of your style can basically mimic your player character.Model like this (http://pandius.com/engarde.html) (with greater mastery, a character may pick abilities from the higher-order list of a style) or this (http://www.drivethrurpg.com/product/62332/Spellbound-Kingdoms-Combat-Primer) (with greater mastery, more of the graph is available)?
I imagined it would be cool to have a Roguelike with a weapon upgrade/assembly system, where you can take an object like a gun, remove a component from it and replace it with a different one. But not just like, add +2 to damage or some crap, more like, you have a basic chassis (for "rifle" for example) and put stuff in it and get completely different weapons. Some parts need other compatible part (can't use a lens barrel for a ballistic weapon, it needs to go into a beam weapon) but you can decide what caliber, addons, etc.Freedroid RPG could be modded into something like this, if given more slot types as such and limits for pre-set and possible slots on items, and/or item subtypes (as it is, some upgrades can be put into melee or ranged weapon, or armor part, adding a string would allow to refine filtering).
The new disciples can only use the first level, which is the stance, block, basic attacks (punches or kicks, whatever) and the lvl-1 combo which can only be built in 3 segments. Mid level fighters get all that, can perform reversals and can perform 2 more moves/combos. Masters of your style can basically mimic your player character.Model like this (http://pandius.com/engarde.html) (with greater mastery, a character may pick abilities from the higher-order list of a style) or this (http://www.drivethrurpg.com/product/62332/Spellbound-Kingdoms-Combat-Primer) (with greater mastery, more of the graph is available)?
I would like an X-Com (or oldcom) clone, except Earth is being invaded by supernatural threats, vampires, Cthulhu, minotaurs, whatever. So instead of incendiary or sci-fi weapons you research garlic or silver stuff, learn witchcraft and so on. Definitely in modern times, and the *COM is a government agency with marines and machineguns and all that junk.
I would like an X-Com (or oldcom) clone, except Earth is being invaded by supernatural threats, vampires, Cthulhu, minotaurs, whatever. So instead of incendiary or sci-fi weapons you research garlic or silver stuff, learn witchcraft and so on. Definitely in modern times, and the *COM is a government agency with marines and machineguns and all that junk.
I've wanted something like that too. I actually have a boardgame with that basic theme in mind. Maybe someday it'll rise to the top of my list and I'll make it.
More games focused on scavenging/looting and base-building.
Such as 7 Days to Die.
For at least another god damned yearMore games focused on scavenging/looting and base-building.
Such as 7 Days to Die.
Please no more of these
For at least another god damned yearMore games focused on scavenging/looting and base-building.
Such as 7 Days to Die.
Please no more of these
I bet someone's made a Minecraft mod for it.
gotta be piles of those...
I wonder if The Horde counts...
perma-deathHow do you track down what happened to the remains of your previous incarnation?
perma-deathHow do you track down what happened to the remains of your previous incarnation?
A Star Trek Ferengi trading game. Travel to different planets and quadrants, be a traveling merchant, set up businesses on planets and space stations, interact with all the different Trek races, civilisations and ideologies, and find a way to rip them all off. With your wit, will, and the Rules of Acquisition, you must reach the end of your life the wealthiest Ferengi in the universe.
A dungeon-crawler survival cooking game. Working Title: Project Cauldron.That's a hilarious idea. I love it.
In the original Ultima Underworld, you are thrown into a dungeon as punishment for a crime you didn't commit, and forced to survive. You need to eat, drink, and sleep. Really amazing how these features have only become mainstream over twenty years later. The underworld itself has all kinds of different groups of people living down there, and I remember wondering about how they got their food. Was there a steady stream of prisoners bringing in supplies? Was somebody trading with them? Maybe some smaller creatures could survive off moss and mushrooms, and larger creatures would eat them, and so on. Maybe the fish that swam in the underground rivers were another major food source. It was really an interesting idea.
Turns out, it's also an idea that has been fleshed out in the last couple of years in a great manga called Delicious in Dungeon ( ダンジョン飯) (https://faustusnotes.wordpress.com/2016/11/19/delicious-in-dungeon-a-dungeon-crawl-manga-cooking-show-with-extra-gross/), where they take that kind of problem and run with it. I just finished reading the latest book in the series (the 3rd one now). Such a great manga. Basically its a gourmet cooking manga set in an RPG dungeon. The dungeon has a kind of ecology, and the clever adventurer can find all kinds of food around to eat so as to help them get by. The small monsters are eaten by the middle sized monsters, who are in turn eaten by the larger monsters. Adventurers keep things in check, as the kind of apex predator. But if they aren't careful they can throw things out of balance.
So, the game I would like to see (and maybe make after Innkeep), is a dungeon crawler survival game, with a focus on cooking.
It would be similar to a rougelike, in that you are in a randomly generated dungeon, and it's perma-death.
However, the focus would be shifted away from experience gain and combat focused equipment looting, and towards the gathering and cooking of food. Imagine Don't Starve set in a dungeon, and with a Dwarf-Fortress-esque generation of the dungeon population. Most importantly, the dungeon would have some kind of ecology modeled. That ecology could factor in creatures/adventurers coming in from outside, but populations of certain monsters could collapse if you hunt them too heavily, which could have knock-on effects.
A key feature would be a craft system that is all about cooking. So heaps of different ways of turning pieces of monsters etc. into food, cooking them, and eating them.
I want a sequel to Operation Flashpoint that carries the ideas and themes of the game, not just the basic gameplay. I've only played ARMA 1 and 2, but the ARMA series seems to do a complete 180 on all but the gameplay of OFP. OFP had very slow character growth over dozens of missions; ARMA 2 takes you from grunt to supermarine just because your squad leader got killed. OFP had thoughtful if generic faux-orchestra music, ARMA has lame rock & roll. In OFP, if you were alone then either your team got killed or you're playing the special forces character; in ARMA 1 there's tons of missions where it's just you doing things by your lonesome for no reason.
I just finished mass effect 3 again, after playing 1 and 2 again during the holidays. I even installed a mod that changed the technicolor dissapointments we got for endings into a rough around the edges, but much more satisfying bittersweet ending.
And now I'm back at that place where I finished a game I really, really enjoyed and I just can't seem to find something else that's similar. Or at least can hold my attention and get me as emotionally invested. The story and especially the characters in mass effect just really clicked with me for some reason. But I've played most games that are similar to it, so I'm in another vidya dry spell. Probably not a bad thing per se, since it will let me focus on more important things, but still.
I really want a game with mass effect character interaction and a setting/story that can get me invested. But I don't trust Bioware anymore to deliver something like that.
I want a sequel to Operation Flashpoint that carries the ideas and themes of the game, not just the basic gameplay. I've only played ARMA 1 and 2, but the ARMA series seems to do a complete 180 on all but the gameplay of OFP. OFP had very slow character growth over dozens of missions; ARMA 2 takes you from grunt to supermarine just because your squad leader got killed. OFP had thoughtful if generic faux-orchestra music, ARMA has lame rock & roll. In OFP, if you were alone then either your team got killed or you're playing the special forces character; in ARMA 1 there's tons of missions where it's just you doing things by your lonesome for no reason.
I do agree. It's strange, I've talked a lot of Bohemia games today, but... Heh, these things happen. I miss the general feeling of Operation Flashpoint, the experience of being another pair of boots on the line. Special forces and advanced technology and other toys do have their place, but it is odd when they are the main flavour, all of a sudden.
Being the leader of a squad is fun and engaging, but there were more missions, and flavour, to doing good old fashioned grunt work in OFP. I think you did get command of a squad in the campaign, but not until you had earned it, quite a long way in.
One of my favourite missions in OFP, and indeed in most FPSes, is the one where your squad is sent to build a nice little camp in a village, while you, Sarge and another chap drives off to scout a nearby forest. There isn't much action in that mission. It is effectively you and two friends on a road trip, interrupted by a handful of Russians. Still, it was tense and exciting, and it was a nice contrast with the bigger invasion-type missions.
I like capturing war criminals, spear-heading invasions at dawn and using digital satellite-guided rocket missiles and what not, but I prefer them mixed in with good old grunt work. It stops being special otherwise. It can be equally exciting just guarding a lorry and a few tents a dark, foggy night from a handful of rebels, if done right. Only let me do the Sergeant Supermarine Jollies for desert if I've eaten my Private-potatoes.
I think I'd like an XCOM FPS. Not like the cancelled one with the black alien things, however. What I want is basically XCOM: Enemy Unknown except with FPS mechanics instead of turn-based mechanics for the battles.For my part, I really want that XCOM FPS with the black inky aliens to exist. Not as an XCOM game, because it basically has nothing to do with XCOM, but as it's own thing.
I want XCOM: X-Files. Literally, its X-files but instead of aliens it's usually terrorists......and aliens.Dude that's Enemy Within. Well, at least part of It. I do see what you're saying though
Or, instead of QTE, you could do literally anything else. That would have the significant advantage of not being QTE.Additionally, instead of doing Telltale, you could do literally anything else. That would have the significant advantage of not being Telltale.
Or, instead of QTE, you could do literally anything else. That would have the significant advantage of not being QTE.Additionally, instead of doing Telltale, you could do literally anything else. That would have the significant advantage of not being Telltale.
Out of curiosity, why the Telltale hate?PTTG?? will remember this questioning of their beliefs.
Or, instead of QTE, you could do literally anything else. That would have the significant advantage of not being QTE.Additionally, instead of doing Telltale, you could do literally anything else. That would have the significant advantage of not being Telltale.
Out of curiosity, why the Telltale hate?
I wish that there was a game similar to Long Live the Queen but if you get through to the end of it without dying you get to play a grand strategy game à la Crusader Kings II and have to deal with the consequences of your actions.Go play Long Live the Queen and when it's over go play a CK2 game based on what you did in LLtQ.
Also Metal Gear Solid in terms of the visual.
Also Metal Gear Solid in terms of the visual.
I would agree, but some of the character designs seem to be a bit.. on the bishie side. Which I tend to connect with anime and such.
Raiden is fucking fabulous, and all the haters are just jealous.I genuinely like Raiden as a character and a design
Probably just because of my shit graphics card (which technically isn't as it's Intel Integrated Graphics), but I'd like to have more games where visuals aren't emphasized.Here are some low graphical fidelity games I'd recommend: Breath of Death VII/Cthulhu Saves the World, Creeper World 3, Duskers, EDF 4.1, One Way Heroics, Original War, Wyrmsun (F2P), X-COM: UFO Defense, TIS-100, Shenzen I/O, Commandos 2, Stronghold HD.
There are probably a few like that, but apparently my toaster is lacking in a long list of other areas as well.
How low are we talking?
My favorite ultra-low-graphics games include Fallout 1 and 2, Diablo 1, Star Trek Bridge Commander, Planescape: Torment, FTL: Faster than Light, Long Live the Queen, Operation Flashpoint: Cold War Crisis (and expansions), Cave Story and WH40k: Dawn of War. Your mileage may vary but I've also found Hearthstone totally acceptable on toasters, if you turn things down several notches.
I tried to avoid any super-obvious ones like Doom and Quake and such.
I think you just have to unequip them from your inventory. Alternatively you can carry just a single weapon and press the red button to switch to it when you need to holster it.How low are we talking?
My favorite ultra-low-graphics games include Fallout 1 and 2, Diablo 1, Star Trek Bridge Commander, Planescape: Torment, FTL: Faster than Light, Long Live the Queen, Operation Flashpoint: Cold War Crisis (and expansions), Cave Story and WH40k: Dawn of War. Your mileage may vary but I've also found Hearthstone totally acceptable on toasters, if you turn things down several notches.
I tried to avoid any super-obvious ones like Doom and Quake and such.
Incidentially, I've actually been able to play TF2 (and play well, at that) on my laptop just fine. So yeah. But I will keep your recommendations in mind.
Incidentially, how do you holster and unholster weapons in Fallout 1 and 2?
I thought of something recently, and made me wonder..Elminage: Gothic is kind of like this. Relatively, at least. But judging by posted screenshots half the players mod the PC portraits to be anime characters anyway.
Does there exist a Japanese game, that isn't anime/manga inspired at all? By that I mean visually.
It's not that I don't like the anime style, I am just wondering if such a thing exists.
Yes there still is a huge barrier of movement in VR. Honestly... It's pretty fucking lame that almost all the games have to have some bullshit gimmicky mechanics for moving the player--if they move at all. Either make it controller based (and memorize that shit) or someone develop a 3d play space.The problem with controller based is that it tends to make most people very nauseous. And as for 3d play space, do you mean like the Vive? Or a ton of dedicated physical for VR?
The inevitable full-history paradox game.Only history? Written records seem to be a rather limited field... Wouldn't it make more sense to try to charge up a favourable big-bang and end trying to generate and survive a new one?
Starts in -10,000 BCE. I feel that the tech tree would be very important to refine.
The best part is that it's impossibly ambitious for most companies, but heck this thing could cost $500 by the time you have all the DLC and it's normal for paradox.
You end up with a handful of valuable, high output metropolis worlds supported by a large number of suppliersThat sounds oddly like real life.
I want a game where terrain destruction is a major factor for PVP. In Minecraft I have dream scenarios about blowing holes in fortresses, destroying bridges, etc. but in practice those opportunities are rare and usually there's a faster/cheaper alternative.
I want a game where you can level a building that your enemies are inside of. Or maybe you're inside that building and have to deal with fire, collapsed rooms, etc. Or maybe the battle's on a mountainside, and you can blast the ground out from under their feet.
I want a game where terrain destruction is a major factor for PVP. In Minecraft I have dream scenarios about blowing holes in fortresses, destroying bridges, etc. but in practice those opportunities are rare and usually there's a faster/cheaper alternative.
I want a game where you can level a building that your enemies are inside of. Or maybe you're inside that building and have to deal with fire, collapsed rooms, etc. Or maybe the battle's on a mountainside, and you can blast the ground out from under their feet.
Okay, I'd like a more specific version of this. One of my dreams is Red Faction: Guerrilla. Mostly multiplayer. No pickups, you make your classes a la Battlefield. The entire match takes place in a massive tower, one team spawns on the top floor the other team spawns on the bottom. Fight. Then rebuild the tower and switch spawns. Standard scoring. I mean a BIGASS tower though. Like some WTC1 shit.
While that does sound potentially fun, couldn't the people at the bottom of the tower just level the whole thing?I want a game where terrain destruction is a major factor for PVP. In Minecraft I have dream scenarios about blowing holes in fortresses, destroying bridges, etc. but in practice those opportunities are rare and usually there's a faster/cheaper alternative.
I want a game where you can level a building that your enemies are inside of. Or maybe you're inside that building and have to deal with fire, collapsed rooms, etc. Or maybe the battle's on a mountainside, and you can blast the ground out from under their feet.
Okay, I'd like a more specific version of this. One of my dreams is Red Faction: Guerrilla. Mostly multiplayer. No pickups, you make your classes a la Battlefield. The entire match takes place in a massive tower, one team spawns on the top floor the other team spawns on the bottom. Fight. Then rebuild the tower and switch spawns. Standard scoring. I mean a BIGASS tower though. Like some WTC1 shit.
Ya, i'm not sure... it was just always a fantasy of mine to have at least RF:G level of destruction in a shooter, and the multiplayer took place on the massive, tall maps. I think what might work would be this: Both teams spawn on the very top level and the objective is to blow up the enemy spawn point, every time you do that it moves down a level. The team who's spawn is higher at the end of the game wins? Idk, still not quite there--but it involve blowing up massive towers filled with players.RF:G had multiplayer. Not like, amazing multiplayer but it was totally functional.
RF:G had multiplayer. Not like, amazing multiplayer but it was totally functional.
Unfortunately like many mid level console titles from that generation it was doomed to have the MP community die off after a few months.
I want a game where terrain destruction is a major factor for PVP. In Minecraft I have dream scenarios about blowing holes in fortresses, destroying bridges, etc. but in practice those opportunities are rare and usually there's a faster/cheaper alternative.
I want a game where you can level a building that your enemies are inside of. Or maybe you're inside that building and have to deal with fire, collapsed rooms, etc. Or maybe the battle's on a mountainside, and you can blast the ground out from under their feet.
Er...didn't Konami basically die? I remember hearing that they were in a lot of trouble recently.
I don't really want to see Portal 3, I think trying to top Portal 2 in terms of wackiness (which already topped Portal 1) would just cheapen and ruin the whole thing. But if Portal 3 did exist I'd like it to be a weird postmodern parody of its own memes, reputation and formula. I have almost no idea what I actually mean like that, but remember when you experienced the ending of MGS2 for the first time? Like that but for Portal.What I'd like for a Portal 3 is the style of Portal 1 mixed with the elements of Portal 2. Though I'd like high energy pellets back, please.
EDIT: And maybe a little less obtuse. Just a hair.
How is that Seppuku?
They make a lot of money, and have a much better ROI then games.
Income is often considered a synonym for revenue, as both terms refer to positive cash flow. However, in a financial context, the term income almost always refers to the bottom line, or net income. Also referred to as net profit, this number represents the total amount of cash that remains from the original amount of revenue after accounting for all expenses and additional income.
-snip-This is a really cool idea. I want to try and workshop this at home. I love the idea of board games that only require a printout of the rules and household items.
Has there been an educational JRPG? Somebody looking to play a JRPG is probably settled in for a lot of dialogue and paying attention anyway, so it seems like a good way to convey historical events if you can make it as good as a real JRPG.
Has there been an educational JRPG? Somebody looking to play a JRPG is probably settled in for a lot of dialogue and paying attention anyway, so it seems like a good way to convey historical events if you can make it as good as a real JRPG.
I mean jesus christ they went out of their way to make it way worse than it had to be. What goes on in Nianic?
I mean jesus christ they went out of their way to make it way worse than it had to be. What goes on in Nianic?
They saw an opportunity to copy paste an entire game and just add pokemon.
Why would you not do that from their standpoint.
I mean jesus christ they went out of their way to make it way worse than it had to be. What goes on in Nianic?
They saw an opportunity to copy paste an entire game and just add pokemon.
Why would you not do that from their standpoint.
Because you don't fucking suck.
I mean jesus christ they went out of their way to make it way worse than it had to be. What goes on in Nianic?
They saw an opportunity to copy paste an entire game and just add pokemon.
Why would you not do that from their standpoint.
Because you don't fucking suck.
I'm sure they feel bad while swimming in their scrooge mcduck pile of money.
An adventure/puzzle game that teaches a foreign language. Riven teaches an entirely invented number system!I wonder what the plot to that would be?
An adventure/puzzle game that teaches a foreign language. Riven teaches an entirely invented number system!
Are there any decent modern rpg's with random encounters anymore? Not including any jrpg's or the Fallout series.
Anything newer?Are there any decent modern rpg's with random encounters anymore? Not including any jrpg's or the Fallout series.
Elder Scrolls?
Are there any decent modern rpg's with random encounters anymore? Not including any jrpg's or the Fallout series.I think they've gotten pushed away with modern game design. And, well, modern budgets. Why use random encounters when you can hand place everything? I think even in Fallout/Elder Scrolls its not really that random.
I want Bully, but set in Hogwarts.
I want Bully, but set in Hogwarts.
That... is a pretty good idea.
Honestly after hearing bad things about Bully my first experience with it is that it is... underrated... in many ways amazing (and revolutionary in one respect for a T-rated game)
Not that I love ALL aspects of it. I mean I can't stand the lunch lady (and all her quests)... and it seems like the game cannot create a villain except to make them almost wholly unlikable (Well sort of... the main villain is sympathetic... so much so the ending actually is a huge WTF moment for me because he just disappears)
In many ways the controversy surrounding the game is poetic given the entire point of the game is how everyone just assumes the worst out of our hero.
I would probably be expelled before I even arrived. I would immediately start cursing people to have incredibly small or large body parts.
I never understood why, if you were studying fucking magic, you wouldn't want to know everything under the sun. All these students are described skipping homework and it's like "Oh, I skipped a class of learning about mystical, god-like control of the physical world so I could just... hang out. I'm sure we weren't learning anything interesting in magic school."
I would probably be expelled before I even arrived. I would immediately start cursing people to have incredibly small or large body parts.
I never understood why, if you were studying fucking magic, you wouldn't want to know everything under the sun. All these students are described skipping homework and it's like "Oh, I skipped a class of learning about mystical, god-like control of the physical world so I could just... hang out. I'm sure we weren't learning anything interesting in magic school."
Watching (and playing) a bit of Dying Light has made me think about the concept of a first-person beat-em-up/brawler game.
Watching (and playing) a bit of Dying Light has made me think about the concept of a first-person beat-em-up/brawler game.
Seconded. It's exactly what you're looking for, Azy.Watching (and playing) a bit of Dying Light has made me think about the concept of a first-person beat-em-up/brawler game.
Does Condemned count? It looked like it was trying to do that to me. Though I never got to play it myself. Closest other thing I can think of is the mod/standalone mod Action Doom 2.
Zeno Clash is pretty much this, in a rather trippy world.Watching (and playing) a bit of Dying Light has made me think about the concept of a first-person beat-em-up/brawler game.
Does Condemned count? It looked like it was trying to do that to me. Though I never got to play it myself. Closest other thing I can think of is the mod/standalone mod Action Doom 2.
I think it might have more to do with modern gamers. Budgets were not better back in the day. At the risk of sounding like an old timer, games used to be way more complex. Stories were good or bad but there was a lot more open world/choices in games. How many modern games do you build something then interact with that world?Are there any decent modern rpg's with random encounters anymore? Not including any jrpg's or the Fallout series.I think they've gotten pushed away with modern game design. And, well, modern budgets. Why use random encounters when you can hand place everything? I think even in Fallout/Elder Scrolls its not really that random.
Isn't Condemned a horror game? I'm not really that good with horror (the Volitales had me scared out of my mind when I was doing "Airdrop").Zeno Clash is pretty much this, in a rather trippy world.Watching (and playing) a bit of Dying Light has made me think about the concept of a first-person beat-em-up/brawler game.
Does Condemned count? It looked like it was trying to do that to me. Though I never got to play it myself. Closest other thing I can think of is the mod/standalone mod Action Doom 2.
I think it might have more to do with modern gamers. Budgets were not better back in the day. At the risk of sounding like an old timer, games used to be way more complex. Stories were good or bad but there was a lot more open world/choices in games. How many modern games do you build something then interact with that world?Are there any decent modern rpg's with random encounters anymore? Not including any jrpg's or the Fallout series.I think they've gotten pushed away with modern game design. And, well, modern budgets. Why use random encounters when you can hand place everything? I think even in Fallout/Elder Scrolls its not really that random.
And random encounters are a great filler. In Fallout 1&2 you had to be ready to fight anything. In the later ones you know if you will be fighting humans, monsters, ghouls etc.
I think it might have more to do with modern gamers. Budgets were not better back in the day.Random encounters can still be "hand-placed" since some games define the kinds of enemies that appear in a given area, but I see what you mean. Both can be done sloppily. To me, not being able to anticipate what you're going up against in a fight without being killed by it first
At the risk of sounding like an old timer, games used to be way more complex.
Stories were good or bad but there was a lot more open world/choices in games.
How many modern games do you build something then interact with that world?
And random encounters are a great filler. In Fallout 1&2 you had to be ready to fight anything. In the later ones you know if you will be fighting humans, monsters, ghouls etc.
A lot of old games that are hailed as "open world" are typically pretty boring and empty, however technically impressive they are. Daggerfall for instance; sure, you can ride your horse all over the largest map in gaming history, and there's absolutely nothing anywhere but small hills and tree sprites.So at what point does a game become open-world, for you?
It also drives me insane when games like Final Fantasy or Zelda are said to be "open world." Yes, there is a world and technically you can go anywhere, as long as you have the required key items and plot flags set by going to each dungeon and town in exactly the order prescribed by the game. When you've got the ultimate vehicle, opened all the waist-high fences and gotten all the items, it's truly an open-world game!.... now that there's nothing to do besides go beat the final boss.
A lot of old games that are hailed as "open world" are typically pretty boring and empty, however technically impressive they are. Daggerfall for instance; sure, you can ride your horse all over the largest map in gaming history, and there's absolutely nothing anywhere but small hills and tree sprites.So at what point does a game become open-world, for you?
It also drives me insane when games like Final Fantasy or Zelda are said to be "open world." Yes, there is a world and technically you can go anywhere, as long as you have the required key items and plot flags set by going to each dungeon and town in exactly the order prescribed by the game. When you've got the ultimate vehicle, opened all the waist-high fences and gotten all the items, it's truly an open-world game!.... now that there's nothing to do besides go beat the final boss.
Is Dark Souls open-world?
I think it might have more to do with modern gamers. Budgets were not better back in the day.Random encounters can still be "hand-placed" since some games define the kinds of enemies that appear in a given area, but I see what you mean. Both can be done sloppily. To me, not being able to anticipate what you're going up against in a fight without being killed by it first
At the risk of sounding like an old timer, games used to be way more complex.
Stories were good or bad but there was a lot more open world/choices in games.
How many modern games do you build something then interact with that world?
And random encounters are a great filler. In Fallout 1&2 you had to be ready to fight anything. In the later ones you know if you will be fighting humans, monsters, ghouls etc.
Do I need to remind you you're on the Dwarf Fortress forum? When you google "most complex game ever" the first thing that comes up is DF. You're surely blind if you think that there isn't a bevy of options out there.
We're drowning in open world games today that are bursting with choice. If choice is all you want, there's never been more.
Dwarf Fortress (again), Space Engineers, Starsector, Cortex Command, Survivalist, Subnautica, and Factorio, are just a few, excellent, modern games in my library that easily meet that criteria.
Games have always been beautiful and people never stopped having good ideas. The games that came before have inspired the designers of today. With the indie wave, games have become more complex, varied, and free than ever before. We are living in a golden age, and you're squandering it by not making an effort to take in what's around you.
I had that rough idea a while back. I added the idea that it's more like a shadow world game. Something like the broadest interpretation of the SCP Groups Of Interest thing. Each player is a GOI, recruiting from the same pool (and bidding on contracts for popular individuals) and seeking to get hold of useful tech....I really like this idea. Then again, I'm ever the sucker for secret wars...
Actually, I'm thinking it should still have an NPC alien invading force, but defeating it is only part of the war; one has to win the secret war after the aliens are defeated.
I'd make the tech tree much broader and dependent on localized resources. If there's a neptronium deposit under the arctic ocean, only the faction that controls the mining platform has access, and only they can make neptronium ammunition. But perhaps they can sell it... Anyway, player factions would radically diverge. If the National Philosophy Working Group discovers psi effects early on, they can grab that and make use of it. In the same game, Blackwell Security Contracting might put lots of research into conventional guns and training, and Excelsior Areospace might find antigrav generators in a crashed alien spacecraft.
By the time the shadow war begins, the three factions may differ more from each other than the aliens did!
What I'd like is an adversarial version of the full game, with one player as aliens and one player as XCOM. Both play on the geoscape, until one finds cause to initiate a battle.UFO:AI has tactical multiplayer, but that's it.
I imagine this would work better in Oldcom rules though, as the player can be more proactive in that game. In XCOM the player only ever reacts, where as in Oldcom you could send your Interceptors to patrol and explore.And then there are fan remakes. UFO:AI even shows radar circles of your patrolling aircraft (just like for base and standalone radar installations).
Dark Souls III Mac Port.Never going to Happen.
A man can dream.Dark Souls III Mac Port.Never going to Happen.
I was thinking about the "wimp mode" mod for SOMA, and it made me think about applying the idea "what if you could talk to the monsters" to a game like Amnesia. Where you can either just run and hide from the monsters, or you can try to convince them not to eat you. Naturally, you won't have time to do this if the monster can see you and is actively chasing you, so you'll have to talk from hiding. But if you talk, the monster will be able to locate you by sound. So you'd have to balance the concerns of talking to the monster and staying hidden.But what if you don't want to convince the monster to change its intended diet? What if you would rather scurry around the room giggling menacingly from a dozen different dark corners at random?
Alternatively, you can just hide and run and try to kill the monsters using the environment.
Then you'd eventually get to the monster who also wants to do that, and become locked in a very strange and creepy duel.I was thinking about the "wimp mode" mod for SOMA, and it made me think about applying the idea "what if you could talk to the monsters" to a game like Amnesia. Where you can either just run and hide from the monsters, or you can try to convince them not to eat you. Naturally, you won't have time to do this if the monster can see you and is actively chasing you, so you'll have to talk from hiding. But if you talk, the monster will be able to locate you by sound. So you'd have to balance the concerns of talking to the monster and staying hidden.But what if you don't want to convince the monster to change its intended diet? What if you would rather scurry around the room giggling menacingly from a dozen different dark corners at random?
Alternatively, you can just hide and run and try to kill the monsters using the environment.
A game where you act as a God to a civilization.I wish. Arcen Games made something like that, but it's still pretty restricted and it has graphics.
Not one of those games with goals of anything, where you get limited resources or have to make sure your followers don't die.
Just a simulation-esque thing where you can do nearly anything, all in ASCII-style like DF.
I wish there was an RPG that wasn't so much a linear story as a web of interacting events that a proactive player can take part in. Like Majora's Mask, but over a week or two as opposed to three days, and without the reset mechanics.
The way you cheat and don't have to deal with a combinatorial explosion is to have it advance in terms of routes and branches like a visual novel, but have it running on a timer as opposed to entirely player-driven. Fill the space between junctures with a Bethesda-like daily routine, and have some in-universe way to give the player a notification when some important choice expires or becomes available.
Impossible Creatures 2. More creatures, new graphics engine, maybe set it in the 50's instead of I think 1910? I can't remember when the first one was set.
I want a survival game in space. Like, in a space hulk/derelict thing. UnReal World in space. Same graphics level or even ASCII would be OK, nothing fancy. Not a colony manager either. Multiplayer is ok I guess?
Literally pulling metal panels and wires from walls to build shelters and stuff. Laying traps for space rats for food, maybe get some crappy hydroponics going.
I once imagined a game where you play an off-site troop commander and have to make decisions based on radio reports and satellite photos. You wouldn't have real-time information and instead have to update a physical map as reports come in. The thing is I have no idea if this would be fun or just frustratingAs a serious game I think it would need to be assumed that your command staff is doing some of the work for you. Like it'll tell you the last known location of the 14th infantry division and if you click on them it'll give you a list of reports like "at 0200 hours they were at this location at this strength and the report is believed to be this accurate."
I'd like to see Mount and Blade with a post apocalyptic setting and running with rifles style combat. Use scavenged binoculars, sniper rifles, and military mortars to kill enemies before they have a chance to fight back, and avoid stronger enemies, or use mad max banditmobiles to overrun enemies. Frantic infantry combat is the last resort of poorly equipped factions, and if you really aren't ready you might have to use pistols or even machetes. If both sides have vehicles then the field gets larger and if one side is running than it turns into a high speed chase sequence where the fleeing side has to get to the opposite map side with the chasing side starting behind them.This, perhaps? (http://www.moddb.com/mods/the-reckoning-for-mb)
I once imagined a game where you play an off-site troop commander and have to make decisions based on radio reports and satellite photos. You wouldn't have real-time information and instead have to update a physical map as reports come in. The thing is I have no idea if this would be fun or just frustrating
I once imagined a game where you play an off-site troop commander and have to make decisions based on radio reports and satellite photos. You wouldn't have real-time information and instead have to update a physical map as reports come in. The thing is I have no idea if this would be fun or just frustrating
you never knew if the units moving existed or not...I am pretty sure that this is definitely not what you are thinking of, but that line reminded me of Achron. Achron as in "divorced from chronology" as opposed to "Archon" which is completely different... But while that can feature misinformation, it is of a different form than bribes and spies and stealth...
There was an old xbox arcade game where you played as a monster in a dark cave, and indeed, the entire screen was black. You had to eat people based on sound, and it was pretty fun if I recall.Evil-Dog Productions has a flash game called "The Blind Swordsman", which is exactly what it sounds like - you have to hear where your enemies are.
you never knew if the units moving existed or not...I am pretty sure that this is definitely not what you are thinking of, but that line reminded me of Achron. Achron as in "divorced from chronology" as opposed to "Archon" which is completely different... But while that can feature misinformation, it is of a different form than bribes and spies and stealth...
I wish there was a colony sim game set in a post apocalyptic setting instead of sci-fi or fantasy.Rebuild?
Played it, quickly got bored of the game due to how of how repetitiveness it was. I was looking for something similar to DF or Rimworld.I wish there was a colony sim game set in a post apocalyptic setting instead of sci-fi or fantasy.Rebuild?
I wish there was a colony sim game set in a post apocalyptic setting instead of sci-fi or fantasy.
Played it, quickly got bored of the game due to how of how repetitiveness it was.Yeah, me too.
Wow, I really dislike the character art. Everything else looks pretty OK though.I wish there was a colony sim game set in a post apocalyptic setting instead of sci-fi or fantasy.
Atomic Society is absolutely 100% what you were looking for: http://www.bay12forums.com/smf/index.php?topic=161984.0
Nice devs as well, who seem to have some good ideas.
Wow, I really dislike the character art. Everything else looks pretty OK though.
pastebin.com/BumD0Z7iWould races take place in the overworld? I think that would be a great idea! Players would know the details of a race if they had unlocked at least one overworld area it was in, but could only take part if they had unlocked all those areas. It would incentivise players to try and unlock the world areas related to races that looked appealing, while simulataniously allowing them to build up their car to be good enough to have a chance by the time they could enter. As they're trying to fully unlock races, they would stumble across other races that they might want to unlock later once they've finished with their current task. This would constantly give players realistic and achievable long term goals to keep them intersted in the game.
A less-than-politically-correct civil rights movement/protest simulator. Starting in 1910, 1930, 1955, or 1965 you are [an advocate for women's rights|disgusted with the government's treatment of the new recession|unhappy with the way black people are treated|annoyed with the government's involvement in Vietnam] and you want to bring about change. How do you do it? Do you lead peaceful protests and marches, write letters, and give speeches? Will you exert political influence to get people sympathetic to your cause elected? Will you lead a violent insurrection? Or will you embrace separatism and lead your oppressed/dissatisfied people elsewhere?
A sequel to X3 that does not suck.
A sequel to X3 that does not suck.
I'll second this! X Rebirth was a giant steaming pile.
Only one ship to fly? A story mode that is extremely easy, until it becomes practically impossible? (Thinking of the "build a space station" mission, it was very difficult to buy the supplies you needed if you didn't stockpile them before you knew you needed them) Having to wander stations at random to hire crew? An all new UI that was actually harder to use than the crappy old UI? The game had all this and more.
Strangely I think part of the fantasy to 0x10c is that the ship components and computer programming aspect could be too complicated for most people to use, meaning that most people end up using designs made by other people.
This is a bit simple, but I want a Pokemon game (official or fanmade, I don't particularly care) without the bog-standard grass-water-fire starters. Gimme a different triumvirate of types. Dark-Psychic-Fighting, maybe. Ground-Rock-Flying. Something.Well shoot dude if all you want is a different starter there are options for that.
There's a game, the name of which I have forgotten, with a premise very similar to that. I think it might be one of those odd games published by MIT.
You are the first sentient computer. It is real time with pause, with a twist -- there is a maximum amount that you can "slow time" and still give orders, and that is limited by your processing power. The robots you build have Childeren Of a Dead Earth level customization, and your character's goal is to annihilate humanity -- but the humans don't know that you're hostile, or even that you exist, until you makes yourself known!
Hacking and cybersecurity is included.
A variation on that, I have always wanted a 3d fighting game a la Mount and Blade or Jedi Knight, except that you design all your moves in an animation editor.Gentle reminder: The Internet ruins everything...
It would be equally wonky and glorious.
A variation on that, I have always wanted a 3d fighting game a la Mount and Blade or Jedi Knight, except that you design all your moves in an animation editor.Gentle reminder: The Internet ruins everything...
It would be equally wonky and glorious.
I mean, we have Toribash. The way I look at there would be three problems with the system:A variation on that, I have always wanted a 3d fighting game a la Mount and Blade or Jedi Knight, except that you design all your moves in an animation editor.Gentle reminder: The Internet ruins everything...
It would be equally wonky and glorious.
I once imagined a game where you play an off-site troop commander and have to make decisions based on radio reports and satellite photos. You wouldn't have real-time information and instead have to update a physical map as reports come in. The thing is I have no idea if this would be fun or just frustratingProbably both.
It could also work as a surgeon simulator style physics joke game. Play as the general, fuck up everything, then after the battle the blinders get taken off and you see a replay of what actually happened.Aren't after action reports half of the reason why Fun is called so? ;D
I'd say make it like Ender's Game.Giants drink from enders game would be sweet
Somebody needs to make a real wrestling game.Y'know what? I wish that existed too.
And by "real" wrestling game, I mean a real fake pro wrestling game. Not a mediocre fighting game with licensed pro wrestler likenesses, but a game about managing a roster of whatever wrestlers you want to create. Take the character creator option that's in most of the WresleMania games, tighten it up and add an irresponsible amount of detail, then let the player set up crazy story-lines for their stupid custom wrestlers.
In fact, I don't even care if they add the ability to actually play the matches; I'd rather just watch. Add a ton of different random events and reactive AI, combine that with player-created content, and let it loose. Hundreds of hours of entertainment. Imagine the Twitch streams!
Hell, just implement modding support, integrate it with Steam Workshop or something. Create an entire universe of custom moves, characters, venues, weapons, ring entrances, EVERYTHING
Agreed, that sounds like a great concept. I would worry a bit about the trouble one might get into from implying that matches could be decided prior to their commencement and such, but overall I would imagine that the support would outweigh the antagonism.Somebody needs to make a real wrestling game.Y'know what? I wish that existed too.
And by "real" wrestling game, I mean a real fake pro wrestling game. Not a mediocre fighting game with licensed pro wrestler likenesses, but a game about managing a roster of whatever wrestlers you want to create. Take the character creator option that's in most of the WresleMania games, tighten it up and add an irresponsible amount of detail, then let the player set up crazy story-lines for their stupid custom wrestlers.
In fact, I don't even care if they add the ability to actually play the matches; I'd rather just watch. Add a ton of different random events and reactive AI, combine that with player-created content, and let it loose. Hundreds of hours of entertainment. Imagine the Twitch streams!
Hell, just implement modding support, integrate it with Steam Workshop or something. Create an entire universe of custom moves, characters, venues, weapons, ring entrances, EVERYTHING
Agreed, that sounds like a great concept. I would worry a bit about the trouble one might get into from implying that matches could be decided prior to their commencement and such, but overall I would imagine that the support would outweigh the antagonism.Somebody needs to make a real wrestling game.Y'know what? I wish that existed too.
And by "real" wrestling game, I mean a real fake pro wrestling game. Not a mediocre fighting game with licensed pro wrestler likenesses, but a game about managing a roster of whatever wrestlers you want to create. Take the character creator option that's in most of the WresleMania games, tighten it up and add an irresponsible amount of detail, then let the player set up crazy story-lines for their stupid custom wrestlers.
In fact, I don't even care if they add the ability to actually play the matches; I'd rather just watch. Add a ton of different random events and reactive AI, combine that with player-created content, and let it loose. Hundreds of hours of entertainment. Imagine the Twitch streams!
Hell, just implement modding support, integrate it with Steam Workshop or something. Create an entire universe of custom moves, characters, venues, weapons, ring entrances, EVERYTHING
Somebody needs to make a real wrestling game.
And by "real" wrestling game, I mean a real fake pro wrestling game. Not a mediocre fighting game with licensed pro wrestler likenesses, but a game about managing a roster of whatever wrestlers you want to create. Take the character creator option that's in most of the WresleMania games, tighten it up and add an irresponsible amount of detail, then let the player set up crazy story-lines for their stupid custom wrestlers.
In fact, I don't even care if they add the ability to actually play the matches; I'd rather just watch. Add a ton of different random events and reactive AI, combine that with player-created content, and let it loose. Hundreds of hours of entertainment. Imagine the Twitch streams!
Hell, just implement modding support, integrate it with Steam Workshop or something. Create an entire universe of custom moves, characters, venues, weapons, ring entrances, EVERYTHING
Don't look at it as managing a wrestling league, look at it as producing a serialized drama. Imagine the plotlines! The betrayals! The unexpected team-ups! The end-of-season big reveal/epic duel!
I want a version of PUBG where everyone's a chimp like hominid, with lots of improvised stick and stone based weaponry, intense climbing in forests with giant trees, large monstrous animal hazards that could be lured and used to kill off other players, stuff like that.
I'd like an inverse RTS where the whole map starts at war and you have to slowly restore peace to the region through a combination of diplomacy and soft power projection. You could have resources like political capital and public goodwill in addition to funding, and earn more as the belligerents return units to their spawn points to be withdrawn from the conflict.
I'm just personally really tired of war games. Waging peace sounds more fun.
I'd like an inverse RTS where the whole map starts at war and you have to slowly restore peace to the region through a combination of diplomacy and soft power projection. You could have resources like political capital and public goodwill in addition to funding, and earn more as the belligerents return units to their spawn points to be withdrawn from the conflict.
I'm just personally really tired of war games. Waging peace sounds more fun.
This sounds awesome actually.
I'd like an inverse RTS where the whole map starts at war and you have to slowly restore peace to the region through a combination of diplomacy and soft power projection. You could have resources like political capital and public goodwill in addition to funding, and earn more as the belligerents return units to their spawn points to be withdrawn from the conflict.So do you lose if a side manages to destroy the other's home base, or how does that work? Since you don't have units to attack enemies with I'm assuming you have ways to manipulate enemies into fighting over unimportant objectives while you negotiate peace.
I'm just personally really tired of war games. Waging peace sounds more fun.
I'd like an inverse RTS where the whole map starts at war and you have to slowly restore peace to the region through a combination of diplomacy and soft power projection. You could have resources like political capital and public goodwill in addition to funding, and earn more as the belligerents return units to their spawn points to be withdrawn from the conflict.So do you lose if a side manages to destroy the other's home base, or how does that work? Since you don't have units to attack enemies with I'm assuming you have ways to manipulate enemies into fighting over unimportant objectives while you negotiate peace.
I'm just personally really tired of war games. Waging peace sounds more fun.
I'd like an inverse RTS where the whole map starts at war and you have to slowly restore peace to the region through a combination of diplomacy and soft power projection. You could have resources like political capital and public goodwill in addition to funding, and earn more as the belligerents return units to their spawn points to be withdrawn from the conflict.Undercommander is a game about not fighting wars.
I'm just personally really tired of war games. Waging peace sounds more fun.
I'd like an inverse RTS where the whole map starts at war and you have to slowly restore peace to the region through a combination of diplomacy and soft power projection. You could have resources like political capital and public goodwill in addition to funding, and earn more as the belligerents return units to their spawn points to be withdrawn from the conflict.Undercommander is a game about not fighting wars.
I'm just personally really tired of war games. Waging peace sounds more fun.
One angle would be playing a human rights group that has to enter a warzone. Provide medical care and temporary infrastructure to refugees. Use journalists as scouts and gather gripping war footage to increase international pressure against the war. Call in care packages for civilians and hope that none of the soldiers get to them. You have a reputation with both sides and if they catch you assisting the other side or spying on them, they'll begin to arrest your agents (temporarily removing them from play) and eventually the less scrupulous elements will start attacking you. On the other hand if you assist one side enough they'll warn you about their artillery strikes so you can get out of the way, but you shouldn't be openly taking a side in the war or your funding might dry up...
I'd love a comedic harem game with no sexual stuff involved, just some nerd accidentally getting dates and not knowing what to do so he fails miserably, but they come back anyway.Isn't that literally 99% of dating sims?
I dunno about 99%.I'd love a comedic harem game with no sexual stuff involved, just some nerd accidentally getting dates and not knowing what to do so he fails miserably, but they come back anyway.Isn't that literally 99% of dating sims?
I'd like an inverse RTS where the whole map starts at war and you have to slowly restore peace to the region through a combination of diplomacy and soft power projection. You could have resources like political capital and public goodwill in addition to funding, and earn more as the belligerents return units to their spawn points to be withdrawn from the conflict.Undercommander is a game about not fighting wars.
I'm just personally really tired of war games. Waging peace sounds more fun.
One angle would be playing a human rights group that has to enter a warzone. Provide medical care and temporary infrastructure to refugees. Use journalists as scouts and gather gripping war footage to increase international pressure against the war. Call in care packages for civilians and hope that none of the soldiers get to them. You have a reputation with both sides and if they catch you assisting the other side or spying on them, they'll begin to arrest your agents (temporarily removing them from play) and eventually the less scrupulous elements will start attacking you. On the other hand if you assist one side enough they'll warn you about their artillery strikes so you can get out of the way, but you shouldn't be openly taking a side in the war or your funding might dry up...
I really like the idea of the player representing a neutral and non-centralized power on a battlefield, like activist-journalists and refugee relief NGOs. The groups aren't necessarily working together or even communicating in any way, but the player is orchestrating all their actions at once.
...I'm still antsy about those concepts for strategy games about running cults, managing a wartime economy, and being Sauron. It seems like most games that I wish existed are grand strategy games of one kind or another.
A game where you design machines and send them out to kill people.You don't explicitly kill people but Earth 2150 is an RTS where you can design vehicles, Warzone 2100 and Metal Fatigue are similar apparently but I haven't played them.
If this exists, tell me.
If this doesn't exist, I just found myself a new programming project.
I'd like a game with an art style based on WW2 propaganda posters and political cartoons. No scifi, except that whenever you fight a boss, it turns into a giant octopus or raging bear or whatever from a political cartoon, complete with having its different body parts labeled for what they symbolize.So basically Cuphead except with political cartoons.
I don't even care what the genre would be, I just think that could be cool.
A proper text-based life sim would be neat. Not with the cartoonish and arcade feel of Sims, nor the bare-bones structure of Real Lives, but a proper life sim.....You know you're on the Dwarf Fortress forums, right?
I doubt it'll ever happen, but hey, one can wish.
...Fast and smooth jumping around the rooftops like the hooligan you are, interspersed with fumbling with magazines like an old man? :P
(Disclaimer: I love Reciever. But let's not lie about what the game is really like.)
A proper text-based life sim would be neat. Not with the cartoonish and arcade feel of Sims, nor the bare-bones structure of Real Lives, but a proper life sim.
I doubt it'll ever happen, but hey, one can wish.
I had an interesting idea recently about using music to represent the sense of smell in games. Because games are usually unable to represent the player character's sense of smell except with ui elements and wierd glowing bits. Background music likewise usually doesn't have an in-universe explaination.Why not just make a USB peripheral that releases those liquid scent packages, designed to work with some third party that already makes them? Then you could represent unpleasant smells with third party scent packages like "burning wreckage" and "the sewer level".
This would mean that your home sounds like cinnamon buns and your enemies smell like combat. :P
And you transition from sneaky music to fight music when the enemies spot you because they start sweating.
"Smell-O-Vision" ... was to be deployed with the mystery-comedy Scent of Mystery, which would be the first film in which smells revealed certain plot points to the audience. ... Walter Reade Jr. was rushing to release Behind the Great Wall, a travelogue through China made by Italian director Carlo Lizzani, accompanied by a process called "AromaRama" to send scents through the air-conditioning system of a theater. ... Behind the Great Wall was released on December 2, 1959, just three weeks ahead of Scent of Mystery, and the competition between the two films was called "the battle of the smellies" by Variety.
the battle of the smellies
A proper text-based life sim would be neat. Not with the cartoonish and arcade feel of Sims, nor the bare-bones structure of Real Lives, but a proper life sim.....You know you're on the Dwarf Fortress forums, right?
I doubt it'll ever happen, but hey, one can wish.
A proper text-based life sim would be neat. Not with the cartoonish and arcade feel of Sims, nor the bare-bones structure of Real Lives, but a proper life sim.
I doubt it'll ever happen, but hey, one can wish.
Kudos 2 (2000s) and Alter Ego (1980s) might give you something to do for a little while. Alter Ego is surprisingly hard-hitting in places, it was written by an actual psychologist. Starts with you in the womb deciding what you want to do. If you're interested in life games it's defintely one to play. I think you can now play it online, too.
I wish a game like sim ant existed, except you would be managing the growth of a warren of potentially intelligent rabbit, some part of me thinks that would be extremely fun.
I wish a game like sim ant existed, except you would be managing the growth of a warren of potentially intelligent rabbit, some part of me thinks that would be extremely fun.Only if it's just as bloody and terrifying as Watership Down. Complete with eldritch horror humans.
Oh totally, I would have no problem with that, although setting it Australia rather than England would probably increase the horror factor greatly.I wish a game like sim ant existed, except you would be managing the growth of a warren of potentially intelligent rabbit, some part of me thinks that would be extremely fun.Only if it's just as bloody and terrifying as Watership Down. Complete with eldritch horror humans.
So, in the Matrix movies there are action scenes where somebody's navigating a giant office building or city streets or whatever, and there's an operator that has a bird's eye view and gives them directions in real-time to guide them and warn them about enemies.In No More Room in Hell we ghosted each other pretty often since drops are random and you don't want to use up supplies getting to a room that doesn't have the right kind of ammo in it. You'd really have to think of something to make it a little more special than that. Maybe the operator has to interpret an interface, so his information is not perfect; he has a wider view but less detail than the player on the ground. Hopefully he also has useful ways to communicate if the players can't use VOIP as well.
Co-op. That is all.
So, in the Matrix movies there are action scenes where somebody's navigating a giant office building or city streets or whatever, and there's an operator that has a bird's eye view and gives them directions in real-time to guide them and warn them about enemies.
Co-op. That is all.
I thought of a game, perhaps similar to Animal Crossing, where you play as a person with some kind of illness, and the doctor declares you have 100 days to live, but offers you a chance to be placed into cryostasis, and then unthawed for one day every year, so you can see the future elapse very quickly, with one day representing every year, and get to see how everything you know evolves over time, then on the dawn of the new century, you finally succumb to the illness and die, with the three or four generations of people you got to meet throughout the course of the game getting to see you off, or perhaps other people that have taken the same cryo-deal as well having to say goodbye.I find it a little hard to believe that absolutely no progress would be made towards a cure, even a partial one, in a hundred years. Especially if medical science is advanced enough for cryogenic freezing to be effective for humans.
I think the theme of the game would be about the inevitability of death, but perhaps more importantly about how no matter how no matter how much things superficially change, even over such a long period of time, things stay the same. "The more things change, the more they stay the same" as it were.
Though.... how would that be a game? It just seems like a first-person narrative to me.
I thought of a game, perhaps similar to Animal Crossing, where you play as a person with some kind of illness, and the doctor declares you have 100 days to live, but offers you a chance to be placed into cryostasis, and then unthawed for one day every year, so you can see the future elapse very quickly, with one day representing every year, and get to see how everything you know evolves over time, then on the dawn of the new century, you finally succumb to the illness and die, with the three or four generations of people you got to meet throughout the course of the game getting to see you off, or perhaps other people that have taken the same cryo-deal as well having to say goodbye.I find it a little hard to believe that absolutely no progress would be made towards a cure, even a partial one, in a hundred years. Especially if medical science is advanced enough for cryogenic freezing to be effective for humans.
I think the theme of the game would be about the inevitability of death, but perhaps more importantly about how no matter how no matter how much things superficially change, even over such a long period of time, things stay the same. "The more things change, the more they stay the same" as it were.
So, in the Matrix movies there are action scenes where somebody's navigating a giant office building or city streets or whatever, and there's an operator that has a bird's eye view and gives them directions in real-time to guide them and warn them about enemies.In No More Room in Hell we ghosted each other pretty often since drops are random and you don't want to use up supplies getting to a room that doesn't have the right kind of ammo in it. You'd really have to think of something to make it a little more special than that. Maybe the operator has to interpret an interface, so his information is not perfect; he has a wider view but less detail than the player on the ground. Hopefully he also has useful ways to communicate if the players can't use VOIP as well.
Co-op. That is all.
just an RTS with heavily customizable units
Space Famine Simulator! I like it better if the objective is to simply not die, though. Don't starve, don't asphyxiate, don't get shot by starving pirates for your hold full of space rice.
Spore, but legitimately good, that is with all stages available, the ability to fuse legs at the knees, DRM free, with all animations included as well as the ability to combo actions together like was originally planned.+1
Oh and perhaps having that ''create custom music'' mini feature[from the civ stage] actually have an effect on gameplay, perhaps extending back as far as the creature stage, like intitally, itll hav to do with putting out something attractive sounding at the cost of stamina, ut later it becomes about being able to outcompete other tribes by being unique and then later aggravating your enemies, etc.Spore, but legitimately good, that is with all stages available, the ability to fuse legs at the knees, DRM free, with all animations included as well as the ability to combo actions together like was originally planned.+1
I want this spore pls
I am not sure what you mean about Minecraft's world being traditional, and I have no idea how it ties into your games idea. could you give us a bit more detail, please ???
I don't think you can ever have paired games running concurrently. The problem becomes that one of them will inevitably end up with a smaller userbase and then die first.
But you could use one game to make content for another game, that seems perfectly fine. As long as there's an initial dose of content, they can both survive without each other indefinitely.
That works I guess. But I don't think you could sell them as separate products like, IIRC, Eve did with Dust.
Whether you go out of your way to help their civilization with the benefits or force them into horrible working conditions is up to you (and the former isn't necessarily without consequence itself, both in regards to your own work and towards the planet as a whole).
Whether you go out of your way to help their civilization with the benefits or force them into horrible working conditions is up to you (and the former isn't necessarily without consequence itself, both in regards to your own work and towards the planet as a whole).
Okay, that gives me an idea. So you're some manner of god and/or hyper-advanced alien species, and you come across a planet populated by Bronze Age-equivalent humans/aliens/whatever, and have the power to influence them indirectly.
After defining the characteristics of your creation myth, you endow one or more mortals with knowledge of it and watch the knowledge spread as civilization develops. Pretty soon, however, knowledge of the creation myth grows to the extent that an organized religion develops, and pretty soon rival interpretations of your scripture cause schisms. In addition to that, you start out only being able to influence mortals in your own corner of the planet, and contradictory religions develop elsewhere.
Your power as a deity is directly linked to how many mortals believe in your particular creation myth, so it is in your best interest to either spread your Word peacefully or start holy wars with your influence. Almost everything happens without your direct influence, so you have to strategically cast miracles and plagues to steer history in your favor.
I just want a typical god game, but more detailed and hands-off. Maybe I have to wait for the inevitable "God Mode" to show up in Dwarf Fortress.
A Free To Play MMO(RPG) with a player driven economy that doesn't need realworld payments (cosmetics are fine tho) and lets the players shape the world.RIP Ultima Online :(
A Free To Play MMO(RPG) with a player driven economy that doesn't need realworld payments (cosmetics are fine tho) and lets the players shape the world.RIP Ultima Online :(
On a different note, I'm tired of stealth games that get less interesting the more you try to challenge yourself with them. It seems like almost all of them front-load their mechanics into a combat system, and shooting your way through a level (even if you're doing so in a stealthy way, not just running and gunning) is inevitably the easiest way to play. Then they convey the message that the greater challenge in the game is a "no kill run". And it almost always is a greater challenge, but it also turns out to be less fun than killing everybody, because it's a "no fun gameplay mechanics allowed run".
I don't know how you would do that with stealth gameplay mechanics, but moving away from a binary win/lose state (a stealth equivalent of a health bar?) might be a possibility.I'd highly recommend you check out Tom Francis's article here (http://www.pentadact.com/2015-09-13-things-about-metal-gear-solid-v-spoiler-free/), as he goes into detail about win-loss conditions (and how the spectrum between total victory and utter defeat is where things get fun) in stealth games, but also games in general.
Hehe, I was just about to recommend he play Tom Francis's game, which puts some of those ideas into effect. :PI don't know how you would do that with stealth gameplay mechanics, but moving away from a binary win/lose state (a stealth equivalent of a health bar?) might be a possibility.I'd highly recommend you check out Tom Francis's article here (http://www.pentadact.com/2015-09-13-things-about-metal-gear-solid-v-spoiler-free/), as he goes into detail about win-loss conditions (and how the spectrum between total victory and utter defeat is where things get fun) in stealth games, but also games in general.
With stealth, I would like, if being spotted while sneaking actually had penalties.In Hitman 2016, trying to sneak while in view of someone else will raise suspicion. Walking generally does not (unless you're tresspassing/holding an illegal object/getting to close to one of the people you're disguised as).
While yes, if you are sneaking, there is less of a chance someone will detect you, when someone does (let's say in any TES), they should automatically call for help. While if you walked normaly, nobody would bother you.
The thing is, a person sneaking is automaticly suspicious, while a person walking can just pass.
And by that, I mean that once you choose a path with your faction, you are barred from any other paths. And that AI factons have randomly selected their own paths as well.
Is there a 4x or Grand Strategy game which has a very diverging (not sure what else to call it) tech tree?
And by that, I mean that once you choose a path with your faction, you are barred from any other paths. And that AI factons have randomly selected their own paths as well.
Stellaris kind of does this with three ascension perk lines, but unfortunately not with the actual tech tree.
Kind of bothers me that too many (in my opinion) strategic games often has kind of linear technology.. lines.
In Hitman 2016, trying to sneak while in view of someone else will raise suspicion. Walking generally does not (unless you're tresspassing/holding an illegal object/getting to close to one of the people you're disguised as).
Metal Gear Solid V without the retarded story and with a few tweaks to make it more serious.
Metal Gear Solid V without the retarded story and with a few tweaks to make it more serious.You...
How much do they want you dead, can you influence them via public opinion, and are any spells off-limits?
Because, well, nukes, lots and lots of nukes, enough to kill everything else even if you have a lead-lined force-cage...
And then there is plane shift...
But really, I can't help but think that it would be over very quickly. Either the wizard teleports to some remote location and blends into the population with some convenient mind control to get their hands on enough support to go unnoticed(and the obvious missile-resistant bunker with alarm spells and whatever contingent teleport or whatever...), or they cop a bullet from a kilometre away before they get their shields up...
A Pokemon game that i can throw balls in the overworld on.Pixelmon does that.
Er. Photons are easy to block. A piece of wood would do it, not even a very thick one. Doesn't mean that said piece of wood would block the heat, pressure, or radiation of even a low-yield nuclear blast.
Okay bear with me on this one.
A real-time strategy / puzzle game where you have a horde of peons to do your bidding, but none of them are working of their own free will. You start with a set of resources that you can use as leverage (e.g. access to the only food supply, a monopoly on violence, the means of minting currency, or hostages of some kind) and you need to set up insane webs of convoluted incentive structures to get them to act in the way you want. The trick is to set up a Prisoner's Dilemma (https://en.wikipedia.org/wiki/Prisoner's_dilemma) scenario, where it is in the best interest of your peons to continue doing what you want them to do, rather than cooperating to topple your control.
Okay bear with me on this one.
A real-time strategy / puzzle game where you have a horde of peons to do your bidding, but none of them are working of their own free will. You start with a set of resources that you can use as leverage (e.g. access to the only food supply, a monopoly on violence, the means of minting currency, or hostages of some kind) and you need to set up insane webs of convoluted incentive structures to get them to act in the way you want. The trick is to set up a Prisoner's Dilemma (https://en.wikipedia.org/wiki/Prisoner's_dilemma) scenario, where it is in the best interest of your peons to continue doing what you want them to do, rather than cooperating to topple your control.
This game is called "parenting". I recommend against a horde, it's way easier to micromanage individual units.
Okay bear with me on this one.
A real-time strategy / puzzle game where you have a horde of peons to do your bidding, but none of them are working of their own free will. You start with a set of resources that you can use as leverage (e.g. access to the only food supply, a monopoly on violence, the means of minting currency, or hostages of some kind) and you need to set up insane webs of convoluted incentive structures to get them to act in the way you want. The trick is to set up a Prisoner's Dilemma (https://en.wikipedia.org/wiki/Prisoner's_dilemma) scenario, where it is in the best interest of your peons to continue doing what you want them to do, rather than cooperating to topple your control.
This game is called "parenting". I recommend against a horde, it's way easier to micromanage individual units.
Okay bear with me on this one.
A real-time strategy / puzzle game where you have a horde of peons to do your bidding, but none of them are working of their own free will. You start with a set of resources that you can use as leverage (e.g. access to the only food supply, a monopoly on violence, the means of minting currency, or hostages of some kind) and you need to set up insane webs of convoluted incentive structures to get them to act in the way you want. The trick is to set up a Prisoner's Dilemma (https://en.wikipedia.org/wiki/Prisoner's_dilemma) scenario, where it is in the best interest of your peons to continue doing what you want them to do, rather than cooperating to topple your control.
This game is called "parenting". I recommend against a horde, it's way easier to micromanage individual units.
May I quote that?
So, basically Superhot VR IN SPACE?In space with space ships and teleporters.
Okay check it so likeI'm currently living that game. Trust me, it sucks balls. Specially if you can't even find medicine or food for your baby...
A board game that comes with a rule book, and the rules describe a pretty standard Monopoly-like ruleset. It's very simple, not much interaction beyond rolling dice and competing with the other players over resources. But when you open the booklet to look at the rules, a smaller, red booklet falls out of it. These are the revolutionary rules, comrade. The rules described in this booklet tell the players how to work together to overthrow the current system (the standard ruleset). In order to survive, the players must work within the regular ruleset. But in order to reach the final goal, they must find a way to circumvent the rules and abolish their dependency on the system. Seize the means of production
No, he really didn't.
So I wish.... While parenting alone has it's fair share of challenges, it's extremely rewarding and probably the best thing I could ever have done with my life, even when half the time you don't really know what you are doing.No, he really didn't.
I think he meant to quote the "parenting" post....
I want more games with inhuman protgonists. And not just the "Ancient Romans as a race with blue skin and bumpy foreheads" stuff but instead, likem things that would hear about humans and say "well that's just bizarre"... And even when there is something inhuman it is always the quirky weirdo amongst a whole cast of familiarity...
Desert bus RTD, or are you thinking with some distractions? :PI'd try to describe it better, but... since that post, I've been starting to get some really nice ideas. I think I'll actually run this one day.
I'd like some sort of management game with more end-goals... I love the gameplay of games like Slime Rancher and Stardew Valley, but as soon as my subconscious realizes there's no tangible end-goal I lose interest immediately.+1
It'd be awesome to see a game where you play as protagonist in the form of a monster or something.
Alien races that are basically humans in other colors and humans themselves are a bit.. generic at this point.
I liked the zerg... R.P.G.s are not really ringing many bells though. Like, Elves don't count, they are way too human, well, unless they are some sort of freaky fairies from folklore... if you know of a game where you play as an elf who hopes to lure children into the forest, or replace human babies with your own progeny, or whatever other weird stuff you might expect from fairytales... Even if you get to be a lizard-person or something, it'll generally be an alternate option where human is the assumed choice, and most of the gameplay will be based upon that assumption. I mean, how often will an Argonian player-character in an elder-scrolls game be reminded that they are an argonian? Sure, you get your lizard character model, and once in a blue-moon there might be a bonus dialogue option, but the vast magority of the time it will be the same "greetings stranger" or "You look like you should go to the mages guild" that humans get. You would think that there would be something different about being a lizard. Like mammals not being able to figure out your gender. Or not being omnivorous, or being able to stick to walls, or be cold-blooded... About the closet you are likely to find randomly is robots, or possibly licensed aliens, but even then they are generally on a quest to become more human which mostly just involves overcoming a speech-impediment or something...It'd be awesome to see a game where you play as protagonist in the form of a monster or something.
Alien races that are basically humans in other colors and humans themselves are a bit.. generic at this point.
not that uncommon in rpgs, right? or in strategy games.
It'd be awesome to see a game where you play as protagonist in the form of a monster or something.
Alien races that are basically humans in other colors and humans themselves are a bit.. generic at this point.
Stellaris has some variety in terms of extremely-non-human life.
Fallout 3
Fallout 3
It exists. It's called New Vegas, and is in every respect the Van Buren project realized in the Gamebryo engine, made by the creators of Fallout. It is not isometric but it IS what the original writers intended Fallout 3 to be.
What would be a proper successor by your definition then? NV was written by the original writers, Obsidian was almost entirely composed of Black Isle veterans who very literally were the original team that made Fallout 1&2, and it is in every way a faithful re-creation of the Van Buren project, which IS the prototype for Fallout 3. I don't really see how it ISN'T the true successor.
It's fine if it wasn't what you were hoping for, but it IS in every way the only real Fallout 3 we're ever going to get.
What would be a proper successor by your definition then? NV was written by the original writers, Obsidian was almost entirely composed of Black Isle veterans who very literally were the original team that made Fallout 1&2, and it is in every way a faithful re-creation of the Van Buren project, which IS the prototype for Fallout 3. I don't really see how it ISN'T the true successor.
It's fine if it wasn't what you were hoping for, but it IS in every way the only real Fallout 3 we're ever going to get.for zerogravitas
almost had the whole set
A good SS13 remake.
A good SS13 remake.
i've been too afraid to even hope and you mentioned it. the dream. a dream where i don't run into space lag while getting my butt removed to make a hat.
SS13 is almost an Magnum Opus. Like... it's just one of those things that is impossible to recreate for some reason.
a true Monster People Catching and Breeding RPG. Cloud Meadow seems cool and all but i liked Breeding Season more. barring the whole adult stuff (and the final fiasco regarding the project management) the game was touching an untapped territory that should be further exploited.
so yeah, a semi RPG adventure where the main character can catch or befriend semi-humanoid monsters either for their combat party, as slaves for the black market, livestock/workers for your farm, or even as lifepartners. both the player and the monsters contain the same stats like strength, intelligence, etc.. which can be improved by training as time goes on.
travelling around the world map opens field to discover new species that can be catalogued for the respective faction. you could gain some favours by releasing, giving or selling monsters depending on the faction. which could open new parts of gameplay like ubertraining or genetical modification, im not sure.
depending on the species certain monsters could have different subspecies or variations along with traits which could further define their use for different activities (not only adult stuff).
and yeah, that's the latest idea i've had about wished games. i blame Monster Musume if anything.
a true Monster People Catching and Breeding RPG. Cloud Meadow seems cool and all but i liked Breeding Season more. barring the whole adult stuff (and the final fiasco regarding the project management) the game was touching an untapped territory that should be further exploited.
so yeah, a semi RPG adventure where the main character can catch or befriend semi-humanoid monsters either for their combat party, as slaves for the black market, livestock/workers for your farm, or even as lifepartners. both the player and the monsters contain the same stats like strength, intelligence, etc.. which can be improved by training as time goes on.
travelling around the world map opens field to discover new species that can be catalogued for the respective faction. you could gain some favours by releasing, giving or selling monsters depending on the faction. which could open new parts of gameplay like ubertraining or genetical modification, im not sure.
depending on the species certain monsters could have different subspecies or variations along with traits which could further define their use for different activities (not only adult stuff).
and yeah, that's the latest idea i've had about wished games. i blame Monster Musume if anything.
I kind of want to make something like this now. It doesn't seem too complicated, compared to a lot of other games out there. I might try to make something like this eventually.
I'm willing to help out making any of the ideas in this thread if someone needs a decent programmer, I mainly do C++/OpenGL and C#/Unity3D
I like isometric RPGs too, and I'd love to see more of them (good on Obsidian for making new ones.) But really, Fallout isn't a camera perspective, I am completely sure that if Obsidian had been given more than eighteen months to develop NV it would have been every bit as in-depth as FO1&2. As it stands it is the continuation of the story that I and a whole hell of a lot of other people were hoping for, it IS Fallout 3 in all but name, and I really can't see how it can be viewed any other way.
There will be other huge sprawling isometric RPGs in the future, they have their niche and smart devs (mostly indie) are already competing to fill that niche. We aren't going to get Fallout 3, or probably any future Fallout, in that format and that is okay, because we did get a true continuation of the series in NV.
In order to be actually contributing to the thread instead of derailing:
A survival RPG with extensive crafting, proc-gen dungeons, and evolutionary weapons and armor that change as you use and improve them. I want my weapons to become better and more tuned to the way I use them, I want my armor to change it's attributes as it protects me and adjust to meet my mobility needs, and I want these changes to be visible on model. I want to be able to exert some control over those changes through re-forging, augmenting, and altering. As the game proceeds and difficulty rises I want to have to make decisions about how I want my equipment to be specialized and what weaknesses I am willing to accept when using those tools.
the gameplay is different but gameplay does not a sequel make. A sequel is a continuation of an extant storyline within a defined settingTo me, a sequel is a continuation of an experience. Gameplay influences the experience. Real-time is a big shift, it means you don't study the situation as much. First-person is a HUGE change for a wide range of reasons. As a shooter it is about observation and aim and reactions, which are completely different from the tactical game. The lack of overland travel massively changes the timescale... If you COMPLETELY disconnect gameplay and story then I could see how it would be a "perfect" sequel. Otherwise, the story changes because the storytelling changes, and that makes someone's complaint that it just wasn't a sequel to them legitimate. Imagine if you were reading a book series and watched a movie instead of a book for one of them. No matter how faithful the conversion is, you would still experience a disconnect...
You claiming that NV is not Fallout 3 is factually incorrect according to the only people who matterThe only person who matters is the one who is experiencing it. Or the people who hold the rights to the name "Fallout 3"... Honestly, who matters changes based upon the situation, and this situation is "does the consumer experience a sequel" and for that, only the consumer matters.
No game made within the last ten years is going to "feel" like games made a decade or more beforeRoguelikes.
Using "feel" as an argument is pretty weak in this case, if you'd like to argue that it is very mechanically different and you don't like it that's fine, but your argument does not in any way change what the game is.Bethesda feels wrong to you, but they own the licence. If they say that things have changed, then, officially, things have changed... You are arguing feel, just in reference to things other than gameplay, and "feel" isn't really what someone is complaining about when the subject has changed by multiple genres. If the story went from post-apocalyptic retro-futuristic heroic-labours to Historical-Masquerade Hard-Sci-Fi Bodice-Ripper but was otherwise completely faithful to the originals than I rather suspect that you would feel that more than feel had been affected and that it was unlikely to appeal to fans of the original, even if it then turned out that there were many people who liked the original and had loads of fun with the new themes in the original style and got frustrated at you for saying that you didn't feel that it was a proper sequel.
The camera perspective is not what makes a Fallout game, the gameplay mechanics is not what makes a Fallout game, being set in the Fallout setting is what makes a Fallout game, that is why the Bethesda games are not Fallout in any way shape or form, and NV IS.
Historical-Masquerade Hard-Sci-Fi Bodice-RipperOkay, now I want that game.
A sequel is a continuation of an extant storyline within a defined setting(Except for when it's a continuation of the gameplay ideas in a new or loosely related setting.)
To me, a sequel is a continuation of an experience.
(Except for when it's a continuation of the gameplay ideas in a new or loosely related setting.)
Except for episodic series. Like, the stories really have no continuation at all, it is the structure and the elements that are preserved... Discworld is a pretty decent example. Very successful, very famous, it more-or-less has an order and timeline, but people go through the series because of the nature of the storytelling, not following a specific journey. We are talking about a massive genre shift here. There are very few examples of a series that changed its genre or storyline significantly, so there is very little in the way of examples from literature that apply.To me, a sequel is a continuation of an experience.(Except for when it's a continuation of the gameplay ideas in a new or loosely related setting.)
Every literary definition of the word sequel ever would like to explain some things to you two.
I would love to play a game that used neural network whatever to always keep the difficulty at an appropriate level for the player.I heard that lots of racing games speed up the opponents if you are in front of them...
And more neural network games in general. Are there any like that?
I would love to play a game that used neural network whatever to always keep the difficulty at an appropriate level for the player.AFAIK there has been no practical application of neural networks in games. For most programmers, neural networks aren't part of the workflow at all. Unless you're Amazon or some cutting edge science lab, neural networks are more of a curiosity than a useful tool. That may change in the future.
And more neural network games in general. Are there any like that?
AFAIK there has been no practical application of neural networks in games.
No that's right, they won't complain about the adaptive difficulty, they'll just say "this game sucks" on the review, because reactive difficulty is almost impossible to get right, and almost always throws the game balance way off. Game balance is something it takes an extreme amount of playtesting to get right, randomly messing with that with an algorithm will fail 99.9999% of the time.
Or you can have it like God Hand, and have it be a central game mechanic. Do well and the difficulty meter goes up, do poorly and it goes back down, all represented on screen at all times. It's even related to the rewards system, with more money being given for playing the game when the difficulty meter is all filled up, and less when it's empty.
Yup. (https://youtu.be/zFv6KAdQ5SE)No that's right, they won't complain about the adaptive difficulty, they'll just say "this game sucks" on the review, because reactive difficulty is almost impossible to get right, and almost always throws the game balance way off. Game balance is something it takes an extreme amount of playtesting to get right, randomly messing with that with an algorithm will fail 99.9999% of the time.
Didn't Resident Evil 4 feature a hidden dynamic difficulty feature?
And wasn't that game pretty well received?
Even things that are almost impossible can still be achieved, even if there is only one instance of it happening.
To me, a sequel is a continuation of an experience.(Except for when it's a continuation of the gameplay ideas in a new or loosely related setting.)
Every literary definition of the word sequel ever would like to explain some things to you two.
I'm not begrudging anyone what they feel about the game, but I have seen no viable argument that it is not a sequel to the original Fallout games.
http://store.steampowered.com/app/476530/Children_of_a_Dead_Earth/ (http://store.steampowered.com/app/476530/Children_of_a_Dead_Earth/)
Realistic space warfare game. You build your own space ships from modules, which you can in turn design and tweak. You can change your rocket's fuel mixture, the shape of your engine's nozzle, the length of your railguns, and even the shape and size of nuclear weapons. You can't deorbit planets because that would be silly and doesn't fit with the rest of the suggestion.
A spaceship-building game like Reassembly, but you have to build every gun by yourself, and all machinery is based on reactions between elements. Also, planets you can deorbit. You program the AI for ore refineries, spaceships, etc, using flowcharts. Engineering game?
I wish any game existed that was made by me.
Pretty sure Japa has made games before? That arms dealer one, right?
Iron Seed is actually open source nowadays.
This version (https://github.com/y-salnikov/ironseed_fpc) should build on Linux, but I can't find binaries aside from the old DOS version.
No, a game literally named "arms dealer". It was made by... someone around here. Wasn't Japa, I think.
No, a game literally named "arms dealer". It was made by... someone around here. Wasn't Japa, I think.
yeah, i remember that, one of the devs hangs out here and gave out some free keys. the game was pretty decent for a indie project, simple but effective at making me feel like nic cage in lord of war.
a strategy game where every great scifi civilization can duke it out in a great ultimate battle of destiny sort of thing.It'd probably be pretty much a reskin of every other sci-fi strategy game. There is, like, balance to think of, and some civs don't have enough units to fill out a strategy game. I am pretty sure that Vorlons could trash Klingons and The Imperium of Man would pretty quickly die of attrition from being unable to construct ships. Star Wars would pretty much win automatically because, while their feats on the human-scale demonstrate them to be pretty deplorably pathetic, they have loads and loads of vessels to choke up a nice research progression and fill out all the unit roles you could imagine, and they pull off blowing a planet into crumbs, which almost nobody else can manage.
the empire vs the imperium of man. starfleet vs the goa'uld. the unsc vs the tau.
What about spore? What about cubiovre for instance? Heck, what about wolf quest? Or the Ecco the dolphin series? I mean playing as a dolphin imposes certain constraints that humans would either find trivial or would be completely unable to cope with. Have you ever considered playing natural selection 2? The aliens there often enough have at least noticeably different gameplay fom humans, climbing walls, no ranged attacks,etc.It'd be awesome to see a game where you play as protagonist in the form of a monster or something.
Alien races that are basically humans in other colors and humans themselves are a bit.. generic at this point.
K... Kirby? He's kind of a monster.
There are also things like E.V.O where you play as various creatures. Or theold AntsSimAnt game where you play as an ant. Not an anthropomorphized ant, but a literal ant doing ant things.
Roblox or Minecraft, but it doesn't suck giant donkey balls.
Roblox or Minecraft, but it doesn't suck giant donkey balls.
Would something like SurvivalCraft count for you as not ''sucking donkey balls''?
Roblox or Minecraft, but it doesn't suck giant donkey balls.
An open-world turn-based strategy game. Whether the game is similar to XCOM, the remake/reboot of XCOM, Fire Emblem, or some other turn-based strategy game doesn't really matter to me.I've had a similar thought. I think it would be cool to have a game set in a post-apocalypse setting where your squad roams real time on a click to move basis (like mount and blade) and then when you encounter an enemy group BOTH you and the enemies get a free move to cover the way that alien pods do in Xcom. Then it switches to a turn based mode.
I know the game industry's oversaturated with open-world games, but, well, (insert obligatory statement about how this idea is different here).
Moving throughout the open world wouldn't be turn-based (thankfully) but the battles that would occur at an area might occur within the same place a battle occurred previously, and perhaps the player could, on the open world map, lure enemy parties into an ambush already set up at another location...
Dunno, really. Just seemed cool to me.
Does anyone know of a sort of exploration game with completely (or at least almost completely) randomized creatures which you get to discover and study? That would definitely be interesting to me.No, but Spore has a bit of that in the brief bit where creature parts actually matter. Of course, it is terrible in every possible way, but still, you technically have options to exploit them being worse at one thing than another, even though that is a massive waste of time and studying consists of looking at their stat bars, and of course they are player-created rather than random, but with the massive array of players creating them, there is a lot of varied and original forms of pornography, enough to contend with whatever random generation pattern you could hope for...
A persistent, small-scale RPG game with drop-in/drop-out multiplayer, designed around shared worldbuilding and player interaction. In some ways it's a little like minecraft's multiplayer, but with diverse and specialized player roles and either a handmade world or else a detailed procedural generator.
A Crusader Kings based game in the Fallout Universe. A mix between nation building and a focus on characters like in CK2. That would be glorious.
A persistent, small-scale RPG game with drop-in/drop-out multiplayer, designed around shared worldbuilding and player interaction. In some ways it's a little like minecraft's multiplayer, but with diverse and specialized player roles and either a handmade world or else a detailed procedural generator.
Does anyone know of a sort of exploration game with completely (or at least almost completely) randomized creatures which you get to discover and study? That would definitely be interesting to me.
That is exactly how I imagine multiplayer DF adventure mode would be.
A solid, deep life sim. Could be textbased for all I care, the crucial aspect is depth and complexity.That's easy enough to do as a forum game.
Doesn't complexity make G.M.s explode?Only if they don't have a plan and the gumption to see it through, even if they don't like what they're making at a given moment, but only if they are having fun with what they're doing at least some of the time.
Here is a game I wish existed, but maybe already exists, so this could also go in the "recommend me a game" thread.... Dwarf Fortress is pretty much exactly the game you're looking for, especially since the latest big release added the possibility of raiding other sites in fortress mode (thus being able to interact meaningfully with the outside world for the first time.)
I'm looking for a game with a strong emphasis on base building/defense, but also on outside missions.
Think about a mix of the show The Walking Dead and the game This War of Mine.
The scenario doesn't really matter. Can be past-global war, past-zombie apocalypse, stranded on an alien planet, colonists on a new continent, whatever. I don't really care if it's medieval or in 2570, sci-fi or realistic.
I want to manage a band of survivors/refugees and their base. This War of Mine does this well, but I want it to be way deeper and more detailed. The ideal would be a construction system like Wurm Online. But I don't want to build everything manually by myself. The colonists would build on my blueprint.
Interaction with the outside world should be equally important. Ideally I'd like to prepare my parties to go outside and interact with the world. Can be scavenging in abandoned locations, combat missions, exploration, interaction with other communities.
The thing is, I want an open world. I don't want a map with fixed locations like This War of Mine.
Open world (thinking of bethesda games here) with an x-com zoomable view from above. When the party enters combat, it becomes turn-based.
So yeah, pretty much four games in one.
I think they added it.
I wish there was a game like witcher and monsterhunter on a world wide scale (an entire planet basically), but it also functions like runescape (players having jobs like cooks, potion brewers, farmers, etc.).The big problem with that is incentives. N.P.C.s provide arbitrary conflict and purpose without needing any gameplay elements of such. To actually get the gameplay to have reasons for players to get other players to do things, without forcing players to sit around doing nothing while waiting for other players to show up to do things... it is difficult. And then to provide all the little details without providing all the little frustrations. An N.P.C. can easily have unlimited healing items or ammunition, a player has to either make vast quantities of the most basic items which would be repetitive, have an infinite fountain of them which would likely be exploited somehow, or just not have low-level consumables, which could be cool, but would be difficult to sell, especially in the world of microtransactions...
I just kinda want an mmo were there are no npcs, just players
I vaguely suspect that Ultima Online might have been like that?
Eve online fits your description. Everything, from bullets to spaceships, is crafted by players and null-sec space is entirely controlled by players, organized in corporations and alliances who control their own portion of the game universe.I'm going to javelin to give that a look then, but I want something on the scale of that as a fantasy game (probably because I've been on a fantasy binge)
I would like a wave defense game, except instead of tower defense or emphasis on melee combat, you're tasked with fortifying and refortifying a large, broken expanse of terrain that will be assaulted across the line.I am not entirely clear on this concept. How would you compare it to Factorio or They are Billions?
I would like a wave defense game, except instead of tower defense or emphasis on melee combat, you're tasked with fortifying and refortifying a large, broken expanse of terrain that will be assaulted across the line.I am not entirely clear on this concept. How would you compare it to Factorio or They are Billions?
Have you played Stronghold?
Oh, thanks, i forgot how this funny "drunk battle" eternal alpha was named. :D
Some kind of mixed city building/survival/4x game where you would take a tribe of hunter gatherers, forming the first cities and civilizations until the Late Bronze Age Collapse.Ymir? (http://store.steampowered.com/app/378360/Ymir/)
Some kind of mixed city building/survival/4x game where you would take a tribe of hunter gatherers, forming the first cities and civilizations until the Late Bronze Age Collapse.Ymir? (http://store.steampowered.com/app/378360/Ymir/)
Some kind of mixed city building/survival/4x game where you would take a tribe of hunter gatherers, forming the first cities and civilizations until the Late Bronze Age Collapse.Have you played Cultures? It doesn't have age-spanning scope but it has elements of what you're looking for.
A game where they only way to win is to de-escalate violence.Invisible Inc. sometimes gets a little that way. Reducing the number of unconscious bodies you are sitting on can be a priority...
Some kind of mixed city building/survival/4x game where you would take a tribe of hunter gatherers, forming the first cities and civilizations until the Late Bronze Age Collapse.Have you played Cultures? It doesn't have age-spanning scope but it has elements of what you're looking for.
Also isn't Ancient Cities doing that?
A game where they only way to win is to de-escalate violence.
marry one of the unique npcs in the game and get a powerful follower or maybe a merchant.
It's not a Fable game unless I'm being explicitly lied to by Peter Molyneux.
The god of lies would by definition be the most trustworthy person you could think of.
I've been daydreaming all day about a game idea, where it's a tactical rpg where you have to advance through the game with the help of mercenaries, having to manage your money and objectives correctly so you can always afford their services every mission. Though of course I'm always thinking of the character dialogue and roleplaying elements, so each mercenary would be unique and have their own storylines that you can fulfill by renting their services enough and completing sidequests.
It seems to me the God of Lies should be too good at it for anyone to realize he lied In the first place.
A typical RPG with the evil villain capturing the princess, and taking her to the dungeons of his lava-fortress.I am thinking that the villain wants the princess alive and the hero in the lava. So you get permadeath and the princess gets progressively more cynical. She can start pointing out things that killed you on previous runs while desperately avoiding getting to know anything about you.
Except the princess has escaped from her cell, has acquired some basic equipment, and is going to escape with your help. Many roguelike elements, with procedural generation and permanent-death.
A typical RPG with the evil villain capturing the princess, and taking her to the dungeons of his lava-fortress.I am thinking that the villain wants the princess alive and the hero in the lava. So you get permadeath and the princess gets progressively more cynical. She can start pointing out things that killed you on previous runs while desperately avoiding getting to know anything about you.
Except the princess has escaped from her cell, has acquired some basic equipment, and is going to escape with your help. Many roguelike elements, with procedural generation and permanent-death.
I've been daydreaming all day about a game idea, where it's a tactical rpg where you have to advance through the game with the help of mercenaries, having to manage your money and objectives correctly so you can always afford their services every mission. Though of course I'm always thinking of the character dialogue and roleplaying elements, so each mercenary would be unique and have their own storylines that you can fulfill by renting their services enough and completing sidequests.
So "Fire Emblem, but they leave you if you can't pay them anymore"? :P
Helldivers and Legend of Zelda: BoTW... Calamitydivers? Calamitydivers.Dug up this gem from the "combine your last two games" thread. That would be amazing.
Super Hyrule wants YOU! Join the Calamitydivers and spread FREEDOM and DEMOCRACY to bokoblin SCUM! Fight in an epic war contributed to by thousands of players across the world and "accidentally" kill your friends with badly-placed amiibo drop-pods! Don't forget to collect every plant in your vision so you can cook yourself up some Hearty Liber-tea to replenish your health!
Have you considered Battle Brothers? You build a mercenary company in order to do various tasks, the dudes gain experience and get better, but if pay day comes around and you can't afford their wages, things start getting nasty.I've been daydreaming all day about a game idea, where it's a tactical rpg where you have to advance through the game with the help of mercenaries, having to manage your money and objectives correctly so you can always afford their services every mission. Though of course I'm always thinking of the character dialogue and roleplaying elements, so each mercenary would be unique and have their own storylines that you can fulfill by renting their services enough and completing sidequests.
So "Fire Emblem, but they leave you if you can't pay them anymore"? :P
Yes, exactly actually! Though I imagine the game would have a core of cheap units, and the mercs being situationally free, such as during events that have personal significance to them, but in all the game would be about weighing your pocketbook against choices of strategy and trying to decide which mercs' growth to foster with your cash. I could also see there being a loan shark-type character, just so the player can't ever put themselves into a softlock and ruin their own run.
Though that gimmick isn't why I was daydreaming about it, more I was thinking about a videogame setting where all the characters are justifiably unscrupulous assholes, pulled together to a common cause through the siren song of needing a paycheck at the end of the day. In Fire Emblem, your units generally think you're awesome and are totally loyal to you and are 100% behind your cause from beginning to end; especially in Fates, where every character kisses your ass SO MUCH it's saccharinely sickening! I'd be more interested in a roster of characters that are generally indifferent for the cause you're fighting for, in fact they may low-key think you're a tool or an idiot, but they have needs and their own lives that need attending to and if you're the one that is helping them pursue their own desires, they'll play ball. And if you're not a good employer, it'd be a game mechanic where they'll lend their services to the enemy side, but of course they hope you realize it's nothing personal, and at the beginning of the next battle they'll be right there at your hub with their hand out.
So the real draw of the game is not the game mechanics, but the narrative where over the course of the game, you get to learn the minutiae of these characters' lives, come to know their personalities, get to enjoy watching them banter and rib eachother while on and off the battlefield, and help them grow and achieve their own goals.
a god game.
but one where you are a god and can do everything you want in the entire world.
like beginning you and the world in the start, and the solar system, then time passes and you create races, then it passes more yet and you can decide how the planet is, looks, or what grows on it, then if life gets to form, then if those who are formed are intelligent and how much, if they venerate you or not, then you can also decide to play as one of them and live a life, with everything possible to happen.
and then, if you want, you can go around all god-like doing whatever you want and people will worship you all around.
and maybe create a galaxy, or similar...man...what a huge game it would be...like 90 gigabytes and growing...
I have the art book for B&W and they talk about an early demo they did and how bad it was going, so in order to impress the press, they took a catcher's mitt, stuffed a telephone wire in the wrist hole, and had a guy pretend to be manipulating the in-game hand while someone else moved a hidden mouse.
some noob who decided to melee the whole swarm.Hey! Robots have a penalty to melee. If I hadn't delayed them like that then our whole base would have been overrun! I am so sick of being called a nubbins mcscrubbins for playing strategically. Sometimes heroes go splat, but all the modern games and all the modern culture are obsessed with personal glory and the thought of a team win relying upon a personal sacrifice is so abhorrent that they can't comprehend it even if it happens right in front of them! Ugh, and then everyone just ran up the hill chasing headshots from draw-distance and got nuked? Nobody thought to scavenge resourced from an entire army of killbots right outside our base? Oh, sure, there wasn't time to build a proper tank, but an A.P.C. would have been easy and would have gotten them all the cover in the world, drove right through the defences they stripped to build that army, but no! "A.P.C.s don't have guns" they all whine. "A.P.C.s don't get kills"... OF COURSE THEY DON'T! The whole point is to drive past light defences to quickly hit easy targets, but everyone would rather spend the same resources on another half metre of draw distance to snipe with...
Yes, you could think of it as a squad game, with comparisons to the bio-implants of cyber punk style games. Only, this time you can mix and match whole parts. Maybe you loose one of your favorite monsters when they take a shotgun blast to the face. But you manage to win the fight over all, so you can drag away the body and recycle some of the parts.Do you want to keep your Uber monster here, and wait for the superheros to show up, or are you going to risk it and have it tear apart the bank for some more cash?
You could also have a base building component to prepare against waves of locals armed with pitchforks and torches.
A game where you run a resistance against a fascist government. You have to develop your network of recruits very carefully, as the enemy AI is always searching for you.
Commands are not issued directly, but must be communicated via characters having meetings, or passing on coded messages. If the AI catches an individual/cell, then they
may unlock knowledge of what they know, and try and trace it back to the source. Somebody has been captured? Then you may need to quickly evacuate some individuals
that they know about. A game about paranoia, solidarity, and bravery.
A game where you play as a mad scientist who creates creatures in their lab out of various bits and pieces. The creatures you create have some modelling for different functions. They need a heart, a brain, blood, lungs, etc. The quality of the pieces you get will have some impact on the capacities of the creature. Body parts from a super strong boxer would help you make a creature that is good at fighting, etc.
The game loops would be:
1. Creature creation / design.
2. Using said creatures to help you go on missions to gather more body parts by raiding cemeteries, morgues, or abductions. Gather better lab equipment, or rob places for
money to buy supplies.
- Go back to 1, make new, better creatures, or append parts onto your existing creatures in order to upgrade them.
Game Style: Possibly you could go more abstract, with raid results all occurring via text. But with more time you could maybe do more of a darkest dungeon style, or perhaps X-com exploration of levels.
Visual Style: a gothic 19th aesthetic, Shelly's Frankenstein for literary influence, decent 2D graphics (http://news.blogs.lib.lsu.edu/files/2016/10/BP_Frankenstein_WRIGHTSON_11.jpg)
Have you played Planescape: Torment?Me or crazy?
I want civ, but high fantasy. I get that I could mod it, but also I don't want to see "The dwarves have constructed the statue of liberty"Civilization 3 had a wonderful Warhammer mod, very detailed and you wouldn't find anything modern or out of place, it was a total conversion.
...Oooh, you actually engage with your musing, I think Endless Legend is pretty close to what you want, being a very weird-fantasy 4X game. I've heard that it's quite good.
I want civ, but high fantasy. I get that I could mod it, but also I don't want to see "The dwarves have constructed the statue of liberty"Civilization 3 had a wonderful Warhammer mod, very detailed and you wouldn't find anything modern or out of place, it was a total conversion.
Endless legend is another option. Also I think there's other one that also had turn based tactical battles, can't remember how was named.
...Oooh, you actually engage with your musing, I think Endless Legend is pretty close to what you want, being a very weird-fantasy 4X game. I've heard that it's quite good.I'll give these a look, thanks for the suggestions. Hope I can find the warhammer mod.
I want civ, but high fantasy. I get that I could mod it, but also I don't want to see "The dwarves have constructed the statue of liberty"
I want civ, but high fantasy. I get that I could mod it, but also I don't want to see "The dwarves have constructed the statue of liberty"Civ 4 has a host of those, mostly derived from the Fall from Heaven line. Pretty fond of Master of Mana, personally, last I tooled around with it.
Age of Wondersand Endless Legendtoo.
EDIT: I already recommended Endless Legend.
Scene:
You enter a room.
A private study. 19th century furnishings. A nice fireplace. High backed chair. etc.
High-bit pixel art.
The bookshelves are empty, except for a copy of the Odyssey.
Clicking on the book, you find a letter.
"Dear Son/Daughter... I forget which you were...
Sorry, I sold all my books to pay for my opium addiction.
I could not bare to face my failure as an intellectual.
This is all that is left.
P.S.
I suspect you are quite sharp, even if I can't remember your face or your name, what with me
having no time for you and sending you to boarding school this past decade.
Also, because of the opium. It really fucks with your mind.
If you would like to be a public intellectual and compete in the quote battles at the club,
you just might be able to rebuild this library. You can start by reading this book..."
-------
A game set in the 19th century, where you collect books, read them, and use the knowledge within to battle it out with other antiquarians and intellectual types.
Beating people in battle can help you collect more books.
Fill up your shelves with texts, and gradually move up the chain to establish yourself as the leading quote battling intellectual of the age.
--------
Book titles would be from real books, with actual extracts (all public domain because they are old.) Maybe a page or two of neat quotes from each book. You have to read them, remember them, and then deploy them later to catch out people when they misquote somebody.
Did you mean Master of Magic? It's Civilisation, with fantasy races, magic spells, a huge host of enemies and special heroes. One of my favorites of all time, go early. Infinite replayability, very difficult. Global spells count as "wonders" and a mirror/upside down plane as well. Great game.It's belated, but no, I specifically meant Master of Mana (https://sourceforge.net/projects/masterofmana/), which is a Civ 4/Fall From Heaven mod that's pretty great imo. Folks here at B12 tooled around with MP games a couple times, iirc. There's actually a bit of a LP here on B12 (http://www.bay12forums.com/smf/index.php?topic=135889), though it kinda' looks like some/all of the pics are dead.
You know all those champion games? Dota 2, League of Legends, Overwatch? Games where you choose from a variety of heroes with their own special abilities?
I'd like to see a game where you could create your own hero and customize him or her to your heart's content.
A shoot 'em up where the enemies use machine learning to learn your fighting tactics and use the knowledge to adapt their strategy.
Overhead.A shoot 'em up where the enemies use machine learning to learn your fighting tactics and use the knowledge to adapt their strategy.
What's the perspective in your mind? First person, over the shoulder, isometric, overhead?
A shoot 'em up where the enemies use machine learning to learn your fighting tactics and use the knowledge to adapt their strategy.
mixed orbital/interstellar ship to ship warfare with planetary invasionsThe problem I see with that is timescale and abuse. Because each game-type influences the other, You can get an endless series of curbstomps with elite forces invading garrisons, or a massive edge in interplanetary by setting up a killing field with a couple of elite squads and artillery which exploit the A.I. into big wins for tiny costs. Players don't like to hold back, so you need, like, limiting factors to prevent the external influences from overwhelming the current scale, while also keeping the scales relevant to one another. It is worth noting that real life is very much like this. People always talk about the major turning-point battles, but there is a massive amount of territorial shifting going on between these battles and it is not as though the entire theatre is undefended but you never hear about what went on there because curbstomps are neither exciting nor comfortable conversation...
Ive kind of always wanted a game that mixed orbital/interstellar ship to ship warfare with planetary invasions including land, air and sea combat, at both a grand strategy and first person combat level. Like a 4x space game kinda like stellaris, but with better tactical options where you can give individual ships orders during combat, not just fleet wide, and ground warfare that is rendered and dependent on vehicles and infantry you brought with you. instead of just plopping armies down on the planet and watching their health go down you can actually make decisions on the battlefield, and take control of any one of your units. And where you could design your space and planetary units in depth and describe their desired behaviorsI keep dreaming about this: Taros Campaign (http://warhammer40k.wikia.com/wiki/Taros_Campaign), The Game.
Its like a stupid tall order and probably nobodies ever gonna make a game like that, but its the sort of awesome i wish i could play.
Instead of making ANOTHER walking dead game, Telltale could have made that.
Instead of making ANOTHER walking dead game, Telltale could have made that.I'm not entirely sure I see a point-and-click adventure game company going over to making a physics-based skateboarding title... But hey, Relic made Space Marine, and that was pretty great, so... Who knows?
To spring off of that idea, maybe a thing where you have to decide who gets what assets based on intel they give you. And it's less about the actual outcome of the battles and more about learning that your job is to keep your job, by keeping people happy, rather than doing your job the best you can and putting things where they're needed. The outcome of the battles is more just to show the horrible consequences of playing the game to optimize your own survival.
Maybe make it so that you’re kinda screwed either way.
Exaggerate things and waste assets, and other people die - not to mention the risk of you being removed if your deception is found out.
If you remain true and HQ/your suppliers are just apathetic as big corporations always are, you’re not gonna get the supplies you need to survive.
Incidentially, in the combat portions of the game, you have to exercise restraint if you want physical evidence - explosives destroy terrain and evidence.
Include the possibility of making data open-source, adding a public relations element to the game. Anything usable as evidence (combat reports, analysis of physical evidence, etc.) can be used or even fabricated entirely, with risks similar to that of fabricating evidence.
The public has 2 relations bars you have to keep track of - how they view you, and how they view the enemy. You need to keep your view good while keeping the enemy’s bad. If the former gets too low, you’ll lose reputation until you get ousted. If the latter gets too high, the public may become interested in making peace - which is an unfavorable outcome for you for various reasons.
Add the possibility of an interrogation minigame for extracting info from prisoners, to further drive home the fact you and the organization you work for aren’t good people (and perhaps that your enemies may be better than they are). It’ll be horrific and closely resembling real life, from methods used (where you can choose anything from playing noises that prevent them from sleeping to medieval-era torture techniques), the possibility of the subject giving false info, and, unless the enemy is made to seem extremely morally reprehensible in the eyes of the public, a massive loss of public approval if the use of torture is discovered (represented in-game by a huge reputation hit that may be enough to get you ousted even if you haven’t done anything else wrong).
How about a game that takes place in a fictional country locked in perpetual war with another country. Your role is to act as the dean of a military academy and train young and aspiring cadets before they go on to the war. You'd be tasked with keeping up with the war through news reports and hearsay from connections, managing the students lives, determining their training and learning priorities, learning about them and socializing with them, and best preparing them for the conflict that is destined for them.
You don't actually get to witness the fights they participate in, once they graduate, new students come in to replace them. After so long though, you'd get reports of their success, failures, or heroic/cowardly deaths on the battlefield. I imagine there'd be some RNG, but for the most part your efficacy in training them has a large influence on these battle reports, and they effect these reports have is informing you where you've gone right or wrong, whether students actually want to enroll your in academy, and most importantly the funding you get from the government for doing well or poorly.
After a long period of time, the reports you see can show that your contribution is turning the tide of the war. And veteran students that get honorably discharged can become new instructors that have real experience of war fighting and can confer that to their own students.
I'd imagine there'd be so randomization in the students, in names and appearances, and maybe in native talents and personalities, and this would enrich the narrative by making your students more recognizable and endearing, and helping you to steer students to what it is that they can do best.
I suppose the game could be story driven like Papers, Please, or it could be like a Tycoon game where you're on a time limit to complete such-and-such objectives with such-and-such funding and available manpower and resources available to you.
It sounds like it could easily be just another formulaic Tycoon game, you'd really need to nail the narrative elements for it to be interesting to me.
This is most likely because a semi-realistic representation of WW1 trench warfare would be... Dreadfully dull from an RTS warmaster perspective, if done in the framework of a traditional RTS. It's a whole lot of waiting, and every now and then a bit of shooting that may or may not hit anything.WW2 was like that too in certain times and places, yet we can make games out of that time period. All wars are lots of boring waiting for days or months, only for a few minutes or hours of violence so that isn't really an excuse either. WW1 wasn't just trench warfare, the eastern front involved a lot of maneuver and resembled the norm of WW2 infantry combat.
So, how would one go about making a game that's actually worth playing, and yet maintains a somewhat faithful representation of trench warfare?
One way of doing it that might have potential, in my opinion, is to focus on the supply and logistics portion. Do it a bit like a city builder, where you need to provide the troop transport, equipment and ammunition distribution to the trenches so that they can continue their function with regular losses and consumption. Actual charges, artillery strikes and sabotage missions would be treated more as disaster events that you'd need to respond to and recover from (provided you were already managing to keep the line strong enough to survive and hang on to the territory).
It needs work, but I'd very much like to see more games with extensive trench systems that manage to find a way of addressing the actual "pace" of those scenarios in a playable fashion.
Don't get me wrong, I appreciate these games for trying to incorporate trenches into the gameplay in an important way, unlike the "it's good cover" trench mechanics found in Company of Heroes and that other WW1 game based on the Men of War engine... I just feel that it still was missing a lot.Battle of Empires is physics based combat though, cover doesn't reduce damage, it stops bullets that might have hit your units. That's part of what's great about the Men of War system, because it isn't like CoH where the squads have a collective health bar, there's locational damage and bullets and shrapnel actually have to hit men to kill them.
War Academy.
You could even stablish a franchise set on different ocations and historic periods, even fantasy ones.
A dungeon crawler where I get to play as a robot and collect parts to customize myself.
A dungeon crawler where I get to play as a robot and collect parts to customize myself.
Cogmind, maybe?
A dungeon crawler where I get to play as a robot and collect parts to customize myself.
Cogmind, maybe?
One can only hope that they managed to find a game to play in the seven years since that request was made.
What abilities would JohnMarstonWick have? Bullet time? Something likeR2D2RDR2's Deadeye?
EDIT: The "Mark and Execute" mechanic from Splinter Cell: Conviction?
Why would a shooter game character need to eat?
Why would a shooter game character need to eat?To soak up the liquor.
I recently read the story Lazy Dungeon Master, and I really want something a bit like it. Presumably a bit like a mix between Dungeon Keeper and Zoo Tycoon. So you dig out tunnels and new floors, and in each area you want to make a place where adventurers can come die, but you need to make it appealing to them without spending too much of your magic doing so. So that means you need to make places where monsters can live naturally and reproduce, and so each floor is an ecology project as well as a maze. And traps are composed of elements, even if as simple as a pressure plate for a pitfall, but then there can be riddles and puzzles and things like the greed based trap where if you take the treasure, the walls close. And topside, you can place inns and shops and things under a false (allegedly non-monstrous) identity to gouge adventurers and supplement the treasure of your dungeon. And maybe tie things together like emptying your sewers into a lightless labyrinth to give adventurers in it a chance of infection as they swim with gators and worse things and try to avoid sharp bladed traps hidden in the murk.
SS13 was actually an important part of my development. I loved that game. I remember helping Exadv1 with some math for the air system years ago, before it became ope source... I don't think he even remembers me sadly. :(A long time ago, there was a story of how the code was stolen, whether by a collaborator on the original project, a rogue internet tatterdemalion, or a targeted operation by a team of Somethng Awful cultists, it's not sure, but this is the story of how the code was released unto the world to be relentlessly changed by a million changers.
the internet fascists of the Aliens: colonial marines server
They're known for being... Well, just Duckduckgo/ixquick/Startpage "colonial marines" ss13 admin OR staff, the owner tended to make himself an almost unkillable 'predator'He also made himself into a much scarier type of unkillable predator. (https://www.youtube.com/watch?v=EAdNOsg-Euc) Pretty fucked up, when you consider that the dude works with kids.
Honestly if Spore just made the cell stage into a full game and sold itself as that, it would have been better.
Not exactly a game but maybe a mod.
Something I've always wished for, was a mod for Skyrim where it would allow me to become the Jarl of any city, and along with that, it allowed me to wage wars against the others holds. Managing armies, move my armies across the map through a special screen like a Strategy map, and then I should be able to acctually go there and see my troops fighting. If such mod already exists please show me and you will make a man happy!
I have a shitton of hours in Mount and Blade so I'm kinda sick of the game. I still think it's an awesome game, but I wanted that taste of Skyrim plus the management stuff...Not exactly a game but maybe a mod.
Something I've always wished for, was a mod for Skyrim where it would allow me to become the Jarl of any city, and along with that, it allowed me to wage wars against the others holds. Managing armies, move my armies across the map through a special screen like a Strategy map, and then I should be able to acctually go there and see my troops fighting. If such mod already exists please show me and you will make a man happy!
Mount and Blade it does all of that and more.
Also, I’m pretty sure no-one in Calradia wants to give the outsider anything but tiny villages that get burned to the ground every Saturday.
I’ve never made to this point too often, but sieges are terrible because they’re pretty much meat grinders.
I want a game that's like ARMA but isn't ARMA. What I mean is an ultra-realistic shooter/military sim like ARMA, but without ARMA's insistence on trying to tell a Call of Duty story with Full Metal Jacket gameplay. The original Operation Flashpoint gives the impression that it's trying to be realistic, if somewhat idealized. But then ARMA 1 has you wandering around the battlefield on your own to accomplish objectives, and ARMA 2 features a squad of four elite soldiers, a level of realism formerly reserved for Star Wars: Republic Commando.Operation Flashpoint: Dragon Rising has IMO the most realistic plot in any mil sim shooter game while still having an entertaining story. It feels believable, it's not a crazy Tom Clancy plot, and the characters are decent and well acted.
I didn't realize I wanted this until I started playing Aurora 4x, but I really wish we had a turn-based space 4x that actually followed at least a pop-science understanding of relativity. Even something as simple as speed-of-light lag on communication would be a dramatic difference from normal 4X titles, to say nothing of the absence of FTL.
As a practical matter, the galaxy would probably have all its objects move mostly on rails until the player perturbed them and then rely on patched conics, but even under those conditions, I think it would be fun to play in space as boring and lethal as reality.
firefly as a space game. has to have spacewestern music, both in and out of ship gameplay and lots of immersive nonsense to do like stop in bars and drink for buffs. crew management with both unique crew members with stories and things and mauve shirts random gens. ship modding with visible changes to the ship depending on the mod. people remark on how crappy your used ship looks but you know she'll fool em'.
You could do it, you'd just need a very robust AI and the acceptance that the player probably won't even see most of the things that happen, let alone have a hand in them.
Also, it doesn't really make sense to me that a drone would wait around doing nothing for 10 years. You know what situation you're putting it in, you can program it to get there, broadcast findings, then immediately move on without confirmation.
You could also go "best" of both worlds, with strict physics simulation within systems, and jump points or wormholes or whatever to get to other systems. No magical FTL communications, either. If you want to know what's going on past the wormhole you need to send something through and back. If you have a constant stream of data ferry drones cycling through the wormhole, you've got basically real-time information from the other side.
Ah, maybe my ideal space strategy game would be hard to do with turns. >.>
If the observation post you have next to the wormhole is one light minute from the neatest inhabited planet, I want that minute to matter. ALL intel is old intel. Some of it is just seconds old rather than years old.
AI based on genetic algorithms evolving "rules" is a better fit here than neural networks.
NNs do pattern-matching and they do optimizing of function values. They're good for optimizing some continuous function or for dividing inputs up into categories. What they're not good at is coming up with high-level plans and sticking to them. And they're easily tricked via the process of creating "adversarial examples".
NNs can only get better at mapping inputs to "correct" outputs. If you don't know what correct output is, NNs can't learn anything. So a pure NN based game-player is only going to get good enough to beat the other really shitty AI players. They'll get stuck at in some local maximum of performance, such as optimizing the # of troops to send on a cavalry charge against spearmen, rather than thinking that maybe charging spearmen isn't the best strategy.
Instead of that, you can make an agent that's assigned a random set of "states" with random rules to transition between states, and random things the do in each state. Then set them loose and let survival of the fittest and mutation lead to less-useless agents over time. Eventually, they'll evolve e.g. a "seek food" state and have the appropriate triggers for when to enter that state, and seek the food properly. This process has nothing in common with neural networks, but it is machine learning, and is often part of the "higher level" controller stuff that might have neural networks embedded in it doing some low-level stuff.
To encourage diversity in the league, each agent has its own learning objective: for example, which competitors should this agent aim to beat, and any additional internal motivations that bias how the agent plays. One agent may have an objective to beat one specific competitor, while another agent may have to beat a whole distribution of competitors, but do so by building more of a particular game unit. These learning objectives are adapted during training.
I think the millennaire minecraft mod tries to do that (on top of adding different varieties of villages via cultures) but of course it is minecraft. Also, it tends not to play well with other mods on account of most mods being built around the player doing everything.Care to elaborate on that last bit?
Incidentally, it would be interesting to see a minecraft mod where all the tech progression is through villagers whose needs have to be satisfied. Like Anno on a reduced scale. Would need certain features to avoid problems that I can already foresee, though.
I think the millennaire minecraft mod tries to do that (on top of adding different varieties of villages via cultures) but of course it is minecraft. Also, it tends not to play well with other mods on account of most mods being built around the player doing everything.Care to elaborate on that last bit?
Incidentally, it would be interesting to see a minecraft mod where all the tech progression is through villagers whose needs have to be satisfied. Like Anno on a reduced scale. Would need certain features to avoid problems that I can already foresee, though.
Just like, any survival crafting game with basebuilding that gives you a way to populate your base, with inhabitants that both do things and act like they live there.Terraria has the various NPCs, but I'm guessing you want something more in-depth and/or randomized. That would be pretty cool.
Just like, any survival crafting game with basebuilding that gives you a way to populate your base, with inhabitants that both do things and act like they live there.
An in-depth life sim would be cool.Well, there's Outside, which was recently updated to the newest version...
An in-depth life sim would be cool.Well, there's Outside, which was recently updated to the newest version...
I'd like a citybuilder/colony builder based on building an Underground City of Drow, a la Forgotten Realms. Perhaps DF-like, but with a larger focus on raiding the surface, etc.
I want Koprulu Sector Total War.
Also WH40k Total War.
Delete
Dwelvers, Impire
A fantasy first person combat game, that is fully physics enabled.I had a related idea back when TES:Oblivion came out and introduced me to Havok physics. You could shoot rope arrows and then build rope bridges.
Anything can be damaged and destroyed, where larger objects are comprised of multiple subsystems. If a specified number of supporting subsystems (defaults to 1/2) are destroyed, the supported subsystem also collapses.
[...]
A fantasy first person combat game, that is fully physics enabled.That sounds pretty much exactly like what Exanima does, except it's third-person.
Anything can be damaged and destroyed, where larger objects are comprised of multiple subsystems. If a specified number of supporting subsystems (defaults to 1/2) are destroyed, the supported subsystem also collapses.
All but the smallest items when destroyed turn into debries. (Which could be also damaged and destroyed).
Contact with a moving object inflicts damage, how much depends on the mass and speed of the object, while the damage type depends on the shape of the object.
This means that debries of a collapsed subsystem can damage other subsystem, potentially starting a chain reaction that brings the whole structure down.
Armor would work similarly to armor in old-XCOM, giving both resistances and armor rating. Resistances are percentil, by which the damage is multiplied, then the armor rating is subtracted from the damage, if the resistance used is less than 100% (If the armor does not protect from a damage type or even makes you weak to it, then it does not slow it down).
HP of an object (or a subsystem) depends on it's material and mass, while it's resistances and armor rating depend only on it's material. A stone wall will be tougher than a wooden wall, but more vulnerable to blunt damage.
On creatures, armor would be their naked Resistance and AR, plus that of any clothes they happen to wear.
The protection would be applied separately on each layer, starting from the outside.
Ex. Human wearing a Gambson and Full Plate is hit with a Warhammer for 20 Blunt damage.
The full plate has 99% Blunt and 10AR. The damage is reduced to 10 Blunt
Gambeson has 50% Blunt and 2AR. The damage is reduced to 3 Blunt
Human skin has 99% Blunt and 1AR. The human takes 2 damage.
Ex2. The same human is hit with a fire based attack for 15 Fire damage
Full plate has 100% Fire, damage not reduced.
Gambeson is flamable, 125% Fire. Damage is increased to 19 Fire.
Human skin has 99% Fire, 1 AR. Human takes 18 damage.
Armor also takes any damage that passes through it, but tends to have more HP than those wearing it. Many weak hits will eventually peel armor off people, but strong hits will generally kill the victim first.
Not an entire game I wish existed, but I wish more RPGs would use riddles and puzzles. Even if I can't figure it out and just have to look up a walkthrough or brute-force it, it's refreshing to encounter a problem that can't be solved by just grinding the relevant stat to 100 or exploiting a broken crafting system.YYY YYYYY YYYBC GHLLLM PPPRR RS SS SSTTT?
Not an entire game I wish existed, but I wish more RPGs would use riddles and puzzles. Even if I can't figure it out and just have to look up a walkthrough or brute-force it, it's refreshing to encounter a problem that can't be solved by just grinding the relevant stat to 100 or exploiting a broken crafting system.
[img width=800]"the image"[/img]
YYY YYYYY YYYBC GHLLLM PPPRR RS SS SSTTT?
Not an entire game I wish existed, but I wish more RPGs would use riddles and puzzles. Even if I can't figure it out and just have to look up a walkthrough or brute-force it, it's refreshing to encounter a problem that can't be solved by just grinding the relevant stat to 100 or exploiting a broken crafting system.Have you played Covert Action? A lot of the game is puzzles to decode enemy communications.
Depends on the route you want to take, and those puzzles can be made easier by boosting the relevant stat at game start.Not an entire game I wish existed, but I wish more RPGs would use riddles and puzzles. Even if I can't figure it out and just have to look up a walkthrough or brute-force it, it's refreshing to encounter a problem that can't be solved by just grinding the relevant stat to 100 or exploiting a broken crafting system.Have you played Covert Action? A lot of the game is puzzles to decode enemy communications.
Am I the only one that wants this mod? (https://xkcd.com/873/)
Not an entire game I wish existed, but I wish more RPGs would use riddles and puzzles. Even if I can't figure it out and just have to look up a walkthrough or brute-force it, it's refreshing to encounter a problem that can't be solved by just grinding the relevant stat to 100 or exploiting a broken crafting system.
We've got you covered:Spoiler (click to show/hide)
How do I resize images?
I'm playing a survival game on an RPPvP server to immerse myself in a brutal setting, but even ones that start out promising cave to the people who don't understand what sort of game/server they decided to play on.I read that as "promising cave to the people", like people were being promised the cave-dwelling life they want and deserve!
What, Towers of Hanoi? Nah, it's not so bad. I mean, it gets to be a pain once you're dealing with that many pieces, but it's still just a matter of repeating the pattern a few more times.
I say that because it's one of the only such popular puzzles where the pattern actually "clicked" for me...
Only time I encountered that puzzle was in KOTOR and I was 15 or so, and not the greatest at visual puzzles. I spent probably three hours dying and reloading before I got the pattern finally.
I want to see two remakes of Sonic 06. I want to see it remade somehow in the Sonic Adventure engine, and I want to see it completely reimagined as a Bioware-style action RPG like Mass Effect or Dragon Age.
I want to see two remakes of Sonic 06. I want to see it remade somehow in the Sonic Adventure engine, and I want to see it completely reimagined as a Bioware-style action RPG like Mass Effect or Dragon Age.
A Bioware RPG version of Sonic would probably end up cringey or hilariously terrible in various ways, as Sega has proven that they can't make a serious Sonic game without those qualities. I sometimes wonder if Sonic just doesn't work for serious plots.
I sometimes wonder if Sonic just doesn't work for serious plots.Are you telling me the four foot tall bipedal blue hedgehog who moves at the speed of sound and smashes robot running on tiny animal power isn't good for a serious plot?
I've had an idea for an RPG where the story is very Truman Show-esque. Where if you play it "normally" it guides you along a pretty traditional JRPG quest of linear story, with your standard diverse roster of allies, who travel about the world going from town to town and dungeon to dungeon, to fight your 2-dimensionally evil final boss and live happily ever after with your shallow designated romantic interest.
For astute players however who pick up on the seams of the world and the storytelling, the players can go against the intended path and objectives, and slowly learn that the entire quest is a sham, all your allies/NPC's/Enemies are actors, the world you live in is an elaborate cage to keep you living out an idle and meaningless fantasy for all eternity over and over. Of course, this would be fairly difficult, as not only would the clues be hidden and benign enough that experienced players would brush them off as 'accepted cliches' that come with the territory of game playing; but also that the quest would be very robust against your attempts to break it. If you try to sequence break, the story changes to accommodate it, if you interrogate your "allies" they play dumb and persist in maintaining the illusion at all costs, and it's only when you can really prove beyond doubt that the world and your quest is fake does it start to crumble, it rapidly unravels and the entire world at once becomes hostile, having failed to keep you sedated and therefore has to try to eliminate you to keep you from escaping your 'cage'.
The entire idea is very Matrix-like in that regard. I don't know if there's any game like that already in existence, it sounds like something that would be very "woke" and therefore something an indie would atleast have tried with a low budget game. What I have imagined though isn't something I've ever stumbled across though.
I want a semi-autonomous colony sim game. One where I *can* choose what goes on, but if I just let the game run the citizens will do things like build farms and roads and whatnot on their own. Maybe they make decent decisions, maybe they don't, but it's all organic and based on what's easiest or maybe based on the personality traits of the citizens. So a lazy farmer will just grab the nearest plot of land to the town that'll support crops while a more ambitious one will head further out to grab a more fertile/larger plot of farmland.
Majesty 2 has a really funny introI don't remember the intro much, but if you say it was really funny then I'll accept that it was the one good thing about that game.
Yeah, pretty much Majesty but a colony sim instead of a defend against the monsters game.
The game I wish existed, is the [X] that Peter Molyneux promised us. Not to be confused with the train wreck that he actually delivered.
I want a crafting/survival game that's actually challenging after the first few days (but you can survive that long) without needing bad combat like Don't Stave.
Maybe something similar in difficulty to the Robinson Crusoe board game, but with more options (which, I understand, screws with the balance). Needing to think about "stockpile food" or "build shelter so a storm/animal doesn't wreck your stockpile" in that game keeps it challenging most of the time.
Preferably first person and multiplayer, but whatever.
I want a crafting/survival game that's actually challenging after the first few days (but you can survive that long) without needing bad combat like Don't Stave.7 Days 2 Die. Its like minecraft but you never need to use blocks to climb (and the interface kinda discourages it because its not immediately clear how you would do that), every 7 days a huge zombie horde attacks you that gets larger every time. There are health concerns beyond hunger, some of which involve injury from combat, but on the other hand efficient farming is locked behind skills some players might not take for a while. So you have to strike a balance between playing it safe and still accruing resources to survive.
Maybe something similar in difficulty to the Robinson Crusoe board game, but with more options (which, I understand, screws with the balance). Needing to think about "stockpile food" or "build shelter so a storm/animal doesn't wreck your stockpile" in that game keeps it challenging most of the time.
Preferably first person and multiplayer, but whatever.
Of course, it would be aggravating if your Spirit Monsters were always just leaving randomly, especially before a boss, so gameplay-wise your Spirit Monsters would only leave upon beating a boss or other big challenge; where it would feel appropriate to say goodbye after a climactic moment of catharsis.
I think that'd be really cool.
Of course, it would be aggravating if your Spirit Monsters were always just leaving randomly, especially before a boss, so gameplay-wise your Spirit Monsters would only leave upon beating a boss or other big challenge; where it would feel appropriate to say goodbye after a climactic moment of catharsis.
Maybe have different requirements for different monsters? Angrier (more powerful) monsters need a larger catharsis. Trash monsters that you refill your ranks with to capture more powerful monsters might just need X fights, or a fight against a monster Y more powerful.
Had this thought as i was going to bed after playing a lot of re2 remake: a game where you play as a new DC villian. Original, i know.
The basic idea is its set in the injustice universe after the batman ending of 2: so a lot of villians are out of the fight, joker is dead, harley is a good guy, supergirl is part of batmans clique, the good guys won.
SS13, but set in Alpha Complex. Everyone is antags all the time.That sounds like it would devolve into toolbox-bashing but that still sounds wonderful.
SS13, but set in Alpha Complex. Everyone is antags all the time.You would need like a 1:5 ratio of admins to players lol.
A game where you build the rebel base. Maybe some mechanics from Evil Genius. You want to keep heat low, fooling empire spies. Eventually however when found out you need to stage a hasty evacuation, and proceed to the next level. Maybe doing that 4 times or something across different terrain types, until game end.
Why didn't you try to, I don't know, actually save people? (not you personally, I mean the faction in the game)A game where you build the rebel base. Maybe some mechanics from Evil Genius. You want to keep heat low, fooling empire spies. Eventually however when found out you need to stage a hasty evacuation, and proceed to the next level. Maybe doing that 4 times or something across different terrain types, until game end.
That reminds me of this fairly old RTS; narratively, you broke the planet (You released nanites that were melting people and turning them into oxygen gas or something, instead of digging it out of the soil.), needed to develop the technology to get off the planet with the resources you had access to, and to actually build the rocket itself.
In terms of mechanics, this meant campaign mode was a giant race against time (and the other planetary faction) to collect resources and get yourself to the top of the tech tree before the nanites reached your new outpost. What made things interesting was that your resource counts, some buildings, and tech development was persistent across maps, so you ended up with a very real advantage if you ran out the clock on each stage maximizing the mining and research time.
You could do something like that-- build the base, lay low, get your infiltration going, and when you finally get invaded, you have to move everything you can into evacuation pods and setup another base. Do you keep your key personnel near the exit so they can dash into it, or do you keep your stockrooms near so everybody can grab some valuables on the way out, knowing that the stragglers at the back might get captured? Two steps forward, one step back until you finally launch your attack on the empire.
Why didn't you try to, I don't know, actually save people? (not you personally, I mean the faction in the game)A game where you build the rebel base. Maybe some mechanics from Evil Genius. You want to keep heat low, fooling empire spies. Eventually however when found out you need to stage a hasty evacuation, and proceed to the next level. Maybe doing that 4 times or something across different terrain types, until game end.
That reminds me of this fairly old RTS; narratively, you broke the planet (You released nanites that were melting people and turning them into oxygen gas or something, instead of digging it out of the soil.), needed to develop the technology to get off the planet with the resources you had access to, and to actually build the rocket itself.
In terms of mechanics, this meant campaign mode was a giant race against time (and the other planetary faction) to collect resources and get yourself to the top of the tech tree before the nanites reached your new outpost. What made things interesting was that your resource counts, some buildings, and tech development was persistent across maps, so you ended up with a very real advantage if you ran out the clock on each stage maximizing the mining and research time.
You could do something like that-- build the base, lay low, get your infiltration going, and when you finally get invaded, you have to move everything you can into evacuation pods and setup another base. Do you keep your key personnel near the exit so they can dash into it, or do you keep your stockrooms near so everybody can grab some valuables on the way out, knowing that the stragglers at the back might get captured? Two steps forward, one step back until you finally launch your attack on the empire.
I dreamed I was playing a graphically perfect The Sims where I was able to float around manipulating the environment to make people go crazy and murder each other. So basically I was a spooky mischievous specter but in the context of a funny life sim.
Like I dropped a tea bag in someone's ice water when they weren't looking and couldn't stop laughing at how mad they got
Edit: Also something something leveling up horses over a week by feeding them different things culminating in a game of... cricket or something? That one that involves horses except in my dream they just played it themselves
It may be good if (at least most of them) do not go for lethal attacks.
Let's say they are poltergaists and their goals are various, but rarely are to kill you. They may want to trap you in a house, steal items from you, tell you a story, scare you, make fun of you, etc.. Some may want to outright kill you, but those should come later and still have limits. Such limits may be that, for example, they can not make solid object heavier than a certain amount (let's say 0.5kg) invisible by touch and they can not interact directly with living humans (But still can interact with their clothes.).
Why not have firearms be very common, but only used for decoration and pumping up your own machismo for a fistfight? You can shoot into the air to prove your Slav Superiority, but shooting at someone just doesn't work because the vodka aura dissolves the bullets before they can even hit them.
Real ranged weapons would have to be things like axes, toasters, and vodka bombs.
QuoteCAT FUTURE
"A cat is the most powerful force in life, and only by keeping them in check can you save humanity."
- Professor Birch
GAME FEATURES
NEW STORY-LINE
- A newly written and beautifully rendered story that takes place on a distant planet whose citizens rely on the energy of cats.
- A unique, but never before-seen world - a cat world that never has and never will get old.
- Tons of exciting new, entirely original and not-so-fun facts and trivia to solve and play with.
* A whole new generation of cat pets, including new cat-empowered cats!
* A brand new character: Mimi, the cat dog!
- A new, whole new world -
I would absolutely love something like Wurm Unlimited but with research, various forms of power generation and automation, and a tech tree that extends significantly past "bridges and simple steel tools". Maybe a true 3d world and the ability to jump as well.Have you looked at Eco (https://www.strangeloopgames.com/eco/)? It might scratch that itch for you.
inb4 Minecraft: I play so many modpacks. I want something different. Skills that increase as you use them. Constructions that are a bit less "block by block". The ability to incrementally add materials to massive constructions as resources become available instead of all at once.
an MMORPG where classes exist but players learn it along the way as a professional title rather than something forced by the start, let me explain:
1. you make your player character, race determines some stuff like racial habilities and stat distribution
2. you learn and level up different base skills as you move on the world for things like crafting, specific weapons, magic schools and so on
3. while not mandatory you can then choose to further specialize in a branch of the skilltree by doing quests for NPCs of different affiliations in order to obtain a certain title
4. once you finish those missions you are awarded as a professional in that specific class and obtain extra passives and habilities specific to that particular title
so for example if i wanted to follow the archetype of the Paladin i would have to learn and max up my skills in heavy armors like Plate or Mail, learn about Light magic both for offensive and defensive purposes along with skilling up to use whatever melee weapon i want to excell at the class. then find the NPC faction that manages an order of holy knights and do the quest chain to obtain my Paladin title officially with their class specific spells, habilities and passives.
the system would be made as to limit 1 professional class per character with the option to learn additional stuff via Master degrees which would be like the talent/mastery trees in other RPGs, perhaps even have something akin to a PhD. this wouldnt exclude players from also learning other skills in the tree, specially in the case they wanted to abandon that title and study another professional class, so you could technically learn everything but only excell at a particular part of it thanks to your professional title.
I would absolutely love something like Wurm Unlimited but with research, various forms of power generation and automation, and a tech tree that extends significantly past "bridges and simple steel tools". Maybe a true 3d world and the ability to jump as well.Have you looked at Eco (https://www.strangeloopgames.com/eco/)? It might scratch that itch for you.
inb4 Minecraft: I play so many modpacks. I want something different. Skills that increase as you use them. Constructions that are a bit less "block by block". The ability to incrementally add materials to massive constructions as resources become available instead of all at once.
an MMORPG where classes exist but players learn it along the way as a professional title rather than something forced by the start
an MMORPG where classes exist but players learn it along the way as a professional title rather than something forced by the start
Didn't Star Wars Galaxies do that at launch, except it turned out to be incredibly unpopular so a year or so in, they opened up full class selection from the start? Which basically meant that people who spent the last year grinding their way to Jedi Knight got screwed over.
I think Jedi stuff didnt get worked in for years.
But the game was super popular for quite a while.
Based on the events of my dream:
A multiplayer Castlevania game for up to 8 players.
I don't entirely dislike the idea of finding things that let you gain in strength during the game itself, but it should be the exception rather than the rule. Or rather, a gift from the RNG rather than a core gameplay mechanic. :P
Things like unique magic weapons beyond anything you could find in the outside world, or sinister magical rites to help you survive just a little longer.
I think Jedi stuff didnt get worked in for years.
But the game was super popular for quite a while.
I like the idea of the Roguelike as a procedural dungeon crawl where emergent or otherwise interesting things can happen. What I don't like is that almost always Roguelike gameplay consists of clearing everything out, becoming as powerful as you can, and then overcoming some final challenge that you had no chance of defeating at the start of the dungeon.
To me, dungeons aren't a place where you go to gain in power, and if you weren't prepared to defeat the big bad from the start, why did you come here? It's a weird compression of the level 1 to level 20 DnD arc within a single dungeon.
What I'd prefer is a game where you start out powerful and prepared, with the challenge being in keeping that power and preparedness through challenges that wear you down. Rather than fighting everything you can for exp and exploring every room for items all so that you can grow strong enough to defeat future enemies, you'd want to avoid conflict and just try to get closer to the end without wasting supplies.
I think Jedi stuff didnt get worked in for years.
But the game was super popular for quite a while.
If I remember correctly, they had set up some arcane and undocumented path of classes you had to follow before you unlocked jedi classes, and it took 3-ish years before someone accidentally stumbled upon it. I'm not saying they didn't have the jedi classes completed at release, but if they didn't, that's a hell of a way to hide it.
A dating simulator set in a zombie apocalypse.
Impress your dates with your zombie-killingprowess!
Scavengeabandonedbuildings for the perfect gift!RDepopulate the human race!
A dating simulator set in a zombie apocalypse.
Impress your dates with your zombie-killingprowess!
Scavengeabandonedbuildings for the perfect gift!RDepopulate the human race!
Someone was talking earlier about how they wanted a roguelike where you started powerful and had to maintain that power.Reminds me of Sword of the Stars: The Pit - although I don't think it was the intention of the developers... A combination of a durability system on all items, a repair system that reduces maximum durability, and a paucity of usable drops (especially for armor) means that many classes are actually at their strongest with their starting kit and gradually weaken as they descend further into the dungeon; because all their stuff breaks down and/or runs out of ammo.
...
I want a game that's basically Fallout New Vegas, minus the post apocalyptic elements.
A first person, action RPG with skills, stats, and gunplay that's at least on the level of FNV. Having gunplay mechanics be tighter wouldn't hurt. It would be nice if it could capture the overall "feel" of New Vegas, with small towns being prey to ruthless bandits, big cities full of corrupt individuals, and untamed, desolate wilds where anything can kill you.
I guess Red Dead Redemption 2 has a lot of that, but it has too little "make up your own character elements". FNV was the best because it let you play as a drifter who could have absolutely any backstory of your imagining, with no prior history, loyalties or commitments. The world of this western should definitely feel like it doesn't revolve around you, while also still open to being influenced by your more drastic choices.
Did NDRL say anything about the collapse of civilization?
You can have "small towns being prey to ruthless bandits, big cities full of corrupt individuals, and untamed, desolate wilds where anything can kill you." without the collapse of civilization. It could be a frontier, western or space. Or with that description, it could be Middle Ages.
i suppose to bridge the techno gap (the laser weapons, power armor, whatever) this could be a cyberpunk western game. holy shit, having said that, why isn't there games like that.
I want a game that's basically Fallout New Vegas, minus the post apocalyptic elements.
A first person, action RPG with skills, stats, and gunplay that's at least on the level of FNV. Having gunplay mechanics be tighter wouldn't hurt. It would be nice if it could capture the overall "feel" of New Vegas, with small towns being prey to ruthless bandits, big cities full of corrupt individuals, and untamed, desolate wilds where anything can kill you.
I guess Red Dead Redemption 2 has a lot of that, but it has too little "make up your own character elements". FNV was the best because it let you play as a drifter who could have absolutely any backstory of your imagining, with no prior history, loyalties or commitments. The world of this western should definitely feel like it doesn't revolve around you, while also still open to being influenced by your more drastic choices.
i suppose to bridge the techno gap (the laser weapons, power armor, whatever) this could be a cyberpunk western game. holy shit, having said that, why isn't there games like that.
i suppose to bridge the techno gap (the laser weapons, power armor, whatever) this could be a cyberpunk western game. holy shit, having said that, why isn't there games like that.
what i was envisioning was some sort of demented hybrid of Judge Dredd (a few closed/walled megacities with advanced tech but draconian government control and greedy corrupt megacorps, with rampant drug use and crime and cybercrimes) and Mad Max (a frontier of wild bandit gangs and very little law, just a few smaller settlements with a sheriff and militia for fighting off the gangs) with a thin western veneer over it (instead of warboys and Australia, its more like nevada and wannabe separatists, with homespun southern accents, old fashioned gunslingers and some of those darn city mouse cyber criminals having to adjust to not having fiber optic internet and so much of that varmint ridden technology).
They would be as likely to blow up in your hand than shooting, and then there's the acuraccy thing.
And the power wasnt such great either, for quite some time quality amor plate was capable of stopping bullets and ofter armor makers would promote their creations showing up bullet dents on their wares.
A MMORPG consisting of colonizing Mars... First person survival base building game. Huge spherical map with real geographical features of Mars... Thousands of settlers playing on the same planet.
The gameplay would be similar to that of games like Space Engineers... You start mining resources to build a shelter... You can join colonies to play co-op with other players... You can connect colonies with roads and railways... You can make nations by joining other colonies... You can engage in war against other nations.
A server would have 3 main stages... First: Red, Second: Green and Third: Blue
A newly created server would start in the "Red Mars" stage and would evolve towards the "Green Mars" stage as the community works massively melting ice deposits from the underground, building oxygen generators and whatnot... A server would reach the "Blue Mars" stage after a real world year...
A MMORPG consisting of colonizing Mars... First person survival base building game. Huge spherical map with real geographical features of Mars... Thousands of settlers playing on the same planet.
The gameplay would be similar to that of games like Space Engineers... You start mining resources to build a shelter... You can join colonies to play co-op with other players... You can connect colonies with roads and railways... You can make nations by joining other colonies... You can engage in war against other nations.
A server would have 3 main stages... First: Red, Second: Green and Third: Blue
A newly created server would start in the "Red Mars" stage and would evolve towards the "Green Mars" stage as the community works massively melting ice deposits from the underground, building oxygen generators and whatnot... A server would reach the "Blue Mars" stage after a real world year...
The Mars trilogy was great, imo. If you liked that, check out The Mars Underground (https://www.youtube.com/watch?v=tcTZvNLL0-w), a documentary about the Mars Direct program.
I'd think a full-blown MMO would be a pretty niche market. There are single player games that touch upon that - Empyrion is one. Heck, a full Minecraft mod would cover it too. Just build a map of Mars, and modify the air mechanic.
A MMORPG consisting of colonizing Mars... First person survival base building game. Huge spherical map with real geographical features of Mars...
Coincidentally, that's kinda a plot point in the cyberpunk game I just finished playing.
beneath a steel sky?
Why do the rouge a.i's have to be villains, why can't they be helpful
You could have mechanics based around, if you find new technology, either bringing it to the surface for study (where it might turn out to be useful for future delvings), or make use of it as soon as you find it with the risk of the technology being corrupted and having to explain your actions to your superiors.
Mostly because they were originally set to be helpful, so it wouldn't be rogue if it continued to be.
Wouldn't it be an interesting story if an A.I was set to perpetuate an evil fascist country, but the computer went rogue and started a rebellion?
I do understand where you're coming from, and I agree to a degree. It being Warhammer 40,000, however, it would be much more likely for any A.I's to be rogue and actively dangerous than helpful. If not malfunctioning from millennia of neglect then chaos corruption would make them very deadly.
were we talking about warhammer? I assumed we were talking about A.I in a nonspecific gameAdeptus Mechanicus is from warhammer 40k, so yes, they were talking about it.
A sim game where you're a football player. Basically New Star Soccer but with the complexity of Football Manager.
A strategy game (realtime with pause maybe) where the vast, vast majority of the map is empty space with pockets of useful materials spread throughout. Setting could be space, or a post apocalyptic wasteland.
Players would have all kinds of options for attacking enemy bases: long range bombing/missiles, ground attack, sabotage. The game would be very offense focused in the sense that to defend you have to prepare against all possible threats, but to attack you only need to beat your opponent in one type of battle.
However, there’s a catch: you don’t know where the enemy bases are. So war would have 2 phases: in the first, highly mobile scouts compete to locate enemy bases while killing enemy recon units. Then once the scouts succeed an actual battle can start. The theme being that all the powerful weapons in the world do nothing if you don’t know where to aim them. And also that war is won by being active and aggressive.
You could also trade with other factions and set up embassies. But this would be a double edged sword, as both factions would over time accumulate information about each other. This could be a good thing, as knowing about each other’s capabilities might discourage war. But it would also make you both more capable of carrying out a surprise attack. So it would turn into a prisoner’s dilemma. You both benefit economically by staying at peace... but whoever attacks first will have the advantage if war does break out...
The sword that an adventurer buys in town, he buys from a smith, who had to buy iron ore from a merchant. This merchant bought the ore from a mine in the mountains, mined by miners.
The rage-quit, that would be preventable. While rage-quitting would take the character out of the game, it would not take away anything they do not currently carry. Deleting an account would spawn the player's character dead where they last logged out (or on the last place in the overworld they were, if they logged out in a location not accesible by normal means), so loot would be kept.
-snip-
I want that but on a strategy game. You want to raise a militia you need the men, the weapons and the gold, unless is a self armed militia then only men and gold would suffice. You want a sword regiment, you need the swords and men, armor is optional. You can either have it built by you or buy it from merchants or weapon smiths. As these participate in battles the weapons and armor suffer wear and need to be replaced...
Something based on the Farewell to weapons short (https://www.youtube.com/watch?v=AnwR2XF_Lsk)
So the game itself would be some sort of FPS/TPS based around squadding up to take on PvE encounters, exploring ruins, taking down killer robots and generally doing cool shit in the process. A tactical/exploration phase intially where you scope out the area and set up traps and similar based on intel of potential threats and then you trigger (on purpose, or even more fun, on accident) it and it turns into a hectic fight to the death. Get cash for successful raids and salvage maybe, upgrade your shit, do more dangerous regions, shit it writes itself :V
I want a grand strategy simulation of the company Paradox Interactive itself. But i don't have much confidence in Paradox Development Studio and would prefer Slitherine to do it.
I want a grand strategy simulation of the company Paradox Interactive itself. But i don't have much confidence in Paradox Development Studio and would prefer Slitherine to do it.
And everytime you want your Paradox simulation to put out a new game, you need to buy a separate DLC? And everyone will talk about the new DLC being the route to real actual power, because now you can change things by half of a percent if you min-max real hard?
A Pokemon roleplaying game. That is, a western-style RPG set in the pokemon world, allowing some reinterpretation to expand on the lore a bit.
I'm assuming like skyrim
I'm assuming like skyrim
Pi, Ka-Chu!
I'm assuming like skyrim
Pi, Ka-Chu!
Do you get to the Elite Four often? Oh, what am I saying, of course you don't.
I still stand by the vain hope that in a couple years, valve will roll out a fairly cheap VR new gen of VR, something aimed at finally bringing in the masses, and it'll be launched with Half-Portal 3. What is Half-Portal 3? It's the glorious conclusion Half-Life, presented in full VR in a way that reinvents and defines VR as a medium. It's the only way HL3 can be as big a triumph as HL2 and HL1 was.
You would have to take into account temperature (melting your own armor is a bitch) as well as strike a balance between actually protective plates and highly engraved and encrusted ones (which are more fragile and could be damaged more easily).
You would have to take into account temperature (melting your own armor is a bitch) as well as strike a balance between actually protective plates and highly engraved and encrusted ones (which are more fragile and could be damaged more easily).
I'm not sure what kind of magic you want on your armor where "more fragile" is an acceptable trade-off. That might work for a magic-resistance armor, but if you've got a good enough chance to get hit with melee that you care if your armor is fragile, you want protection against physical damage.
Interesting idea, though. I assume that longer, more intricate runes would be more powerful, to balance with taking up more space?
I still stand by the vain hope that in a couple years, valve will roll out a fairly cheap VR new gen of VR, something aimed at finally bringing in the masses, and it'll be launched with Half-Portal 3. What is Half-Portal 3? It's the glorious conclusion Half-Life, presented in full VR in a way that reinvents and defines VR as a medium. It's the only way HL3 can be as big a triumph as HL2 and HL1 was.
I also hope that Gabe Newel gives me a billion dollars.
I want a multiplayer VR mech simulation to come out, one where players have roles similar to real-life tanks such as gunner, driver, loader and commander.And I'll form the head!
LOAD AN INCINDIARY SHELL OR SO HELP ME I WILL TURN THIS GIANT ROBOT AROUND
Accident
You play as a stunt dummy on those test car crashes.
There are such games.Accident
You play as an evil spirit causing accidents. You start off by tripping people going down stairs, and the game ends with you causing nuclear armageddon.
There are such games.Accident
You play as an evil spirit causing accidents. You start off by tripping people going down stairs, and the game ends with you causing nuclear armageddon.
Murphy's Laws (http://mahee.com/game/698-murphy-s-laws)
An idea I had that I may actually try and put together a prototype/poc for. It occurs to me there's a lack of games that give that Delta Green/X-Files "investigate, evaluate, exterminate" feel, so tldr is Delta Green + XCOM + CK2.
So the basic idea is you control an organisation that fights against and suppresses the occult/supernatural forces in the world. You put together teams of agents with a range of skills and dispatch them to handle 'incidents', which are put together like CK2 event chains. They'll phone in to report their progress and ask for advice on how to proceed, and how they progress in the chain is based on the skills of the team.
As agents gain experience they can skill up or gain new traits, but can also go mad from what they've seen/learnt. So you have to balance experience with their rising insanity. Or just use them up, burn them out, and ship in the next lot of mooks.
Events are all little stories patterned like Delta Green sessions. So you need to respond to moral quandaries regarding people who know too much or are seemingly innocent, and the psychological damage on your agents that inflicts, as well as occasionally just burning everything down.
How do you deal with a missing child who reappears two decades later without aging a day?
What if the team doctor found microscopic surgery scars all over their body. How do you know they're still really even human? Do you try and extract them for long term study at a secure location, shuttle them off to an orphanage, an autopsy or vivisection may provide more information about who took them and what they did, or should you just put two between that things eyes and chuck it's corpse into an incinerator?
And what about the park ranger who found them? He knows the name, he knows he disappeared decades ago. His report is what flagged it up. He has asked too many questions. A potential recruit, or unfortunate collateral?
An idea I had that I may actually try and put together a prototype/poc for. It occurs to me there's a lack of games that give that Delta Green/X-Files "investigate, evaluate, exterminate" feel, so tldr is Delta Green + XCOM + CK2.
So the basic idea is you control an organisation that fights against and suppresses the occult/supernatural forces in the world. You put together teams of agents with a range of skills and dispatch them to handle 'incidents', which are put together like CK2 event chains. They'll phone in to report their progress and ask for advice on how to proceed, and how they progress in the chain is based on the skills of the team.
As agents gain experience they can skill up or gain new traits, but can also go mad from what they've seen/learnt. So you have to balance experience with their rising insanity. Or just use them up, burn them out, and ship in the next lot of mooks.
Events are all little stories patterned like Delta Green sessions. So you need to respond to moral quandaries regarding people who know too much or are seemingly innocent, and the psychological damage on your agents that inflicts, as well as occasionally just burning everything down.
How do you deal with a missing child who reappears two decades later without aging a day?
What if the team doctor found microscopic surgery scars all over their body. How do you know they're still really even human? Do you try and extract them for long term study at a secure location, shuttle them off to an orphanage, an autopsy or vivisection may provide more information about who took them and what they did, or should you just put two between that things eyes and chuck it's corpse into an incinerator?
And what about the park ranger who found them? He knows the name, he knows he disappeared decades ago. His report is what flagged it up. He has asked too many questions. A potential recruit, or unfortunate collateral?
An economic MMO/city building hybrid in the age of sail.
Every player builds his/her own city. I'm thinking about Caesar/Pharaoh management level. Various cities can form states and interact with other states via diplomacy, war or trade.
Every state needs various kinds of settlements to be successful: big harbor cities, mining outposts, fortified towns in strategic locations, and so on.
The economy and politics are completely player-driven, EVE online style, so everything's possible. War, coups, trading embargoes, alliances and backstabbing. There are no NPCs, but every faction picks its own leaders. A player can also decide to remain independent and be a city-state.
I'm not sure about the actual war. Maybe the combat should be abstracted and the outcome decided by the amount and variety of resources/troops invested. Not sure about this. Or the generals could be actual players who receive troops and supplies from the various cities and conduct warfare in a grand strategy game inside the game?
Also, the big question. What happens to a city when his/her owner is offline? This is tricky, because ideally this should be a permanent-world kind of game.
-nemesis snip-That would be really good! I really quite liked the Nemesis system; seeing it in another context (or seven) would be great.
A turn-based Yakuza game with some of the same elements as Into The Breach.
Send someone flying to knock them into their allies. Pick up pieces of terrain (Motorcycles and the like) to use as weapons. Protect shop property from being damaged (or, alternatively, deliberately damage shops protected by rivals in order to get them on your side).
PC Building Simulator but for enterprise hardware - servers, switches, racks, power, etc.
I can build a PC in real life and have the funds to do so, so PC Building Simulator is basically an optimization exercise with hardware that I don't have to convince the spouse isn't a waste of cash.
I can sort of do similar with ancient enterprise hardware (a decommissioned >10 year old server with dual 8-core Xeons, some additional RAM, and replacement SAS drives are cheap-ish; under $200) but I'd love to mess with newer or more expensive stuff. An Epyc server with multiple terabytes of RAM. A fully loaded blade chassis with 32 cores in total. A JBOD filled with storage that's worth more than my car. Wiring a building with Cat6a. Hell, it could have an ethernet termination minigame if it was super ambitious.
arcane POST beeps when you inevitably did something wrong.Those were the Machine Spirt angrily barking back at one's idiocy.
If you could emulate circuit boards from circa 1980 then you could have a game about creating 8 bit home computers / consoles, but you have to design a working mainboard / peripherals, in detail.
Anyone think up concepts you REALLY wanted to play, but unfortunately don't exist?I like this idea
Just to day, I thought of a game like this:
In most games, when you fail a mission, you get a "GAME OVER" screen and must start again. However, in a game like this, if you lost the plot would adapt accordingly. For example, this mission would be "The attack was successful but they're launching a counterattack, survive until reinforcements arrive and keep at least five troops alive". If you failed to defend the troops, the base would be destroyed and you'd have to flee and assemble a makeshift squad and base as a last resort.
"Some dude is hacking! He's attached himself to my cell wall, injected his DNA, and now I'm a respawn point for the douchebag?! That guy does not have a life."yep, viruses are not alive, if viruses are in the game, which they wouldn’t be, they would be N{Cs. All players would be cells. Parasitism could still occur though
SO I was just reading the Lancer RPG (https://massif-press.itch.io/corebook-pdf-free) rulebook and it's made me pine for extremely customizable mechs. Drawing's always a great outlet, but I really wish there was a true mech BUILDING game. Combat is great and all (and shouldn't take a backseat by any means), but I'd really like a game where you can spend some time in the shop crafting every last detail of your mech, from energy systems to wiring layouts to leg and armor designs. Ugh.
EDIT: this isn't to say existing mech games are bad--no, quite the opposite, dev teams have done a pretty consistently amazing job of offfering unique gameplay and a variety of their style of mechs to you. But therein lies the rub, it really just THEIR style--it would be nice to see a really open, player-driven rogues gallery of different mechs.
Don't games like Crossout, Robocraft, Autocraft, etc. qualify as those though, since you can build mechs in them?
A game which slowly morphs from Amnesia into Dead Rising would be amusing indeed.haven’t played either but saw videos of both, and I agree this would be amazing
A First-Person- maybe a shooter- game where the PC has control over time.sounds cool. My brother played a game called Quantum Break with involved time shenanigans, but I don’t think the time shenanigans were as free to do as this game in your head. I would love to play your head gsme
They can turn back time, roll time forward to turn things to dust, can roll back injuries, stop time, Etc.
The saves are like Undertale, in which the PC knows everything you/they did even if you time-jumped/savescummed.
https://xkcd.com/873/
I want this in a game.
You might want to look at Millennia: Altered Destinies (https://en.wikipedia.org/wiki/Millennia:_Altered_Destinies), a single-player time travel game where you are modifying a single timeline in an attempt to rebuild a galaxy after its destruction by the Micords. The reason it's close to your MMO idea is that they is also another NPC faction that is modifying the timeline (The Hood) as well, and you have to fight against their timeline modifications - I've even watched an LP where The Hood winds up modifying a timeline while the player was in mid-dialogue with one of their proxies over a crisis, destroying the planet they were on centuries ago, and that timeline modification inadvertently terminated their proxy they were talking to.
Millennia uses procedural generation for coming up with its history, and one strategy for dealing with a random crisis is to introduce a minor change in the timeline a century ago, thereby forcing the procedural generation to run again - which may lead to the erasure of the random crisis in question. I call this strategy the "Butterfly Effect tactic".
I know. Its one of the reasons I dont like MMO's, their precision-engineered balance reduces your choices to very carefully selected options, all your options and paths have already been planned out for you on a whiteboard in a sterile office enviroment somewhere.
But I dont blame the designers for that, its sort of a requirement for multiplayer games because as you said, the players will tend towards the most efficient strategy.
What I said is just what I would like from my POV, something that favoured creativity over victory.
*sigh* There are so few games like that.
I have been thinking about a hugely insanely detailed grand strategy game. Total War like but with every feature ever in all of them rolled into one and then quite some more stuff like larger strategy map, cities creation and destruction, provinces/regions creation/modification/destruction, two or more layered maps, roads creation/destruction a la civilization, city managment more like a city sim, say banished or foundation like. And Medieval 2 mod flexibility (but enhanced).
Yeah, I already got an eye on that. It seems like something half way of what I want. If it has a grand campaign map it would be awesome, but from the look of it, it seems it will be a Stronghold on steroids and way more details.I have been thinking about a hugely insanely detailed grand strategy game. Total War like but with every feature ever in all of them rolled into one and then quite some more stuff like larger strategy map, cities creation and destruction, provinces/regions creation/modification/destruction, two or more layered maps, roads creation/destruction a la civilization, city managment more like a city sim, say banished or foundation like. And Medieval 2 mod flexibility (but enhanced).
Not quite THAT grand of ambiton, but Manor Lords looks likea city builder + Total War combined
I seem to recall someone tried something like that at some point. A (janky/low budget) MMO with inter-world transit that led to worlds with significantly different gameplay mechanics, meant to be moved between and whatnot. Can't recall what happened to it, though...Do you remember what it was called?
That reminds me of what I think was a Ludum Dare entry where the entire "game" was basically a patch note generator that would spit things out ranging from the reasonable "Thrown pies no longer cause fatal damage." to the rather quirky "Flooding will no longer cause bananas to spontaneously erupt into flames upon consumption."I wonder what evolutionary events would cause bananas to combust during floods? :)
Nah, it's possible that floods are seasonal, and the boomnanas explode when they touch the water in order to spread their seeds.
I’m glad I don’t live near theseNah, it's possible that floods are seasonal, and the boomnanas explode when they touch the water in order to spread their seeds.
Kind of like the sandbox tree: https://www.youtube.com/watch?v=9c0Uu04RpF4
(There's a few in my old neighborhood that were grown as ornamentals. It's always interesting when "ripe" ones fell from the trees and hit the ground...)
Game idea that I just thought of, it's a rough idea that probably isn't practical at all, but I wanted to write it down:Spoiler (click to show/hide)
Game idea that I just thought of, it's a rough idea that probably isn't practical at all, but I wanted to write it down:Spoiler (click to show/hide)
I can see a way it would work. However, you don't do it with automatic balance patches. Instead you have 3 types of weapon damage, and all armor only provides defense against 2 types, one good and one halfway. You can only carry 1 type of armor and 2 weapons at a time.
This way, you get a cyclical meta. People start using X and Y weapons and when it gets popular armor A starts being equipped by everyone, so the weapons switch to weapon Z and armor shifts to compensate, so weapons then need to shift, etc.
That reminds me of what I think was a Ludum Dare entry where the entire "game" was basically a patch note generator that would spit things out ranging from the reasonable "Thrown pies no longer cause fatal damage." to the rather quirky "Flooding will no longer cause bananas to spontaneously erupt into flames upon consumption."
the bolded patch note made me think of how much harder Terrarria would be if every ice biome was in a perpetual blood moon state, especially if it also happened to be corrupted, crimsonified or hallowed as wellThat reminds me of what I think was a Ludum Dare entry where the entire "game" was basically a patch note generator that would spit things out ranging from the reasonable "Thrown pies no longer cause fatal damage." to the rather quirky "Flooding will no longer cause bananas to spontaneously erupt into flames upon consumption."
Courtesy of GalacticMonkey (http://www.bay12forums.com/smf/index.php?topic=37043.msg8212543#msg8212543), it is available for viewing here: https://spelafort.itch.io/peon-caravan
Calendar changes: solarium, jukebot, mournful dancehall, psychic riffle; snow day turns into a blood moon, with meteor showers.
Updated pickle shaders.
A Dragonball Z strategy game, one where you can make a galactic empire rivaling Frieza's Emperor or go a different route.Question: could you create your own species and try surviving in Frieza’s Empire? (I’ve never seen Dragon Ball Z but have heard the name lots of times as well as the Ofer 9000 power level meme))
hey guys, what about:+1
an horror themed dungeon exploring squad RPG in the likes of Darkest Dungeon........but its set in the SCP Foundation universe (or something akin to it like in Lobotomy Corporation)
hey guys, what about:
an horror themed dungeon exploring squad RPG in the likes of Darkest Dungeon........but its set in the SCP Foundation universe (or something akin to it like in Lobotomy Corporation)
+1 to this toohey guys, what about:
an horror themed dungeon exploring squad RPG in the likes of Darkest Dungeon........but its set in the SCP Foundation universe (or something akin to it like in Lobotomy Corporation)
Plot twist: It's set in SCP-3008.
I was rewatching Mandalore's videos on F.E.A.R. and was reintroduced to his notion of how the series could have been about the First Encounter Assault Recon team's experiences with various spooky happenings, like necromancers! Vampires! Cults! Skeleton war! Instead of the series wallowing in Spooky Ghost Girl Alma and Armacham which was mostly resolved in the first game.
Anyway, a more anthology-like bent to the series, done well, sounds like it would've been way cooler than what actually happened, but that's all dead and buried now. Alas.
I was rewatching Mandalore's videos on F.E.A.R. and was reintroduced to his notion of how the series could have been about the First Encounter Assault Recon team's experiences with various spooky happenings, like necromancers! Vampires! Cults! Skeleton war!
Something I was thinking about when I saw Last of Us.Sounds interesting
But it applies to anything where the enemy has 0 birthrate and only reproduces through infection.
Since most games with such "zombies" make it ridiculously easy to kill single zombies, it made me think that in such situations the hordes of zombies are not that much of a threat. So long as anyone infected kills at least 2 zombies before they turn (or 1 and then commit suicide) the threat would end eventualy. Especialy since the zombies in such stories tend to focus on killing rather than turning, so in order for someone to be infected, at least one zombie must be killed.
Premise:
Most of the population has been turned into "zombies" (vampires, the Borg,...). They can last indefinitely without support (don't age, do not need to eat), but the only way to increase their number is to turn more humans into themselves, which they love to do.
You play as (one of) the last surviving settlements. Your job is to survive and reclaim the Earth.
Gameplay: You manage first one, later multiple cities. But you also have to do research and build and manage armies.
Population and time play an important role. Every soldier you send out is a member of your population. While they fight and if they die, they can't do any other job. And while the enemies do not reproduce normaly, if an attack at them fails, they add the fallen soldiers to their own (though they of course lose population for any that were killed in the attack). If they overrun a city, all civilian poulation joins them.
And aside the easiest scenario (the Walking dead), the enemy is also organised and will try to fight you.
thinking of battle royales, i had a good one:in this br, its entirely possible for noone to win and honestly thats kind of awesome to me.Spoiler (click to show/hide)
an ASCII based Space Simulator based on the DF system. that is, generate a procedural galaxy with its own story of ancient civilizations, external invasions, evil/good regions (guess it would be like the Warp/Shroud manisfeting on real space), and procedurally generated alien races (with some typical ones).That would be amazing. Maybe it could be called Amazing Space Colonizing Interesting Interactions, as a play on the fact it’s an ASCII game
player can read the history of the galaxy, play as a lone space captain (to partake in mercenary work, piracy, trading, exploration, etc...) with its own small craft or up to a larger vessels with actual crews, and/or play as a group of colonists setting up on a newly discovered planet or solar system.
i guess it would require reducing a lot of the usual things that we are used from DF like simulating everything down to specific organs and bodyparts, among other stuff.
an ASCII based Space Simulator based on the DF system. that is, generate a procedural galaxy with its own story of ancient civilizations, external invasions, evil/good regions (guess it would be like the Warp/Shroud manisfeting on real space), and procedurally generated alien races (with some typical ones).
player can read the history of the galaxy, play as a lone space captain (to partake in mercenary work, piracy, trading, exploration, etc...) with its own small craft or up to a larger vessels with actual crews, and/or play as a group of colonists setting up on a newly discovered planet or solar system.
i guess it would require reducing a lot of the usual things that we are used from DF like simulating everything down to specific organs and bodyparts, among other stuff.
A turn-based RPG or TRPG that has Dead Rising's weapon selection abilities (that is to say, if it isn't nailed down, you can pick it up and smack someone with it).
Would probably be hell to balance, but still.
What I did with improvised wepons in a TTRPG I ran was, that damage was determined by mass, but accuracy depended on unarmed skill.A turn-based RPG or TRPG that has Dead Rising's weapon selection abilities (that is to say, if it isn't nailed down, you can pick it up and smack someone with it).
Would probably be hell to balance, but still.
So long as regular weapons are easier to attack with or do more damage than other things (depending on what the other thing is), it shouldn't be too bad. You'd also want an incentive to use improvised weapons 9ammo shortages, big risky attacks against big opponents, etc.
Is there any sort of game where the story and plot fundamentally changes depending on the difficulty setting you choose at the start? It's an idea that's been at the back of my mind forever now, though it seems like something that'd be hard to implement in a consumer-friendly way.
I would like an MMO with several dozen actual GMs curating and generating story content and changing the world based on participation and outcomes of events
I would like an MMO with several dozen actual GMs curating and generating story content and changing the world based on participation and outcomes of eventsThat's pretty much what a number of Neverwinter Nights servers were, considering the game even had built-in functionality for ingame GMs. And with the size/scope of some servers, it wasn't unheard of to have multiple GMs running their own separate things in different parts of the world.
Didn't some of the third party NWN servers do that? Which might be arguable on the 'MMO' definition, but it was still with double-digit groups.Ninja'd
I want to say there've been games where character selection acts as a difficulty setting which impacts narrative development, though level design is primarily the same, barring areas limited to special abilities.
I've had a concept banging around for a while, basically ever since I ended up stumbling upon the secret vampire hunt in Red Dead Redemption 2. The idea is to manage your own vampire-hunting guild/family, with permadeath for the characters but with new members available to take up the mantle of being the PC. Persistent advancement in the form of learning new facts about the various types of beastie you were going up against, which gets recorded in your archives. Similarly there'd have to be some sort of collective treasury that gets funded from these pursuits.Spoiler: "Continued..." (click to show/hide)
And now I wouldn't surprised if my dying days were spent discussing philosophical questions with a machine that can ask the same questions as me (note: I'm 35, your life cycle may vary).
It always assumes that extrasolar travel is "just around the corner", but nothing in our understanding of science supports that theory.
And thus we have the game idea. For redundancy, we need to send more than one sentient machine. It also prevents one rouge AI from forming its own machine empire devoted to our extermination. But assuming more than one AI is sent, and they're tasked to "make things ready" for our arrival, then they're also capable of diverging on their thoughts of how best to do that, or even to care about orders from a species that will take hundreds of years to show up.
Spoiler (click to show/hide)
I'd really like a superhero game, in an original setting with strong character and power customization, with the Nemesis system from Shadow of War.Well they somehow trademarket the nemesis system, not just the name but the concept somehow. Dunno if its possible for a another company to come up with the same mechanic just with a different name and obviously a different code, who knows.
A swarm RTS where you are actually playing like a swarm, not a swarm themed army (Zerg).
"Oh you want to capture the arctic base on this planet? Better breed some extremely teritorial pack hunters who just love the cold so they migrate there on their own start murdering everything?"
"That Forest is filled with elves, here have some mutant apes who are going to swing from tree to tree just to stomp your head in?"
Sometimes I want games to take the control away from me so I can see what my ideas are leading to, sometimes I just feel like every single army or faction is just colored theme and nothing else.
The first Dawn of War games (praise be the emprah) used the engine of a game which name I can't recall that was something like that. Never played it myself but it saw appraisal back in the day.
The Legend of Zelda: Orcarnia of Time remastered.
I would like an strategy game with real different mechanics for real different factions. Instead of just reskined factions with slight different mechanics, so playing with different factions migth be basically playing different games.
Was a really cool game, made by Petroglyph before they kinda went to shit and started spamming out unfinished C&C clones of various flavors.
The Legend of Zelda: Orcarnia of Time remastered.
There was one on the 3DS. Do you mean like an HD version for the Switch?
I mean... it is/was the prequel to Shadowrun, which has a good handful of video games, so... maybe something like those? With some exceptions they've been pretty well received over the years.
There was something Civ-esque that did that (I want to say the name was similar to Tapestry or Talisman) as part of their measures to improve performance. When you zoomed in, you were on a "live" map, showing units, terrain, etc. As you zoomed further out, it became more abstract, until you were looking at a parchment map with pins indicating units/cities/etc.
I'd like to see some sort of Parkour, Mirror's Edge-esque Battle Royale game.
Very limited "combat", just punches, kicks and shoves, that don't actually do damage to other players. But they do stun and knockdown.
The real threat comes from the environment. The entire arena has to be collapsing, exploding, be filling up with dangerous objects, enemies and debris, that has to be run away from.
Trying to outrun and outwit everything, while tripping up your competitors at every opportunity, would be the bulk of the game.
You don't have to imagine, CDDA is already janky and annoying to play~
A game with a massive map with massive zoom in/out mechanics like Google Maps, where you build your cities and/or kingdoms directly on the map. Just one map, no instances, no different screens for "town view" and "world view", just seamless transition between the town/kingdom micromanagement and the global geostrategic view. The closest I know is the browser game Lands of Lords.
I would love a strategy game like the old total war but instead of videos of assassination, infiltration, sabotage or open the gates attempts you could actually played a mini game with the character sent on a rpg like way or autoresolve like always.This kind of sounds like Dominions assassinations, although that's not so much a minigame as it is a simulated fight.
Maps and/or other elements should be highly randomized to avoid repetitive or making sure one does not automatically win if one plays as the agent.
A survival game with randomized apocalyptic scenarios. Gather materials in an evacuated city to prepare while trying to figure out what's going to happen (from discarded newspapers, etc.) Example scenarios: Zombie outbreak, alien invasion, huge meteor. Might have to fight off the enemy long enough until the military arrives or escape to a secret moon base using a rocket.
What would the gameplay perspective be? First person, isometric turn based, third person over the shoulder?
this is a weird one, but this is a kind of game ive been wanting for a while and now its coming to early access and both GOG and steam only just let me know about it: Manor LordsWell geez, color me intrigued. I'm going to keep an eye on this myself.
https://store.steampowered.com/app/1363080/Manor_Lords/
its this melding of city builder and rts and the rts portion is like the total war series except you have to produce the equipment individually for each conscript you recruit from your city. that alone put this on my radar
As in - you dogfight as the AI sends you to conquer a nearby star?
I've always been confused by the 144fps thing.
A first-person RPG, except with a Mario 3 level of graphics detail. Probably different graphical assets, but that kind of cartoony simplicity.sounds awesome
A first-person RPG, except with a Mario 3 level of graphics detail. Probably different graphical assets, but that kind of cartoony simplicity.sounds awesome
that was bird’s eye viewA first-person RPG, except with a Mario 3 level of graphics detail. Probably different graphical assets, but that kind of cartoony simplicity.sounds awesome
What, Super Mario RPG wasn't good enough? :P
I was looking at zachtronic games, and remembered another game called Else Heart.Break(), where you could alter the world around you by manipulating it's code. My problem was it was too easy to get through to the point that being too good/creative at coding would break the story. So what if Zachtronics put their super complicated multi-layered logic puzzles in an open world sandbox type game with the same setting (that you can manipulate physical stuff that has code)? Then you have to avoid the government who tries to regulate the code rewriting, and complete some sort of objective or battle some other group/person/AI.that sounds amazing
tf2 but free to play players could use chat,f2ps used to be able to talk in tf2, and I'm not really sure why Valve thought they'd make more bucks just by adding a minor annoyance.
An RvRvE game. MMO (because of course).
Basic premise is the most of the world is given over to standard RvR fighting over resources and territory. The gimmick is that there's a major AI threat that's also expanding and changing the world, by conquering nodes (including quest hubs) and growing stronger. Minor resources nodes might simply give a global health and damage increase, while major nodes might cause new types of elite and boss mobs to spawn during encounters, and losing a major city node will cause a world-event boss to spawn and attack random nodes outside of the threat's normal influence. Lost resource nodes are permanently consumed but can be reclaimed and garrisoned by NPCs to negate their benefit to the enemy.
The gimmick is that players can fail to counter the threat and lose. Then world is then reset by the in-game gods or whatever Powers That Be, somewhat like Planetside's continents. Same happens if they win.
With a functional reset built into the system, you can do a lot more than typical static worlds. A reset might radically terrain, new (lower scale) threats are present in different places, extensive changes to skill balance (to deliberately upset the meta). NPCs might change. The AI's strategic priorities and behavior changes each season (it can also have its decision tree/weighting prodded by devs during a season to help upset predictability). The AI threat itself might change, too - the game might start with only 1 antagonist (maybe a silithid/tyranid kind of bug race), but expansions could add new threats like shadow demons or ork swarms, or minor NPC races are given a divine boost and become the main antagonist. The "final" event might also change - it could be a world-scale boss raid (not only fighting the boss but other groups dealing with reinforcements), or claiming a primary node (shard of a god or such), or building up a city node to enact a world-level spell.
Reward systems are split between "world contribution" and "research contribution." World contribution is based on participating in events in the living world and contributing to the vE war effort. For example, taking over a node would be an in-world GW2 scale zone event chain. By helping to contribute resources for preparation and participating in the combat event itself, you earn World Contribution points. Once the the node is claimed (unless it is attacked later and needs to be defended), this event is not repeated in the living world, but you can instead repeat a simulation of the event (i.e. farmable instanced version), framed as helping to research the threat. Research Contribution goes toward catch-up gear, world contribution toward prestige currency when the world resets. I'd want a cap on world contribution per day/week (daily but you can accumulate up to a week's worth) and per event, but this might incentivize meta gaming (you contribute up to your cap for the event, then you leave and go to another event).
The resource node system would probably look like something out of Black Desert Online. You hire retainers to help collect, process, and move resources, and logging out in a node helps reinforce it while you are offline.
The skill system would probably be something between GW2 and Archeage - due to the skill shakeup every season, it's probably better not to lock people into specific classes with fixed skills. Maybe borrow the Path of Exile skill gem system, though this risks the same problem as POE (with major meta skills dominating representation), but this is helped by the skill changes every season.
The setting will need some kind of global communication net (not simply outsource this to external communities/organization on discord or community tools). This could be handled by magic or tech - there aren't enough tech settings but an advanced tech setting will bring questions about scaling beyond the scope of a single world; it's easier to contextualize the cycle in terms of divine/magic/fantasy.
There's several parts of the concept I have trouble with:
* What rewards players should be given when the world resets? Power increases from "prestiging" (as though it was an incremental game) are an obvious option but they risk being too powerful and either scaling too far or capping out. Maybe simple, free shop currency for cosmetic rewards would be best.
* Incentives for RvR. Is there an extra bonus for being part of the group that defeats the threat, so you're incentivized to selfishly help only yourself and your guild instead of the global war effort? Maybe the threat doesn't expose itself for a month or two, so the first month is given over to player infighting to become strong, developing grudges which might continue when the threat becomes active?
* Incentives for fighting to the bitter end during a losing scenario? Can city nodes "fling a light into the future" to help the next cycle if they gain enough resources (i.e. survive long enough)?
Finally, this is obviously a very ambitious project. How can it be scaled down? Can we get a skyrim-level game out of this? Single player offers more freedom in terms of how the world evolves and the economy works (since everything can run on NPCs instead of needing the involvement of a critical mass of cooperating players), but even Skyrim is a massive world. Can it be scaled down further to something like a mod of TOME, just to function as a proof of concept?
Pokemon, but with guns and sweatshops.UZI has evolved into MP5!
Pokemon, but with guns and sweatshops.
I just want another modern Populous game that retains the same stark, bleak, biblical vibe of the original. I feel like all the recent god games I've seen lately just miss the mark in so many places. This shouldn't be hard......but apparently it is when even Molyneaux couldn't get it right again. (Or tacked on too many stupid ideas.)
I just want another modern Populous game that retains the same stark, bleak, biblical vibe of the original. I feel like all the recent god games I've seen lately just miss the mark in so many places. This shouldn't be hard......but apparently it is when even Molyneaux couldn't get it right again. (Or tacked on too many stupid ideas.)
Dwarf Fortress Adventure mode does have a certain brutality I wish other games could capture in a snappier sense. Breaking a guy's finger and then gouging out his eyes is fun and all, but it just takes so long.
Now lately I've been using my idle time to imagine a new Thousand Arms-style game, because the next closest JRPG I can imagine that has a heavily built-in dating mechanic would be... what?
Dwarf Fortress Adventure mode does have a certain brutality I wish other games could capture in a snappier sense. Breaking a guy's finger and then gouging out his eyes is fun and all, but it just takes so long.
Going off that, I wish for a game with more detailed wound treatment.
A good turn based strategy focused around squad combat, for some reason Jagged Alliance 2 with the 1.13 mod is still the best.
Thing like battle bothers have the problem that you have such limited points, you can basicly move or attack.
I think an ancient or medieval (historic or fantasy) setting would be less complex to acomplish. And obvuisly it would need to be more modern, but yeah something along those lines.Endless Legends and Fallen Enchantress: Legendary Heroes fit the first two, inasmuch as they are customizable-city-building medieval-high-fantasy 4X games with battles fought on mostly the same map.
So basically a riff on Frozen Synapse and stuff like it?
I want 'WeGo' X-Com, where the turns of each team are computed simultaneously, as opposed to the traditional 'I go and then you go'. Of course, in order to prevent issues such as melee-combat units from opposite teams running past each other, units would only follow orders in spirit, but not in letter, and need to think for themselves in order to decide how and to what extent a tactical order is obeyed. A unit movement order would be something like "Move onto <Square> and do <Action> , but follow <Alternative Order> in situation <Condition>, ... etc", which together with a unit's personality and skills and unfolding conditions on the ground determines the eventual result.
Basically, I want a "War in the pacific" style of X-com, as it would add to the chaos and make tactical planning more strategic.
One player controls chess pieces, while the other has checkers pieces.
I think chess might have the advantage, but then again checkers can take multiple pieces in a turn given an opening.
Sometimes I watch videos on Rust by some streamers like Stevie. Looks like fun, but...
A: I'm not 20 years old with heaps of time on my hands to play a game that hard core.
B: I'm not great at / interested in shooting guns.
Makes me wish there was a similar game out there that was a bit more friendly in terms of grind / skill cap, with a kind of medieval theme.
Basically, build castles on a PvP server, run around, shoot bows and fight with swords.
Maybe add some kind of feudal system where you can sign up to be protected by the people who have more time, in exchange for a portion of your loot.
GTA but it's in space.I think you just described every Elite-like arcade spaceflight sim ever, except with an interactive boarding component stapled on. There aren't many with that latter feature, though.
Setting is a densely populated single solar system, maybe an asteroid field. Dense traffic of ships that you can hijack at your whim. For gameplay reasons, like GTA, civilians mostly don't react but get high enough heat and system police start coming after you in bigger and bigger hardware.
Dogfight with the ships you steal. Different weapon loadouts depending on the model of ship (but mostly consistent loadouts for a given model).
I wonder how much you lose not being able to just walk around the city, being forced to be in a ship at all times.
GTA but it's in space.I think you just described every Elite-like arcade spaceflight sim ever, except with an interactive boarding component stapled on. There aren't many with that latter feature, though.
Setting is a densely populated single solar system, maybe an asteroid field. Dense traffic of ships that you can hijack at your whim. For gameplay reasons, like GTA, civilians mostly don't react but get high enough heat and system police start coming after you in bigger and bigger hardware.
Dogfight with the ships you steal. Different weapon loadouts depending on the model of ship (but mostly consistent loadouts for a given model).
I wonder how much you lose not being able to just walk around the city, being forced to be in a ship at all times.
The only two I could think of are Ascii Sector, a roguelike Wing Commander: Privateer semi-clone, and some old obscure Russian stuff I shall not name.
A GTA-like set inside a massive space station that rotated for gravity, on the other hand...Go fast enough against the rotation and you might just tumble off into the sky. That would be one unusual gameplay mechanic right there.
GTA in space would lose the best part of GTA imo - the getting from point A to B across a unique and highly varied environment by any means necessary. It's that parkour mentality. In space, you can just go in a straight line. It's terribly boring.Something like Freelancer can make navigating space more of a challenge, with hyperspace lanes and lots of space rocks and such. Or you could go in the other direction and make it more realistic like KSP~
GTA in space would lose the best part of GTA imo - the getting from point A to B across a unique and highly varied environment by any means necessary. It's that parkour mentality. In space, you can just go in a straight line. It's terribly boring.Hence the need for a heavily dense system, like an asteroid belt or maybe an enormous interconnected station. But you're right, it would severely limit "parkour" potential.
Travel took a long time. I barely even had asteroids to be afraid of colliding with.
I misaimed my approach, ran out of fuel to correct my course, and slingshot myself around my destination planet into deep space. It took me something like six hours of real time to get back, as I was adamant about not reloading to fix stupid errors on that run.Did you just let the game run in the background until your orbit eventually caused you to run into another planet?
I had an experience like that recently in Dyson Sphere Program... I was blasting off at max (intra-system) speed without realizing my fuel tank was basically empty. I misaimed my approach, ran out of fuel to correct my course, and slingshot myself around my destination planet into deep space. It took me something like six hours of real time to get back, as I was adamant about not reloading to fix stupid errors on that run.
Paradox did actually publish a game based in prohibition era Chicago.
It… leaves a lot to be desired. It’s basically Gangsters 2 with the more recent XCOM turn-based tactics tacked on. Very disappointing.
I’ve been in the same boat as you for years though, Gangsters was a tremendous game.
Paradox did actually publish a game based in prohibition era Chicago.
It… leaves a lot to be desired. It’s basically Gangsters 2 with the more recent XCOM turn-based tactics tacked on. Very disappointing.
I’ve been in the same boat as you for years though, Gangsters was a tremendous game.
Ah yes, I forgot about Empire of Sin. Which I suppose is fair since it is not anything like G:OG, except for the theme. Shame. Also I had my hopes up for City of Gangsters but it turned out to be a logistics tycoon game with a gangster skin. Sad.
Ehh, maybe one day, someone, somehow, will make the mafia boss dream come true...
Add realistic physics and technology (limited fuel, thrust not at scifi omgwtf levels) and it can still be difficult to navigate, despite being empty.Children of a Dead Earth has something I could call "plausible modern" technology.
The solution I used to fix that is to have some checkers on red/white as well as the black spaces. And if the chess side manages to clear out all of the pieces on one color they win. I had a lot of fun playing it. Along with a couple other checker varients.One player controls chess pieces, while the other has checkers pieces.
I think chess might have the advantage, but then again checkers can take multiple pieces in a turn given an opening.
Checkers basically can't win. They are bound to black spaces, so all chess has to do is stay on white spaces unless there is a good opening to take something.
What's the most interesting thing about being a mafia boss? Just the theme/flavor?
What's the most interesting thing about being a mafia boss? Just the theme/flavor?
That cool feeling of creating a crime empire/machine, with hoods walking around, collecting extortion money, making witnesses "disappear", setting up illegal businesses, expanding your territory week by week (and marking it with your gang color) and getting away with all of it. And all of it happening in a big, living world. Basically you can feel like Vito Corleone.
Okay so ideally a world with existing normal authorities you are dodging, shady business and politics, and shadow economy stuff.
You can try Liberal Crime Squad! It is similar in some aspects, even though it's more about an undercover insurgent army than a criminal gang.
Okay so ideally a world with existing normal authorities you are dodging, shady business and politics, and shadow economy stuff.
On one hand you are dodging authorities, but on the other you are subverting them (by bribes, intimidating witnesses etc). Just the ability to dodge is not enough to make you feel like a mob boss. You first need to have a full living city, with citizens, businesses, city officials, policy, journalists etc first and then you add a gang into the simulation, as a sort of active/subversive element, like a virus.
And also another important element which made G:OG so great: it was a sandbox experience with no missions or quests. Everything you achieved in-game was planned and executed by you, however you wanted it to happen. This way, whatever you managed to extort, steal, buy, felt really like your property. This is why I was thinking about PDox trying to make a PDox style GSG about Gangsters, but they choose X-Com lite with some management elements and scripted missions.You can try Liberal Crime Squad! It is similar in some aspects, even though it's more about an undercover insurgent army than a criminal gang.
I did play LCS and it was cool, just could really use nicer graphics and UI. But other than that I really liked it.
I just scrolled up and found Gangster: Organized Crime game you were mentioning. Is it worth a try? I love old games and I agree with you, because I've wanted to play a crime game like this before, with emergent sim-like elements rather than the typical strategy game linearity or the Paradox number-salad approach.
I generally kinda enjoy Paradox games but the number salad approach they take tends to bore me. You can only get so far with abstracting everything as various numbers and coefficients and things. True emergent behavior in a game can be a drug, and it doesn't have to be complicated or expensive either, since you can get very cool interactions from very simple rules (e.g, Conway's life) and it's a recipe I wish devs would try more. (Of course, such systems can be very chaotic and hard to predict or balance, but that adds to the fun :P)
It’s broken though, since one of the anti-piracy things was that your guys stay in jail forever, and the only way to get it to work on modern systems (and is in-built to the GOG version) is a no-cd patch that kicks that in.
I would love to play a turn based tactics/rpg game with fights that last longer than 5-10 "turns". Like a truly tactical spell fight. Not quite Magic: The Gathering and certainly not deck based but like, each character taking at least ~40 actions on average before dying or killing an enemy. And if you focus fire or something in an 8v8 fight then it should take like 5 actions per character on average to kill one enemy.
Preperatory buffs, terrain and battlefield control magic, trading debuffs and control spells and countering spells during and after they are cast. Like disrupting a storm spell before it finishes.
Battles of attrition and bluff and counterbluff and positional trades.
I would love to play a turn based tactics/rpg game with fights that last longer than 5-10 "turns". Like a truly tactical spell fight. Not quite Magic: The Gathering and certainly not deck based but like, each character taking at least ~40 actions on average before dying or killing an enemy. And if you focus fire or something in an 8v8 fight then it should take like 5 actions per character on average to kill one enemy.
Preperatory buffs, terrain and battlefield control magic, trading debuffs and control spells and countering spells during and after they are cast. Like disrupting a storm spell before it finishes.
Battles of attrition and bluff and counterbluff and positional trades.
Hmm. The difficulty there is making a game where the enemies are tactically proficient enough to require such things from the player, instead of just giving everyone enough health that attack magic only does 5% of someone's health.
I always felt Front Mission 3 hit a great balance. You could never knock an enemy out with one hit (most of the time), but it was possible to disable an enemy if all your units focused on that one. It lacks area denial or battlefield control, though.
A DF clone, but it's about elves and it's called Elf Forrest.
I'm just gonna drop the obvious Covert Action remake. Really no game like it out there, though Shadows of Doubt seems to be gearing up to provide a spiritually similar experience. Any video game that makes you put together a crazy board (https://i.imgur.com/ZF0T7MR.png) is automatically a jam. Thankfully Shadows of Doubt will have it integrated.The “crazy board” is suboptimal. I used an improvised spreadsheet. =)
there’s a game called Alpha Protocol in which a significant component of the game involves manipulating characters through dialogue.
I wish an RPG existed in which non-violent interactions with NPCs had the same mechanical depth as combat and were an equally valid option for solving encounters and quests.This is from like a month ago, but Griftlands more or less literally has its non-violent interactions have the same mechanical depth as its combat ones, because it's a deck builder that has separate decks for physical and non-physical conflict.
I wish an RPG existed in which non-violent interactions with NPCs had the same mechanical depth as combat and were an equally valid option for solving encounters and quests. For example, a character in Skyrim has 18 different skills, of which only 2 are purely non-combat. Many games have complex combat systems that track damage to individual body parts, yet the mental state of NPCs, when it's even modeled at all, is generally condensed down to a single "disposition toward the player" stat. I want a game where an NPCs emotions and attitudes are tracked separately and can be influenced by different actions. For example, if you needed an item from an NPC, you could get it by interacting with them a lot and becoming their friend, doing a quest for them and earning their gratitude, pointing a gun at them to intimidate them, etc.I wish there was an open world bard game where you are a poet in a fantasy world trying to make a living and see wonders.
I think the issue is that adults in the Pokemon universe have too much adult stuff to deal with to raise Pokemon... excepting those adults whose actual profession involves raising Pokemon(Gym Leaders, Mafia, eco-terrorists). Kids are generally the only ones with the overall freedom to train Pokemon to that degree. It actually comes up a little in a side-quest for Sun/Moon, a old guy with an Eevee wanted to reconnect with his friends(with Eevolutions), but none of them had the time(one actually died in the meantime) to do so with everything else going on in their lives.
That said, I do like that story idea.