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August 27, 2014, 07:05:09 AM
TIGSource ForumsDeveloperCreativeDesignThings that have never been done before...
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William Broom
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« Reply #135 on: January 02, 2009, 12:46:34 AM »

I think it would be very hard to create convincing AI for TWG, so it would have to be online, I think. But there is still a lot of possibility there. I don't think many, if any, multiplayer games have explored deception to its full potential. The best example I can think of is the Spy in TF2, but he's really not very good at 'deceiving'. Nowadays most Spies use their cloak far more than their disguises because an experienced player can see through a disguise quite easily.

A long time ago when I used to just dream about games I knew I would never make (as opposed to dreaming about games and pretending I will make them one day  Tongue ) I planned out a multiplayer shooter with deception as a key element. The players would fight to defend themselves from AI enemies, but two or three of the players amongst them would be secretly commanding the AI and using their secret powers to undermine the heroes. The traitors would be able to imitate a normal player in every way, so the only way they could be caught would be if they were found using their powers.

However the more I considered this idea the more complex it became to solve various balancing issues, and in the end I decided it was pretty much unworkable unless you happen to be Valve or some shit.
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KennEH!
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« Reply #136 on: January 02, 2009, 07:03:06 AM »

A game where a lot the action takes part during a drug trip, giving an allergic reaction that makes the character stronger faster and all that jazz. The level enemies and such depends on where the trip happens. Different drugs (and combinations)give you different powers and abilities. Taking to much or a bad combination will get ou into teh hospital, thus all drugs will be gone and your mental health will deteriorate. If you lose your mind will start to slip away. When not in a drug trip you'll try to make money, get drugs outwit authorities or people you've ripped off (drug trip mode would probably be useful there), and try to sustain a social life. The game gets harder as you need more drugs Hand Money Right, more people will be after you and sustaining life with normal people gets harder.
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Loren Schmidt
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« Reply #137 on: January 11, 2009, 05:11:15 AM »

I couldn't sleep, so I got up at 4:15 and wrote this down. Pardon me if this is slightly incoherent- I'll come back and edit tomorrow just in case. Embarrassed

Anyway the basic idea is that there's a three dimensional world with a variety of different creatures in it. For now I'm imagining an endless white plane, but it could be more complicated than that. The creatures that inhabit this world are somewhat abstract. They are all constructed out of several basic components. They have babies, and run around, and eat, and evolve over time.

There are a few types of basic components, out of which creatures can be made. This might be a fairly granular system, where everything is made out of a soup of 'atoms' with connections to their neighbors. It also seems possible to make creatures out of larger pieces, long struts and large lengths of contractile tissue.
  • Struts- fairly rigid, though breakable. These can be used for building up solid trusses.
  • Flexible joints- joints seem like they would be very useful for making structures like limbs. Perhaps all connections between struts are flexible by default, and they only become inflexible when they form a rigid framework. This might be a good system.
    A single point connection between two rigid structures would be a totally free ball and socket joint.
    A two point connection between two rigid structures would act as a hinge.
  • Muscle- these struts connect two points, but their length is variable. When triggered by nerves, they contract, pulling on whatever is connected to either end. Muscles could be used to power jointed limbs, or perhaps could be used to make soft-bodied creatures?
  • 'Nerves'- these connect two points, but are not structural (or maybe they are?). These carry signals between different structures. Nerves can be linked end to end to carry a signal to a distant part of a creature, across a joints, etc. All creature movement information is transmitted through nerves.
    • Nerves might be a more physical part of the world. They might be non-structural, but be run along limbs, through rigid sections, etc. much like wires or our nerves are.
    • Alternately, nerves might be more divorced from the physical structure of a creature. They might simply be a single, non-physical connection between a control structure and a muscle or other effector. They wouldn't need to be linked end to end to avoid joints, they could just run directly to a muscle anywhere on a creature. (This type of nerve could even be used to carry a signal between two physically unconnected creatures / structures



The nerves would be connected to control systems. The control systems might or might not be made of atoms themselves. It would be very appealing if they were, though, and everything was one self-consistent system. Creatures could be 'programmed' by connecting different types of control structures- oscillators, gates of different types, perhaps accelerometers, pressure sensors, eyes or ears.

Someone said I should check out Sodaplay, and it's pretty neat. I'd love to play with something like this in 3d.
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Lukas
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« Reply #138 on: January 11, 2009, 05:36:59 AM »

I couldn't sleep, so I got up at 4:15 and wrote this down. Pardon me if this is slightly incoherent- I'll come back and edit tomorrow just in case. Embarrassed

Anyway the basic idea is that there's a three dimensional world with a variety of different creatures in it. For now I'm imagining an endless white plane, but it could be more complicated than that. The creatures that inhabit this world are somewhat abstract. They are all constructed out of several basic components. They have babies, and run around, and eat, and evolve over time.

There are a few types of basic components, out of which creatures can be made. This might be a fairly granular system, where everything is made out of a soup of 'atoms' with connections to their neighbors. It also seems possible to make creatures out of larger pieces, long struts and large lengths of contractile tissue.
  • Struts- fairly rigid, though breakable. These can be used for building up solid trusses.
  • Flexible joints- joints seem like they would be very useful for making structures like limbs. Perhaps all connections between struts are flexible by default, and they only become inflexible when they form a rigid framework. This might be a good system.
    A single point connection between two rigid structures would be a totally free ball and socket joint.
    A two point connection between two rigid structures would act as a hinge.
  • Muscle- these struts connect two points, but their length is variable. When triggered by nerves, they contract, pulling on whatever is connected to either end. Muscles could be used to power jointed limbs, or perhaps could be used to make soft-bodied creatures?
  • 'Nerves'- these connect two points, but are not structural (or maybe they are?). These carry signals between different structures. Nerves can be linked end to end to carry a signal to a distant part of a creature, across a joints, etc. All creature movement information is transmitted through nerves.
    • Nerves might be a more physical part of the world. They might be non-structural, but be run along limbs, through rigid sections, etc. much like wires or our nerves are.
    • Alternately, nerves might be more divorced from the physical structure of a creature. They might simply be a single, non-physical connection between a control structure and a muscle or other effector. They wouldn't need to be linked end to end to avoid joints, they could just run directly to a muscle anywhere on a creature. (This type of nerve could even be used to carry a signal between two physically unconnected creatures / structures



The nerves would be connected to control systems. The control systems might or might not be made of atoms themselves. It would be very appealing if they were, though, and everything was one self-consistent system. Creatures could be 'programmed' by connecting different types of control structures- oscillators, gates of different types, perhaps accelerometers, pressure sensors, eyes or ears.

Someone said I should check out Sodaplay, and it's pretty neat. I'd love to play with something like this in 3d.

Sounds like Spore in more complex.  Noir
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« Reply #139 on: January 11, 2009, 05:50:11 AM »

I'm hesitant to announce my original ideas to the public since, they are by definition, original ideas, and therefore of high value.

Here's a Howard Aiken quote which might put you more at ease about sharing your ideas:

"Don't worry about people stealing your ideas. If your ideas are any good, you'll have to ram them down people's throats."

It also might help to note that original games are seen a giant risk for the commercial games industry, and also pose some risk for indies.
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« Reply #140 on: January 11, 2009, 11:19:10 AM »

Speaking of simulations, what about Funeral Tycoon? :D Manage cemeteries, funeral services, etc. - keep the families happy and watch out for randomized zombie events that can wreck your plans! (Hint: Make sure to invest in enough groundskeepers to combat an undead horde.)

I've actually got that game half-done! Almost the same name too. Not sure if we'll finish it yet or not

But we went with a more "weird" version... the zombies come out every full moon, and you can sell corpses/raise the dead (and get more customers that way!). Zombie horde = profit Smiley

Semi-related: Funeral Quest from the Dink Smallwood guy
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« Reply #141 on: January 11, 2009, 01:42:44 PM »

Ha, I liked that funeral management idea when first posted, and I'm glad someone's making something similar. It sounds really fun.
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« Reply #142 on: January 11, 2009, 05:51:25 PM »

I had an idea last night.  It'd be called "new PlatformerGame()" or something.  It was partially inspired by the visualizing data thread.  Here's the almost design doc I wrote up:

This is a platforming game that mirrors its source code.  You explore the world while simultaneously exploring the game's programming structure.  The gameplay would allow you to run, jump, and pick up objects.  Variables in the engine would be real objects in-game.

The "world view" of the game is the step() function, which leads to stages/functions such as moveHero() and tileCollision() (those are names that I normally give to my functions, because I'm weird).  A spinning mechanism in the center of the step() level takes the player from function to function sequentially and eventually loops back to the beginning.  Whenever a player reached the end of a function, as in programming, they would return back to the larger function that called them.

Within the functions, every statement would be displayed literally.  As an example, for the moveHero() function, there is a line that says "if(left){".  In game, it could appear as a gate that is only open when the main character is moving left.

It would probably end up having a collecting element to the game as well, to encourage the full exploration of the world.  I hope this idea makes sense. Durr...?

Two other ideas: Hungry Hungry Hobos and Concentration Camp Tycoon
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shig
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« Reply #143 on: July 01, 2009, 04:17:50 AM »

You are Isaac Newton. You're abducted by weird alien things from another dimension and you are now stuck in a world with completely different laws of physics.

As you go through each stage, Isaac will be taking notes and writing down formulas explaining how the physics work in that world and you'll have to use these to find your way out.

Perhaps by the end of the game you'd be able to even alter the laws of physics?

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« Reply #144 on: July 01, 2009, 06:36:13 AM »

I read the first 4 pages and the last, so i'm sorry if this has been mentioned already.

As far as i know, no "game" went all the way to NOT being a space "game", but instead about giving the impression of being in a living universe, traveling through space, and your actions not being about "winning" something or pursueing some kind of "goal", but rather just doing "boring" everyday stuff and exploring the environment. So, a bit like a mix of: Space sandbox-game, life-sim, exploration-game.

There are a handful of games which approached that direction a bit, but AFAIK not a single one went all to making it the core of the game, instead of it being a halfhearted "additional feature". Elite2/3 had the "living universe" aspect, but the game was still mostly focussed on combat and "leveling up". Noctis had the pure focus on exploration, but the gameworld was lifeless and there was no such thing as life-sim aspects. Stranded II significantly has the life-sim aspect (though, imo its too much biased towards construction and there is almost no interaction which doesn't serve building, killing and eating), but well 'um - its not a space game Smiley

To qualify for being such a game, it to me wouldn't even need to have a "large" gameworld, as long as it feels alive and the player not being at its center, and has the life-sim and exploration aspect. Heck, the player wouldn't even need to leave his spaceship - it could describe just the journey of the player in a spaceship from one planet to another - then the game consisting of what the player does in the spaceship and about background information regarding the world in which the game plays (that would give it the "living universe" feel, without the player directly interacting with that universe, except of the stuff in his ship).

So, what i mean for example is something like this: Player is on some kind of space taxi, flying a passenger from one starsystem to another. Onboard is the crew consisting of the player and two other persons, the passenger and some strange alien-pet. The game then just tells the (dynamic!!!) story of what the player does during that single travel. The everyday stuff he does, interaction with the two other crew-members, the passenenger, the strange pet, etc. While doing all that, the player also learns about the world in which the game plays. This could be further amplified by a single meetup with another ship and some communication happening, plus some communication with far away places via some kind of space-email Smiley
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Dr. Kylstein
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« Reply #145 on: July 01, 2009, 12:22:11 PM »

- A space battle game where a couple of rooms are set up like a battleship control room in a movie; screens around the place showing sensor data, logistics, communications, engineering and so on.  Some chairs for gunners, with goggles and joysticks.  So you have a team of people taking on different roles, working together to control the ship, and as the battle goes on you could have equipment malfunction as the ship gets hit; screens go out, things shake, flashes, concealed smoke machines activate.. Totally epic.  I'll definitely do this if I'm ever rich.
I thought of that too. I decided that it should be developed as a LAN-party game for normal hardware first, then add support for custom I/O so that dedicated users can build their own sets.
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Gauss Jordan
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« Reply #146 on: July 11, 2009, 03:08:57 PM »

I have some vague ideas that i've been thinking about lately:

1. A zombie survival game where you have to use everything at hand, like yard tools, workshop tools, thinner or other chemicals with the combination of matchsticks... yeah, there are lots of possibilities. The idea is that not every tool works very well so the player has to be creative in what to use and how to use it. Also the "weapons" should break or run out often so that the gameplay changes rapidly.

2. A game that starts out seemingly innocent but suddenly something happens and you have to figure out what has happened and solve it. An example would be a game starting as a ski simulator where you can go everywhere on the ski resort. Suddenly the mountain explodes and magma bursts out. This is based on the time you've played, so the game is like a sequence of 20 minutes that you play over and over again but in differend ways. So now you have to restart (or possibly rewind the time) to figure out what happened.

3. A zelda like game where you play in different ages of a world starting out whith the world being just created. You play as the worlds hero's soul that reincarnates in different ages. The world will change growing more and more complex. You will be able to recognize areas, events (but perhaps somewhat distorted into more epic legends), artifacts and so on. I believe something similar has been sone before, for example Terranigma, but still, i don't know of any game that is spot on this concept.

4. A metroidvania platformer with the style and gameplay being based on that the game is "beta". Common bugs will be recognized and used in advantage for the gameplay. You will learn "abilities" like wallswimming. The common windows error message will pop up when you die ^^ Hints will be revealed in the games "todo" list.

Hope this inspires someone Smiley
« Last Edit: July 12, 2009, 12:56:05 AM by Gauss Jordan » Logged

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shig
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« Reply #147 on: July 12, 2009, 10:41:06 AM »

Proceduraly generated survival game.

You're in some procedurally generated facility/factory/building/city and then some random disaster wich is also, to some extent, procedurally generated happens and you have to survive.
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Loren Schmidt
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« Reply #148 on: July 14, 2009, 01:45:57 AM »

Turn Based Platformer
We are a tiny person in a tile based, turn based environment with pits, platforms, enemies, and timed obstacles. Time moves forward in discrete steps, one step for every action we take. Certain moves (possibly only jump) take several actions, and require planning ahead to make sure that they will land at the correct time. For instance there might be a patrolling enemy on the other side of a pit we need to jump over. We might need to wait a couple of actions for the enemy to be at a point in its cycle where it's clear of the landing zone. There could be timed obstacles like patrolling boxes, diagonally bouncing objects, crushing ceilings, floors that cycle in and out of existence, dodgeable patterns of projectiles (2, 3, 2, 3 or high, low for instance)...

Tactical Monster Versus Adventurer Game
We play as all the monsters in a procedurally generated dungeon, and we have to try to keep a computer controlled adventurer from plundering our domain and wantonly killing everything.
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« Reply #149 on: July 14, 2009, 02:43:53 AM »

A game where the world is set on the inside of a sphere and gravity pushes you outwards, rather than the world on the outside where gravity pushes you inwards.
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