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876878 Posts in 32834 Topics- by 24277 Members - Latest Member: aetherX

May 18, 2013, 12:48:29 AM
TIGSource ForumsDeveloperCreativeDesignDream Games
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Farbs
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« Reply #45 on: September 08, 2008, 12:39:20 AM »

Oh it must be the awesome game Boingo you're thinking of! Wink
Is it me, or does Boingo look like Gish with fur. And ears.
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Flink
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« Reply #46 on: September 08, 2008, 12:47:17 AM »

Oh it must be the awesome game Boingo you're thinking of! Wink
Is it me, or does Boingo look like Gish with fur. And ears.
It's because Boingo is Gish nephew, didn't you know?  :D
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Robotacon
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« Reply #47 on: September 08, 2008, 12:58:48 PM »

Great ideas guys!

I agree that some of these ideas when condensed to one sentence doesn't sound like they are out of ones grasp. Thing is that I can't do complex 3D vector or voxel stuff yet or synchronize anything to a soundtrack and when it comes to mmorpgs you simply need a huge dev team.
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Melly
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« Reply #48 on: September 08, 2008, 06:48:42 PM »

when it comes to mmorpgs you simply need a huge dev team.

Unless you're the guy making Love. Shocked
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« Reply #49 on: September 08, 2008, 06:55:12 PM »

a 2d Sidescrolling game with no combat, instead every level is one of the scrolling levels from old mario games, and the focus is on maneuvering around the level in time. Kind of like a 2D mirrors Edge.
This is ringing a bell for me but I can't quite remember why...

I made a thread about it a couple of months back then realised it was completly out of my league and put it on the "Dreams for one day" pile.
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« Reply #50 on: September 09, 2008, 01:50:08 AM »

I noticed how some super-realistic FPS games implement a 'one shot, one kill' rule, and I would love to make a game where this concept is applied to a swordfighting game. I imagine the setting would be similar to Samurai Champloo - fairly realistic  historical Japan, but not afraid to go a little crazy now and then. As in real life, if you land a direct hit with a sword on someone, you will kill them (unless they have tons of armour or something). Same goes for you, so you need to get very good at dodging and blocking. Enemies will telegraph their attacks, but the better they are, the harder it is to see their telegraphs. The best swordsmen telegraph only by a subtle shift in their stance.
Flashy combos, juggles and the kind of stuff you see in Devil May Cry will obviously be worthless in such a game, but there will be other kinds of advanced techniques to learn. You could push enemies back after they block you, make a feint attack to trick an enemy into dodging, perform an unblockable but highly dodge-able attack by running up and then slashing, etc. etc. Plus you would meet many varieties of enemies, including armoured samurai with only one weak spot, and of course ninjas. Bows, spears and primitive guns would also add variety and challenge.
Even the bosses take only one hit to kill. It's just that one hit is really hard to get.
Sometimes you can also give or recieve glancing blows, that might incapacitate a single arm or leg. Struggling on through a boss fight with one arm or leg wounded would hopefully be quite epic.

a 2d Sidescrolling game with no combat, instead every level is one of the scrolling levels from old mario games, and the focus is on maneuvering around the level in time. Kind of like a 2D mirrors Edge.
This is ringing a bell for me but I can't quite remember why...

I made a thread about it a couple of months back then realised it was completly out of my league and put it on the "Dreams for one day" pile.
No, actually I was just referring to the Mirror's Edge demake someone made. But I do remember your 'Run' concept and it looked pretty cool. You should definitely finish it one day.
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« Reply #51 on: September 09, 2008, 02:06:03 AM »

Chutup, hunt down Kengo for the PS2, it's a fighting game with not quiet 1 hit kill more like 2 or 3 hits. Also paticulary deep hits make the other person bleed and they slowly die. It's all about parrying and shit. Pretty cool game.
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« Reply #52 on: September 09, 2008, 04:01:35 AM »

Cheers! That looks like a pretty cool game indeed.
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Renton
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« Reply #53 on: September 09, 2008, 04:50:28 AM »

I own Kengo 2, and I have to say, that is one challanging game.
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deadeye
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« Reply #54 on: September 09, 2008, 04:58:06 AM »

I kinda liked Bushido Blade for the PSX  VV

Sounds pretty similar to this Kengo game.  It had pretty realistic fighting.  You could disable someone's arm, or leg, or if you were good get a one-hit kill.  There was no health bar, and one or two good hits was enough to take someone out.

I generally suck at fighting games, but nobody could beat me at Bushido Blade Cool
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« Reply #55 on: September 09, 2008, 06:42:30 AM »

yknow ive been thinking lately, i might have grown up out of all the ultra-violence thats in video games.  I'm sick of shooting guns and beating dudes up.  I just want nice games where you help people and make them happy. 

In fact, I think after I finish my current project (a fighting game), i'm going to turn around and use the same engine to make a ballroom dancing simulator.

cheers!
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michael
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« Reply #56 on: September 09, 2008, 06:50:37 AM »

a 2d Sidescrolling game with no combat, instead every level is one of the scrolling levels from old mario games, and the focus is on maneuvering around the level in time. Kind of like a 2D mirrors Edge.
This is ringing a bell for me but I can't quite remember why...

I made a thread about it a couple of months back then realised it was completly out of my league and put it on the "Dreams for one day" pile.


done done and done
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« Reply #57 on: September 09, 2008, 02:25:52 PM »

That's pretty much exactly the game I wanted to make. Just in high res :D

Will have to give it a shot when I get home from work.
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« Reply #58 on: September 13, 2008, 07:24:04 PM »

This is an idea I've desperately held onto for a long time. I've always wanted to make a series of exploration-based games, inspired partly by Kino's Journey. You would play as a reporter who would investigate various strange locations- your job would be to gather clues and figure out what was going on. The gameplay would be seen from a first-person perspective, and most areas would be completely devoid of other people. An odd little not I made was that the player character's mouth would be sewn shut, as part of some vague horrific experiment she was forced to take part in- I designed it as a way to neatly sidestep what I like to call the 'Gordon Freeman Effect'. I would have had the few people you do meet react in various ways to your stitches, and feel slightly awkward speaking to you.

I came up with a lot of little ideas for the game, like a train station acting as a central hub of sorts. The station would actually be a great long tunnel, with trains zipping through on tracks going every whichway (including some going upside down). Every game would begin in the station, and you would simply walk over to the ticket booth, select your destination, and off you went.

One of the scenarios I came up with that appealed to me the most was set in a tropical forest. You would arrive at the site investigating a rocket that had crashed there, and eventually find a group of cavemen. The people would be attempting to fix the rocket, and you would have to help them so that they could fly to the moon. The big idea that I really really liked was the idea that it would be without any dialogue. The tribe would just speak in grunts and gestures, pointing at whatever they wanted you to look at. After you fixed the rocket, you would get on it with the cavemen and explore the moon. Here I thought of making the moon similar to Mario Galaxy, and have it as just one big object you could run around on.

There were some other ideas, but the idea of helping cavemen build a rocket is the one that I'm the most fond of. I do intend to use that idea somewhere, somehow, someday.
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« Reply #59 on: September 13, 2008, 07:31:50 PM »

i want to make a game that has no story, but fun mechanics and a METRIC FUCKTON of atmosphere. 
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