Author Topic: If you could design your own game?  (Read 1609 times)

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Perigrin

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Re: If you could design your own game?
« Reply #30 on: February 22, 2016, 05:12:58 pm »
AJ, that is awesome.
Also, I got someone on board to help with 3d models, so that is nice.
Thanks Peri for making me question muh sexualities once again.
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Perigrin

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Re: If you could design your own game?
« Reply #31 on: February 28, 2016, 11:09:27 pm »
I have made a plane for the game thus far, but right after I finished it my computer decided Blender was too graphically intense, and started shutting down when I start it. Gotta wait for a new graphics card.
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Wheel-Son

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Re: If you could design your own game?
« Reply #32 on: February 28, 2016, 11:14:31 pm »
A post apocalyptic rougelike that plays like dark souls would be pretty cool, pre apocalypse guns and ammo are rare but extremely powerful, bows, crossbows, and melee weapons are common. Bosses would be giant robots or huge fucking mutants and abominations in old lab facilities. Combat is a mix of dark souls and fighting dirty, you can pick up small random shit and throw it to stun humanoid or smaller opponents, a chair? Throw it, a glass bottle? Throw it. You're not fighting fair, you're fighting to win. When you die you respawn at the nearest camp or safe house, or if you didn't find one in the area you're in you redrawn at the hub areas which is not far from the area you died. In other word, A post apocalyptic dark souls. If you have ideas or something you can put them down.
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Perigrin

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Re: If you could design your own game?
« Reply #33 on: February 28, 2016, 11:20:26 pm »
A post apocalyptic rougelike that plays like dark souls would be pretty cool, pre apocalypse guns and ammo are rare but extremely powerful, bows, crossbows, and melee weapons are common. Bosses would be giant robots or huge fucking mutants and abominations in old lab facilities. Combat is a mix of dark souls and fighting dirty, you can pick up small random shit and throw it to stun humanoid or smaller opponents, a chair? Throw it, a glass bottle? Throw it. You're not fighting fair, you're fighting to win. When you die you respawn at the nearest camp or safe house, or if you didn't find one in the area you're in you redrawn at the hub areas which is not far from the area you died. In other word, A post apocalyptic dark souls. If you have ideas or something you can put them down.
Holy shit, this is pretty cool. I'm just imagining a boss fight against a massive rusting robo dinosaur.
Thanks Peri for making me question muh sexualities once again.
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Wheel-Son

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Re: If you could design your own game?
« Reply #34 on: February 28, 2016, 11:37:57 pm »
The game would have some pretty badass Gore effects too, being gutted won't just spurt a bit of blood out, there's gonna be some viscera. Maybe the backstabs with certain weapons will changed dependent on your stats. If you have an average strength and a shotgun you'll throw the opponent down and shoot them, or if you have a high strength you'll turn them around, put shut shotgun under their chin, lift them up a little and blow their brains out. You also be able to hold your weapons differently other then just 1 handed or 2 handed, like with most two handed guns you can either hold it like a gun, or a club, knives you can hold them point facing up for slashes and lunging stabs or downwards for stabs and grapples that look to be ripped from an old slasher flick. Maybe a basic sanity thing, you gain sanity if you see a good act, you loose sanity if you see a bad act occur. It also will do the same for yourself, or if you are attacked rather brutally and survived, being gutted like a fish by a ravid cannibal, almost being eaten by a lab abomination, burned alive. Sanity affects your attacks by making your backstabs and repostes more brutal.
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RedVulnus

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Re: If you could design your own game?
« Reply #35 on: May 07, 2016, 09:38:28 pm »
Gave up on coding a long time ago but I'd love to see a really solid strategy game. Probably fantasy or some such for setting.
Units would be created individually but would work better if they were assigned together into squads. Squads would also share experience and level up together, but if a member of the squad dies you'd have to replace him with someone from another squad or a fresh level one recruit.
A large number of the units would also have special things about them. For instance there might be a squad of swordsman(though with a different name of course) who also collect the skulls of slain enemies. The more skulls the better the squad becomes alongside standard leveling, but taking skulls requires the squad to take a few moments to remove them meaning if you're doing a massive charge they won't have the time to take them.
Another unit type might be stronger the larger their squad size. A whole bunch of different effects and such would be used for differing unit types.
Aside from that the standard 'gather the resources on the map to build units' style of gameplay would work. IDK just an idea that popped into my head a while ago.

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Re: If you could design your own game?
« Reply #36 on: May 08, 2016, 10:23:40 am »
That's actually pretty interesting. I'm still a novice, mostly useless, coder but if I had the skills to work on that I definitely would.
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Razzoriel

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Re: If you could design your own game?
« Reply #37 on: May 26, 2016, 07:31:49 pm »
Hi there, I'm developing my own game. I've started working on a concept for a game in 2014. It took several months to come up with something good. After a while, the concept was to make a grand-strategy/tactical RPG MMO based off the Dark Ages. This project is currently known as Rise of the Foederati.

One month after I've started working on it, Sega announced Total War: Attila.

I didn't gave up on my project because a much larger company made a game similar in concept to mine. Instead, I worked around it, and noticed what were the flaws of that game so I could correct them in mine.

Don't give up on your dreams if someone else took the advantage and started earlier. If that happens, you'll be able to learn from it and avoid all the mistakes of the first.

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Re: If you could design your own game?
« Reply #38 on: May 26, 2016, 08:08:01 pm »
Pretty much the same thing that happened to me then, good to see you still continued with your project.

I mostly dropped mine when State of Decay came out because it wasn't received very well so it didn't seem like there was a market for a game like that.
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Re: If you could design your own game?
« Reply #39 on: August 01, 2016, 12:35:49 am »
I had this crazy nutso idea floating around for a while that was very gun-heavy when it came to combat, using a very simplistic damage model that took the math equation Dam=D*L/10+B where D is the diameter of a bullet in millimeters, L is the length of its case also in mm, and B being the gun's barrel length in inches. So a standard 9x19mm MP5 submachine gun with an 8.9-inch barrel would deal 26 damage per bullet (out of, on average, 100 health points), based on 9x19/10 being 17.1, plus the barrel adding up the remainder. Or an AKM hitting with 46 damage, if 7.62x39/10 is around 29.7 + 16.3 = 46. On the one hand, this leads to such imbalances as 9mm subcompact pistols being stereotypically underpowered. On the other hand, pretty much everything else is shown that guns are indeed deadly devices that are not to be fucked around with when dilly-dallying about.

That being said, my original idea was for either a dystopian America with resistance cells fighting a tyrannical US gov't or some sort of post-apocalyptic... thing. I'm not quite sure what even an alpha would look like, since I was mostly focused on thinking out the mechanics for accuracy, encumberment, environmental effects, and suchlike.
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