Pitch your game.

I got so many ideas for games.

There are 3 or 4 that I would love to make, if only I could afford to hire a bunch of artists, programmers, sound engineers to create them. A writer or two would come in handy for the dialogue.

But my favourite idea of FF7 turn-based system combate system but with a bit more tactic and strategies involve, I even have a reason why it this way in this world combat is turn based , set in a world where magic is real but isn't what it appears to be, where the player has a strict time limit to complete the mission, and no human characters can be harmed, I won't tell you why because it give away the story. An the whole open world is a mix of sci fi element, magical kingdoms, war zone, ancient temples.

I pretty much know what story I want, I have some ideas the kind of areas in this open game I want, I even have ideas for what sequels could be.

I haven't figure out the name yet or how I will ever get it made.
 
Simple enough game concept, let's call it "The Chase".

A Zombie epidemic has taken over, and your own hope of survival is to escape. It's an (procedurally generated?) open-ish world game (you can go forwards, left, or right, but backwards is death). You have 3 choices: stealth, power, or speed.

Stealth: Hide, don't run or fight. Sneak around, scavenging food and weapons where you can. Maybe you can kill isolated zombies with traps, if you do it quietly. Maybe steal body parts, and pretend you're one of them. Sneaking onto (automated) trains can help you move quickly, but is high risk.

Power: Fight, don't hide or run. You hijack a big- 18-wheeler rig and plough through the crowds. You are almost constantly under attack, but if you manage to get clear for a bit you can stop and salvage parts etc. and add on armour and defensive weapons. You're always being chased though, so you'll never have much time.

Speed: Run, don't hide or fight. Pick a fast car and go. If you slow down, you risk getting caught up in attacks, so you need to go flat out. You're more likely to get damaged, but at the same time you should be able to get ahead of the crowd and have time to stop and repair. The Zombies will set traps to try and get you to stop.. you have to be able to determine the real opportunities from the traps, quickly.

You should be able to switch between playstyles freely.

The only mode is Hardcore mode. Die and you're dead. You can (of course) replay the game, but you restart as a brand new character. When you do, you should be able to see the wreckage of your last character/attempt - and perhaps even scavenge from it. You should similarly be able to see where other players have died, so it becomes a competition to see who gets the furthest.

One of the few "zombie-apocalypse" games I like is Organ Trail, maybe because of the way it adapts the source material. You can find some of your points represented in it:
  • While you have a few choices on your route, you can't turn around, always moving forward.
  • You can modify your car for survivability, but driving faster requires more repairs.
  • You can find graves of your own or other players unlucky characters from previous attempts.

Strangely enough, I don't think a 3D HD remake could add much to the experience. There is even a mobile version.
 
Nothing specific i can think of right now, but if i was making a game, i'd probably go for something completely off the wall.

What I would like to see someone else do would be an up to date Dungeons and Dragons game like Neverwinter Nights 2, with a complete toolset for creating and hosting your own servers, with modelling plugins and whatnot and a decently powerful scripting language that is extensible and yet simple enough to get into without amazing programming knowledge (so kind of like NWN2 had, but a bit better and more finished). Quicker level design ability as well. In NWN2 you could knock areas together quickly but it was tile based, in NWN2 level design took a lot more time overall, especially outdoor areas if you wanted them to look good.

Ruleset should be Pathfinder though, not that travesty D&D became....
 
I really like the concept of open style dnd esq build your own adventure out of a provided toolset. I feel like Minecraft captures some of the imagination and wonder I experienced when started playing dnd 2nd edition with the neighborhood gang when I was about 8. If you like Minecraft Agony you should check out Hytale, its kind of doing what both you and I just speculated on. I have high hopes for it.
 
Ok, my Call of Duty pitch.

You start the game as an old Russia/Afghan veteran, now turned sheepfarmer in Afghanistan.

You live in a small village where nothing really happens, and then ISIS rolls in and take command of the village. You, as an old but able bodied male is drafted as cannon fodder.
You are then taken to fight in various engagements against a vastly superior foe of whom you have never heard or cared about before.

After a few battles your unit is defeated and you are captured by US forces and subjected to waterboarding and other torture for some time before they believe you that you are a forced conscript and did not have much choice in the matter.

You are released after a while to return to your village which is now behind the US lines and free of ISIS influence. When you get home you are greeted by the multiple craters that is what is left of your village since it was deemed an ISIS stronghold and bombed.

Your wife and daughter was killed in the airstrikes.

You now start a campaign of true terror as a campaign of vengeance in an open world landscape of Afghanistan against both ISIS and the US military in finding all those responsible.

War is hell, and a man who has lost everything does not take any side in a conflict, all are equally guilty in his eyes.

Pretty sure EA would not touch it with a 10 foot pole.
 
Is there a game already in which you can craft and design your own "weapons" (different active parts with voxel decoration/armor - like Space Engineers)? Sometimes I feel like designers try to balance weapon classes in a way that there is basically only a graphical distinction left. Instead of just being weapons, these devices could be more general tools to solve physics puzzles or build elaborate Rube Goldberg Machines.
 
Ok, my Call of Duty pitch.
...
Pretty sure EA would not touch it with a 10 foot pole.
I am not sure an open world would be beneficial to the core idea, with all the opportunities to create "funny" situations. It might inadvertently promote the opposite message.
 
I am not sure an open world would be beneficial to the core idea, with all the opportunities to create "funny" situations. It might inadvertently promote the opposite message.

Probably not, would be more efficient to have multiple campaigns where you take revenge on faction A and then continue towards faction B.
 
I got so many ideas for games.

There are 3 or 4 that I would love to make, if only I could afford to hire a bunch of artists, programmers, sound engineers to create them. A writer or two would come in handy for the dialogue.

But my favourite idea of FF7 turn-based system combate system but with a bit more tactic and strategies involve, I even have a reason why it this way in this world combat is turn based , set in a world where magic is real but isn't what it appears to be, where the player has a strict time limit to complete the mission, and no human characters can be harmed, I won't tell you why because it give away the story. An the whole open world is a mix of sci fi element, magical kingdoms, war zone, ancient temples.

I pretty much know what story I want, I have some ideas the kind of areas in this open game I want, I even have ideas for what sequels could be.

I haven't figure out the name yet or how I will ever get it made.

Try KIckstarter. I understand it has kickstarted a few video game projects. There are a number of code free game maker out there that allows for a working game. Try that.
 
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Is there a game already in which you can craft and design your own "weapons" (different active parts with voxel decoration/armor - like Space Engineers)? Sometimes I feel like designers try to balance weapon classes in a way that there is basically only a graphical distinction left. Instead of just being weapons, these devices could be more general tools to solve physics puzzles or build elaborate Rube Goldberg Machines.

Found this https://theforest.gamepedia.com/Crafting
 
Not quite what I was looking for, seems more in line with general survival crafting, but thanks for responding. If you have tried it, think about building a ship in Space Engineers: You need power, thrusters and a control interface, connected by a basic backbone. How the ship looks like in the end is your decision. I thought about adapting this concept into a handheld-version (including either or all of the following elements: projectile weapon parts, knifes or hammer, scanners, calculator, sound generator, radio transmitter, hook shot or fishing reel, etc.), leaving the shape to the player. Obviously larger structures have to involve more effort to carry or they become stationary devices. They can be damaged, and more protective plating could intentionally create a personal shield with no other functional components, or a barricade.
 
I've had a great idea for a simulation that has been floating around in my head for some time, I think it actually has scope to be more than just a game, theres a side to it that could be used as a training tool.

Im not a developer though, so its probably destined to rattle around in my head forever.
 
UFO enemy unknown remake with a squad based FPS instead of the tactical screen (tactical screen to give live orders). Stick to the original aliens/weps/stuff. Make the FPS maps random for replayability.
 
Is there a "Space Station Simulator" type game? Like SimCity, in space.

Build your Space Station piece by piece. It evolves, requires power, heat, water, food, defenses and air. It has to support itself and generate a surplus of funds, growing a space station isn't cheap. As it grows and the population increases it needs police, "law" enforcement (or not), leadership (or not), an economy, income sources, trade with other stations and settlements. Your station needs connections to other stations, planetary settlements and cities, other systems, etc. etc. in fact, this could be a "mini" game built into Elite Dangerous if anyone with vision (FDev) could bring themselves to implement it.
 
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Is there a "Space Station Simulator" type game? Like SimCity, in space.

Build your Space Station piece by piece. It evolves, requires power, heat, water, food, defenses and air. It has to support itself and generate a surplus of funds, growing a space station isn't cheap. As it grows and the population increases it needs police, "law" enforcement (or not), leadership (or not), an economy, income sources, trade with other stations and settlements. Your station needs connections to other stations, planetary settlements and cities, other systems, etc. etc. in fact, this could be a "mini" game built into Elite Dangerous if anyone with vision (FDev) could bring themselves to implement it.
Not necessarily what you are asking for, but the first thing that comes to mind is Startopia, although it has more in common with Theme Hospital than Sim City in my opinion.
 
Not necessarily what you are asking for, but the first thing that comes to mind is Startopia, although it has more in common with Theme Hospital than Sim City in my opinion.

We are going to be building these things at some point, best to get people simulating space stations ASAP, getting the kinks worked out . . . o7
 
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