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December 29, 2014, 07:33:10 PM
TIGSource ForumsDeveloperCreativeDesignPitch your game topic
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J. R. Hill
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« Reply #620 on: March 19, 2010, 07:00:49 PM »

I still think Don Quixote would make a terrific video game.
You play as Quixote's horse and must keep him out of trouble.
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SirNiko
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« Reply #621 on: April 06, 2010, 07:46:21 PM »

Here's the game I want somebody else to make for me:

Platformer game. You start off on the peak of a mountain, but there's nothing around you. The world is gone. You can find broken pieces of the world as you solve puzzles, complete quests, and defeat monsters. For example, when you start there's a piece near you that you just grab that creates a mountain path, albeit sort of broken up because parts are missing. Along the way, you might grab more pieces that make caves or new paths appear for tiny incremental upgrades (jump +1 pixel, defense +1 point when you start at like defense of 20, etc), although the real thrill is getting to see the world slowly reassemble piece by piece.

The game's appeal is mostly aesthetic. The first time you enter areas they're weird and broken, like islands floating in space or features (trees, houses) that are partially complete and non-functional, or maybe create mazes (such as a broken house that has holes the player can use to reach an otherwise inaccessible cliff). As you collect the broken world pieces, these are gradually repaired and made functional, possibly surprising the player as they see how the pieces go together and compare to what they imagined from the parts. Over time the world is fleshed out, so that empty backgrounds are later replaced by the image of the partially assembled forest or the floating lake you assembled nearby.

The game could be short and simple, (no more than 50 fragments to collect), or larger and more complex with hundreds of fragments to collect (many unnecessary to finish the game). A full game could even include challenge modes that cap player abilities just as restricting them to a low jump height or simple time trials of particular regions.

-SirNiko
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JasonPickering
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« Reply #622 on: April 07, 2010, 07:05:39 AM »

I still think Don Quixote would make a terrific video game.
You play as Quixote's horse and must keep him out of trouble.

why not just make it like a don quixote tamigotchi. he runs around on screen, falling of his horse and you get to clean his armor, feed him, and give him windmills to attack.
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TwilightVulpine
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« Reply #623 on: April 07, 2010, 02:11:04 PM »

I still think Don Quixote would make a terrific video game.

What about a version of Don Quixote on his perspective. Having to fight a menace no one else could see.
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Josiah Tobin
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« Reply #624 on: April 08, 2010, 10:42:12 AM »

An action game where an awesome scientist builds a robot controlled by a bass guitar and uses it to fight crime.
I'm imagining a simple sidescrolling platformer/shooter where you control the robot, but every action has a part of a sweet bass riff associated with it (footsteps a simple dumdumdumdum pattern, jumping a burst of slap/pop, shooting a slide down from the 12th fret), and you have to time your actions to an on-screen metronome to string together constant bass jammage to keep your mecha powered up. Cheesy

~Josiah

EDIT: Enemies and the like could move the the pattern of the metronome as well. Smiley
« Last Edit: April 08, 2010, 10:47:18 AM by Josiah Tobin » Logged


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shig
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« Reply #625 on: April 08, 2010, 11:14:40 AM »

sudoku+seppuku

You are a samurai and you dishonored your ancestors! The only way to bring honor back to your clan of nerdy math samurais is to solve a bunch of numerical puzzles that will inevitably result in your death.


WHOOPS WRONG THREAD
 Facepalm
« Last Edit: April 08, 2010, 06:41:33 PM by shig » Logged
TwilightVulpine
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« Reply #626 on: April 08, 2010, 02:39:18 PM »

You are a martial arts master. After having trained a single technique for several years, it is now time to put it in use. Protect the monastery and stop the flying robots. Rise to the skies, using the Infinite Hurricane Kick!

It would play similar to a shooter, but the player wouldn't have any weapon, only the Infinite Hurricane Kick. The gameplay would be basically in avoiding enemy fire and getting close to enemies, trying to hit them, or their weak spots, depending on their size. There would be no need for an attack button, since the Infinite Hurricane Kick both propels the character and damages the enemies. Possible power-ups could be wind(or whirlwind, makes you faster and/or increases the damage range), leaf (which would leave tangible afterimages or just a damaging trail), rain(damage shield) and lightning(temporary invincibility).
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Quicksand-T
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« Reply #627 on: April 08, 2010, 07:35:51 PM »

I'd like to see a side-scroller sandbox game where you play a supervillain and you must travel around a city doing horrible things, but you're constantly being thwarted by superheroes. You win by overhwhelming the city's heroes with too many disasters and traps, until they must give up and surrender to your mighty evil.
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Medevenx
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« Reply #628 on: April 08, 2010, 09:04:50 PM »

A game where you are ultimately gay and you use everything in your power to become a man.
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baconman
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« Reply #629 on: April 11, 2010, 11:17:50 AM »

EVENTUAL VISION:

A character-developing multi-genre PCG with a threefold approach:


To begin with, the game generates 3 "fresh" characters by mix-matching bodies and heads, colorizing them, adding a quippy "quote balloon," and starting each off with one or two unique abilites (platformer-associated), so they each get a unique approach to choose from. If you have a saved/aquitted game, you can resume that game as well.

After choosing a new character, you also get to choose between 3 fighting styles as your "primary" (there's about 30 styles in total, it randomly picks 3, which determine basic P/K/combos and default specials for fighting portions). You can learn a "secondary style" later, and adapt some special moves from it as well, to make good variety in fighting approaches. You can also choose between different fighter special control schemes (rolls vs. charges vs. other commands), each corresponding with a particular special.

You navigate through a procedurally generated (city/country/whatever) through a series of streets/passageways, to reach "the end/showdown" of the game (and it's fun, unique bonus-game ending). Each time you take on a street, it starts a level. Or, you can call it a day, Save and Quit at this point too, and resume it later.


First part of each level plays something like a procedurally generated "Sonic The Hedgehog + Mega Man" level. Given different abilities (shooting, slashing, whips, head-stomping, double jumping, ziplines, etc.), your characters may have to take different various approaches to the game throughout this part. One game may play more like Metroid, another like Mario, and then the next like Ninja Gaiden or Strider. Sonic and/or MegaMan X is about the pacing I'm going for, regardless of playstyle.

There's a few key goals here, of course... a set of collectibles (or one difficult-to-locate-and-get one... like DKC2's DK/Hero coins), some "rivals" to race to the end, perhaps a specific key enemy to find and take out. Maybe something that pursues you to avoid entirely, even. Every stage like this will have each of the staples, though one may be emphasized specifically, based on your character or randomly chosen for that level.

A few elements involved with this phase may be tied into each of the character abilities, so as to prevent a character from being "trapped" without having the proper ability to circumvent/solve the situation; though most of the elements will appear irregardless, but in ways they can be "worked around" if need be. This way, as you accumulate more abilities, later levels become increasingly deeper and more complex. (You get said powers, now you're expected to ~use~ them.)

There's a "randomizable seed element" to it too, which also makes a particular element or two appear more frequently than others in a particular stage, giving each new level a distinctive "theme" to it; an often overlooked element of classic platformer action game that many games like this often overlook.


The second part of each street is like a boss fight, except at this point, it becomes a fighting game. Again, different abilities will take influence from various popular titles, making the experience different in both movesets and in a technical aspect (like playing KoF vs. playing 3rd Strike, for instance). As forementioned with characters, enemies' movesets are typically hybrids of two more traditional/popular styles, chosen randomly.


Finally, comes the character growth... the "bonus stage," so to say. You can choose one of three (randomly selected) bonus games to increase your skills, score, or simply recover yourself. Some of the item-like ones are like the kind you see on platformers like Yoshi's Island, or Donkey Kong Country (IE: the first one). Some are otherwise immersive... for instance, learning a super move or secondary set of specials by performing/practicing them in a mode similar to ones in fighting games; or learning a new platformer skill by quickly racing through a mini-stage which utilizes it.


By accomplishing key goals, you can also enable shortcuts and bonus "streets" on the main map (think Super Mario World, here); some of which are procedurally "themed" to a fun/popular game element; others are more like alternative game modes (for instance, one "street" may just be 3-5 boss fights, back-to-back, another may be "win 3 bonus/gambling games to pass"). While most streets follow the Platform - Fight - Bonus approach, there will occasionally be ones that deviate from (or add to) that, too.


As characters are continually developed, they're saved (in addition to scoreboard reference) for reuse later as NPCs (or bosses/rivals, for instance), for an ever-expanding world of unique personas (hello, quote balloons!) and styles. Clearly, the better the player becomes, the more levels/skills they'll have completed by their game's end, and the more advanced the (mostly competitive) NPC's become as a direct result.

The main game will have 3 different winnable lengths to it, and each length will save (and use) 20-50 NPC characters at a time. The "short mode" for instance, will use it's 15 most recent ones, and the 5 best-scoring ones. (The first time you win, it will become the next game's "second boss," and then will be replaced with every game-winning character thereafter, although "beefed up" a bit to appropriate "boss" status.) One or two of them will also show up in certain traps or predicaments as "buddies" per game, to give you a hand, should you want/need it.

After you've won at least once, a fourth "Unlimited" length will be enabled, which has no discernable end - you continually develop a character and their abilities in an ongoing, forward-moving landscape, until either you're defeated or you choose to retire. Any and all NPCs can appear in this mode, along with multiple "surprise" boss encounters... and even multi-boss teamups (or boss + NPC combos). Being unlimited, however, it's not winnable, so it just saves high scores for fun.

Finally, achieving certain goals will allow you to play a "loopset" mode, where you can simply loop one aspect of the game repeatedly (like a procedurally-generated fighting game, for instance); and with either a custom-selected set of abilities or with random ones. This will mostly be in place for bug-testing purposes (and plain old fun), however; and top scores won't count here.
__________

I'm still bumbling around with themes (Ninja? Urban ala Duke Nukem? Classic gaming? Fantasy? Space/Sci-Fi? Random-selection with alternative tilesets from between the entire bunch? That sounds cool if it's workable!), certain details (fights being fist fights vs. weapon fights... or alternate between both, maybe?), and how to factor in a few other gaming elements.

I kinda want a race-game or vehicular element in it too (Robot Ride armor/Land Speeders? Mechas ala Metal Warriors? I was hoping to aim for some NFS influence, though), some "simple but not bland" RPG/magic strategy (even something basic/abstract, like MegaMan bosses/weapons and their weaknesses... but not the boring done-to-death lightning/fire/ice stuff), and some musical/rhythm game elements in it as well (with procedurally generated BGM's? o.O); but without overcomplicating it or dividing the game between too many sub-games all at once.

One idea I tossed around with making a "limiter" which would pick 2-3 "gaming genres" to stick to for each experience... but that would also make gaps where NPC-characters are concerned - there would ALWAYS be something they have ZERO skills/experience in! Score-tracking and saving NPCs per genre would overcomplicate it, too.

I just wish I were better at the execution of this kind of thing. Clearly, the first step is finding a way to make each of the sub-games, though (the platformer, the fighter, etc.).
« Last Edit: April 11, 2010, 11:28:12 AM by baconman » Logged
BoxedLunch
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« Reply #630 on: April 11, 2010, 11:35:01 AM »

a cartoony survival horror game, but still scary as hell.  Epileptic
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Ixis
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« Reply #631 on: April 12, 2010, 06:10:28 AM »

a cartoony survival horror game, but still scary as hell.  Epileptic

I had an idea kinda like that, but it was also multiplayer and you can't kill the monsters, only slow them down or hide deeper and deeper in this labyrinth/library thing.
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shig
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« Reply #632 on: April 12, 2010, 07:00:51 AM »

A platformer character is stuck in a fighting game and vice-versa. The fighter dude comes from a game with no jump nor action button. all he has is kick, punch and grapple buttons wich are completely useless almost all the time in the platformer game he's stuck in. In order ro jump through gaps, you have to do a certain combo sequence that ends with a spinning hovering kick. In order to get up to a higher platform or hit that block above you you have to do another combo sequence that ends with a generic shoryuken uppercut.

At the same time, the platformer dude would have to fight three-round matches against the enemies that the fighter dude would normally fight against, but the game he comes from doesn't have any attack buttons. So you'd have to bounce on your enemies's heads or jump on top of their projectiles, pick them up and throw them back or duck below their flying kick and jump up to headbutt their crotch like you were breaking a coin block.
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William Broom
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« Reply #633 on: April 13, 2010, 01:28:56 AM »

A platformer character is stuck in a fighting game and vice-versa. The fighter dude comes from a game with no jump nor action button. all he has is kick, punch and grapple buttons wich are completely useless almost all the time in the platformer game he's stuck in. In order ro jump through gaps, you have to do a certain combo sequence that ends with a spinning hovering kick. In order to get up to a higher platform or hit that block above you you have to do another combo sequence that ends with a generic shoryuken uppercut.

At the same time, the platformer dude would have to fight three-round matches against the enemies that the fighter dude would normally fight against, but the game he comes from doesn't have any attack buttons. So you'd have to bounce on your enemies's heads or jump on top of their projectiles, pick them up and throw them back or duck below their flying kick and jump up to headbutt their crotch like you were breaking a coin block.
This is awesome, are you actually making this?
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shig
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« Reply #634 on: April 13, 2010, 04:38:21 AM »

Nope. I use this thread for all my rejected ideas that I actually tried to do one day but then got tired and gave up. (I never actually finished a single game. im lame  Sad)

Who knows, maybe one day I'll actually finish it?
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JasonPickering
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« Reply #635 on: April 13, 2010, 02:14:11 PM »

how about a game where you are dealt a hand of 4 cards. you have an rpg character below you with 1 life. you place cards on the ground in front of the character from your hand. Potions add to your life and monsters subtract. cards range in value from 1 to 3 and there are special blocks that if a special potion card (there are 3 colors) coresponds they are doubled in value. and then there are special monster blocks where a monster must be played and its life will be doubled. the entire goal of this is to get your life up high enough to beat the boss card. which you could be dealt at any time. I figure I will make a couple different "levels" to go through with different cards and bosses.
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Mogget
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« Reply #636 on: April 13, 2010, 09:54:15 PM »

wall of text

Heavily tl;dr but also very awesome. Make it!
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Destral
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« Reply #637 on: April 16, 2010, 03:22:14 PM »

wall of text

Heavily tl;dr but also very awesome. Make it!

I concur, this sounds like it would have the same kind of appeal as Spelunky.  Hand Thumbs Up Left
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SirNiko
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« Reply #638 on: April 22, 2010, 08:11:49 PM »

I think I mentioned this in a thread somewhere in design ages ago, but why not flesh it out further here?

Sidescroller / Platformer. Premise is that the character is exploring a dungeon for treasure. Similar in concept to Kirby's Great Cave Offensive, but you can exit the cave at any time (there's no "end", you just return to the start when you're done).

The game begins with a single screen, and the player is at the entrance. There's a single treasure inside, you navigate a short maze to get the treasure. No big deal. Once you have the treasure, you return to the entrance to exit and the game scores you based on performance (treasure gets you points, multiplied by time taken and technique for killing foes).

However, that's not the only screen. A lucky player will discover a way to open an unmarked, unknown entryway to the next level. I'm talking near Tower of Druaga difficulty, like killing a foe in the right tile or walking to four unmarked corners of the screen in the right order. Doing so reveals a second screen with another treasure that can earn you even more points. There are actually dozens of these kinds of triggers, each unfolding into larger areas going deeper in the dungeon, revealing new treasures, foes, and scenery. The game never tells how close the player is to discovering everything until everything is discovered. Finding all the treasures will trigger a 100% complete screen to inform the player that everything is found.

Gameplay consists of four layers:

Initially, players play the one screen and try to speed run it. There's enough variety in the graphics and layout to make it seem like the one screen is all there is.

Second, players discover the second screen (completely by chance), and determine there may be more screens. Players rush to try everything, stumbling across new treasures and passages by trial and error and accident. There's a sense of wonder: how deep does it go? What will you find when you get there? Eventually, all secrets are discovered, but not the methods.

Third, players attempt to narrow down the triggers for each secret. Long series of actions eventually are pared down to the key triggers through rigorous testing and application of scientific method.

Fourth and finally, all the game's secrets are laid bare. All that's left is to take account of those secrets and formulate the optimal path to achieve the highest score.

Variety is important. Even if they do nothing (And I think that they should do nothing but grant points), the treasures should each have a unique name and appearance, so the discovery of each is exciting. Also, each screen should be quite different visually. Add details such as a sleeping dragon on one (even if you cannot interact with it) or a crumbling tower to climb in another. This just makes it even more exciting to discover a new screen.

I'm not sure how one would construct the game to prevent downloading and forcefully deconstructing it to find all the secrets, or to hide the file size (or loading) so players don't suspect the game is bigger than it should be, but if you could it would be impressive.

-SirNiko
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baconman
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« Reply #639 on: April 22, 2010, 09:49:25 PM »

SirNeko: Sounds like a fun game! Perhaps a couple of the treasures can enable additional abilities, allowing for more unlockable pathways to be enabled; or the occasional cryptic clue to point players in the right direction, before they dismiss it as a single-screen-only game could help prevent the "WTF, that's it?" syndrome from kicking in.
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