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.
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.Ok, my Call of Duty pitch.
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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 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.
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.
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.
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.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.