Game ideas - post yours here

Discussion in 'PC Games' started by Rubberband, Apr 24, 2012.

  1. Rubberband

    Rubberband Member

    Joined:
    Jun 27, 2001
    Messages:
    6,340
    Location:
    Doreen
    Hi all,

    Just to preface, these aren't fully fledged ideas, just concepts which I have banging around in my head. I'm not a designer, despite wishing I could be, but I have lots of ideas which I would like to see come to life.

    After several abortive attempts to get some sort of basic game off the ground I'd rather share my ideas in the hope they inspire someone who is in the industry.

    Please bear in mind that people wanting to use an idea must get permission from the poster to use it first as I believe there are some legalities around it.

    Anyway, hope this is useful to get some of the creative juices flowing!
     
  2. OP
    OP
    Rubberband

    Rubberband Member

    Joined:
    Jun 27, 2001
    Messages:
    6,340
    Location:
    Doreen
    Concept 1: Sci-fi character and death system

    After reading Richard Morgan I've been mulling over how games could address player deaths in mmos.

    Richard Morgan puts forward the idea of 'sleeving' where your personality is encoded in a device allowing you to be put into any body. The body can be synthetic or an enhanced humanoid.

    My idea was this:

    You could upgrade your body by buying newer sleeves with a different range of abilities or skills. Sleeves can also have skillsoft slots giving you a greater range of skills.

    When you die, as you would have lost your human sleeve you would be put in a synth sleeve whilst your backup human sleeve is woken/cloned etc (as a death penalty of sorts).

    You could then upgrade both the human and synth sleeves. Perhaps you could have heavy combat synth sleeves which would have reduced benefits in other areas.

    Richard Morgan also infers a condition where rapid resleeving causes discomfort and disorientation in a new sleeve for a temporary death penalty on the player.
     
    Last edited: Apr 24, 2012
  3. OP
    OP
    Rubberband

    Rubberband Member

    Joined:
    Jun 27, 2001
    Messages:
    6,340
    Location:
    Doreen
    Game concept 1: X4 or RTS Sci-fi.

    Concepts:
    The player starts in a hidden base with a salvage vessel and a single location to salvage. The game world is within a single galaxy which is divided into sectors, the sectors are then divided into regions. As the war has been fought throughout the galaxy, every region can potentially hold salvage, with varying probabilities.

    When the game world is seeded at the beginning, players are placed into individual regions to reduce the chances of initial, accidental contact. By providing an initial salvage location, which no one else can find, it gives the player a chance to learn the basics without risk.

    The Base:
    The players base resides in an asteroid belt, where it will have access to basic raw materials for repairs and expanding. A hollowed out asteroid is the players starting location containing a basic facilities:

    - Repair Bay – Repair salvage and ships
    - Research facility – Locate salvage and upgrades
    - Sensors facility – Locate salvage
    - Storage area – Salvage storage
    - Reactor – Provide power
    - Defences – Weapons and stealth
    - Droid Management - Manufacturer and Control
    - Probe Management - Manufacturer and Control

    Each of these facilities start at level 1, providing basic systems to get the player started. Each facility is upgradeable, unlocking greater functionality and options. Each upgrade requires a certain time investment which includes the gathering of raw materials from the local asteroids. This time can be decreased by allocating more droids to the construction.


    Salvage:

    Locating:

    The player has three ways to locate fresh salvage:

    1. Radar – Utilising a hyperspace based radar system, the player can send out a radar pulse to locate salvage. The pulse takes time to travel outwards and the sensors must be able to detect the return pulse, which is dependant on the return distance of the pulse, the strength of the sensors detecting the return and the skill of the sensor droid. This offers the best chance of finding salvage but also carries the risk of discovery. Upgrades, increased droid skills and the strength of the signal affect the likelihood of discovery. The data from the radar is simply a location, no further information is given, requiring a probe to visit.
    2. Probes – Probes can be sent to scour a region for salvage. It’s extremely slow but is totally safe. Probes can be lost to defences at salvage or base locations. When a probe finds salvage, it performs a scan and returns back to base. The data recovered from a probe depends on it’s level and the skill of the sensor droid.
    3. Research – Encrypted information can be recovered from salvage which can have other battle locations encoded within it. The research facility at the base can decode the information to reveal other possible salvage sites. This data is rarely found intact but the data it contains includes detailed ship information, but not the current state of the ships.

    Identifying:

    Once salvage has been located, the sensible thing to do would be to send a probe (if the salvage was found by other means) to identify the quality of the salvage and check for defences. Probes run the risk of getting destroyed by defences, but are generally safe due to their small size. A probe will take a set amount of time, depending on the size of the debris field, it’s sensor rating and it’s level. The probe can get attacked at anytime during this process and will initiate an escape attempt on detection, returning back to base with the data it obtained.

    This data then needs to be analysed by the sensors droid to determine the viability of the area. Not all salvage areas contain anything useable or valuable as it may be beyond the players skills to retrieve or use or may not be worth the effort to retrieve.

    Probes:

    Probes are primarily used to locate salvage, identify the quality of the salvage and return back to base to report this information. There are also a number of specialist probes, which have to be researched to unlock and require a certain level of Probe Management facility.

    Seek and Destroy probes are designed specifically to hunt other probes. They aggressively scan for enemy probes in areas designated by the player. They are ideal for defending particularly rich salvage locations or the player base. Their drawback is that they are much more complex and take much longer to produce and use up 3 probe slots instead of the standard 1 slot in the Probe Management system. They are also vulnerable to defence systems found in salvage areas, but only slightly more than a standard probe.
    Not sure what other types of probes could be used just yet ;)
     
    Last edited: Apr 24, 2012
  4. OP
    OP
    Rubberband

    Rubberband Member

    Joined:
    Jun 27, 2001
    Messages:
    6,340
    Location:
    Doreen
    Game concept 2: Sci-fi shooter

    Storyline:
    Humanity has gradually spread through-out the stars, expanding their empire with little resistance, until they met the [enemy name]. Aggressively territorial and possessing advanced technology, the [enemy name] have pushed deep into human space, laying waste to everything. Without the technology to defeat them in a head-on battle, a single weakness has finally been found and we now have the technology to defeat them.

    You are the pilot of the Nemesis, the experimental fighter capable of penetrating their defences. Armed with nano-virus missiles, you must defeat the fleet’s defences and hack into the massive AI’s running their ships, allowing you to take control of their critical systems.

    Unable to destroy the huge vessels of the enemy with Nemesis’s main weapons, you must use stealth, tactics or sheer skill to get past their defences so you can fire a nano-virus missile into their ships and take control of their AI. Once you have control you can scuttle the ship, turns it’s weapons on it’s allies or use it’s AI to increase the available hacking power of your systems, allowing you to hack stronger ships or hack with greater success.

    You must fight your way back through the enemy fleet to their main base and put an end to their conquest and destruction of humankind.

    Concepts:
    To put a spin on the space shooter genre, this game adds strategic elements, without unnecessary layers of complexity. The base game is the destruction of the support fighters with a variety of standard weapons, analysis of the capital ship to locate its AI core and hacking the core. Upon this layer come the strategies on how to accomplish the defeat of the capital ships, skill choices and ship improvements.

    The hacking mini-game is quick to learn but as the enemies get more complex, so does the hacking. The player gets a brief evaluation count-down to analyse the play-board, then, depending on variables, such as hacking skill, the type of hack chosen and the power of the ships AI, you get to attempt to take over the core.

    If confronted with a small and large ship, do you hack the large ship and get it to destroy the smaller ship, which would be the harder choice. Or do you hack the smaller ship and use it to boost your hacking potential on the larger ship, which is the safer but slower option? Or if you self-destruct the smaller ship you could weaken the larger ships defences allowing you to get close for a safer hack?

    An example of a hacking game can be found here: http://paradroid.ovine.net/paradroid-download.php when you attempt to take-over another droid. The mini-game, whilst integral to the concept of the game, should be very quick to keep the pace of the game. To add further incentives to hack, information can be gained during the game from the AI Core. This information can reveal secret base locations for special missions, storyline hints or unique upgrade blueprints.

    The discovery of the strengths and weaknesses of the different class ships is critical to the overall strategy. Engaging a frigate at short range would be suicidal, due to their close-range weapon systems, but if the rarer C class variant is a missile frigate it could be deadly at long ranges. Each new capital ship will need analysis before it is engaged, adding another strategic layer, which is achieved using the sensors system and builds a database of information.
     
    Last edited: Apr 24, 2012
  5. OP
    OP
    Rubberband

    Rubberband Member

    Joined:
    Jun 27, 2001
    Messages:
    6,340
    Location:
    Doreen
    Game concept 3: Sci-fi RTS

    Set in the Earth Confederation of United Systems, the player gets a ship capable of rapidly upgrading itself with new systems using a technology no one else has. Using this ship the player gets to decide the configuration of the ship, which can be changed mid-combat, at rest or in shipyards.

    The upgrades can be found by exploring wrecks, purchasing, through missions or through piracy. The player is encouraged to move to new hulls to increase upgrade space and increase their combat potential.

    Ship upgrades include weapons (energy, missile, kinetic, drone), shields, armour, sensors, power, repair and stealth (analogous to submarines). Managed systems include Defense, Power Grid, Repairs and Navigation.

    Players must manage their ships upgrades by balancing hull space for components with power requirements. Each component has a power and space requirement and some components have a skill requirement. Unique systems are scattered around offering alien or arcane abilities beyond the players imagining.

    The player’s character is also upgradeable with skills which are earned via combat experience. The skills add to the characters ship management increasing weapons accuracy or unlocking specialist skills but eventually leading to special abilities which push the ships systems to the limit and beyond.

    The player will pit their ship against swarms of tiny fighters up to gigantic battleships and space stations or even test their designs against an ever growing list of opponents through their ships database in virtual combat controlled by their own ship.

    They can choose to quickly destroy their opponents with doomsday weapons, gradually disable critical systems with accurate energy weapons for a chance to salvage, or slowly slice individual components for the highest chance to integrate them. They can even capture fighters and retro fit them into as drones.

    The game takes place in a large game universe which offers the player the choice to follow minor and major storylines, freelance as a mercenary for various factions or pirate. Storylines will change the way the player interacts with the factions permanently with counter-storylines available.

    Bribe your enemies, become a Confederation Freelancer, establish a shipyard in the Outer systems after stealing it after taking down a faction’s Black Operations base, become a famous pirate stealing from the Confederation, then join them to pay your debt to society to save them from their enemies or just take them down, one system at a time.

    Key concepts:

    - Deceptively simple, intuitive interface rather than complex micro-management, using a “Bullet-time” system to slow gameplay whilst key, non-combat choices are made.
    - A variety of choice in play-styles to increase replayability.
    o Massively customisable ship to cater for many play styles.
    o Roleplay elements for the character using skills, fame/infamy and money.
    o Storylines actually change the game world with opposing storylines able to change them again.
    - Open-ended game play with opt-in main story lines and numerous faction missions.
     
  6. PsychoSmiley

    PsychoSmiley Member

    Joined:
    Dec 23, 2001
    Messages:
    6,476
    Location:
    Taranaki, New Zealand
    <insert idea of how Syndicate should have been done in either FPS or classic squad control mode>

    EDIT: For some actual ideas, you could more or less continue on from end of Syndicate Wars with the destruction of the Nine. Since Eurocorp lays more or less triumphant it would be a process of gathering the broken pieces of the corporation to rebuild it to strength. However given the effects of the Harbringer virus, Eurocorp has more or less become fragmented due to pockets of the organisation going offline to protect themselves, this however this has given these pockets new found independence which they don't want relinquish all too easily. In addition the Unguided more or less are still a threat and will need to be tackled along with other rogue pockets of the Church.

    The primary aspect I would have trouble tackling is a tech reset. You couldn't jump into the game with the end-game tech of the SWARS because it would be hard to build upon that. Only other thought would be tackling the game from perspective of a rogue pocket of Eurocorp that doesn't have access to the corporations primary research database. This could involve potentially a re-link to the greater whole of Eurocorp later in the game when after evaluation determines it's more viable to rejoin after unique R&D that you've researched would be of benefit to the great corporation.

    Aspects I would prefer to see introduced would revolve around different categories of Agent upgrades in the form of heavy, balanced, and light augmentations. The induction of electromagnetic weaponry for disruption of agents. This would be compensated for in the augmentation process with the light augs being of a biological nature and not being disrupted. However this would leave them vulnerable to attack from chemical attacks that wouldn't affect a more mechanical agent. A final tier of brain upgrades would see agents persist in a local and "cloud" consciousness (like the Tachikoma's in GITSSAC 2nd Gig but with a parrellel local instance) meaning a destroyed agent can be uploaded to a persuaded enemy agent in mission to fill in the team gaps. The new agent would then be fully usable just with different load outs and augs.

    Christ I could go on and on with this...
     
    Last edited: Apr 24, 2012
  7. hawpinghaxbag

    hawpinghaxbag Member

    Joined:
    Jun 6, 2005
    Messages:
    4,097
    Location:
    Your mum's place
    Another PC only xwing/tie fighter simulator with good online multiplayer, starfighters and ships from the orginal trilogy of course. id pay $300 for this, prolly more
     
  8. OP
    OP
    Rubberband

    Rubberband Member

    Joined:
    Jun 27, 2001
    Messages:
    6,340
    Location:
    Doreen
    Problem here is that both of them are IPs. No one can run with these.
     
  9. angel Havoc

    angel Havoc Member

    Joined:
    Feb 2, 2008
    Messages:
    1,489
    Location:
    Penrith 2750
    It could just be me, but I'd love a sim-style game where instead of racing cars, you're driving emergency vehicles through traffic/cities, etc :)
     
  10. PsychoSmiley

    PsychoSmiley Member

    Joined:
    Dec 23, 2001
    Messages:
    6,476
    Location:
    Taranaki, New Zealand
    It's still nice to dream. We spend so long engrossed in our favorite games that we take some ownership of them in some way indirectly. While it may not be possible to for people to come up with a fresh idea, it's possible for many to evolve something that is pre-existing in some way.

    Firetruck racing!
     
  11. OP
    OP
    Rubberband

    Rubberband Member

    Joined:
    Jun 27, 2001
    Messages:
    6,340
    Location:
    Doreen
    What was it about Syndicate that you felt they missed or was in the original that could of been developed?

    I personally feel the original IP would need a major injection of creativity to sell as anything other than an mobile/tablet.
     
  12. PsychoSmiley

    PsychoSmiley Member

    Joined:
    Dec 23, 2001
    Messages:
    6,476
    Location:
    Taranaki, New Zealand
    Syndicate/American Revolt and Syndicate Wars are more or less fine. Clunky and dated but still fine on their own. Syndicate 2012 just wasn't right however. Firstly it was an FPS where before it it was an isometric squad control game. Granted it is possible to keep the original style but within an FPS but it means forcing the player to play as an FPS, but also detaching themselves from body they inhibit. Like in Clive Barker's Undying, you could switch between bodies at will. You are in control of the Marionette system but you can control different agents when you need to. The 4 man death squad idea persists but you merely viewing it from another perspective. Integration with multiplayer becomes easy as other players inhabit spare agents. The other option is the classic isometric view but this would limit the game to PC only due to the need for a mouse. The FPS option opens it up to all platforms but maintains the roots of the original.

    You can't divert from the core idea because then it becomes something that it's not. It's like making Quake a realistic shooter. It doesn't work because it's not. Syndicate is about controlling and achieving without barriers. You are above everything, you will conduct business by any means necessary with little regard for others to ensure survival. It's the classic sci-fi view of the mega corporation.

    The series currently has potential because it hasn't been milked to death. While new fresh IP is always needed, I hate the abuse and degradation of an established franchise or idea.
     
    Last edited: Apr 24, 2012
  13. ndt

    ndt Member

    Joined:
    Sep 13, 2004
    Messages:
    1,509
    Location:
    Perth
    I'd like to see I am legend as an Open world/free roam type game.

    FPS
     
    Last edited: Apr 24, 2012
  14. Troast

    Troast Member

    Joined:
    Jul 27, 2004
    Messages:
    124
    Rubberband you have good ideas, but they are too complicated and the features too advanced for modern games. It just won't be made.

    Most games are simplifying what you can do and the freedom given to the player, because they are more accessible to a wider audience if more people feel comfortable playing them. Its also a lot easier to do.

    The only way a game that big in scale and scope could be made now is if it was done by Blizzard/Activision and they cancelled WoW, Diablo 3 and all other projects just to work on something like that and dedicate the infrastructure and support it would require. No other game company in the world has the resources or budget available IMO.
     
  15. zbone

    zbone Member

    Joined:
    Oct 11, 2009
    Messages:
    2,131
    Starcraft?
     
  16. spootmonkey

    spootmonkey Member

    Joined:
    Aug 15, 2001
    Messages:
    8,690
    Location:
    Brunswick Free State
    http://www.rockpapershotgun.com/2011/09/21/paradox-announce-cartel-interview/
     
  17. OP
    OP
    Rubberband

    Rubberband Member

    Joined:
    Jun 27, 2001
    Messages:
    6,340
    Location:
    Doreen
    Beg to differ.

    They are all based on existing games just extrapolated into new genres or expanded.

    All of the concepts are easily hidden behind simple game mechanics.

    Besides, whose saying these can't be indie games without AAA graphics?

    Not really. Salvage = discreet components like a laser, power generator, etc. I've put up more info from the design brief.
     
    Last edited: Apr 24, 2012
  18. zbone

    zbone Member

    Joined:
    Oct 11, 2009
    Messages:
    2,131
    Same here. Few years back I saw quite advanced modification made by fans that brought ported XW/TF on modern engine.
     
  19. Grant

    Grant Member

    Joined:
    Jan 23, 2002
    Messages:
    1,146
    Location:
    Wollongong
    Daemon Ex: Penguin Revolution
    An opengl game with Linux as its main platform, basically a clone of DX:HR but with Tux as the protagonist. You start out as a normal penguin, but over the course of the story you get upgraded with binary blobs and proprietary software. The blobs offer quick-return advantages but slow your long-term progress and can prevent access to certain areas for arbitrary reasons (eg. fglrx eye mod prevents you from healing via hibernation if your natural leg strength is over a certain value). After fighting some heavily augmented bosses like WindowsGuy and OSXCat you find the resources to make all software open-source, but you have a decision whether you can make it free/permissive (risking it closing back up into proprietary software), free/copyleft (risking it being abandoned by users), or sending everything to The Cloud, giving an ideal user experience but ending individuality.
     
  20. PsychoSmiley

    PsychoSmiley Member

    Joined:
    Dec 23, 2001
    Messages:
    6,476
    Location:
    Taranaki, New Zealand

Share This Page