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TIGSource ForumsDeveloperDesignPitch your game topic
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Inanimate
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« Reply #200 on: May 06, 2009, 06:38:17 AM »

A game where you slingshot yourself around.
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JasonPickering
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« Reply #201 on: May 06, 2009, 10:40:15 AM »

so ive been throwing this idea around for a bit. basically a very zelda like game where you have that top down view and you walk around a large map. the difference is, it is played out episodically so instead of dungeons you have chapters in the story of a wandering hero. first one is a new area where the town is being attacked by something, and you must do a small quest to save it. and the next chapter is a different world where perhaps someone's daughter has been kidnapped and you must get them back.

heres the question, I find myself at a cross road what would be better, a japanese wandering ronin (possible done in Sumi-e, I switched to GIMP and am having some real trouble with drawing in it as oppossed to photoshop) or a Wild-west cowboy with a sergio Leone color scheme)
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Tomato
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« Reply #202 on: May 06, 2009, 10:58:16 AM »

Online co-op class-based sidescroller with randomly generated missions where each class is a representative of a classic game genre. Missions all take place in real-life locales and revolve around killing swarms of hideous alien enemies and a humongous eldrich abomination boss creature.

Characters could include:
  • a colorful bright platformer character with a double jump who can totally ignore the game's physics engine,
  • a fantasy action character with a vaguely-defined bladed melee weapon and a tendency to spin around a lot,
  • a gruff space marine in a pimped-out tech suit with a sorta-futuristic looking assault rifle who constantly spouts corny one-liners,
  • a shirtless brawler who can deflect any attack of any kind simply by standing still and holding up his arms,
  • a dirty, disheveled woman with a gun she can barely aim who can only move at a brisk walk, with the ability to pick up and use any background object and fit a seemingly unlimited amount of stuff in her pockets.
  • an NFL quarterback who can run endlessly and tackle anything but has no direct means of attacking anything from a standing start
  • an androgynous anime-looking person with blue hair and an impractically enormous sword on his back and an arsenal of slow, unreliable but very powerful magic attacks

Each mission has a timer and a set amount of enemies to kill before the boss spawns, and getting around in the level puts an emphasis on teamwork. For instance the shooter game character can take out loads and loads of enemies on his own but is incapable of interacting with his environment, requiring the help of the survival horror/adventure character to flip switches and stack crates for him. The platform hero can kill enemies instantly by jumping on them, but some armored ones may need the fighting game character to flip them over so they're vulnerable first. The JRPG person's spells all have long, elaborate startup animations before they are used, and he must hold still while casting them, so the sports game character can run all around him and keep him protected. Finally, friendly fire  is always on, so the brutal action game character must be careful to avoid his teammates while he's slicing and dicing.

It's kind of half-baked at the moment but I think it could work if balanced properly.
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Bree
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« Reply #203 on: May 06, 2009, 01:21:15 PM »

so ive been throwing this idea around for a bit. basically a very zelda like game where you have that top down view and you walk around a large map. the difference is, it is played out episodically so instead of dungeons you have chapters in the story of a wandering hero. first one is a new area where the town is being attacked by something, and you must do a small quest to save it. and the next chapter is a different world where perhaps someone's daughter has been kidnapped and you must get them back.

heres the question, I find myself at a cross road what would be better, a japanese wandering ronin (possible done in Sumi-e, I switched to GIMP and am having some real trouble with drawing in it as oppossed to photoshop) or a Wild-west cowboy with a sergio Leone color scheme)

Why not both? Personally, I'd go with the cowboy- less used than the ronin, and gives more opportunities for stories.
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Xion
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« Reply #204 on: May 07, 2009, 02:44:59 PM »

cowboy most certainly.
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JasonPickering
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« Reply #205 on: May 07, 2009, 05:00:00 PM »

yeah I am feeling Cowboy also. it seems just a better choice and an under utilized genre. I have done some more writing and might do an art mockup that way I have something to go back to after I finish my current project ( http://forums.tigsource.com/index.php?topic=4827.0)

couple ideas I am throwing around though.
- duels
- poker
- drinking game
- gold mining
- horse riding
- possible stealth kills
- pony express deliver quests
- escort missions
- each chapter has one girl you can have fall for you (he's got one in every town!!)

it will most likely be very zelda like in nature but im worried that walking on to a screen and shooting 5 or 6 times and killing the enemies is going to be pretty easy.
so my main problem now is worrying about the "fun" of it. I have been looking for lots of games as reference and I find a lot of them have a more shoot-em up feel and I definetly want the player to feel like they are having this adventure. I think adding in lots of special games will help such as having a side scrolling level where you chase a dude over a train top. or your dragged behind a stage coach. I think this switching up will really help. Also I am contemplating switching to side scrolling, and then you just have paths to all these different locations, and paths between the walk arounds are 2d levels to go through. I think that really takes away from the adventure setting.

wow this post is far to long. well carry on everyone.
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Bree
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« Reply #206 on: May 07, 2009, 05:58:12 PM »

This isn't necessarily a gameplay concept per se, but I'd like to see a game with a story told through pantomime. There was a game for the SNES called Live A Live that did something like this- the cavemen had speech bubbles with various icons in them- that worked surprisingly effective. I'd like to see what one could do with today's modern technology.


Oh, and I may use this idea for a comic, but I'm going to throw it out anyway: Wandering cowboy who wields an accordion, Desperado style.
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rob
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« Reply #207 on: May 08, 2009, 05:19:30 PM »

I think any western themed game is automatically a good idea, seeing how few of them there are.
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battlerager
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I resent that statement.


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« Reply #208 on: May 14, 2009, 11:36:50 AM »

A turn-based strategy game set in a steampunk-ish fantasy world where resources are scarce and people live on and in huge hexagonal pillars exclusively.



(I am making this)
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Strong
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Umm... okay.


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« Reply #209 on: May 16, 2009, 12:47:57 PM »

there is one species of flatworm that's hemaphroditic, with both male and female sex organs. thus, which worm is the man or woman in a relationship (and which one ends up getting pregnant) is up to debate. in order to solve this, they whip out their penises and try to stab the other person with their sperm. loser gets pregnant.

that would make the most amazing game ever.
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Inanimate
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« Reply #210 on: May 16, 2009, 12:59:25 PM »

You got that from dinosaur comics.
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Umm... okay.


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« Reply #211 on: May 16, 2009, 01:18:51 PM »

You got that from dinosaur comics.
i had heard of it before, but yeah, it reminded me of it.

it would make a good game though.
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Seth
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« Reply #212 on: May 16, 2009, 07:16:20 PM »

there is one species of flatworm that's hemaphroditic, with both male and female sex organs. thus, which worm is the man or woman in a relationship (and which one ends up getting pregnant) is up to debate. in order to solve this, they whip out their penises and try to stab the other person with their sperm. loser gets pregnant.

that would make the most amazing game ever.

http://forums.tigsource.com/index.php?topic=485.0
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JasonPickering
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« Reply #213 on: May 19, 2009, 09:13:19 AM »

I would like to see a "Lock, Stock, and Two Smoking Barrells" or a "Snatch" stly game. where you are given a top down-ish world and you complete several missions as guy A, then as guy B, and so on.

example:

you rob a bank and as you run away you jump into this parked car and drive off.

later you play as a guy who has a dude locked in the trunk of his car, but this car gets stolen (by you as the bank robber guy) and you need to get it back.

I basically would like to see smaller missions based stories, that interact weiwth each other.
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Bree
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« Reply #214 on: May 21, 2009, 12:20:28 PM »

I had an idea similar to that- you began from the boss' perspective as your flunkies walked in to report back. Each flunky was associated with a specific style of gameplay and had their own perspective on what exactly happened. You selected which person to play by waving a gun around (as a cursor) and pointing at them with it.

How about a multiplayer game based on commedia d'ell arte? In simple terms, it's the origin of improvisational theatre, with traditional stock characters et al.
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Alec S.
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« Reply #215 on: May 21, 2009, 01:29:11 PM »

How about a multiplayer game based on commedia d'ell arte? In simple terms, it's the origin of improvisational theatre, with traditional stock characters et al.


That sounds like a pretty cool idea if done right.  Also because everyone would keep asking whoever is playing Scaramouche if he can "do the Fandango."
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Inanimate
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« Reply #216 on: May 21, 2009, 02:13:28 PM »

Thunderbolts and lightning, very very frightening!

Back to the point: That is a great idea!
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Bree
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« Reply #217 on: May 21, 2009, 02:55:20 PM »

Now that I think about it, I'm not totally sure how it would work. Maybe each stock character could act as a 'class' (in the same light as TF2) with their own specific objective (The Lovers always need to be together, the Doctor wants to show off his intellect, Arlecchino plays tricks on people, and Brighella is pure evil). I'm not sure how they could work in pure mechanical terms (Lovers must stay x meters near eachother at all times!), but this would give each person a simple 'drive', leading the players to use each other to achieve their goal. Maps could be made to reflect this, setting up potential conflicts, but no direct specifics. This would serve the improvisational style of the theatre, and give just enough structure to make it fun.

But how could the players interact, exactly? That's where I get stuck... Any thoughts?
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Alec S.
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« Reply #218 on: May 21, 2009, 04:16:21 PM »

Now that I think about it, I'm not totally sure how it would work. Maybe each stock character could act as a 'class' (in the same light as TF2) with their own specific objective (The Lovers always need to be together, the Doctor wants to show off his intellect, Arlecchino plays tricks on people, and Brighella is pure evil). I'm not sure how they could work in pure mechanical terms (Lovers must stay x meters near eachother at all times!), but this would give each person a simple 'drive', leading the players to use each other to achieve their goal. Maps could be made to reflect this, setting up potential conflicts, but no direct specifics. This would serve the improvisational style of the theatre, and give just enough structure to make it fun.

But how could the players interact, exactly? That's where I get stuck... Any thoughts?

I think it might be interesting to combine this idea with some of the gameplay concepts discussed in the Conversational game thread.

It could be a sort of multiplayer conversational game where each player has a set of objectives to complete through conversing with the other characters based on their character and the scenario.

If you're interested, I'd be up for a collaboration to try to make this game.
« Last Edit: May 21, 2009, 04:24:26 PM by malec2b » Logged

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« Reply #219 on: May 21, 2009, 05:10:29 PM »

Relating to the musical game idea topic, here's another musical idea:

A metroid-like game that you use instruments and the sounds they make to explore. As you explore, you'll get more instruments, and the sort. The environment ambiance would provide a beat/rhythm to time your attacks to. Proper timing will result in better damage and combos, which linked and used creativity, provide massive damage and various other effects. Instruments can be used to solve puzzles, and could have something of an element attached to it.

Story could be about these creatures that are absorbing sound and making the world a mute place or something like that. Sound-Eaters!

Yea, I'm basically copying over my idea from the musical game idea topic >.>;
I don't have the talent to do something like this :/
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