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Jack Joe Tip Toe

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Jul 19, 2010
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You have been hired by *unnamed game developer* to make an original game. You have complete creative control over the project and a budget of too damn much. So what game will you make?

I would make a spy espionage game with the dialog options of Mass Effect, the gameplay of the older Splinter Cell games, and freedom to travel wherever. Pretty much Alpha Protocol except it isn't a disappointment.
 

Guy from the 80's

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Mar 7, 2012
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A game about tough choices. You're some type of political commisar and you can even send your family to jail. Stuff like that. A game that challenges you like no other.
 

Tom_green_day

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Jan 5, 2013
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A game based in some generic ruined city which is fully explorable including buildings with loot and stuff that you need to find to survive. It's cut into numerous zones such as Monster Hunter games. The city is populated by dinosaurs, with a variety of monsters ranging from pussy little leaf-eaters to big fat godzillas. They don't scale with player progress. The aim is to survive, but at the beginning you don't have any weapons as you have to scavenge them Dayz style, so there is a real emphasis on running away or hiding instead of standing to fight until you've got really good gear to fight them. The big end goal is to fight the one super-big dino-boss hiding in the centre of town.
 

OneCatch

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Jun 19, 2010
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An RTS/space combat game based around relativistic effects - time dilation, Lorentz contraction, etc. Your perspective could either be in a flagship, or from the home planet.
Solar system scale RTS, fraction of c ship speed, orbital bombardments, full 3D movement, speed of light limited communications, etc. Maybe also with a wider civilisation building and strategy element along the lines of Endless Space, but more detail.

Also, Greece Total War, since the CA seem to have forgotten about it. But they'll have to make it soon... right?
 

Lieju

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Jan 4, 2009
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I have this idea for an espionage/stealth-game where you play as a ghost.

I've been seriously thinking about actually learning game-design to make it but then I remember I'm lazy.
 

Zhukov

The Laughing Arsehole
Dec 29, 2009
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Underwater horror game with the protagonist in a scuba suit.

Shining your light down through nigh pitch-dark waters and catching a glimpse of something large, tentacled and unmistakably alive undulating its way through the water. Coming up against an underwater cliff face and suddenly realizing that it has scales. That sort of thing.
 

CannibalCorpses

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Aug 21, 2011
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I'd make a game where you are a cop working in some murder squad somewhere (not USA) and you hunt down criminals. Meanwhile, in your home life you are a bit wild and start to become...a nice guy or a psychopath depending on your game choices. If you play it like GTA then you spend most of your day at work trying to cover up your involvement in the crimes you are investigating, maybe even setting up other people for your crimes. If you play the nice guy it's a more sedate game where you gradually get harder and harder cases until you work your way upto the chief. If you go bad you could aspire to becoming a crime lord and if you play it good you ultimately have to take the crime lord down.

Gameplay would be a mix of 3rd person like GTA and L.A Noire with elements of resource management (sorting your police force or crime gangs orders out and slowly trying to take control of your patch). I'd have turn based elements for your squad recruitment and training, real time interaction with events going on in the game world (crimes to be stopped or opportunities for crimes). But unlike most games i'd also allow the player to just be a beat cop forever more and maybe do a little crime for home improvements or whatever. No more black or white choices...i want a multitude of options and no better or worse decision that makes 1 route overpowered or more worthwhile than others.

I'd also put RPG elements into my squad/gang but not the player character...i am human, my skills shouldn't need a boost to deal with NPCs. For a little twist i'd have the crime lord have to do a good deed for his final mission and the police chief do something really bad to keep his job...or walk out on being a copper and maybe end up shelf stacking by day, and maybe moving towards crime by night
 

shrekfan246

Not actually a Japanese pop star
May 26, 2011
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Zhukov said:
Underwater horror game with the protagonist in a scuba suit.

Shining your light down through nigh pitch-dark waters and catching a glimpse of something large, tentacled and unmistakably alive undulating its way through the water. Coming up against an underwater cliff face and suddenly realizing that it has scales. That sort of thing.
Excellent.

I have an innate fear of deep water anyway, but a fascination with strange creatures in the deepest depths, and combining all of that with fantastic creature designs and gigantic leviathans would be awesome. I'm always disappointed by deep water in video games because there's almost never anything interesting in it if you can even enter it in the first place.

I feel like it might be a little difficult to balance the difficulty though, given that people are generally at an inherent mobility disadvantage while underwater. Unless there are a large number of crevasses and caves to hide in... er, wait, this isn't my idea.

OT: A sci-fi game that combines the scale of a 4X game with the character interaction of something like Mass Effect, the intrigue of something like The Witcher, dialogue, exploration, investigation, and research out the wazoo, ground combat not entirely unlike Mass Effect but a much less vital part of the game, actual control of your spaceship and customization of it to the point of being able to create your own ship with its own model (or from precreated designs) and choose how it is laid out, what systems it's outfitted with, and your crew yourself--as well as full exploration of the ship if you so choose--and space combat somewhat similar to Star Trek Online with management of your systems and power levels in addition to controlling the ship to keep the enemies within your firing arcs or ensure they don't damage a particular side of your ship too heavily, etc.
 

Angelous Wang

Lord of I Don't Care
Oct 18, 2011
575
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An open world Supervillian world conquest game.

I probably ether use Ultraman (Earth 2 Evil Superman) or create an original Supervillian.
 

Furnacewhelp

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Nov 1, 2012
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Oh my, which one to choose?

1: A game that blends the random open world of Minecraft with elements of fantasy RPGs. There's no story except the one you create yourself. You can be anything from a simple farmer growing your own crops and selling the at the market to a magical warrior slaying dragons for crafting materials and the treasure the dragon guards. A few character choices I've come up with are: Farmer, Rancher, Chef, Alchemist, Hunter, Blacksmith, Thief, Mage, Warrior. What exactly your character class is depends entirely on which of the many skills you choose. All skills are available for any player, but because each skill level only gives a small increase to ability (i.e. Fire Magic skill only gives a 2% decrease to the cost of fire magic spells per level), it would benefit players to specialize rather than to try to be a jack-of-all-trades. So it would be possible to be a farmer who uses magic to help his crops grow or create more valuable plants by infusing them with magic, or a warrior who travels around looking for rare animals to raise, breed and sell.

2: Again, a game like Minecraft but this time as an RPG combined with and the world advancement of Civilization. You start off as a caveman. Making rough stone tools, killing dinosaurs for food and learning to create fire. When your character has advanced enough you can choose to advance the whole world. Landscapes will change, villages will grow or disappear and you will get a whole new character with access to more advanced abilities. The ages range from pre-history to futuristic with a few oddball secret advancements. If you discover how to use magic then when you advance the world you will find magic common place with goblins and dragons and things that. During the Old West age, you could fiddle around with steam power and turn the world steampunk. In the modern age you could stumble upon a recipe that starts the zombie apocalypse. Any of those changes will persist through the rest of the game and yes, they are cumulative.

3: Zerg: The RPG. The world is open and enemies are random. You start as a small, weak creature and by killing things you become stronger. As you advance you not only develop new abilities but your physical appearance changes also. Longer/more legs increase speed. Claws/horns/more arms increase attack. Wings allow flight. Acid/poison/fire glands add special damage or ranged attacks. You can only have so many upgrades at one time so after a while it's no longer a game of advancement but a game of adaptation. Getting rid of melee upgrades for ranged upgrades or adding wings to take out flying enemies or changing fire upgrades to poison to take out enemies immune to fire. Around the world are random boss enemies to defeat. Beat them all and become the king of the jungle (or something like that).

4: Zombie RTS. You start with a small group of survivors and try to survive the zombies. Clear out buildings and convert them into your base. Gather food and supplies from shops. Build barricades to keep the zombies out. New survivors show up randomly and can be assigned to do different tasks. If you can't support the new survivors they will eventually leave. Multiplayer mode is a must.

With a budget of "too damn much" I would choose number 1. Personally that's the one I see the most promise in.

EDIT: Forgot Number 4
 

sumanoskae

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Dec 7, 2007
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A GTA style sandbox game set in a dark fantasy universe of my own creation, but with character and story elements similar to game like The Witcher or Dragon Age. There would also be robust RPG mechanics, character creation and all. I'd also design the combat system myself, from the ground up, and magic would work differently than it usually does.

That's about all I can say without just uploading the design documents.
 

Genocidicles

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Sep 13, 2012
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Sort of like XCOM, with a variety of different factions to choose from, all themed around conspiracy theories.

Playable factions would include:

MJ12, who's main thing is reverse engineered alien-tech.

A secret group of Communists, who mind control people with fluoride in the water.

The Reptilians, who masquerade as powerful humans.

The Fourth Reich, who are preparing for war in their secret Arctic bases.

The Illuminati, who are the richest of the lot and have banks backing them.

You build your secret base up, researching new technology or stealing it from the other factions, whilst performing missions to further your cause such as kidnapping politicians to mind control them or attacking other factions. As well as that you have to manage your 'front'. For example, the Illuminati's front would be banking, the Nazi's would be simple arctic research stations and the like.

A long with all of that, there would be something similar to XCOM's panic meter, but it's a detection meter. Your actions in one region will lead to investigation either by the local government, or plucky reporters looking for a hot scoop. You can lower it by laying low for a while, or performing a false flag operation to pin the blame on another conspiracy. They can also do the same to you.

If you're fully detected you have the choice of staying put, (but having to regularly deal with attacks on your base, as well as making less money from your front) or relocating (and having to rebuild the majority of your base, unless you thought ahead and built a backup).
 

Jack Joe Tip Toe

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Jul 19, 2010
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MinionJoe said:
Jack Joe Tip Toe said:
...make an original game.

... the dialog options of Mass Effect, the gameplay of the older Splinter Cell games.... Pretty much Alpha Protocol...
You have an odd definition of "original".
I know it's not exactly original. But there still hasn't been a really good espionage RPG. And that's a game I really want to be made.
 

Gergar12_v1legacy

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Aug 17, 2012
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Jack Joe Tip Toe said:
You have been hired by *unnamed game developer* to make an original game. You have complete creative control over the project and a budget of too damn much. So what game will you make?

I would make a spy espionage game with the dialog options of Mass Effect, the gameplay of the older Splinter Cell games, and freedom to travel wherever. Pretty much Alpha Protocol except it isn't a disappointment.
A real space based rpg......that is all.
 

WhiteFangofWhoa

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Jan 11, 2008
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A slick mecha combat game with interesting characters and branching story paths that allows a variety of weapons along with melee, shields and the 'dash boots' from several Front Mission cutscenes, with all buildings in a mission fully destructible. Also like Front Mission, you can lose your legs and arms and still keep fighting.

Just the bare outline for the plot- have the villains' main advantage being able to hack the mechs' sensor equipment and change which targets are flagged as friendly and enemy. Commentary on the dangers of automated warfare whether using mechs, tanks or drones, and a renegade officer uses this to trick a skilled mech squadron (you) into assassinating all of the politicians in a historical-fictional country that oppose him as the prelude to launching a military coup with the forces loyal to him. Because he sincerely believes extending military discipline to all aspects of life is the best way to make a country thrive in today's world.

Naturally the protagonist and his/her soldier comrades feel incredibly guilty and pissed off at being manipulated that way by a commander they trusted. They find a way to safeguard their machines against further tampering and form a counter-rebellion, later seeking to stop that officer and his shadowy allies from extending the 'mech hack' to being able to control every mech in every army in the world. Furthering the theme of modern detachment from the battlefield, have one of the party members autistic enough that he/she severely dislikes stepping out of the protective shell of his/her mech when anyone is watching them, and prefers to just sneak food into the cockpit and communicate entirely via radio. Thus what they look like and their gender will be a reveal later on when they start to think of their squadron as their True Companions and become more comfortable with them.
 

Lunar Templar

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Sep 20, 2009
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modern setting, at the start anyway

set at the start of the second age of magic, when all manners of monster and magical entity's return to the earth. you would play a girl who has the 'honor' of being one of the lucky humans you 'suddenly' gain magical powers
(less sudden then it sounds it'd be explained some time later the humans who got magical power where descended from ether humans with said ability's, or a cross breed with a magical being of some sort) who decides to hit the road
in order to explore her new ability's. and the games main story would pretty much center around her and what amounts to a quest for power that's more exploratory then evil in nature. no rebellion to take part in, no world ending cataclysm to stop, just you, a rapidly changing world and getting a grip on your place in it.

the side quests however, would function differently, they would be on an unseen timer that starts when you collect it. the quests would change depending on how long it takes you to complete or even get around to it. for instance say you've been enlisted to deal with a demon summoning cult. if you get right on it, you'd only have the cultists and a handful of weaker demons, say you stick it on the back burner cause your in the middle of another quest and come back a few hours later, now you might have to deal with more powerful demons, and cultists and in greater number, and say you just forget you have it, and come back WAY later, well, now you have to not only clear the cultists lair of demons(which would be infested with very powerful demons), but the town that you got the quest from as well. every side quest
would have this function, since its a natural progression kinda thing, but you'd easily be able to tell what quests would have to take priority.

dungeons/caves/towns/anywhere but the world map, would fallow after the Valkyrie profile series, IE 2D plain, with several layers to explore, and graphically would look similar to Odin Sphere, or Muramasa: The Demon Blade. combat would fallow more after Xenogears, with a stamina bar and normal attack combos, with the addition of being able to throw a
spell in the middle (if you have the feat for it) and this would result in there being lots of hidden combos to find. (which would be compiled into a list to make finding them easier if you did one on accident) leveling up would have you staring down skill trees and setting stats your self, for all party member's, every body would have a set 'class' but enough options in those classes to support numerous different builds, with the main character being the only one with no set 'race', you'd have to pick what kinda thing she's descended from fairly early on, but not right when you roll her.

moral choice would exist, but would more or less tie to the side quest timer, IE the longer you take to do things the less people will like you, and there will be plenty of reason to procrastinate, dungeons would be all over the map, opening up as you progress through the game, or find a map detailing locations, most tied to side quests but many more just there to explore and pillage for loot and EXP. which leads to 'power creep' enemy's would level up with but have a max level, (meaning a level 1 enemy would have a level cap of 6 or so) this is so there's still some challenge, but your still making real progress as you level up.

old idea from a prior thread, still like it, still think its a grand idea, and still would like Vanillaware to handle the art, though, under my supervision