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TIGSource ForumsDeveloperDesignPitch your game topic
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DrCosmic
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« Reply #2040 on: March 11, 2016, 03:32:43 PM »

Metroidvania based on social mechanics instead of combat mechanics.

Setting is a large city with some genre, maybe cyberpunk, maybe fantasy, maybe high sci-fi
Story is about a young exiled royal returning to power or reuniting their people
Theme is about the responsibility of friendship that comes with the power of friendship
"Dungeons" are social groups throughout the city
"Combat" is dialogue trees (with a flow to it)
"Spells" are physical emotes with social power, such as hugs, shoves, hand holding, etc
"Tools/Weapons" are party members that have abilities/knowledge/relationships you don't
"Items" are contacts and relationships you make that you use to get things to happen.
"Puzzles" are NPCs who have stuff you need
"Hit Points" are faction points, turning enemies to friends (or vice versa!)
"Bosses" are Social Rivals who cannot be recruited, and work to take you down by getting into a huge debate with you via dialogue

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Pfotegeist
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« Reply #2041 on: March 11, 2016, 08:08:07 PM »

@DrCosmic

I like the social mechanics idea.  I don't like the tool/weapon analogy at all!
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Macrochasm
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« Reply #2042 on: April 06, 2016, 08:05:39 PM »

A legendary adventurer dies fighting monsters and a group of wannabe kid adventurers try to track down his body so they can loot it.The came could be like a mix of classic RPGs and stand by me.
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The Translocator
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« Reply #2043 on: April 13, 2016, 03:14:54 PM »

The Legend of Zelda, but you and the enemies take turns a la worms... and during the enemy turn your soul leaves your body, meaning you can still interact (but not fight directly)
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Freezike
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« Reply #2044 on: April 27, 2016, 07:15:35 PM »

Picture this, An rpg with random encounters that have the fight mechanics of Punchout.
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Crabby
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« Reply #2045 on: June 09, 2016, 12:20:55 PM »

heres an odd idea
A 2D stealth game, with an emphasis on poison/liquid weapons, hacking, or guns blazing combat. Each combat type crosses by combining weapons such as using hacking to fill up water tanks with napalm and then detonating them with guns.
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standardcombo
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« Reply #2046 on: August 14, 2016, 08:18:09 PM »

Crimson Peak - The Game

A fighting game based on Crimson Peak. This would be a fast-paced fighting game, with photo-realistic graphics and lots of blood. It draws some of its animation style from Darkstalkers.

It features 6 characters, backgrounds drawn from the movie's various locations, weapons, combos and super attacks. The floor and background become stained with blood in the course of the fight. Any of the weapons can be thrown as a projectile. The opponent can parry the projectile to grab it or pick it up from the ground. Use of the opponent's weapon is restricted to throwing it back at them.


Edith Cushing



Weapon: Candelabra. Each candle is thrown individually, giving you up to 4 projectiles at a time. When you pick up a candle it gets added back to the candelabra. Some of your basic attacks deal less damage for each missing candle.
Special Move: A heart-shaped projectile. If it hits the opponent they are infatuated and unable to jump, attack or block for a brief moment. They can still parry.
Super Attack: Death By 100 puppies. Little dogs rush the screen and try to latch on and gnaw at the opponent.
Design Intent: A mid-skill, well rounded female character.


Lady Lucille Sharpe



Weapon: Kitchen knife (couldn't find a good picture!). When thrown, If it hits the opponent it becomes lodged into them. While lodged, the opponent takes bonus combo and chip damage. It dislodges if they are knocked down, or you can take it back by grabbing and throwing the opponent.
Special Move: Throws a teacup at the opponent. If it hits it poisons them, causing periodic damage and mini-stuns. Can be parried and thrown back.
Super Attack: A flurry of blades of all kinds. Each one can be parried and grabbed, then thrown back collectively.
Design Intent: This is the most combo oriented character. Good for low-skill players against an opponent that doesn't know how to parry, amazing for high-skill players, but can create lots of parry wars.


Sir Thomas Sharpe



Weapon: Wrench. When thrown, if it hits the opponent it stuns them briefly.
Special Move: ?
Super Attack: A large excavator rushes the opponent.
Design Intent: A mid-skill, well rounded male character.


Dr. Alan McMichael



Weapon: Book. When thrown, if it hits the opponent or the opposite end of the screen it bounces back and upward at 45 degrees.
Special Move: Roll forward or backwards.
Super Attack: Ophthageddon. A large eye enters the screen and blasts the opponent.
Design Intent: This is purposely the weakest character, so high-skill players can handicap themselves against low-skill players.


Black Ghost



Weapon: Veil. Cannot be parried or grabbed by opponents. Is not lost when 'thrown', behaves like a whip.
Special Move: Goes invisible for a brief moment.
Super Attack: Soul Drain. Cannot be blocked, must be dodged. Grabs opponent with the veil and steals hitpoints.
Design Intent: This is the ghost designed for low-skill players. The weapon is never dropped, and it has an advantage against high-skill players because they cannot parry it.


Red Ghost



Weapon: Baby. If it is thrown and hits the opponent it bounces back to you.
Special Move: Teleportation to various positions.
Super Attack: Blood Bath. A rush of liquid, red clay inundates the screen.
Design Intent: This is the ghost designed for high-skill players, with lots of versatility and difficult combos.
« Last Edit: August 14, 2016, 09:14:23 PM by standardcombo » Logged

readyplaygames
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« Reply #2047 on: September 04, 2016, 11:45:45 AM »

Wow, you really thought that one out!
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Photon
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« Reply #2048 on: September 30, 2016, 11:54:01 AM »

TL;DR - A MegaMan Zero style game with heavy emphasis on building, fine-tuning and utilizing your armory

Basically, a MM platformer that puts heavy emphasis on fully realizing your arsenal's potential and rewarding players for creative, expert play. No weapon should be collecting dust forever because its too generic, too specialized or too energy-hungry. I want players to push their limits.

  • You start with a standard primary and secondary attack (blade and buster,) plus stripped down versions of all "boss" weapons that can be rotated with your secondary buster.
  • Your "boss" weapons have simple, binary upgrade options (toggled on/off, not something like sliders or meters) that can be utilized depending on available upgrade points.
  • Defeating a boss "augments" and unlocks the associated weapon's primary upgrade (ex: a shield-like weapon now emits a nasty counterattack from enemy bullets as opposed to just absorbing them.) Though the primary upgrade is theoretically more powerful than the default ones, the latter still gives the player flexibility early on to try different strategies and experiment.
  • Boss weaknesses are not as drastic (i.e. insane damage,) but rather boss weapons themselves counter each other. Going back to our shield boss from above, the bosses' shield might be broken instantly by a different boss weapon.
  • Weapon energy conservationist? Gotcha covered. When a sub weapon is selected, strikes with the primary blade attack will absorb and put energy back into the weapon's energy gauge.
  • Dynamic difficulty through upgrades: certain upgrades might better protect the player at the expense of raw strength, while other upgrades require more precision and finesse but deliver strong payoffs for success. You can accommodate beginners while simultaneously letting veterans spread their wings.

Obviously, control would be pretty important in a game like this. Considering modern controllers, you could still work something akin to a MMZ scheme. One pair of shoulder buttons could be used for your dash and sub-weapon, while the other pair is for switching through your rotation of secondary weapons. Another nice perk would be the ability to rearrange the order in which weapons are rotated through or even mapping one of the unused control sticks on controllers to "hot keys" for your favorite weapons.
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surt
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« Reply #2049 on: September 30, 2016, 12:09:41 PM »

Crowd Flow Game Mechanic
  • Manipulate crowd to meet objectives
  • Emergency evacuate burning building with minimal crushed/burned/asphyxiated
  • Lock/unlock doors, turn exit signs on/off, turn lights on/off to guide sheeple down desired path
  • Alt mode where aim is to maximise casualties

Maybe as part of of Syndicate-like game, Persuadertron upgrade, mind control crowd (mass hysteria imagined threat to drive in desired direction) to trample target to death, crush them up against a wall or crowd them off ledge?
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St0rmSlaSh
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« Reply #2050 on: October 11, 2016, 05:01:39 PM »

My dream game idea: "You are an orphan in a Japanese slum where you have to cure your town from a disease that the mafia unleashed."
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surt
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« Reply #2051 on: October 18, 2016, 11:55:49 AM »

Paperboy VR
  • Remake of the classic 1985 multiplatform game
  • VR with tracked controllers
  • Likely seated rather than room-scale
  • One controller for steering handlebar, other for grabbing and throwing papers
  • Optionally combine with VirZOOM-like exercise equipment
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Bricabrac
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« Reply #2052 on: October 18, 2016, 04:22:24 PM »

Current project: Rune Factory meets Sunless Sea

Combatless traveling merchant RPG about bartering, befriending other travelers and uncovering the secrets of a world stuck in an eternal sunset.
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Selling Sunlight - Wandering Merchant RPG
HilltopFriar
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« Reply #2053 on: November 01, 2016, 11:06:57 PM »

first person stealth horror game: you wake up blind and have have to navigate using touch (though coming up with a clear visual indicators for various tactile sensations (physical touch, ambient temp, etc...) is hard) and maybe smell, with an echolocation mechanic if the above turn out to be horrible mechanics.
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surt
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« Reply #2054 on: November 18, 2016, 02:54:16 AM »

Paradroid but side-on platformer.
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surt
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« Reply #2055 on: November 21, 2016, 03:53:52 AM »

Paperboy VR
  • Remake of the classic 1985 multiplatform game
  • VR with tracked controllers
  • Likely seated rather than room-scale
  • One controller for steering handlebar, other for grabbing and throwing papers
  • Optionally combine with VirZOOM-like exercise equipment
Looks like it's been made.
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AD1337
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« Reply #2056 on: November 30, 2016, 11:35:57 AM »

Roguemance is a romantic roguelite about fighting for love.

Gameplay is turn-based, top-down exploration with turn-based strategic combat. Exploring, you meet love interests that join your party and try to advance your relationship with them. Fighting, you adapt to your partner's moves and skills to defeat enemies. Partners can help or hinder you, just like real relationships.

Thanks for reading <3. How is it? Smiley
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Samaras-Sama
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« Reply #2057 on: November 30, 2016, 01:43:28 PM »

A legendary adventurer dies fighting monsters and a group of wannabe kid adventurers try to track down his body so they can loot it.The came could be like a mix of classic RPGs and stand by me.

fucking good idea, like one piece kinda
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Wilson Saunders
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« Reply #2058 on: November 30, 2016, 04:17:25 PM »

A 1st/3rd person perspective multiplayer shooter in a Steam Punk universe. The player will control a squad of AI soldiers via generic orders and body swapping to individual soldiers. Soldiers are fragile and die from a single bullet or bayonet wound. The Squad will also have a morale value that will determine how close the squad is to breaking and running. Defeating another player will be as much about breaking the enemy squad's morale as it is killing off individuals of the squad.

The level of technology will allow for inaccurate slow reloading range weapons so that the Bayonet will still play an important part in combat. Some sort of magic crystal technology will allow for airships to warp in and deliver troops to docking points on the battle field so long as the crystal's frequency is in tune with the airship (base capturing mechanic).

The goal of the game will be to earn points by holding Crystal Docking points throughout the map. Each docking point will have a timer until its next resupply drop. If the player is at the docking point when the resupply arrives all dead or routed squad mates will replaced with fresh troops. If all troops under the player's command dies he can pick a docking location to squad deploy at. Game balance can be accomplished by having the docking locations further from the player's base resupply at a much slower rate thus lowering the time dead players on the loosing side need to get back into the fight.

Normally the squad will keep formation relative to the member the player has body swapped to. The formation can be altered

The squad commands will be as follows:
Move: Skirmish Formation - squad members spread out so that they are harder to shoot
Move: Line Abreast - Squad forms a Line shoulder to shoulder so that they can better support each other in melee
Move: Charge - Squad moves in the direction the player is facing and engages in melee combat with any soldier encountered.
Move: Go to Ground - Squad Stops moving relative to the player and crouches. The player can still move and body swap to squad members to deploy them to make the best use of cover.
Move: Follow Me - Squad breaks out of Go to Ground mode and resumes formation movement.

Fire: Hold Fire - Squad doesn't shoot except if the player swaps to them and shoots.
Fire: At Will - Squad shoots as they reload and have visible targets.
Fire: Now - Squad shoots at the command and returns to Hold fire mode. (Good at significantly lowering enemy Moral at one time)
Fire: Fix Bayonets - Squad fixes bayonets and stops reloading in favor of stabbing. Will still shoot if under At Will fire mode.
Fire: Unfix Bayonets - Squad unfixes bayonets and resumes reloading and shooting.

Morale will be negatively effected by the following:
* Seeing friendly soldiers die
* The close proximity of Enemy soldiers with bayonets
* A bullet passing close to a soldier

Morale will be positively effected by the following:
* Time
* The close proximity of Friendly soldiers
* Seeing enemy soldiers die
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DragonDePlatino
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« Reply #2059 on: December 02, 2016, 10:55:34 AM »

Mr. Goldberg:
A Super Mario Maker clone for Android/iOS based around designing and sharing one-screen puzzles. The controls are very similar to Nitrome's Platform Panic. Mr. Goldberg slowly walks through levels, automatically picking up objects and walking off ledges. You can swipe to make Mr. Goldberg turn, jump, use a power-up or throw what he's holding.

Players can unlock more characters and stage elements by spending stars or real-world money. Stars are hard-to-reach rewards other players can place in their levels. You can share levels online, or locally if you're within a few meters of someone. Stars are worth more if they were found via local sharing. And if your level becomes popular, you get a small fraction of the stars players collect in it.
« Last Edit: December 02, 2016, 11:00:58 AM by DragonDePlatino » Logged

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