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If you could create a video game...Topic%20Title
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What sort of game would you create?

I've already got a few ideas in mind, and I do plan to create them after I create my own game company.

Game 1 (three games long): The Price For Freedom. A science-fiction game series WITH GIANT ROBOTS!

Game 2 (at least 4 games long): The Masked Knight. A fantasy medieval game that subverts the usual tropes that are applied
Spoiler:


Me and a good friend of mine have been discussing how to make the multiplayer work for The Price For Freedom, particularly in space battles (I want them to be more complex than the Battlefront 2 space battles, where capital ships didn't move, and strategy amounted to "Spam all bombers")

I could actually use some more ideas, so if you're interested you can drop me a line via PM. Ya know, if you have ideas or if you want in when the company is going to be made...
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Last edited by General Tommy on Sun Dec 06, 2009 1:36 am, edited 1 time in total.
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..Dick Gumshoe:Ace Detective. If I could make a game, that's what I'd make.
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Cursed Imagination:

Story about a horror writer who upon researching for a book unleashes an ancient curse upon himself.
As a result the demon from the curse embeds itself in his mind. During the day his imagination (full of horror cliches and all other sorts of ghouls and ghosts) torments him as his imagination runs wild and thanks to the curse they manifest themselves around him and erode at his sanity (though no one else is aware of such things they are only visible to him). At night he has to walk his dog in his quiet streets, and then the darkness spawns up the worst horrors.

While he's sleeping the horror's he witnesses during the day plague his mind and dreams and so he must do battle with them in his sleep lest the demon claim his soul and use his body to wreak havoc upon the world. Each time he delves into the hell his mind has created he gets closer to the demon at the center of it all where he hopes to remove the curse by vanquishing it.

During the day no actual combat takes place, though I plan on there being a 'sanity' meter. The guy goes through his day with horrors waiting for him in unexpected places. Exploration is encouraged but with risks as horrors can appear at anytime. Exposing himself to the horrors decreases his sanity. At night he walks his dog, though this is optional but if you don't repeatedly the dog will eventually get unhappy and run away resulting in a permanent loss of sanity until the dog returns a week later. If the sanity meter drops to Zero. The protaganist runs hope and cowers in his bed, unable to think of anything but the horrors that await for him at night he is overwhelmed by the forces of his mind.

Otherwise the lower the sanity meter the harder enemies you'll need to fight in the dream world.
Studying can be done during the day to gain new weapons and abilities to use in the dream world though learning these takes time. He can also find methods of keeping his sanity up and additionally has to keep working on the novel.
Alternate endings can also be uncovered depending on how much research he has done into the curse by the end.

I've not given the combat system detailed thought yet other than it'll allow for a wild variety of weaponry since it's essentially almost anything he can imagine in detail enough to form.
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I would make a Kid Dracula game for the DS.
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My body is ready.

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Re: If you could create a video game...Topic%20Title
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A beautiful world indeed.

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I've had this idea in my mind for several years now.

The premise is you're an experiment gone loose. You posses psychic powers as a result of these experiments. The goal is to escape the lab you are in and discover why you were created.

Basically the game takes place in first person. Instead of guns, you use telekinesis, which can lead to many interesting ways to dispatch your enemies. The basic way is to break glass/mirrors/etc. into tiny shards which you can use as ammunition. The game uses an RPG like leveling system. As you progress you gain new abilities such as pyrokinesis, cyrokinesis, mind control/reading, to name a few. You can also upgrade your current abilities. For example, your telekinesis power will only allow you to pick up and throw objects, but once you level it up a few times you can crush enemies one by one, or create a shield that holds bullets shot at you and return them right back. You can play the game either facing your enemies head on, or you can use stealth, such as using cryokinesis to freeze one in place, or aquakinesis to drown a guard without his screams reaching his friends.

When I thought of this I was heavily influenced by games such as Second Sight and Psi Ops.
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neoswordmaster wrote:
I've had this idea in my mind for several years now.

The premise is you're an experiment gone loose. You posses psychic powers as a result of these experiments. The goal is to escape the lab you are in and discover why you were created.

Basically the game takes place in first person. Instead of guns, you use telekinesis, which can lead to many interesting ways to dispatch your enemies. The basic way is to break glass/mirrors/etc. into tiny shards which you can use as ammunition. The game uses an RPG like leveling system. As you progress you gain new abilities such as pyrokinesis, cyrokinesis, mind control/reading, to name a few. You can also upgrade your current abilities. For example, your telekinesis power will only allow you to pick up and throw objects, but once you level it up a few times you can crush enemies one by one, or create a shield that holds bullets shot at you and return them right back. You can play the game either facing your enemies head on, or you can use stealth, such as using cryokinesis to freeze one in place, or aquakinesis to drown a guard without his screams reaching his friends.

When I thought of this I was heavily influenced by games such as Second Sight and Psi Ops.


Psi Ops was awesome but isn't this idea a little overdone now? The whole experiment gone wrong.
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A beautiful world indeed.

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Pierre wrote:
neoswordmaster wrote:
I've had this idea in my mind for several years now.

The premise is you're an experiment gone loose. You posses psychic powers as a result of these experiments. The goal is to escape the lab you are in and discover why you were created.

Basically the game takes place in first person. Instead of guns, you use telekinesis, which can lead to many interesting ways to dispatch your enemies. The basic way is to break glass/mirrors/etc. into tiny shards which you can use as ammunition. The game uses an RPG like leveling system. As you progress you gain new abilities such as pyrokinesis, cyrokinesis, mind control/reading, to name a few. You can also upgrade your current abilities. For example, your telekinesis power will only allow you to pick up and throw objects, but once you level it up a few times you can crush enemies one by one, or create a shield that holds bullets shot at you and return them right back. You can play the game either facing your enemies head on, or you can use stealth, such as using cryokinesis to freeze one in place, or aquakinesis to drown a guard without his screams reaching his friends.

When I thought of this I was heavily influenced by games such as Second Sight and Psi Ops.


Psi Ops was awesome but isn't this idea a little overdone now? The whole experiment gone wrong.


Like I said, I thought of this years ago. It's just an idea I had.
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Re: If you could create a video game...Topic%20Title

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Well, I love science fiction, I love shooting, I love action, and I love teamwork, so I guess I'd make...
Project SOLAR: Last Stand for the Xbox 360.

In a world 2000 years from now, the sun's power is draining. A group of scientists are launched to investigate the cause, and they discover that an advanced species of aliens from lightyears away have arrived and are draining the sun's energy to sustain their own race's existence. Before the intergalactic adventurers can report this crisis to the home base at Earth, they are attacked by a group of aliens, killing most of the members on board and severing all communication devices. Only a handful of the scientists are survivors, and with no way to communicate to Earth they are left to survive on their own. Fortunately, the ship has been filled with high-tech weaponry which was placed in case of an emergency, enough to sustain an entire army. The adventurers must utilize this tech to the full extent if they want to survive the alien invasion.

There'd be 4 different protagonists to use, Brute, the heavy machinery guy, Slash, the tactician specializing in short range and melee weapons, Scope, the sexy sniper, and Joe, the all-around fighter with a thing for explosions. Each of the protagonists have their own special abilities and perks, all of which can be upgraded on the ship's hull after mission once certain requirements are met. On top of the hundreds of gun customizations that are both human and alien, the suicide team also has at their disposal Giant mech suits, laser turrets for defensive objectives, personal battleships for recon & bombing missions, and anti-grav suits, allowing for multiple varied abilities such as increased strength or heightened agility.

Some stand-out missions would be infiltrating and destroying a base located on the sun, filled with aliens, an intergalactic dogfight against a fleet of invaders, and a final stand in which the team must pull all their resources when the aliens launch one final assault on the S.S. Protector, the crew's voyage spaceship. The game's main focus is on team play, in such a way that should you find yourself in a particularly gruesome situation your teammate A.I will attempt to save you from a grisly death, or heal you if you are on the brink of dying, and vice-versa. Customized commands can be made which are activated by the D-pad which allow for team tactics in single-player, such as a combo utilizing a stun grenade from Joe which disorients attacking aliens, while Scope uses her rapid firing skills to dispatch of the confused invaders. 4-player online is also available.

Oh, and I love that idea, Pierre. The sanity meter is a bit like Eternal Darkness: Sanity's Requiem, while the no fighting while awake concept reminds me of Silent Hill:Shattered Memories. And the sanity level to enemy difficulty ratio is brilliant.

Last edited by justis76 on Sun Dec 06, 2009 3:50 am, edited 2 times in total.
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Spoiler: Idea 1 yet unnamed
Any other kind of game, be it a fantasy or action game, but give it Heavy Rain/Indigo Prophecy controls.


Spoiler: Idea 2: Call of Darkness
First of all, take the sanity concept from Eternal Darkness. Now give it the Vampire: the Masquerade: Bloodlines character sheet system. From there, we make it an MMO.


I have a much deeper concept, but am too lazy to explain it.
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Re: If you could create a video game...Topic%20Title
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I would make Toon In a Nutshell: a scifi action side-scroller

You fight against animated stickfigures, giant robots, and Giant beasts.

You are a guy in a hoodie with a robot arm that can power up and shoot a giant laser.

you are armed with a laser pistol, and a lightning blade.

your blade can power up and have different colors.

I made concepts, but i don't have a working scanner. :payne:

aside from that, i got no other ideas
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Apply directly to the forehead

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I have so many ideas for video games it would be hard to go in depth about all of them but the one I have been focusing on is called Broken Scales (title subject to change). It is about an L.A. cop who is called by his wife's wealthy English father to his house in London. When there his father-in-law tells him that the reason he invited him was because he needs his help with dealing with a European organized crime gang that has been a key player in Europe's underground crime scene for years. None of the gang member have been arrested for the past 3 months and the organized crime rates are going down. Now his father-in-law thinks that they are planning something big and he asks his son-in-law to help him and Interpol find out what they are up to. Now our L.A. cop protagonist ends up finding out that the gang is looking for ancient crystals which, according to legend, if exposed long enough to will grant you powers. Now if the gang gets their hands on the crystals it would not be a good thing for the world. So our protagonist teams up with many different people to stop the gang. There is a fair share of plot twists along the way and nothing is as cut-and-dry as it seems.
The gameplay will be very action based with RPG elements. You can choose any sort of fighting style you want, including gunplay, blunt weaponry, bladed weaponry, martial arts, gadgets and eventually all of the characters will get their hands on some of the crystals and be granted with powers. There will be a focus on party based combat with at least 3 people accompanying you. Your party members each will be completely unique and have their own set of skills which you can alter as you see fit. There will be many characters that will join you on your journey to take down this gang including but not limited to, a Turkish fisherman who uses his fishing tools as weapons, a failed super soldier test subject with super strength, speed and agility, and a psychic yogi who can manipulate his surroundings and fuck with opponents minds all while meditating in midair. However with powerful allies comes powerful enemies who will eventually wise up to your tactics and counter them with their own, encouraging you to not use the same strategy over and over and to swap party members frequently. The game will take place in Europe, Asia, and Africa and will be fairly long. I hope to eventually make this when I become a game developer
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Pierre wrote:
neoswordmaster wrote:
Psi Ops was awesome but isn't this idea a little overdone now? The whole experiment gone wrong.

Overdone? Perhaps. Awesome? Yes.
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Quote:
Oh, and I love that idea, Pierre. The sanity meter is a bit like Eternal Darkness: Sanity's Requiem, while the no fighting while awake concept reminds me of Silent Hill:Shattered Memories. And the sanity level to enemy difficulty ratio is brilliant.


Thanks Justis :garyuu:
Really the sanity meter (while I knew it was in Eternal Darkness) idea was more apparent to me from Fahrenheit (Indigo Prophecy) but thanks. The Sanity Level = Stronger Enemies simply reflects the fact that his mind mulls over the horrors he saw today and he can't take his mind off them when he goes to sleep.

Plus being a horror writer this allows for all sorts of spooks and stuff (I'm thinking Onyro, standard ghosts, monsters, maybe a few humanoid deformities) seeing as it is all just projections of his mind.

Oh and I'm a big fan of death/game over scenes so of course I'd make a few for this.
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Liking your idea Pierre, especially how you learn things by studying during day.

I have way too many ideas, and I'm a bit afraid of someone stealing them. But I'll describe one anyway.

A 2D side-scroller action game for DS (or any dual-screened console), where the player controls a robot that looks very simple at the beginning of a level, with nothing other than his arms to fight enemy robots. The graphical style should be very cartoony with big black lines outlining the characters and primarily the use of black, grey, and white.
Anyway, all the action is on the top screen, while on the bottom screen there's a microchip. On this chip is a picture of your robot, that shows which parts are damaged. By clicking a part, like an arm, you discard it from the robot. When fighting robots, pieces can fly off of them and they can then be picked up to replace your robots pieces. That way your robot keeps getting stronger and stronger as the game progresses.
In an editor, the player can add options to the bottom-screen microchip, like a self-destruct button, an X-ray scanner, and so on. They take space and are lined up in a similar way as Jump! Ultimate Stars when making komas. For example, I add a self-destruct button on the chip. In-game, when I click on it, the robot explodes dealing massive damage around it, and all the pieces are lost except the head, which moves around with mechanical legs as it searches for peices to use to reassemble himself.

This is my favorite idea so far, so I won't bother showing the others.
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Akiak wrote:
Liking your idea Pierre, especially how you learn things by studying during day.

I have way too many ideas, and I'm a bit afraid of someone stealing them. But I'll describe one anyway.

A 2D side-scroller action game for DS (or any dual-screened console), where the player controls a robot that looks very simple at the beginning of a level, with nothing other than his arms to fight enemy robots. The graphical style should be very cartoony with big black lines outlining the characters and primarily the use of black, grey, and white.
Anyway, all the action is on the top screen, while on the bottom screen there's a microchip. On this chip is a picture of your robot, that shows which parts are damaged. By clicking a part, like an arm, you discard it from the robot. When fighting robots, pieces can fly off of them and they can then be picked up to replace your robots pieces. That way your robot keeps getting stronger and stronger as the game progresses.
In an editor, the player can add options to the bottom-screen microchip, like a self-destruct button, an X-ray scanner, and so on. They take space and are lined up in a similar way as Jump! Ultimate Stars when making komas. For example, I add a self-destruct button on the chip. In-game, when I click on it, the robot explodes dealing massive damage around it, and all the pieces are lost except the head, which moves around with mechanical legs as it searches for peices to use to reassemble himself.

This is my favorite idea so far, so I won't bother showing the others.


Liking it, sounds like a fun system allowing for almost infinite customisation but how would you acquire these options....and what good would an X-ray scanner do?
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Pierre wrote:
Akiak wrote:
Liking your idea Pierre, especially how you learn things by studying during day.

I have way too many ideas, and I'm a bit afraid of someone stealing them. But I'll describe one anyway.

A 2D side-scroller action game for DS (or any dual-screened console), where the player controls a robot that looks very simple at the beginning of a level, with nothing other than his arms to fight enemy robots. The graphical style should be very cartoony with big black lines outlining the characters and primarily the use of black, grey, and white.
Anyway, all the action is on the top screen, while on the bottom screen there's a microchip. On this chip is a picture of your robot, that shows which parts are damaged. By clicking a part, like an arm, you discard it from the robot. When fighting robots, pieces can fly off of them and they can then be picked up to replace your robots pieces. That way your robot keeps getting stronger and stronger as the game progresses.
In an editor, the player can add options to the bottom-screen microchip, like a self-destruct button, an X-ray scanner, and so on. They take space and are lined up in a similar way as Jump! Ultimate Stars when making komas. For example, I add a self-destruct button on the chip. In-game, when I click on it, the robot explodes dealing massive damage around it, and all the pieces are lost except the head, which moves around with mechanical legs as it searches for peices to use to reassemble himself.

This is my favorite idea so far, so I won't bother showing the others.


Liking it, sounds like a fun system allowing for almost infinite customisation but how would you acquire these options....and what good would an X-ray scanner do?

I agree that the game sounds fun :3 Maybe the scanner would show you what buffs/items enemies will drop when you kill them, or shows their stats?


Anyway, I want to finish my Turnabout CADENZA game... (And if you mean non-Phoenix Wright, I can just change names and graphics since none of it relies on anything specific to PW :P) I have the big ideas but just can't get the details filled in! T_T If I did a non-lawyer game, it would probably just be a regular RPG... I would just use RPGMaker (xD) but would try to make it unique through stories and characters... (Stuff that you guys are talking about would be wayyyy too complex for me :bellboy: )
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I'd create one where you play as a hobo, who after mugging this one guy, gets plunged into a warped sense of reality. Kind of like when you're high, and see pink floating elephants. And nothing is as it seems...

Open a door, and you fall down the ceiling. Put on a suit of armor and it controls you to walk off a cliff. Drink from a fountain and rainbows shoot out from your nostrils. As you go further into the game, you see the face of the guy you mugged everywhere you look.

It'll be called "Legally High", because you'll experience the effects of reality twisting drugs without illegally obtaining them.
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Donkey Kong Country 4: [Insert subtitle here].
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i've had this idea for a while now, and actually may try to implement it when i get better at coding videogames.

a 2-D platformer-rpg with 8-bit or 16-bit graphics. set in some age where the earth is completely icy and cold. the dominant species is no longer humans, nor is it any kind of animal. the earth is commanded by a war between a huge network of fungi-like creatures and monstrous plant systems. as for the plot, i haven't really thought of one yet, but you play as a human scientist living in a small shelter. mechanical technology is virtually nonexistent, all technology is biological. throughout the story, you modify your body in various ways, including growing wings, keeping plant-eating bacteria in your bloodstream, changing your saliva to acid or spewing your stomach acid, gaining the ability to detect electric or magnetic fields, photosynthesis, fire breathing, etc. whatever i might think of. there are also lots of biological and natural weapons, you start the game with a diamond dagger.

it's a lot like metroid, i suppose. i've also been debating to put a whole hoard of hidden mechanically based weapons somewhere in the middle of the story, so you can use those too.
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Sounds like a possible downloadable game. Could be entertaining, but I'm not really a fan of 8-bit, so I wouldn't know. It's definitely a novel idea, the concept is very cool.
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i really don't like focusing on graphics, if i really tried this, the engine would be extremely complex (any upgrades/changes in anatomy would result in completely different interactions during gameplay), i'd rather not commit too much to making it pretty. can't do 3d at all.

besides, i'm a huge fan of pixelated graphics.
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You know...I always wanted to make those similar Dungeon crawler RPGs (Like Megami Tensei & Wizardry) and I think it would be fitting for the DS.

Here's an example I drew in paint...

Spoiler:
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Does it really look close to an 8-bit game?
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I would steal Itoi's brain and make Mother 4.
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It's been my dream to do that for many years
I'm currently saving up money to have a game commissioned.
Nothing.
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Bad Player wrote:
Pierre wrote:
Akiak wrote:
Liking your idea Pierre, especially how you learn things by studying during day.

I have way too many ideas, and I'm a bit afraid of someone stealing them. But I'll describe one anyway.

A 2D side-scroller action game for DS (or any dual-screened console), where the player controls a robot that looks very simple at the beginning of a level, with nothing other than his arms to fight enemy robots. The graphical style should be very cartoony with big black lines outlining the characters and primarily the use of black, grey, and white.
Anyway, all the action is on the top screen, while on the bottom screen there's a microchip. On this chip is a picture of your robot, that shows which parts are damaged. By clicking a part, like an arm, you discard it from the robot. When fighting robots, pieces can fly off of them and they can then be picked up to replace your robots pieces. That way your robot keeps getting stronger and stronger as the game progresses.
In an editor, the player can add options to the bottom-screen microchip, like a self-destruct button, an X-ray scanner, and so on. They take space and are lined up in a similar way as Jump! Ultimate Stars when making komas. For example, I add a self-destruct button on the chip. In-game, when I click on it, the robot explodes dealing massive damage around it, and all the pieces are lost except the head, which moves around with mechanical legs as it searches for peices to use to reassemble himself.

This is my favorite idea so far, so I won't bother showing the others.


Liking it, sounds like a fun system allowing for almost infinite customisation but how would you acquire these options....and what good would an X-ray scanner do?

I agree that the game sounds fun :3 Maybe the scanner would show you what buffs/items enemies will drop when you kill them, or shows their stats?


Thanks. :hobohodo:
I just threw in the X-ray scanner as an example, but my idea is that, when used on a foe, it makes his image appear on screen, so you can see if it's a good idea to kill him (so to get some specific piece, like a cannon arm) or if it would be just a waste of time.
I don't want any kind of point system based on the enemies you kill. The player's thought should only be becoming stronger for a boss at the end of the level. How's that sound?

EDIT: Oh and about how to acquire them, I'm not sure yet. Maybe coins during levels? No, that's too old-fashioned. Any ideas?
Re: If you could create a video game...Topic%20Title
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Got an idea for you Akiak.

If all enemies drop parts when defeated surely you'll end up with a surplus.
Why not make it so there is no customisation outside of levels and all excess parts you collect and didn't use in the level are simply sold off.

Until you buy like a modification that allows you to 'store' some configurations (I'm thinking 3?) and swap through them in-level.
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Pierre wrote:
Got an idea for you Akiak.

If all enemies drop parts when defeated surely you'll end up with a surplus.
Why not make it so there is no customisation outside of levels and all excess parts you collect and didn't use in the level are simply sold off.

Until you buy like a modification that allows you to 'store' some configurations (I'm thinking 3?) and swap through them in-level.


:gant: I love it!

Although my idea was that you couldn't pick up extra pieces unless you discard the corresponding piece. So the pieces just stay on the floor.
Meaning no surplus. :sadshoe:

But, in order to satisfy both of our ideas, how about there's a microchip option, similar to yours, where you can keep 2-3 pieces in storage, but they are the ones you sell.
So during a level, you can make yourself stronger, but then you can also store pieces along the way that you can't use and that are automatically sold at the end of the level. :shoe:
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Akiak wrote:
Pierre wrote:
Got an idea for you Akiak.

If all enemies drop parts when defeated surely you'll end up with a surplus.
Why not make it so there is no customisation outside of levels and all excess parts you collect and didn't use in the level are simply sold off.

Until you buy like a modification that allows you to 'store' some configurations (I'm thinking 3?) and swap through them in-level.


:gant: I love it!

Although my idea was that you couldn't pick up extra pieces unless you discard the corresponding piece. So the pieces just stay on the floor.
Meaning no surplus. :sadshoe:

But, in order to satisfy both of our ideas, how about there's a microchip option, similar to yours, where you can keep 2-3 pieces in storage, but they are the ones you sell.
So during a level, you can make yourself stronger, but then you can also store pieces along the way that you can't use and that are automatically sold at the end of the level. :shoe:


Seems fine except 2-3 is a very low amount for currency.
Why not offer a synthesis shop at the end of levels where the parts you collect can be fused to make the upgrades you know?
If there's no new upgrades available from your part combinations you can trade them in for generic health/power boosters.
You can buy upgrades to increase the amount of pieces you can carry in a level (I'm not talking many maybe an upgrade from 3-5 then a max upgrade from 5-8) allowing for more fusions and ultimate upgrades.

There can be an ultimate upgrade requiring parts from different levels, so you'd have to store one of the parts in the multi-configuration set so you can carry them onto the other levels for fusion purposes.
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Re: If you could create a video game...Topic%20Title
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Hmm...I have a lot of game Ideas...

To start off, Super smash bros Armageddeon, on the DS.

It would have the original 12 (Can't have a game without all of them, yep even jigglypuff)
And 8 from Brawl or Melee. Then there would be about...4 newcomers? Imm'a thinking:
Feenie
Crash/Coco Bandicoot (Like Sheik/Zelda)
Tom Nook
Daisy

Also The final smashes would use the touch screen~
__________________________________

Next, Fruit tunes.

Fruit tunes is a game on the DS/Wii where you create your own band and start playing gigs at 5 different towns. But, as the title suggests, the instruments are...fruit.
You have a band of 4, then people start asking you to play gigs at pubs, clubs etc. Depending on how good you were you will get reputation & money.
More reputation means more people will ask for you to peform.
More Money means you can recrute a fith band member to make it easier OR buy more instruments.
The better the instrument, the better the score!

It's like a Guitar Hero/Space Channel 5/Samba de amigo all mushed up together.

OH, and also the games style would be manga/anime
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GANTALITY!

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A life sim so involved with so many convulsive possibilities it would be impossible to complete. You could do anything, flunk school, deal drugs or perhaps ace them and become an astronaut or join the army and go on to create your own mercenary groups in the Congo. All in first or third person, none of The Sims crap. Heck, even become a lawyer. :karma:

I actually wanted a game like Fallout with more choice to actually do things like create your own town, merc unit, travel around etc though I rather like the Borderlands RPS formula but with more depth perhaps.

I also always want a game set in a world of Mechs where you can truly build your own, be a scavenger, dodder around in small personal transports, go all Cowboy Bebop on peoples arse etc. No real aim, unless you decide to join a faction and fight their enemy or just create a salvage empire and clean up the universe, for a price. I like the concepts given in the anime/manga in Planetes.
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Call me Ishmael.

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A JRPG that takes place in a steampunk version of our world.

Think Terranigma meets FMA.
Wife: sparkleranger78, daughter: feedmechocolate247
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Pierre wrote:
Seems fine except 2-3 is a very low amount for currency.
Why not offer a synthesis shop at the end of levels where the parts you collect can be fused to make the upgrades you know?
If there's no new upgrades available from your part combinations you can trade them in for generic health/power boosters.
You can buy upgrades to increase the amount of pieces you can carry in a level (I'm not talking many maybe an upgrade from 3-5 then a max upgrade from 5-8) allowing for more fusions and ultimate upgrades.

There can be an ultimate upgrade requiring parts from different levels, so you'd have to store one of the parts in the multi-configuration set so you can carry them onto the other levels for fusion purposes.



A fusion of the parts for creating microchip-options? Good idea, sounds better than merely buying them.

I have an idea myself. A chip-option that, when used on a foe, it makes a script of codes appear in the bottom screen. These would be much simpler than the real codes used for making videogames, but anyway, it includes stuff like how much HP he has left, how much his attacks hurt you and stuff like that.
There could also be some extra parts just for fun like his color, his voice tone, but also his walking speed and jumping height.

I'm thinking it's acquired at end of the game, and can make you invincible if you know how to use it. Maybe, to modify it, instead of typing with a screen keyboard (very annoying) the player has to merely tap and hold certain pieces of text to change 'em like the numbers for the life bar.
It should still be very complicated though, and should require a lot of studying and experimenting to master.

And SerialVER, I've had the exact same idea too (a life sim with totally free possibilities). I also considered the possibility to visit every place on the Earth with them all corresponding to reality. Probably an impossible game to make nowadays though.
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A Zelda game.

IN SPACE.
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Akiak wrote:
Pierre wrote:
Seems fine except 2-3 is a very low amount for currency.
Why not offer a synthesis shop at the end of levels where the parts you collect can be fused to make the upgrades you know?
If there's no new upgrades available from your part combinations you can trade them in for generic health/power boosters.
You can buy upgrades to increase the amount of pieces you can carry in a level (I'm not talking many maybe an upgrade from 3-5 then a max upgrade from 5-8) allowing for more fusions and ultimate upgrades.

There can be an ultimate upgrade requiring parts from different levels, so you'd have to store one of the parts in the multi-configuration set so you can carry them onto the other levels for fusion purposes.



A fusion of the parts for creating microchip-options? Good idea, sounds better than merely buying them.

I have an idea myself. A chip-option that, when used on a foe, it makes a script of codes appear in the bottom screen. These would be much simpler than the real codes used for making videogames, but anyway, it includes stuff like how much HP he has left, how much his attacks hurt you and stuff like that.
There could also be some extra parts just for fun like his color, his voice tone, but also his walking speed and jumping height.


That chip sounds awfully complex I don't quite get it. Is it like your modifying an incredibly simplified version of the actual game codes?
So you could manipulate enemies in almost every way the code allows?
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Yaragorm wrote:
A Zelda game.

IN SPACE.


Yaragom, you might be interested to know that
'Super Link Galaxy' may be coming to the wii...

http://www.youtube.com/watch?v=4xjT5WjdhrY

I swear on my life that is not A rickroll ^^
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Pierre wrote:
Akiak wrote:
Pierre wrote:
Seems fine except 2-3 is a very low amount for currency.
Why not offer a synthesis shop at the end of levels where the parts you collect can be fused to make the upgrades you know?
If there's no new upgrades available from your part combinations you can trade them in for generic health/power boosters.
You can buy upgrades to increase the amount of pieces you can carry in a level (I'm not talking many maybe an upgrade from 3-5 then a max upgrade from 5-8) allowing for more fusions and ultimate upgrades.

There can be an ultimate upgrade requiring parts from different levels, so you'd have to store one of the parts in the multi-configuration set so you can carry them onto the other levels for fusion purposes.



A fusion of the parts for creating microchip-options? Good idea, sounds better than merely buying them.

I have an idea myself. A chip-option that, when used on a foe, it makes a script of codes appear in the bottom screen. These would be much simpler than the real codes used for making videogames, but anyway, it includes stuff like how much HP he has left, how much his attacks hurt you and stuff like that.
There could also be some extra parts just for fun like his color, his voice tone, but also his walking speed and jumping height.


That chip sounds awfully complex I don't quite get it. Is it like your modifying an incredibly simplified version of the actual game codes?
So you could manipulate enemies in almost every way the code allows?


Not the actual game codes simplified, but made up ones that show stuff like HP, strength, speed etc.
Example (I don't know almost a thing about these codes but I'll try):

name>>://("Virus")//:<<
life>>://-25/50-//:<<


The player would, for example, click on the number 25 and hold until it changes to 0, killing the foe. And yes, it is supposed to make you invincible, hence why it is given at the end of the game.
The Kirby games have something similar where a special Copy ability that is way more powerful than the others is given at the end, so it can be used merely for fun on already-completed levels.
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Oh boy oh boy oh boy!

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Scarred_owl wrote:
Yaragorm wrote:
A Zelda game.

IN SPACE.


Yaragom, you might be interested to know that
'Super Link Galaxy' may be coming to the wii...

http://www.youtube.com/watch?v=4xjT5WjdhrY

I swear on my life that is not A rickroll ^^

Holy Shippickle, my dream come true! :think:
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I have an idea for an RPG that I like.

In the obligatory introductory cutscene, they tell of a legend where a great evil wizard terrorized the earth til some guy trapped him in a crystal. The prologue is a tutorial scene where a young version of the main protagonist faces off against a bully and it involves a LOT of fourth-wall breaking, for example "why can't I hit you" "you gotta wait your turn, doofus" after which said protagonist devotes himself to becoming stronger and joins a shaolin-esque dojo. 20 uneventful years pass, and the head of the dojo hears that the evil wizard is going to break out of his prison, so he gets you to fetch the crystal so he can destroy it and the prisoner inside. Once he holds it, there's a big light show and it turns out it didn't seal the wizard away, just his power... and that power is returning to its owner. The wizard proceeds to dominate the world in less than a day. The protagonist blames himself for this, and searches for a way to stop the bad guy.

This evil wizard, whom I have named Danza, is beyond powerful and then some. According to early game dialogue facing him head on with an elite army is just going to get them killed in, like, a second. Also, he is a master of deceit and a lot of the storyline is him showing his massive tactical prowess.

As for gameplay, I have super-moves in mind which I call Full Focus. Basically, they're... cheap. They buff all characters for one to five turns, depending on the amount of Focus the user has. Because these moves are so powerful, boss fights are going to be difficult. They may heal the character fully when their turn comes around, or negate any and all damage, or triple damage output, stuff like that. Also, attacks have varying knockback, which may knock you or the enemy into the landscape (like a cactus or something like that) dealing another hit. I plan for the last boss fight to have a spiked wall close to your party.
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