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Author Topic: Undeveloped games...  (Read 5194 times)
Wonkyth
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« on: March 13, 2011, 06:56:07 PM »

While looking at the small website for Scrolls
I came across a sentence that described how I often feel about the games I am designing:
 "Five years ago, me and Markus "Notch" Persson started talking about a game we felt was missing in the gaming market. A game we desperately wanted to play, but was unable to as it had not yet been developed."

All I could think was "Ah, so other people do this too!"
So tell me, what undeveloped games do you fantasize about?
They don't have to have any semblance of realistic goals, or even be fun, but what is the driving idea behind it?
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Audioworm
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« Reply #1 on: March 14, 2011, 09:36:52 AM »

I've always imagined a first-person-shooter where you see EXACTLY what the protagonist sees - including your own body - and several ways to kill enemies and execute them when they're weak, like ripping off limbs.

And a zombie game somewhat like that as well.
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q0099
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« Reply #2 on: March 14, 2011, 12:08:53 PM »

"Burgers, Zombies, Cosmic Cow"

The "tower defence" + "store management" game.

You are new manager at local burger fast food restaurant. After you signed your contract, you discovering one fact about your new work. Every night hordes of zombies attacks restaurant and all it's personal must be at guard. It happens because in the restaurant basement administrator keeps the Cosmic Cow, which he uses as infinite burger's meat source (like in the legend of Prometheus). But it brings Cow so much sufferring, it would rather die. So, every night Cosmic Cow uses it's forces to rice a zombie army in hope for the ending.

Through the day you must serve customers, like in any generic snack bar game. At the evening, for earned money you can buy weapons for personnel or additions for restaurant, like armoured doors or automatic sentinel guns or hire new workers. Also you can place restaurant personnel at defence points. And at the night you must protect your restaurant (and Cosmic Cow bunker) from waves of zombies.

On the dawn you must serve your customers ASAP, or they will be locked at restaurant, and you will must protect them till the rise and erase their memory for big money. Every worker must do two type of works - snack bar and defence. None of them are specialist in both and none of them have enough energy to stay on grill at day and stay in guard at night, so you must balance their skills and working schedule right.
The army of zombies shouldn't consist entirely of zombies. There would be all kind of crazy stuff, like Zorro Mummies, Exoskelet Sharks and so on.
« Last Edit: March 15, 2011, 12:24:08 AM by q0099 » Logged

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Sparkle
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« Reply #3 on: March 15, 2011, 03:16:34 PM »

I haven't really seen any out, but i think it would be cool if there was like a full on racing game that you get to choose different models of Planes and fly them around in races.
it should also have an alternative mode where they're fighter jets, like the dog fight or whatever in Wii Sports Resort, just more to it, you know?
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« Reply #4 on: March 16, 2011, 06:11:04 AM »

I've got at least a half-dozen semi-developed ideas waiting for me to learn to code ANYTHING!  Tongue

But I've always wanted an open-world game of vampirism, that follows your character through the decades. You can ally yourself with one (or more) of a number of clans with different abilities/motives (similar to Vampire: the Masquerade). Of course upgrading let's you choose a path similar to most RPG's now (brawler, range fighter, mage) and certain abilities only unlock after you age a certain number of years and have enough blood stored.

I really liked the Legacy of Kain saga, so I liked the idea of letting you either live beside humanity (possibly as their protectors from other clans) or create an age of Nosferatu rule.

It's kinda hard to convey all of it here, but I have been adding bits to the complexity of the idea for quite some time. That's my most fully formed idea anyway.
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« Reply #5 on: March 17, 2011, 04:03:06 PM »

Sounds intriguing.

My most fully formed idea would be a full game based off of the Tanks game in WiiPlay.

contents:
-Adventure Mode - where you begin as a pretty wimpy tank and get addons/upgrades to your tank. there will be longer levels (side scrollers) where you proceed on until the end. half way through a "world" (3 levels) you will receive a life; at the Last (6th level) in the world, you only verse a boss who has a helth meter. You will be able to access the Store in Adventure mode, where you can buy any upgrades and (Adventure mode exclusive) lives, and also, there will be 5 worlds.
-Challenge Mode - similar to what Tanks is in WiiPlay but starts off with a randomly selected level with tanks in the difficulty level you have progressed to.
-Multiplayer Co-op Mode - where you can play in adventure or Challenge Mode with a buddy
-Multiplayer Battle - choose your weapons, map(yes, it won't be the little kid's sandbox all the time anymore), stock, time limit, etc., and duke it out.
-Customizable tanks - mostly colorwise.
-Overall Points system - gain in all modes (similar to DBZ style of Zenie) to use towards weapon upgrade and tank upgrades
-Minigames:
1.) Target Practice - you have to get the proper aim to knock targets down that are behind walls and etc. limited fire/time
2.) Endless mode - Begin on one side with a line you may not cross, and destroy the tanks that are not a part of your team and after all the tanks are destroyed, they respawn new ones in a random place on the other side of the line (supports 2 player where you would verse to see who can get more before losing their tank)
3.) Time Trial - kill as many tanks as you can without dying in one minute, respawns occur like in Endless.

And that's about all I've thought of as of yet.
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« Reply #6 on: March 19, 2011, 01:15:50 PM »

I also have a bunch, but moreso focusing on one in order to get it to a point where i can maybe look for some programmers and make it a reality

as for descriptions
one is a platformer based on dreams
one is a multigenre(mostly 3d platforming) whose story i couldnt begin to go into without writing a page long overview
Theres an rpg in there too, but those really differentiate between eachothers in story
and theres also a little tank game that based off of those little LCD games i used to play

also the first three i mentioned are all linked together in terms of story and world cannon

also i totally didnt say anything about the stories lol
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q0099
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« Reply #7 on: May 08, 2011, 10:01:09 AM »

I had an idea to make Portal 2 map pack in medieval environment, so testing chambers should be dungeons with torches, stone walls and steel grids, portal gun should be some sort of alchemic device, lifts should work on chains gear and so on.
Oh, and all dimonologs should be in Ye Olde English.
« Last Edit: May 08, 2011, 04:47:36 PM by q0099 » Logged

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Kegluneq
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« Reply #8 on: May 08, 2011, 11:14:29 PM »

All the time! I actually write up VERY extensive outlines of my thoughts on how they should go down, should I ever get the drive to actually go out and make it.
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Wonkyth
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« Reply #9 on: June 06, 2011, 03:19:28 AM »

Ah, remembered this forum.  Tongue
Kegluneq, I have been struggling with drivelessness ever since I first picked up a book on programming and realised that there was a small possibility I could give it a try.
In fact, I'm only just really getting over it, and I'm hoping to have my first Indie game finished by the time I hit Uni. I could write pages on my idea, especially the actual game engine, but unfortunately before I can get to Uni I have to finish school, and that means not spending too much time on non-productive development prattle.  Undecided  They want me to do assignments, nasty buggers.
Ah well.

As far as getting over the lack of drive thing goes, I owe much of it to the AGS community. Surrounding myself with experienced people in game development proficiency(people like Ben Chandler), Commercial Experience and even those who have spent the past decade trying and failing to make a game, has been both inspiring and educational.

Well, all I can say is that it is very comforting to know that there are people who suffer the same madness, being driven round the bend by explosions of ideas for plots, characters, artistic styles, music, and game mechanics.

Well, I'd better go compose some music. For school, unfortunately, as I cant start on the music for my game until I've settled the matter of getting something tangeble to attract an artist.
Listens to epic inspiration.
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Kegluneq
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« Reply #10 on: July 02, 2011, 12:28:18 AM »

I know I'm really late to reply to this, but speaking of not finishing games.
Lot's of good conversation on the topic there, including a few link to some really good articles. One by Derek!
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Wonkyth
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« Reply #11 on: July 02, 2011, 02:55:56 AM »

Ah, not finishing games is another issue entirely!  Cheesy
...Well, not actually, since with me the former leads to the latter.  Grin
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« Reply #12 on: July 03, 2011, 10:38:03 AM »

I've always imagined a game not unlike GTA, but you can go inside buildings, get jobs, etc. Make your way up the corporate ladder, then corrupt the government.

Or just shoot everyone. Either way. *twitch*
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