Utterly Mad

The Pit => Last Man Gaming => Topic started by: Six on March 11, 2015, 07:10:34 pm

Title: If you could design your own game?
Post by: Six on March 11, 2015, 07:10:34 pm
I'm sure it's something we've all considered a lot, a few of us may have even attempted it or done it in the past. I've tried a few failed projects that were far too ambitious in the past and I'm unfortunately not in a position to start any new projects, but it's a topic I like discussing.

Assuming you had the knowledge and resources to create absolutely anything though, what kind of game would you create?

Hopefully this discussion will lead to some of you trying game development for the first time, and possibly even lead to someone making a game for the rest of the forum to try out.

One of my earlier projects was something along the lines of State of Decay, although the idea was conceived way before State of Decay was even in development, and after finding out that State of Decay was in development I mostly gave up on the project since SoD looked like it would be almost identical to my project. Unfortunately I was massively dissappointed by the game on release and I'm looking to restart the project once I'm able to.
Title: Re: If you could design your own game?
Post by: Siege-Loli on March 11, 2015, 09:38:59 pm
Well if you ever get around to restarting that project, I'd gladly help you write lore. All da lore.

Also AJ and I were learning Python to do The Highway rogue-like but I'm not sure he's on board with that still.
Title: Re: If you could design your own game?
Post by: Six on March 11, 2015, 10:13:50 pm
It's unlikely I'd ever be able to start the project again, although I may consider giving the project to someone else one day if the other guy working on it with me, who's idea it originally was, is okay with that.
Title: Re: If you could design your own game?
Post by: Perigrin on March 11, 2015, 10:15:59 pm
i would make a big, open galaxy, freedom to do whatever, Battletech game. could you think about it? fighting for a house, going mercenary, trading, becoming a bandit king, politically manipulating to become a successor lord........ it makes me happy just thinking.
Title: Re: If you could design your own game?
Post by: Six on March 11, 2015, 10:18:04 pm
A new Battletech game would be amazing, but a galaxy wide sandbox Battletech game? Aw yis
I'd sell myself to raise money for that.
Title: Re: If you could design your own game?
Post by: Perigrin on March 11, 2015, 10:19:42 pm
i would give both of my legs, and half of the continental united states for a open world battletech game.
Title: Re: If you could design your own game?
Post by: Siege-Loli on March 11, 2015, 10:20:22 pm
I'd spare a Loli.
Title: Re: If you could design your own game?
Post by: Six on March 11, 2015, 10:27:36 pm
I'd have children and then sell those children for black market organ harvesting for an open world battletech game.
Title: Re: If you could design your own game?
Post by: Wheel-Son on March 11, 2015, 10:30:48 pm
I would make a post apocalyptic game with realistic combat, gun, and melee mechanics.
Title: Re: If you could design your own game?
Post by: Rhodri on March 11, 2015, 10:37:30 pm
I would shave my peach-fuzz mustache. (I swear it will be a magnificent beard great enough to even rival dwarven beards someday!)
Title: Re: If you could design your own game?
Post by: ajwilli1 on March 12, 2015, 04:51:51 am
Honestly, while I was learning Python for quite a while, I ended up canning it due to it not feeling like 'The Highway'. While I'm totally on-board for The Highway to become a series of varying games, I'm not sure I'd want it to be a rougelike or necessarily open world. Fuck I'm not sure I'd even want a main focus on survival or road trips.

With the overabundance of survival and 'realistic' games on the market I'd think I'd pull a Hotline Miami and move to game maker. Figure out what kinda art I'd use (not pixel art, I'm getting sick of that shit), most likely something that crosses the lines between PS1 graphics (very blocky or 'polygonal' charaters) with some cell-shading to give it some comic book feel. Hell, I think The Highway might make for a great isometric game with 'semi-open world' areas.

You start on the main map and choose from three starting cities. The Flooded New York, the chain of island-buildings in Miami/Georgia, or in the middle of DC where you'd start with a boat. And from there you choose different points on a map to head to, similarly to Oregon Trail or Organ Trail. It calculates what happens, food gets deducted, etc... etc...

But when you arrive at the "city" or "location", it opens up similarly to the new Shadowrun game. You take your crew out of the RV and explore the surrounding area, finding quests, uncovering various secrets, finding special merchants that carry things at both discount and rare items. Making it feel more like Fallout 1&2, with you running around these small sections of compact content that branches off to more open areas.

Example: You head into Detroit, you all pile out of your filthy RV and make way towards the nearest settlement that is just up ahead. They have walls set up around several buildings. You got a quest back in New York from Rose's Raiders to destroy this place. So you plant some explosives right near the entrance (and I'd even include simplistic destruction mechanics) and blow out the wall. Combat then ensues similarly to the old Fallout games with a tad more futuristic things. And if you make it out of the situation alive, you can loot the area return to your RV.

Then you can: A. Take a long trip back to New York and turn in the quest. Or B. Take the loot and run.



Actually the more I think about it, I honestly think this would be the best approach for The Highway: The Game. You get to explore all the USA, in what matters. Blips would appear all over the map and you drive your RV to them. And when you reach that particular 'blip' the game sheds its 'semi-Organ Trail' facade and becomes a full CRPG, letting players choose which settlement or piece of wilderness in the city to explore.

Then if you do certain questlines it'd unlock more locations to explore (like a secret military base).
Title: Re: If you could design your own game?
Post by: Siege-Loli on March 12, 2015, 05:00:29 am
Fallout: Highway Edition. Now with more lawsuits!

Honestly I'm on board if you are AJ. I'll have to relearn some stuff but my body is ready.
Title: Re: If you could design your own game?
Post by: Six on March 12, 2015, 08:21:39 am
That's actually sounding really good, I hope you guys actually manage to make this a successful project, it sounds like it'd be pretty amazing.

I was hoping this thread would lead to something amazing like this.
If you guys need any advice on anything, although you both seem fairly capable already, I'm happy to help.
Title: Re: If you could design your own game?
Post by: Wheel-Son on March 12, 2015, 10:14:15 am
It would make fun of EVERYTHING.



Eevveerryytthhiiiinnnggg...
Title: Re: If you could design your own game?
Post by: Perigrin on March 12, 2015, 10:26:57 am
On second thought, I would just buy the rights to the STALKER series, and make STALKER 2 already.
Title: Re: If you could design your own game?
Post by: Six 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.
Title: Re: If you could design your own game?
Post by: Perigrin 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......
Title: Re: If you could design your own game?
Post by: Six 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?
Title: Re: If you could design your own game?
Post by: Perigrin 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.
Title: Re: If you could design your own game?
Post by: Wheel-Son on March 12, 2015, 11:13:12 am
Maybe something like Gods Will Be Watching? That games seems simple...
Title: Re: If you could design your own game?
Post by: Stopsignal on March 12, 2015, 11:51:18 am
Please, all of you, get GameMaker like me! Let's make some games.
Title: Re: If you could design your own game?
Post by: Six 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.
Title: Re: If you could design your own game?
Post by: Stopsignal 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.
Title: Re: If you could design your own game?
Post by: Six 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.
Title: Re: If you could design your own game?
Post by: Perigrin on March 12, 2015, 12:08:39 pm
I'm gonna use game maker if I can find a decent tutorial.
Title: Re: If you could design your own game?
Post by: Stopsignal 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.
Title: Re: If you could design your own game?
Post by: Perigrin 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.
Title: Re: If you could design your own game?
Post by: Six 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.
Title: Re: If you could design your own game?
Post by: Perigrin 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.
Title: Re: If you could design your own game?
Post by: ajwilli1 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.
Title: Re: If you could design your own game?
Post by: Perigrin 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.
Title: Re: If you could design your own game?
Post by: Perigrin 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.
Title: Re: If you could design your own game?
Post by: Wheel-Son 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.
Title: Re: If you could design your own game?
Post by: Perigrin 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.
Title: Re: If you could design your own game?
Post by: Wheel-Son 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.
Title: Re: If you could design your own game?
Post by: RedVulnus 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.
Title: Re: If you could design your own game?
Post by: Six 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.
Title: Re: If you could design your own game?
Post by: Razzoriel 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.
Title: Re: If you could design your own game?
Post by: Six 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.
Title: Re: If you could design your own game?
Post by: BadSniper 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.