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Author Topic: Ideas thread.  (Read 108657 times)
RedO
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« Reply #2565 on: May 24, 2012, 09:53:16 pm »

Super Mario Bros. 2 10/10 oh wow Redo where do you get your ideas
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BassieEnAdriaan
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« Reply #2566 on: May 25, 2012, 12:34:07 am »

Super Mario Bros. 2 10/10 oh wow Redo where do you get your ideas
There are no use for silly posts like that in this section.
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RedO
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« Reply #2567 on: May 25, 2012, 01:09:36 am »

Oh jeez, the line blurred between off topic and here for a moment there.

On a more related note, though, why not have something more than the usual room escape, Starky? You could probably produce some pretty clever content if you really think about it. The only thing I can relate is trying to get a machine to work, where all of the parts / mechanisms are hidden on the screen somewhere, though. I dunno, I just don't want to see another bland "urp I gotta get outta here" game.
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notajf
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« Reply #2568 on: May 25, 2012, 05:10:13 am »

If you're gonna make a point-and-click adventure, may I suggest doing it for the web? It'd be nice to be able to play it cross-platform and on my DS/phone.
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Starky
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« Reply #2569 on: May 25, 2012, 10:55:59 am »

On a more related note, though, why not have something more than the usual room escape, Starky? You could probably produce some pretty clever content if you really think about it. The only thing I can relate is trying to get a machine to work, where all of the parts / mechanisms are hidden on the screen somewhere, though. I dunno, I just don't want to see another bland "urp I gotta get outta here" game.
I agree. I just had some trouble thinking of an idea that's interesting and short.

Maybe instead of a machine, you could be a mad scientist creating monster. A lab will have lots of fun stuff to click on.

If you're gonna make a point-and-click adventure, may I suggest doing it for the web? It'd be nice to be able to play it cross-platform and on my DS/phone.
I don't really know how to do that. Maybe I'll look into it if I actually finish the game.
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notajf
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« Reply #2570 on: May 27, 2012, 03:25:18 pm »

If you're gonna make a point-and-click adventure, may I suggest doing it for the web? It'd be nice to be able to play it cross-platform and on my DS/phone.
I don't really know how to do that. Maybe I'll look into it if I actually finish the game.
Hmm... well there's Point-and-click software for the web. Like I think it was "Adventure Maker" or something.
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Meower
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« Reply #2571 on: May 28, 2012, 01:16:47 pm »

One day I will create a Civilization V with espionage and religion from IV + Europa Universalis kinda game with NES like OR blocky but readable graphics, a gazillion things going on the screen, dynamically changing terrain, cities and population who wear different hats and have different skin and robes that change depending on the time and socio-economical-geographical customs and still make the whole thing color coded also you can unzoom and it looks like that one mode from Advance Wars DS where all the troops move altogether but if you zoom in you see like an almost exact soldier-count and even dead soldiers for a few seconds before they die horribly to the fading limitations of the hardware

Or be a sloth that's also cool
« Last Edit: May 28, 2012, 01:17:09 pm by Meower » Logged

RebelINS
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« Reply #2572 on: May 28, 2012, 02:54:28 pm »

will combat be less broken than civ v? ranged spam is too powerful in it.
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Meower
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« Reply #2573 on: May 28, 2012, 04:08:30 pm »

Melee all day erryday

Because overly long ranged combat (when it skips more than a square) in turn based games is so fucking op everywhere when you can also get bonuses from special techs
But yeah I was thinking something leaning towards the Europa Universalis kind of gameplay where you can pause it any moment but there aren't actual turns, but at the same time it shouldn't be based on luck as much as these kinda games usually are. I'd like to work some balancing style that makes numbers still more relevant than chance, terrain more relevant than numbers and tech but less than luck, and tech more relevant than luck. Oh god my brain

Oh yeah also a way so that waging wars left and right does actually bite you in the ass real hard but at the same time do something less annoying than a thousand rebellions and more relevant and realistic than only having sad citizens
« Last Edit: May 28, 2012, 04:11:08 pm by Meower » Logged

RebelINS
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« Reply #2574 on: May 28, 2012, 04:18:54 pm »

ranged units weren't really op in fire emblem, but that's because you can't mass them up with an op economy build (buy all city states with gold).

i think there will always be a fundamental flaw in combining combat and economy in a turn-based game, because there always is an element of luck. a lot of these games are based off of tabletop rpg mechanics, like rolling die to determine damage. also, even in games with clear terrain variances, there is an element of luck (ie. 30% hit rate instead of 60%). one of the ways to solve this luck problem is to frame the design in more binary decisions. either things are killed or they aren't. then the complexity of the game can come more from the long-term positioning (Go, Chess, Shogi), and combination of pieces... rather than pushing luck one way or the other.

real time strategy games don't really have this problem because effectiveness has more to do with micro and macro management, rather than exploiting luck (building up enough resources to stack luck on your side).

if you could design a turn-based strategy game that was more like Chess or Go, instead of dungeons and dragons, that would be very interesting.
« Last Edit: May 28, 2012, 04:22:18 pm by RebelINS » Logged

Meower
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« Reply #2575 on: May 28, 2012, 04:35:05 pm »

ranged units weren't really op in fire emblem, but that's because you can't mass them up with an op economy build (buy all city states with gold).

i think there will always be a fundamental flaw in combining combat and economy in a turn-based game, because there always is an element of luck. a lot of these games are based off of tabletop rpg mechanics, like rolling die to determine damage. real time strategy games don't really have this problem because effectiveness has more to do with micro and macro management, rather than exploiting luck (building up enough resources to stack luck on your side).

if you could design a turn-based strategy game that was more like Chess or Go, instead of dungeons and dragons, that would be very interesting.
Fire emblem though really liked having a load of them (also iirc you can hit with ranged attacks regardless of whether you moved or not, which is OKAY in my opinion but I wish it'd give some sort of drawback when you'd do that in one of these games, like higher chances of missing &/or less damage done &/or less range etc), still I remember little to nothing of that series because I'm horrible at it

I disagree, but I do see your point. The thing I dislike about economical resources in this kinda games is the fact that conquering a place of said currency/material production directly implies that you're gonna get it immediately, regardless of how distant it is from your borders, how many enemies and how dangerous the path between it and your country is, the fact that apparently citizens of enemy cities are immediately cool with giving it to you almost instantly etc. If an element of attrition was put over income as well, and it was substantially more meaningful than military attrition, it'd make for a slower yet a bit fairer experience. Again, it does rely heavily on luck, but it makes actually amassing luck less easy and it provides new alternative ways of being a dick to your opponents by robbing them while they wait for their money.

That's terribly pretentious, I'd love to do that but it's really a complex task. Also with all the thingamajigs to take into account (abundance of players, asymmetrical but more realistic maps, diversity of tiers among units and even players etc.) make it impossible to develop a game as complex as centuries old ones. I still hate FTA in them though. But the idea of having some rock-paper-scissor like element, yet again a la Fire Emblem, is something I hadn't thought of, thanks for the subliminal heads up.
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hungryhobo
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« Reply #2576 on: May 28, 2012, 04:56:51 pm »

I had an idea about a month ago for a game. In the game your depicting a 20's rugged white male in abut the year 2015.

You wake up inside a hotel room and realize that the world itself has gone mad. everything appears a be demoniac version of itself to you. Your venture across the urban deserted city (swarmed by demons that you kill). You eventually come across the signature boss and you choose whether to kill him or help him.

{kill}: Killing him results in a ending story where everything is switching from demoniac to the real world and your mind is throbbing. You then realize that you've just been seeing in an alternative way because of a biological experiment that you tested for (this experiment also wiped out most of the human race leaving only few survivors) [which you killed believing they were demons]). You then realize all the horror you've committed and try to stop your inner self from destroying even more their you face a dark shadowy version of you (representing your inner self). As you are finishing him off you start to see glances of yourself in the mirror until you deliver the final blow and you see yourself commit suicide with a gun. the screen focuses off the body revealing you in the hotel room surrounded by dead bodies.

{save}: If you chose to save him you begin to have your version repaired and you begin to remember your past. you realize what you have done but you put the past besides and try to start a new life. You explore saving survivors from other test subjects. after killing the final boss in the park the screen slowly pans out revealing an abandon urban wasteland. but then everything becomes demoniac again (switching back and forth violently until fully demoniac) and the screen closes black.

Tell me what you guys think and please if you have any suggestions I don't mind them at all.
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Floyd Pinkerton
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« Reply #2577 on: May 28, 2012, 10:43:58 pm »

A REMAKE OF RBI BASEBALL COMPLETE WITH TEAM STADIUMS AND BETTER SPRITES!
RBI Baseball - NES Gameplay


Do eet.
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Lemonade
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« Reply #2578 on: May 29, 2012, 10:17:53 am »

-stuff-
Pretty cool, but I think this type of "you've been wrong all along here's what really happened" scenarios are quite common. Thumbs up anyway. Maybe you could do it as a text adventure or something. (oh and why 2015 why do people always choose incredibly close timelines while 2085 or so would be more realistic and...  Drolling)
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hungryhobo
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"The Forever Nomad"


« Reply #2579 on: May 29, 2012, 02:25:42 pm »

2085 Just  seems to far away (saying that civilization will still advance to that point) plus I don't really care when the date is just something close to modern.
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