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Author Topic: Games you wish existed  (Read 929387 times)

Arx

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Re: Games you wish existed
« Reply #7500 on: July 12, 2017, 06:21:26 am »

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.
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Sergius

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Re: Games you wish existed
« Reply #7501 on: July 12, 2017, 04:37:20 pm »

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.

Are you talking about Singularity? There are bits that are similar, but not the slowing down being relative to your processing power part. Or killing the humans, but that one's just a nitpick.
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Arx

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Re: Games you wish existed
« Reply #7502 on: July 13, 2017, 02:15:49 am »

I think that is it, yes. It came to mind because it has the AI stealth mechanics - it's been a long while since I played it, though, so I think you're right that it doesn't really match.
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Niveras

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Re: Games you wish existed
« Reply #7503 on: July 14, 2017, 05:52:44 am »

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.

So Plague Inc, but AI instead of biological? Or did you envision a more active gameplay than menus and upgrades?
« Last Edit: July 14, 2017, 05:54:34 am by Niveras »
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JimboM12

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Re: Games you wish existed
« Reply #7504 on: July 14, 2017, 07:00:59 am »

So basically SS13 as a corrupted AI with enhanced bits.

"Ai door"
"Screw you!"
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xaritscin

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Re: Games you wish existed
« Reply #7505 on: July 18, 2017, 10:25:19 pm »

a CCG or turn based RPG (or both) about a world where the main classes are based on musical instruments. Percussion is defensive, Chord is offensive, Wind is healer and if possible or wanted, a 4th one which is electronic and is focused on buffs.

each class/archetype would have its own equipment life for example, resonation hammers, "stradivarian" bows, holy clarions and magical runepads, stuff like that.

another possibility would be to not lock each type of instrument onto a single archetype. but it would mean a lot of testing about how would each one behave on field. (a tactical system perhaps).

i've done sketches about it but i havent really gotten deep on it anyways. its more of a proof of concept.

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Tawa

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Re: Games you wish existed
« Reply #7506 on: July 18, 2017, 10:50:55 pm »

I would love an in-depth, 3D fencing game. And when I say "fencing", I don't mean real fencing, I mean stage fencing in the Errol Flynn style. No battles with more than one person, a bunch of crazy moves you could pull, venues ranging from standard streets and hallways to clifftops, stairways, and chandeliers, and ideally a story mode involving political intrigue in early modern Europe with a separate, multiplayer competitive mode.
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Urist McScoopbeard

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Re: Games you wish existed
« Reply #7507 on: July 19, 2017, 12:03:39 am »

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.

It would be equally wonky and glorious.
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RAM

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Re: Games you wish existed
« Reply #7508 on: July 19, 2017, 12:43:11 am »

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.

It would be equally wonky and glorious.
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SOLDIER First

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Re: Games you wish existed
« Reply #7509 on: July 19, 2017, 08:35:40 am »

Stop it. Get some help.
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Dunamisdeos

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Re: Games you wish existed
« Reply #7510 on: July 19, 2017, 03:48:27 pm »

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.

It would be equally wonky and glorious.
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For real that would be amazing though, if it worked.
« Last Edit: July 19, 2017, 03:50:09 pm by Dunamisdeos »
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EnigmaticHat

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Re: Games you wish existed
« Reply #7511 on: July 19, 2017, 03:57:03 pm »

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.

It would be equally wonky and glorious.
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I mean, we have Toribash.  The way I look at there would be three problems with the system:

1.  Sexual, offensive, stupid looking, or model distorting animations.
2.  Animations that fuck up game balance.
3.  Making animations is not trivial, even with a simple system.

So basically you'd need a very well thought out animation design system combined with really good moderators.  Alternately you could use a more simplified system, where you define a beginning and end point for each slash/thrust, and then a step pattern (basically a canned leg animation and look direction) that your character takes during the attack.  And then you can define a beginning and end point for a combo attack which is faster if the beginning point is near where the end point of the previous attack was.
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Urist McScoopbeard

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Re: Games you wish existed
« Reply #7512 on: July 19, 2017, 04:30:50 pm »

1.) I think the janky, bullshit, trolling stuff would be very popular among friends playing together.

2.) I imagine no dedicated hosting from the company, so all the private servers can have their own rules. With moderating simply happening on an ad-hoc basis.

3.) Ya.

What I actually had in mind was that a number of joints--similar to toribash--can be manipulated over a variable amount of time, let's say 1-5 seconds depending on the type of action that's taking place. To prevent TOO much jankiness, each joint not only has a defined range of 3d motion, but is also restricted to a very specific distance from any attaching joints to prevent intentional rubberbanding. Some of that would be able to be modified in the options on a per-server basis so that if you want to allow the troll stuff, you can. (Along with having an option to turn it on/off in the editor so you can be sure your animations are within whichever server you prefer's rules.)

I've kind of just thought about this concept for a long time and have concluded that allowing players to have any control of stock walking animations is terrible idea, and thus will be off by default, but hey I'm sure some people would like to make their own so lets kick in it there. This is obviously a physics-oriented game, and as such there's gonna be a disconnect between the players' animations and how the physics of the game are acting on the players avatars. I figured the best way around this issue to take a combined approach. Using a modified version of Red Dead's Euphoria engine perhaps, the game will spend perhaps 0.5-1 seconds attempting to get the player's avatar back to the idling or walking animation (depending on keyboard input), it's either successful and you assume full control of the character again, or your character falls down in any number of ignominious ways, and you're forced to wait until it gets close to assuming the idle animation again for you to regain control--I say close, because I think you should be able to dodge (however shakily) even if things aren't quite under control yet. Of course, while player animations are playing I don't think the physics will be acting on the player avatar as a matter of both fun and practicality (maybe gravity, hard to say in theory what works best.) Also, this benefits the serious side of gameplay by basically knocking out your character if you do some crazy animation that leaves your character in weird position.

Of course, then there is actually the matter of hitting and getting hit. Similar to being out-of-position to the walking or idling animations, when you get hit I imagine that your avatar rag dolls momentarily--long enough to be exploited by the wily opponent while you recover, but short enough that you have a chance of dodging the next attack or raising something to block it. Which is a great segue into blocking, if you block someone, they rag doll for much longer than getting hit allowing you to exploit them for a parry-riposte counterattack with less a chance of recovery. I imagine that getting blocked is worse than getting hit, because then in terms of gameplay if it were reversed whoever got the first hit in basically wins.

*A note: similar to M&B you're only blocking when you're performing an animation. If you both attack and clash weapons, you'll both be thrown back. If one attacks and the other blocks, the defender wins. If you attack and your opponent idles and you clash weapons, you actually beat the opponent's blade, knocking them back.

Damage calculations are a degree finer, and I think that the best solution would be to have a M&B system with several damage types that affect armor differently. Like wise, damage would scale with location, so if you get stabbed in the head it's a lot worse than getting stabbed in the toe. In an ideal world, it would be nice to take velocity and acceleration into account instead, with a dampening effect based on armor and quality of hit, but that's probably a whole lot of extra calculations of slow-down without a substantial increase in fun.

The advantages of this system are that you put a lot of control in the hands of the players and allow for emergent gameplay. Things like hooking your axe over your opponent's shoulder and pulling him off balance, beating your opponent's blade and injuring him in the same animation, or jumping over an attack become possible.
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RAM

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Re: Games you wish existed
« Reply #7513 on: July 19, 2017, 06:45:34 pm »

It is reminding me of Spore. For one, that was basically a highly specialised but quite effective and easy art program, and this would likely be a highly specialised(All the models would have the same dimensions and joints, I would assume, though texture meddling could be an option, and I suppose you could have more than one model, but the animation stuff would probably have to be completely rebuilt for each model so as to make modifying it relatively easy for the mass-market) animation program. For two, it then dumps your original work in a playground, hopefully more impressive than Spore's disappointing grind-based minigames and instead sends you into a sword-fighting paradise of incompetent hordes, skilled but fair elites, impossible masters, and multiplayer, all with enough gloss and setting to grant some measure of context and incentive. Finally, the internet will ruin it. I just hope that the name "Pelvic Wars Girthy Swords: The Ultimate Thrust" isn't taken.

I would avoid too much abstraction. Spore went that way and, for all its effort at making unique creatures, at the end of the day, a herbivore was still a herbivore, and a tiny bump on your back would hit as hard as a massive club on your tail... Some abstraction, and thus abusable mechanics, would be necessary(I very much doubt that it will spend much time determining whether a cut is clean or at a horrible angle, if the edge touches then it will probably cut, and people's bodies will probable be pretty consistent in their consistency, likely being made out of jelly that is soft at the outside and firmer as it gets deeper, probably leading to easy decapitations and dismemberments as the neck and limbs are relatively thin...), but I would be extremely hesitant to add things like "this is a block" and "this is a slash" and "this is a smash" to turn your game of "match the animations" into "paper-scissors-rock"...
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Urist McScoopbeard

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Re: Games you wish existed
« Reply #7514 on: July 19, 2017, 06:58:42 pm »

If this game were to exist I would like it to err on the side of intricacy. After all, as a physics-based fighting game that revolves around the use of custom 3d animation, precision is incredibly important.

EDIT: In terms of actual gameplay imagine a healthy cross between Exanima and Jedi Academy MP.
« Last Edit: July 19, 2017, 07:02:36 pm by Urist McScoopbeard »
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