Author Topic: If you could design your own game?  (Read 851 times)

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Six

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Re: If you could design your own game?
« Reply #15 on: March 12, 2015, 10:47:23 am »
STALKER 2 is kind of a thing I think, or it's still in development.
It's under a different name now but it's the same development team and has almost all the features of the STALKER series, except it's an MMO I think.
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Re: If you could design your own game?
« Reply #16 on: March 12, 2015, 10:50:23 am »
No, that's Survarium. Looks promising, but I need singleplayr games.i tried to play an online game with pork yesterday. I got 800 ping and then my PC overheated, so......
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Six

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Re: If you could design your own game?
« Reply #17 on: March 12, 2015, 11:03:32 am »
Ah yeah, Survarium, couldn't remember the name.
Is it worth me taking another look at it, it's been quite some time since I last checked in on it?
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Re: If you could design your own game?
« Reply #18 on: March 12, 2015, 11:06:43 am »
Ah yeah, Survarium, couldn't remember the name.
Is it worth me taking another look at it, it's been quite some time since I last checked in on it?
well, until they add in the open world mode i am entirely uninterested. right now its just a match based shooter.
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Wheel-Son

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Re: If you could design your own game?
« Reply #19 on: March 12, 2015, 11:13:12 am »
Maybe something like Gods Will Be Watching? That games seems simple...
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Re: If you could design your own game?
« Reply #20 on: March 12, 2015, 11:51:18 am »
Please, all of you, get GameMaker like me! Let's make some games.
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Re: If you could design your own game?
« Reply #21 on: March 12, 2015, 11:59:15 am »
I kinda brushed past Game Maker back in the day, it looked far too simple for what I was doing but since I've seen some decent games come from it I've kinda changed my opinion on it.
Still massively prefer Unity, I was using it back before it was what every single Indie Game Developer was using.
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Re: If you could design your own game?
« Reply #22 on: March 12, 2015, 12:00:32 pm »
Ohh, i wish i could not be that afraid of Unity. I already started my own project in game maker, though. It's indeed, really simple, but that's just how it looks, because you can do really complex stuff with it. Of course, you need to start somewhere.
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Re: If you could design your own game?
« Reply #23 on: March 12, 2015, 12:07:12 pm »
Unity is pretty weird to get used to, but once you start to it's amazing. There's resources readily available with an in-program browser but most of them cost ridiculous amounts of money for what they are, mostly the models. Modelling work isn't too difficult once you understand what you're actually doing though, but it's probably the hardest part to get the hang of.
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Re: If you could design your own game?
« Reply #24 on: March 12, 2015, 12:08:39 pm »
I'm gonna use game maker if I can find a decent tutorial.
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Re: If you could design your own game?
« Reply #25 on: March 12, 2015, 02:04:57 pm »
Tom Francis' one, in Youtube. It's awesome and even fun.

And i totally want to be able to model, hahah.
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Re: If you could design your own game?
« Reply #26 on: February 18, 2016, 09:51:36 pm »
Zarister
2 Factions, The Mulder and the Throntir
The Mulder focus on brute force, having enourmous per shot damage and health, but glacial speed. Tend towards Direct Fire weaponry and front line tactics with ground troops. Gimick is in their Turrets being mobile, if slow, allowing for the defenses to literally move with the battle lines. Have the best ground forces, a fairly good navy, and atrocious air support.
The Throntir focus on support units. they tend to be fairly midling in damage and health, but most all of their weapons have blast radius'. Tend to be fast. Have amazing Artillery the best air units, but a medioka ground troop set up and bad navy. Gimick is their larger aircraft being able to make other aircraft of lower tiers whilst in flight.
Gameplay works on a flow economy like in Supreme Commander and Total Annihlation. the game plays remarkably simalar, with large unit caps, enourmous maps, and an emphasis on base building and tactical usage of units.
Story starts with a race selection. After that the plot diverges into 2 different plots.
Backstory is that the Mulder rebelled against the Throntir, due to ideological differences (Basically the Mulder are NOT big on augmenting humans with cyberware and bioware, which the Throntir were doing to enhance soldiers and generally enhance people.). The Throntir, increasingly desperate in their losing war, have commited a great deal of atrocities to deny the Mulder any ground whatsoever. The war has been raging for 300 years between the 2 factions, with hundreds of worlds stripped to bare bones to feed the war machines of the two factions.
In the Mulder campaign, You are a newly promoted pilot of an Piloted Command Unit, or PCU. You are first sent to aid in the liberation of one of your colony worlds from the Throntir. You do this with relative ease. You are then sent to a warzone between a sucessionist member of your faction and a Throntir Commander, to recover an artifact before the two fighting sides crush it in combat, not knowing its worth. The next mission is a field test of the new "Artifact" class Planetary Assault Unit, reverse engineered from the artifact you recovered, having turned out to be abandoned scematics. The next mission is an assault on a Throntir Scientific hub world, in an attempt to keep them from figuring out how to make their own PAUs. You destroy the compound, but a scientist escaped with the scematics. You are sent to hunt him down over the next few missions, eventually tracking him down and showing down on a moon with rivers of lava, as he leads a hoard of Throntir Troops and an Exparamental Throntir PAU in a desperate bid for his life. He fails, you crush him and his PAU. The last scene of the base game is a series of notifications of a major attack on your home worlds, and the image of an unidentified ship in space.
In the Throntir Campaign, You are a newly promoted pilot of a PCU. Your first mission is the reclaimation of a world that the Mulder's are in the process of stripping for resources. After doing this, you are sent to put down a Mulder funded rebellion, with the surprise being that a Mulder PCU dropped onto planet to aid the rebellion. After defeating him, you are shipped out to destroy a factory world of the Mulders, which is currently working on a very classified and therefore scary project. Halfway through the invasion, the project is powered up. It is a PAU. After scrapping the thing and the rest of the facility, you have to gaurd the parts of the PAU being escorted off planet. You then get to test the reconstructed PAU out. After this mission, you discover that the Mulders created a weapon capable of making a planet into a massive nuclear explosive, and that they intend to use it in the Throntir home system(Earth BTW). After spending several missions capturing various Mulder leaders, you eventually discover that the device has been transported to mars. You get there as quickly as possible, and the final mission is a desperate race against the clock to destroy the device before it can be activated. The final shots of the game are of a unamed colony of the Throntir being overwhelmed with what look like bizzare walking ships.
wall of text a bit
EDIT: I am actually working on this this time.
« Last Edit: February 18, 2016, 10:00:41 pm by Perigrin »
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Six

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Re: If you could design your own game?
« Reply #27 on: February 19, 2016, 12:02:28 am »
Sounds pretty good, it's an ambitious project though so be careful not to get burnt out on it if you're actually gonna go through with it. A bit of advice, if you're not too familiar with game development yet, make it turn based, it'll make the entire process easier for you if anything goes wrong, on the other hand, going with an RTS style would give you valuable experience, providing you can learn/already have the skills to do that.
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Re: If you could design your own game?
« Reply #28 on: February 19, 2016, 08:26:40 am »
I have a fairly simple engine for RTS's picked out, the biggest hurdles are going to be map design and 3D modeling. The units are all decently simple to make code wise. Just need models.
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Re: If you could design your own game?
« Reply #29 on: February 21, 2016, 06:00:32 am »
Alright so I had this idea while playing Payday 2, GTA V, and remembering this old ass movie where these white dudes take a wrong turn and end up in some really, really terrible part of the ghetto where they're hunted down by criminals or something I can't remember.

I know Lorknis will be down for it as he's been waiting for me to spew out an idea, so either I'm going to make it a RPG (Read As: CoC based) campaign or a roguelike as it'd actually work as one.

So basically I thought of survival horror nowadays and how people usually scream the horror comes from resource management, so I thought about an idea where you start of very powerful and very prepared. And you could be a force to be reckoned with, with proper planning and resource management. You and a group of 3 other NPCs basically pull off a heist on a bank, you choose your equipment at the beginning, how big a bag you want to carry your cash in, and what weapons and tools you'll bring. Then the game starts after you hit the bank, it's like Heat, you run through the city streets using all the shit you brought with you. Gunning down cops, slowly getting separated from your team more and more as you flee the scene, until you make a wrong turn down an alleyway.

You managed to lose the cops, but now you're in a unknown part of town, a very terrible part of town. You have a big sack of money strapped to your back, a threatening mask, and possibly several high powered guns. You'd think you'd be a force to be reckoned with until you realize how many disparate people and gang members there are here, more than willing to kill some dude that just showed up. And even if you wanted to fight them off, eventually you'd exhaust your supply and have to rely on their shitty weapons and gear.

So not only are the cops (very corrupt ones) combing the neighborhood for you and your crew, you also have a bunch of gang members more than willing to kill you, and you have no clue where to go and how to leave. So you have to hide out, you have to disguise yourself, you gotta either do guerrilla tactics or hide in plain sight. Think of STALKER if the enemy density was cranked up to max, where you'd have potential threats in almost every building, every street corner, watching from the windows. Not only that but seeing as you're in "the hood" there would also be gang warfare going on, so you could be walking in the street and get caught in the middle of a gun fight. It's also an excuse to have urban exploration and manipulation be a big mechanic, like making bridges between rooftops or between buildings to allow you to travel or out maneuver your enemy faster. Maybe have it to where you can join in on the gang warfare if the heat on you has died down enough.

Have it to where over time you can look for your members and get them back with you, have you either have stashes scattered over the city, or have an apartment where you hide your shit in a fake wall or inside your mattress (where you could wake up, or come home to gang members tearing the place apart just because).


It'll be survival horror with a different enemy. Humanity at it's lowest, most desperate points; with the effect being felt by the player, in the environment, and in the situation.

 

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