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LilPaladinSuzy Chaotic New Troll from 4chan Since: Jul, 2010
Chaotic New Troll
#1: Jun 17th 2011 at 4:03:28 PM

Hi guys,

This is the all-purpose thread for ideas for video games that you may have had, or do have now, or will have. You can go totally in-depth or leave just a few words. Or you can comment on other ideas.

My idea was a survival horror video game... from the point of view of the monster. The monster is an Eldritch Abomination that can watch humans, but if they notice him then he starts dying. It can change its size to hide in air ducts, closets, or literally under the seat you're sitting in right now. Basically, in the beginning of the game it wakes up in the middle of a town where everything seems perfect, but it's all a facade for the problems each individual faces. Although the player can't directly TALK to any NP Cs, he/she can move objects around from a distance, and later gain other skills (such as controlling electrical equipment, "collecting words" to whisper into NPC's ears, mind-reading, and other things.) The main plotline would center around a sudden rash of horrific murders that are believed to have been caused by a serial killer roaming around town, with many side-quests that involve the rest of the townspeople and their mental issues. You can gain "influence" to advance the plotline by either trying to covertly fix their problems, or by driving them utterly insane. When the player has accumulated enough influence with one particular person, they can enter their dreams. Entering dreams and solving side-quests are important, because they offer clues as to who the real culprit is.

But enough about me. Tell me about all the great ideas you tropers have come up with!

edited 17th Jun '11 4:03:40 PM by LilPaladinSuzy

Would you kindly click my dragons?
miru Knouge forever!! Since: Jan, 2001
Knouge forever!!
#2: Nov 3rd 2011 at 1:46:58 PM

Here are some general ideas for moves for characters in a future Sonic game:

Tails Doll:

  • B: Hover (hovers a little bit off the ground more than he normally would, lasts 45 seconds)
  • X: Touch of Evil (Makes plants and fungus wither and die)
  • Y: Claw Attack
  • LA/RA (No shield): Circle Claw
  • LA (Fire Shield): Flame Claw
  • RA (Fire Shield): Fire Punch
  • LB: Super Launcher (Orange Rocket)

Big the Cat

  • B: Fishing line attack
  • X: Fishing Grappling hook
  • B (In the air): Belly Pound
  • Y: Silde
  • LA/RA: Zipline on grind rail.

I am completely, utterly, and thoroughly done with Sola Sonica and 2D
TheHeroHartmut Nerds nearly need needy nerdy nerds from a cave, according to my father (Old as dirt) Relationship Status: Snooping as usual
Nerds nearly need needy nerdy nerds
#3: Nov 3rd 2011 at 4:46:43 PM

I'll just copy and paste an idea I had on another thread, because I'm personally rather proud of it:

I'd recently been thinking about creative ways to avert the Lazy Backup RPG trope, and it hit me: make an RPG battle system based around musical instruments. You have up to five active party members with their own arrangement of weaponised instruments, and any additional character who's not in plays over and adds to the otherwise relatively simple battle theme in the background (perhaps just a drum line?), the resulting sound depending on what instruments they're playing. The instruments being played in the background would also provide minor buffs for your party and/or debuffs for the enemies, varying based on the instruments and/or style of the arrangement. In addition, if you have at least one extra character on the sidelines, or if a party member should fall in battle, you can opt at any time to switch out, changing the added instrumentation of the background music accordingly. Having 8 total playable characters in this respect would make this viable without being broken.

Any character can play any instrument, and, in time, master them (and thus broaden the range of styles they can play with them), and switch them out for others if desired. The classic 'elements' would be replaced by music styles (including blues, classical, rock, etc.), and certain instruments would primarily subscribe to at least one, but be capable of being played with other styles as the characters master them. As enemies tend to be weak against at least one style, it's important to be mindful of them as you delegate insruments, and, later, defining which style you'd like each character to use.

There would be as many instruments as there are potential unit types; you'd start out with no instrument and be armed with only your singing voice (which, while taking the longest to master, can end up being a Game-Breaker if your active party all perform a capella; think of it as a Freelancer class), and, over the course of your travels, you become exposed to more instruments and styles to mix and match as you perfect them. Each instrument would be analogous to certain recognisable class types; electric guitars would represent the standard Fighter class, acoustic guitars to the Thief, drums *

would be equivalent to Time Mages, bassist Black Mages, violinist White Mages, pianist/keyboarder Red Mages, Blue Mage saxophonists, and so on.

The Limit Break system (known as 'Jamming') would work either individually, or, if more than one character's is activated at once, in groups. Individual jams would be rather simple, as the character unleashing it just performs a solo that deals more damage than a regular attack. However, multiple-instrument jams take styles into consideration. Fusions would be possible (like, say, if an electric guitarist and a banjo player jam, they'd let loose a country rock-themed attack), though pairing performers playing under the same style would tend to be more reliable (like a violinist, a pianist and a flautist coming together to perform an epic classical attack). However, there would be creative fusions of certain instruments and styles that would complement one another rather well, and, if you take the time to experiment... Naturally, saving for a full Five-Man Band attack would be most likely to deal massive amounts of damage if you have the numbers, though there may be circumstances in which you don't have time to wait for that to prepare.

In short, think a cross between Final Fantasy V's job class system and a variation on the Band system of Final Fantasy IV The After Years (taken more literally, and not limited to specific permutations of characters), all set to music.

edited 3rd Nov '11 4:52:46 PM by TheHeroHartmut

Switch FC code: SW-4420-1809-1805
Enzeru icon by implodingoracle from Orlando, FL ¬ôχಠ♥¯ Since: Mar, 2011
icon by implodingoracle
#4: Nov 4th 2011 at 6:18:13 AM

[up][up]I would so greenlight your Big.

ewolf2015 MIA from south Carolina Since: Jan, 2015 Relationship Status: I-It's not like I like you, or anything!
MIA
#5: Apr 17th 2016 at 1:33:14 PM

genre: action rpg
Setting Type: fantasy
Premise: eons have passed since light and dark had been separated after a cataclysmic event had shattered them. the people now have to deal with keeping the balance of the two entities to ensure unity between them. however, the light and dark magic users aren't sure if they'll unable to hold the balance for too long since the two spirits have a distaste for the other being and wish for one of the other to be gone for good. this has inspired two small cults to try to tip the balance for their own means and motivation whether it's for an orderly utopia or a chaotic anarchy.

in a village that's between light and dark lies a young wizard apprentice who favors black magic over the harder to master white magic. his mentor does not highly approve of his techniques and cheap tactics and wishes one day who could at least appreciate white magic for what it is especially when he fears the boy may end up like his mother whom was corrupted by it after years of abuse. this almost becomes true when the apprentice summons a chaos beast by accident which leads to the mentor being whisked off to another dimension. now he has to save his mentor while dealing with the rivalling cults, templars, his crazy mother and the two spirits trying to influence him for their own bidding (wip)

notes: the whole game revolves around a white(order) and black(chaos) system. the spells and choices you use during the game determines 3 endings: light, dark, and balance(neutral)

MIA
lalalei2001 Since: Oct, 2009
#6: Apr 17th 2016 at 2:36:58 PM

A dating sim that starts out normal and then the apocalypse happens. Relationship values become important not only for friendship and romance, but for survival—treat people coldly and they’ll do likewise.

Skills are important for the same reasons—cooking helps feed you/your friends, working with animals can help you tame them or hunt, diplomacy would be good for making peace, etc.

edited 17th Apr '16 2:38:14 PM by lalalei2001

The Protomen enhanced my life.
SgtRicko Since: Jul, 2009
#7: Apr 17th 2016 at 8:36:36 PM

[up]That sounds a heckuva lot like This War of Mine.

Malco from the Gungeon Since: Oct, 2015
#8: Apr 17th 2016 at 11:02:16 PM

...minus the romance. Unless This War of Mine has that too. [lol]

My DA account... I draw stuff sometimes!
Novis from To the Moon's song. Since: Mar, 2011 Relationship Status: I won't say I'm in love
#9: Apr 18th 2016 at 12:20:12 PM

For a unlikely idea:

A multiplayer rpg (it would only become an MMO) where events can happen both randomly or be activated by players. P Cs and NP Cs are also two different types of being. The major (and hidden for as long as the devs can) thing is a player can become the Big Bad. How it works is there's a huge dungeon in the middle of the world, going through it activates terrible cataclysms outside. If they make it to the end, they gain control of some NP Cs and events to do with what they see fit; until they are defeated or replaced.

Sure, some people might use this power benevolently, but this is online gaming evil grin. (Besides out of universe the best thing to do is make things more interesting for the other players).

One I actually have a chance of bringing about if I learn how to use a toolset is a little more vague. You character is part of a group of refugees fleeing a Doomed Hometown. The land you end up it in has dark secrets though. After an attempted expedition to find out what happened to said Doomed Hometown goes seriously wrong, you're thrown into a supernatural conspiracy where just surviving will take every once of cunning.

You say I am loved, when I don’t feel a thing. You say I am strong, when I think I am weak. You say I am held, when I am falling short.
pointless233 Since: Feb, 2016 Relationship Status: Anime is my true love
#10: Apr 18th 2016 at 8:18:09 PM

My Idea for a Video Game is an FPS where a woman is out for revenge against the hitman organization that betrayed her. After she assassinated an important figure, she expected to be rewarded for her work. Instead, they shoot her in the stomach and leave her for dead. After being discovered in an alley by a Good Samaritan who tends to her wounds, she decides to get revenge on the organization and find out why she was betrayed.

It should be sort of like an Old-School shooter, with no regenerating health. I don't have anything against regenerating health, I just think no regenerating health would be best for this game. I also think it should be very fast paced.

Kzickas Since: Apr, 2009
#11: Apr 19th 2016 at 2:15:46 AM

4X crusader kings. Master of Gal Civ-like game except you can only ever control one planet. Colonizing a planet spawns a new player as your vassal and they share some of your victory conditions.

RBomber Since: Nov, 2010
#12: Apr 19th 2016 at 4:10:17 AM

I want CNC General RTS game done in style of Act Of Agression. I also once, try to outline how to do Dune RTS in Tiberium Wars style, with the whole universe at war (no thanks for you, Thinking Machines) (borrowing some aspect of newer Dune novel (or at least, what's written after his death)).

MedusaStone Since: Jan, 2015
#13: Apr 19th 2016 at 5:42:23 PM

I had an idea for a Survival Horror game that deals with something I like, and something I don't like.

What I like: the environment being sensitive to the player. That is, the more noise you make/flashlights you shine around, the more attention you attract from more numerous, more aggressive enemies. Also, having the option of stealth instead of force.

What I don't like: artificially difficult obstacles. If I have an axe, a crowbar, and a shotgun in my inventory, I should be able to force an ordinary door open. Making me run up, down, and all around the place looking for pieces of a puzzle I have to solve in order to get the key is bullshit.

So here's my idea: risk vs. reward options. When the player comes to a locked door, they'll be presented with a choice. they can go the traditional route and hunt down the key, or, if they have equipment capable of doing so in their inventory, they can just break the door down and be done with it. But. If they use force, it'll make a lot of noise. So they'll get whatever it was they needed (I won't give them a locked door unless there's something in the room they have to have to go on, or they have to get through to move forward in the game), but they'll also have a lot of enemies come right to them because of all the noise. If they opt out of force and choose to jump through all the hoops instead, it'll take them longer, but they'll ultimately have an easier time because they didn't have to fight off extra hordes of enemies.

For the force option, here's how I would set it up for Item rooms vs doors to the next section: for item rooms, I would have enemies spawn nearby as soon as they started breaking the door down, so they'd have very little time. If they did anything more than run in, grab the item and run out, they'd pretty much find a horde massing right outside the door, so poking around the room looking for stuff would be a bad idea. Their best case scenario would be acting fast, and having to fight through greater numbers as they backtracked or moved forward. For doors to new areas, I'd set it up like a quick-time event. If they succeed, they get through, and only have to deal with increased numbers on the other side due to the noise. If they fail, they don't get through-yet. First, they have to fight the horde on their side of the door. Then the door will open... and they'll find another horde waiting, attracted by the noise and fighting.

The tricky part is finding a balance. On the one hand, it has to be hard enough to make the player really think about whether the instant gratification is worth the extra danger. On the other hand, you don't want them to feel like they're being forced into playing a certain way because the other "option" makes it too hard or frustrating to keep playing. You also want to avoid widespread complaints of Fake Difficulty. I'd also have to find a way to make sure players under stood that no matter which way they chose to play, they'd always get what they had to have to complete the game.

I think this would also increase the replay value. I could see someone -once they realized they had the option to- saying "screw this puzzle shit!" and powering their way through, and then playing it again because they were curious about what those puzzles were, or what extras they might have found if they had more time to explore, since they weren't spending as much time fighting for their lives. Or staring with a more stealthy run, and then doing a power run just to see how hard it actually is, or if there was a significant difference in how long it took to complete.

Malco from the Gungeon Since: Oct, 2015
#14: Apr 19th 2016 at 9:04:59 PM

Ok that mechanic makes it interesting for speedrunners so I think it'll be an awesome speed game.

They will always break down the door, run to the location of the needed key items (that was memorized by them), and run off (somehow) or force their way through the zombies that were alerted.

Or, if they can get the key/puzzle pieces along they way in their route, they can just open the door with no opposition. They will just have to time if it's fast enough.

My DA account... I draw stuff sometimes!
ProfessorMetallica Hnnng from Texas Since: Jul, 2010 Relationship Status: Drift compatible
Hnnng
#15: Apr 20th 2016 at 1:41:58 PM

I'm sort-of on-again and off-again working on a game (I only have the main character modeled for now). The setting is a distant planet in the future, but the future of an alternate history where magic flourished alongside technology because I've never been a fan of Medieval Stasis. In the gane, the main character finds an artifact called the Forge, a Swiss-Army Weapon that can construct a myriad of weapons and tools like swords and guns out of a rare type of liquid metal. I wanted to make the game an action RPG in the style of Kingdom Hearts with a little bit of The Legend Of Zelda mixed in. Progression would be based on finding new blueprints for weapons and tools that the Forge can create to fight with or solve puzzles. There would be party members running the gamut from mages to modern soldiers, plus fantasy races like elves and dwarves.

Above all, always remember to stay positive.
Novis from To the Moon's song. Since: Mar, 2011 Relationship Status: I won't say I'm in love
#16: Apr 24th 2016 at 11:15:25 PM

Almost forgot: one where all of a character's abilities are iPhone apps.

You say I am loved, when I don’t feel a thing. You say I am strong, when I think I am weak. You say I am held, when I am falling short.
SapphireBlue from California Since: Jan, 2001 Relationship Status: Drift compatible
#17: Apr 25th 2016 at 12:49:21 AM

[up] Now I'm thinking of a phone game where the character's abilities depend on what other apps you have installed? Not sure if that's what you meant, but it'd be kinda cool.

Kzickas Since: Apr, 2009
#18: Apr 25th 2016 at 1:53:07 AM

A city builder where you don't control where people live. You just make the buildings that provide goods and services and people settle where they feel like based on what's available there. The difficulty would be in placing your buildings in such a way that people build their houses in sensible places.

SgtRicko Since: Jul, 2009
#19: Apr 25th 2016 at 3:45:11 AM

[up]Sim City kinda does that already. You can set up the districts and determine where people settle, but it's totally possible for a random community to spawn within that district, ranging from suburbs, apartments, to even pricey skyscrapers if the property value is right.

AceTrainerEli The Flame's Salvation from Deep in the Heart of Texas Since: Oct, 2015 Relationship Status: Yes, I'm alone, but I'm alone and free
The Flame's Salvation
#20: Apr 25th 2016 at 6:51:39 AM

I've been sitting on this one for a while, but I'm actually working on its engine right now.

The very basic idea I started with is pseudo-3D overworld in the same vein as Mario & Luigi, with battle encounters turning the game into a 2D platformer.

The battle mechanics aren't set in stone, but the most persistent idea is movement similar to the GBA Castle Vania titles or Mega Man Zero, meaning fast-paced movement with control over your character being a prioritynote .

Aside from movement, the main battle mechanic will be the creation of spells from the four classical elements of fire, water, earth, and air. Different combinations will yield different effects, though the details still haven't been worked out yet. In order to even get to the spells, a mana meter functioning almost exactly like the Custom Meter in Mega Man Battle Network needs to be filled.

Exploration of the overworld will be a big deal, so I'm also implementing some Metroidvania aspects, so there's a sort of natural progression as you explore. Abilities you unlock can be used in the overworld and in battle, so there's a sense of consistency.

I have story ideas, some more fleshed-out than others, but they're not going to progress much until the gameplay is more solidified. The same goes for characters and settings, though I've actually put forth some effort into writing some mock-up dialogue to establish their personalities, even though it's likely most of them will go unused.

If you couldn't tell, Game Boy Advance games are the primary inspiration behind this concept, so when I get to a point where I can start working on visuals, I'm thinking about using a GBA aesthetic.Graphics are non-existent at this point, however. My placeholder sprite for the main character is literally just a poorly drawn cube with a smiley face.

I have pages upon pages of design concepts in my notebook, ranging from how jumping will work to some of the spell combinations, but I only shared the details I'm certain will make it into the final game so that this post doesn't become a Wall of Text. Progress of the engine itself is slow, since I'm in the middle of a sort of design exercise by recreating Mega Man, the logic being that if I can't improve upon a severely dated game, I have no business creating new ones.

HYYYPE!!!
SgtRicko Since: Jul, 2009
#21: Apr 25th 2016 at 9:23:17 AM

[up]I don't happen to know anything about game development, aside from what I've glanced here on this site, the Extra Credits Youtube page, and how many complete idiots totally fail at making Steam Early Access concepts, but you do sound like you've got an idea in mind. Even better is how you're willing to prototype not the game, but yourself: that idea of re-creating the stage from another platformer to see if you can accurately imitate it is a very good idea.

Just... try not to give up. Keep in mind that even guys like Kenji Inafune, the guy who created Lord knows how many famous franchises, including much of the Mega Man series, is currently struggling with trying to get Mighty No. 9 out, and he's got a whole freaking team and budget to work with. So naturally, you'd better be ready for some hiccups, and make a point to NOT give up when the going gets tough. It can be done: just look at the success of Intrusion 2 if you don't believe me (that game took one Russian dude over 2 years to make, soundtrack excluded).

AceTrainerEli The Flame's Salvation from Deep in the Heart of Texas Since: Oct, 2015 Relationship Status: Yes, I'm alone, but I'm alone and free
The Flame's Salvation
#22: Apr 25th 2016 at 10:05:44 AM

[up]I'm a stubborn bastard, so giving up is out of the question. That remake of Mega Man I've been working on? I've been toiling away at it for over a year, and I've had to deal with numerous set-backs, including having to completely redo the coding, yet it's still alive, and close to a state I'd be willing to release it as a demo.

I've watched Extra Credits, and the development process of other games, indie or otherwise, so I'm well aware of the potential challenges that going into full-time development of the original project would involve. When development actually begins, I'll be taking EC's advice and bumping up my initial budget estimate by at least 50%, keeping redundant hard-drives, etc.

Obviously, this won't negate the chance of disaster, but shit happens. Never let failure get to me.

HYYYPE!!!
Novis from To the Moon's song. Since: Mar, 2011 Relationship Status: I won't say I'm in love
#23: Apr 28th 2016 at 12:24:54 AM

@ Sapphire Blue not quite what I had in mind, the character himself would download apps that allow him to do more things, from finding objects all the way to low grade Reality Warping.

An idea I came up with today, an rpg where instead of stats only being useful to certain classes, all of them would have a use for each character type. So a mate wants intelligence to remember more complicated spells, but a fighter also wants it to predict his enemies movements and get counter attacks. Likewise, a fighter wants strength to hit harder and wear heavier armor, but so does the mage in order to carry the heaviest reagents.

edited 28th Apr '16 12:25:19 AM by Novis

You say I am loved, when I don’t feel a thing. You say I am strong, when I think I am weak. You say I am held, when I am falling short.
Malco from the Gungeon Since: Oct, 2015
#24: Apr 28th 2016 at 1:10:26 AM

(Uh-oh wrong thread. Now I need to learn how to self thump posts...)

edited 28th Apr '16 1:11:34 AM by Malco

My DA account... I draw stuff sometimes!

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