I want to make a randomly generated yes, I know city exploring game, themed like pic related. Think the city something like JSRF. It would probably be just a dumb walking sim but something sounds cool to me about just wandering around a city through alleyways and exploring and stuff
Bird of prey simulator: kind of like a flight simulator, but you have to ride thermals and shit to keep in the air. Fly around looking for things to eat, then dive down to catch it. Stamina/energy meter, so that you have to keep catching food to stay alive. I was thinking about some weird shit, where each wing was mapped to an analogue trigger button and you have to keep pressing them to flap your wings. Hold one down to turn, the farther you hold it, the more you turn. Hold in both triggers to dive. I don't really know, I just want to be a bird sometimes.
>>283886034 An SRPG that plays with FFT's CT turn order system, but comes with a stamina gauge to prevent speed from dominating the game. I could throw up my system introduction if anyone's interested.
Overview of the game: Game makes itself as an action game and for the first half, it is exactly that. However, the atmosphere slowly changes from action to horror. The shooting is disregardd in the second half but the first half teaches you stealth. Most people won't use it in the first part, so they are in the shallow end on the second half.
Promotional videos/artwork will look like one for an action game, but there are hints of what the game is really like.
I want to make a game with gameplay similar to Contra and Metal Slug. Because we don't have enough of those kind of games. I'd probably go the old-MS route of having several playable characters that only differ in appearance.
I've thought of a similar game where you do just freeroam around a big city ala JSRF but you're uncovering urban legends and discovering new locations and all that.
It's not really in a "make a game" category, but my favorite fantasy weapon has always been the pile bunker+shield. And I would love to see a game where the entire mechanic is about weathering the storm to get in close enough and land the big hit, the spike to the chest. Boss fights that if you do it right end in maybe 2-3 attacks because you struck the weakpoint at the right possible time.
You would start with a small ship in Mediterranean port some centuries before Crist. The goal would be to trade with the other cities and earn shekels. In the different areas there would be different goods, such as gold in Spain. The player can also take missions like those in x3 (i.e transport this guy from Rome to Alexandria). When the player feels ready he can upgrade to a bigger ship and hire an AI captain to set up a trade route with his old one (or sell it of course). I suppose the setting could be changed to virtually any time, such as the renaissance or today
working on a cyberpunk 4x game, creating the assets and learning code as I go. It'll probably suck ass, probably be a bug ridden mess. I'm pretty terrible at this. But, whatever. Had no intention on sharing it with anyone but friends and family.
>>283886034 I think I said this in another thread a while back, but...
I want to make a fighting game that has the speed and flair of Melty Blood & some of the mechanics of BlazBlue. I want it to be easy enough to get into (tutorials, mechanics that aren't completely overwhelming when introduced), but deep enough that it can be played at a high level. Like, at tournaments or maybe even EVO... I want there to be a nice amount of single player content, too. Just in case you're low on friends. And I don't want it to be some old memeshit; I want there to be a decent story; Nothing fancy, nothing too waifu-pandering, just enough to make you wonder what's next. Thus far, everything is just words on a document, but one day, I want it to be real.
But first, I want to learn how to draw. I don't think anyone else can draw out the stuff I have in mind except for me.
I've been working my ass off for 4 years to be able to make vidya and now I'm near graduation. I'm applying for jobs everywhere and I feel outclassed constantly. People are better programmers than me, better artists than me, etc. I should give up. I know I'm heading for a life of suffering. A life that will take me away from my friends and family.
If there's anything you should have learned from the modern indie scene, it's that talent doesn't matter beyond being able to make a workable product. What matters is having the ability to make a game people actually want to play, the dedication to get it at least playable, and smart internet marketing.
Ghost pirate game. You're a pirate whose ship wrecks. You miraculously survive and wash up on an island, only to find that your ship and 4-man crew are ghosts. Gameplay involves sword/gunfighting and crew micromanagement with Tribes-style voice commands (Roberts, fire the port cannons!). Most enemies are navy and merchant boats, but there could also be sea monsters and rival ghosts.
a gigantic city where you plan heists like old rainbow six mission planning. you start with just yourself robbing shit like convenient stores then work your way up to getting a crew. as you steal more and more shit the city employs more and more advanced means of anti theft measures. as you get more and more money your crew has higher chances of turning on you or trying to secretly play you so you get caught and they don't. you have to carefully recon the job and can do shit like stealing city worker uniforms so you can go under the sewers and come in from the bottom or cut infrastructure connections like power and water to the job. you can create multiple escape routes and entry routes. the cops eventually use everything they can to stop you and it gets harder and harder to progress. they can create dynamic roadblocks and can deploy multiple teams. you spend money on researching better tools, recon equipment, weapons, vehicles, etc.
Yeah, but I realized that it wasn't practical so it's more just a "food for thought" thing I might bring up in conversation if it seems appropriate.
Really just a Groundhog's Day game. Not necessarily something with an overarching plot, but a sandbox where it's a matter of exploring and figuring out where things are and going from there. I suppose there could be skills, since Bill Murray did learn how to play piano and stuff, so there'd be some stuff retained.
Then I suppose there could be dumb unlocks and stuff, since why the fuck not. Rob a bunch of gold bars from a bank, get a golden skin. Shit like that.
But again, it's something that's entirely food for thought since it would never be marketable enough as an AAA title and an indie version would just be underwhelming.
a SRPG that take place inside a house, and around the yard. You play as a tiny army. Troop relationships and personalities would be very important (some personalities clash).. im actually working on this as we speak.
I'm working on two games actually. One being an old-fashioned turn-based first-person dungeon crawler game that I've been working on since 2012, and the other being one I just began recently: a cyberpunk roguelike inspired by the end of the 80s anime film "Goku Midnight Eye".
I worked on a JRPG every day for an hour or two for 5 years and near the final stretch of development my harddrive fucking failed and my backups had been deleted from the site i hosted them on I haven't touched game development since, fuck that shit, I'm just going to become a train conductor or something
>>283894795 I'd be worried that you'd fuck it up and not make it as good as my hopes want but as far as just "stealing" my idea then no. I can't into creating games, if somebody else can take my desires and make them reality I'm not gonna whine.
I've had an idea for a portal like puzzle game with some combat mechanics. You would use several different gadgets through the game, like a crossbow that would shoot bolts you could jump off of, and another one I call the pin gun. You shoot a object, like a metal box, and then shoot a surface or enemy. The object would then be sent flying towards the target.
A sort of zombie fps, but a different type. Not abandoned walking dead style, more like panic in the streets style. Rounds could last up to a month. Scientists have to solve puzzles, find research, and experiment to work towards a cure. Military agencies would work towards thinning the numbers of infected, obtaining samples for scientists, and saving npc survivors. Hundreds of players could be in a lobby, split up into different servers during gameplay. Scientists would have to make and distribute a cure before the virus mutates too greatly and becomes unstoppable. It would be a huge joint effort requiring about 100 players.
>>283886034 Made iOS pseudo-battlechess with full 3d skeletal animation and fragment shading, but had half the team leave before release deadline, then the money dried up and we had to release a half-baked product. Still playable, but the animations are kinda shit, the mocap animator guy was one that bailed so I had to fill in, I'm an artist not an animator, ffs. Apple charge developers for the privilege to develop, btw, so patches are not likely. Got shit reviews from the few people who reviewed, but they always ended with "I'm keeping it installed" or something, reviews sounded frustrated rather than derisive, mostly due to AI one-shotting you at the start of some battles due to the AI min-maxing damage when levelling. Not going to shill, it's what put me off game dev, tbh, good luck to anyone who's embarking down that path, make sure your skills are transferable to another avenue of employment. If you really love games don't get into dev, but if you love creating, breaking and fixing shit, then it might be for you.
>>283886034 >Have you ever wanted to make your own game /v/? Tell me about it.
I wish somehow I could make something like ARMA 2/3 in terms of scope and realism (or even more so) but with BF 4 level graphics and control for all 300 sq km.
First person perspective only, controls and handles like BF4, but all the weapons and vehicles and ballistics and stuff are ultra realistic and true to life, map is 250-300 sq km, 24 hr night day cycle, varying wind, changing weather conditions (rain makes it muddy, harder to move, snow and cold makes you shiver, harder to aim, high heat and sun beating on you tires you out, ect)
Only thing is that it'd be a game you could only play on the large pixel collider.
Sounds neat. I'd probably try to fuck with the player every so often. Maybe one day I'd make all the npcs stop their activity and just stare at the player, or maybe just remove them all together and keep the city ambiance playing.
Otherwise pretty normal game. Not pretentious at all–promise!
A social MMO like habbo, except instead of a hotel, its a neighborhood. Also works as an outlet for sharing art and music. My goal for it is to be as comfy as possible without being a jew. I'd love to have numerous gaming communities and tons of fun stuff for the members.
>>283886034 I got into messing with Game Maker and RPG Maker among other things, alongside being way in over my head, in an attempt to just make Mega Man and Sonic fan games, but there's always some catch (like paying for a game engine to even use example code bases to figure things from) or my attention span preventing me from doing so.
If I actually could make a game on my own, it'd probably end up a Mega Man X/Zero homage with its own world and story but familiar gameplay. Sort of a thing where you'd be able to pre-arm yourself before stages with styles instead of differing characters for a ranged or melee focus (with a mix of the two maybe being a bonus kind of thing), optional world and character building logs unlocked throughout the game and other things. Probably take literal weapons from bosses, along with something Z-Knuckle inspired for the melee style, rather than copying their powers directly and such.
All I know is that I have this big ass idea in my head and I can't get it out. And I still don't have the skills or knowledge after all these years to help get it to work either.
My dream game would be a cyberpunk/tech noir cross where you play as a sexy, cybernetically enhanced assassin chick where your ultimate goal is to bring down a mega-corporation run by Satan himself. Combat would play out in the cuh-rayzee style a la DMC or Bayonetta, focusing on dodging and switching between firearms and melee weapons. Character progression would play out like a Souls game, and you can ally yourself with other mega-corporations for perks and upgrades, but doing so will invoke the ire of other corporations.
>>283898323 >ultimate goal is to bring down a mega-corporation run by Satan himself. Combat would play out in the cuh-rayzee style a la DMC or Bayonetta, focusing on dodging and switching between firearms and melee weapons That's more or less DmC
That feeling is called prudence. The last time I discussed a concept lo and behold it ended up as a prototype a month later by someone halfway across the world. I had discussed it IRL by the way. And no I don't think they stole it - it was a synchronicity type deal, I can say with 95% confidence. But still, it sucked, so why tempt fate.
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