there is some kind of alien that can assimilate and imitate humans or other lifeforms
Oh, thanks. I didn't want to be the first one to draw the obvious but ultimately false parallel to The Thing.Yeah, I sort of Like The Thing. The old movie of it is pretty good and everyonce in a while I think to myself that someone should remake it nowadays, but then I realize that would probably suck since the original is pretty cool already.
Not so keen on the false choice at the start, and if there aren't irate ninjas in the submarine, then I will be disappointed.A big part of the feel of the game that I'd want to have is the feeling of isolation and freedom as well as the harshness of the environment. I want to force you to cling to whatever oppurtunities seem to arise hungerly because I've made you realize that too much hesitation or fucking around in the wrong way is quickly unfruitful.
They made a game of it as well, I think, where you had to shoot the alien things and maintain good standing with the sanity meters of the other humans in the station. I don't know if it was any good or not. It seemed pretty generic to me.
Say you've got a strategy tabletop wargamey thing with cribbage.
Say you've got a strategy tabletop wargamey thing with cribbage.
I'd play this. I'm a card game and wargame whore. I'm assuming that the actual cribbage game has no real value other than resource fuel.
Post-infocalyptic.
MMO FPS with a General
You can't land anywhere you don't have map data from; however, the only thing that you can't exchange across the Internet is map data. Passive communication is automatically initiated with anybody in the real-world vicinity, and map data is exchanged. For all the rest of it you have to explore it yourself.
Perhaps I'm completely misunderstanding you, of course.
So there is a persistent game world, but you can only move around in it by moving in the real world?
the civilization games are very good, but i think that managing so many units in the late game is very cumbersome. i feel like military actions should be abstracted.
the civilization games are very good, but i think that managing so many units in the late game is very cumbersome. i feel like military actions should be abstracted.
Some sort of KILL THAT GUY button?
Just, like, here's your troop amount, here's your tech level, here's your balance between hardy rocks, damaging papers and quick-moving scissors. Click where you want your forces to attack.
Shit, it even opens the game up for better tactical options, because you can choose to attack all-out, or set up a siege, or rampage around destroying improvements first, without having to issue each individual goddamned order to each individual goddamned unit. Do you want your scissors to chase down injured units or stay with the group? Do you want to risk everything on one assault, or attack incrementally, taking and fortifying city territory as you go? Just radio buttons would do.
The big popping-out problem is that the defenders would just camp the goal, but that's easy to fix. Just weight points for defenders, based on how distant you are from the goal when you make the kill, That way, they want to go out into the city and actually find the attackers.
civ 4 combat stuff
I won't be able to make this post without feeling like a tool.
Well, anyway, I was thinking of a way to make a (Tactical?) RPG with characters, dungeons/encounters, stories, and such, provided by users, and imported selectively into one's own "copy" of the game according to such fancy metrics as ratings, tags, and whether your buddy was the person who made it. A TRPG is better, I think, because then you can get more mileage out of character and map editors, without the threat of the game turning into the penis hell that would result from allowing (or worse, requiring) user-provided graphics.
Damn. I've never seen it put so plainly. Just shut up and code already (http://www.codinghorror.com/blog/archives/001160.html).
Whoops. This might go in the programmers wanking thread instead.
It'd be easy to set that map up, as long as you figure out a way to get the goals to kill the mines. Lasers might work, but they would kill the players.
Can anyone here think of a 2d platform game where there are one or more player characters that each have unique abilities that are needed to progress through a level easily, or even at all (like the Lost Vikings) that is multi-player? Obviously I'm thinking of having something here where you play over the net and yell at eachother over ventrilo, but has there ever been a game like this before that just used a multitap or something to let three people play on one tv or something like that?
That stuff he said
Since it's about moles, all the characters need the ability to dig through walls, and that ought to be a major factor in the game. Adjust class balance by changing the speed with which they can dig, and maybe the amount of waste dirt produced. Also needed: the ability to use waste dirt to make new walls.
So I've been thinking up the design for a tactical RPG, here's what I got so far. I'll try to keep this as organized as possible.
Main points:
- Turn-based tactical combat on a square grid
- Small parties, no more than 5-6 characters
- Small, 3D battlefields that have many interactive elements
- Emphasis on close combat and strategic maneuvering therein
The one thing I want to avoid is combat where the characters stand next to each other and trade blows other until one falls down. Once characters are engaged in close combat, they will attempt to maneuver each other into a strategic position to gain an advantage (which lowers the opponent's defense).
Once engaged, a character has three choices on how to fight on his turn.
- Advance: The character forces his opponent out of his square and into an adjacent one. If the opponent's back is to a wall, he can use this to gain an advantage. Using this lowers the attacker's defense.
- Hold: The character either stays in his current square, or shifts to a square on either side of his enemy. No change to the attacker's defense.
- Defend: The character must back up, and cannot use this unless the square behind him is available. His defense increases, but attack power decreases.
Each of these choices is also an attack, as it is assumed that the duel is ongoing while these shifts are being made. The advance option is risky and will wear you out quickly, but gives you an opportunity for a huge advantage. Advantages can be gained through the environment, such as higher ground, or through teamwork, such as flanking. There will be opportunities for double or triple teaming an enemy, but I have not worked out specifics for that yet.
When a battle is over, experience will be rewarded for speed (number of rounds) and tactics (number of advantages employed). A slow, thoughtful battle will be as rewarding as a quick, brutal one. However, the best results come from a battle where advantages are employed quickly, making the victory even quicker as a result.
I just realized something fundamental about most MMORPGs.
The more you do, and the more powerful you are, the less important you as an individual become, and more reliant on other theoretically powerful but completely dependent individuals.
Why doesn't it ever seem to work the other way? Wouldn't it make more sense to have players form larger groups in the beginning, when they're all much more limited and specialized, and as they grow stronger and more diverse they break away into smaller units until finally becoming singular heroes?
I'm sure there are arguments against this from a design perspective, but it also seems to be a fairly untested concept.
I recall discussing a game about the African savannah with Bal. At the start, the players are Meerkats or something, and must stick together in order to survive. Gradually, as the player gains experience, they can choose to be animals higher on the food chain, until they are elephants who can shitstomp anything they come across.(http://img169.imageshack.us/img169/738/evoso9.jpg)
Elephants still tend to travel in herds, though. That way they can shitstomp harder.
I wasn't clear about this, but part of the original model, you see, included SPENDING those points. So after putting in X amount of grindy kills, you can pay up a lot to ensure you get something nice.
I wasn't clear about this, but part of the original model, you see, included SPENDING those points. So after putting in X amount of grindy kills, you can pay up a lot to ensure you get something nice.
Oho! So you could have monsters drop some manner of currency which you could then spend at various vendors for items of increasing quality! Ingenious!
:pop:
But then people will only do the raid 5 times! THEN WHAT DO OUR SUBSCRIBERS DO?!
Dammit Brent, I was RACING home from work so I could post this snarky reply. Damn you.
I think the readers should play white and the author should play black.
Which is worse:
a game where you need to limit the use of a particular weapon because it's the only thing that hurts a boss, and if you use it up before then you're pretty much screwed
or
a game where the boss poops the ammo that you need to kill it?
A character of a given job may use the next skill of each type for their current job, or any skill that has already been unlocked.
A character of a given job may use the next skill of each type for their current job, or any skill that has already been unlocked.
Promise me that every job will have a skill that can never be learned so when I learn all of every job there is still a reason to make four different classes instead of all Ninjas so my speed is retarded-high.
Why do you hate this great game Niku-chan!? Kuso!
Is it possible to make firefighting as interesting as alienfighting?
UFO had small-scale tactical combat, technology reverse-engineering, new weapons research, alien autopsies, UFO crashes, alien rampages, base building, staff hiring, global funding, technology production and base invasions. I'm sure you can affix Fireman Sam to a turn-based tactical mode, but you lose a lot of those cool elements.
So basically a turn-based burning rangers, is what i'm hearing
and i love it
Basically, just with more of an X-COM feel with a bigger team of normal people rather than Burning Ranger's Super Sentai style team and angle wing jet packs. But like both X-COM and Burning Rangers, it will have cool futuristic fire fighting equipment and armor that you have to tech up to that will give your units greater power and/or mobility in a firefighting scenario.
What if it's about fighting EVIL fire? It's black or something, and it is telling other fires what to do?
Capcom vs. Valve
Capcom vs. Valve
What would Mega Man get from Free Man? Gravity Blaster? Crowbar? Crabs?
I'm sure you can affix Fireman Sam to a turn-based tactical mode, but you lose a lot of those cool elements.No, you lose three of them. Do you people not have a creative bone in your body?
- technology reverse-engineering -> no equivalency
- alien autopsies -> no equivalency
I just realized there's never been a game about cosplay. Not a game with cosplay, but like, a cosplay sim.
Every once in a while, I think of World War kawaII -- my strategy RPG idea wherein WWII is reenacted by adorable little girls.
I realized that I am a terrible human being while I was coming up with the Loli-versions of each head-of-state. For example: Mussoli-nee. Also: Roosevelt was a man in a wheelchair who wore glasses, I do not believe I need to tell any of you what he'd be turned into.
In any given computer RPG... multiply the amount of experience earned by a character by the average level of the other party members, enabling you to quickly get neglected characters up to speed, and preventing high-level characters from rapidly outstripping the others, in a way that is possibly maybe more easily tuned than just having an extremely rapidly-accelerating experience curve.
I'm not sure exactly how it was done, but Suikoden was very good at getting low-level characters up to speed very quickly.
I'm not sure exactly how it was done, but Suikoden was very good at getting low-level characters up to speed very quickly.
It also tended to get characters of exactly the right level a literally infinite amount of xp.
Less a game, more an idea for options in a game after you beat it: American and European mode.
A third-person shooter in which you play an American mercenary fighting both sides of a war between two fictional countries. Halfway through the game, CHUDs attack, wipe out both factions, and you have to lead the last few survivors in a ragtag, all-out offensive and save the world.Halo?
I'm surprised more MMOs haven't taken after D&D's approach. Perhaps gamers prefer the simple gamesiness of "score ten goals" to a more engaging cinematic narrative? Does the focus on grinding for drops, levelling, monster respawns and raiding take away from the more storytelling approach you see in maybe JRPGs?
The 4E Dungeon Master's Guide specifically advises that a quest never just consist of "kill 10 ogres". That might be what you need to do to fulfil a quest, but never the point of the quest. You're adventurers, not fetch-questers.
I'm surprised more MMOs haven't taken after D&D's approach. Perhaps gamers prefer the simple gamesiness of "score ten goals" to a more engaging cinematic narrative? Does the focus on grinding for drops, levelling, monster respawns and raiding take away from the more storytelling approach you see in maybe JRPGs?
The 4E Dungeon Master's Guide specifically advises that a quest never just consist of "kill 10 ogres". That might be what you need to do to fulfil a quest, but never the point of the quest. You're adventurers, not fetch-questers.
If you can get just slightly better at killing boars every time you do it instead of marginally better every 100 times you do it then it it will stave off a lot of the frustration inherit in killing boars.
here's what i want
when you're level 100 you're killing boars with a sword
when you're level 1,000 you're killing ten boars at a time with a sword
when you're level 100,000 you are launching a thousand boars a mile into the air with waves of force created by your cock. all the time.
playing the game should be viscerally exciting and constantly self-reinforcing. you should get a big "DING DING DING" and point indicators and get to watch the boars slam into the mountainside in slow-mo and your screams shatter the heavens.
and you can get to level ONE MILLION.
and the game should lie to you and tell you that everybody else is worse, but could catch up soon!
But you hit enemies so hard they fucking explode or fly through the air
AT NO POINT IN YOUR GAMEPLAY EXPERIENCE SHOULD YOU FEEL NON-AWESOME
A horror/mystery adventure-type game in which your characters takes it upon him/herself to stop a series of paranormally-perpetrated homicides. The number of people you're able to save determines the ending you get.(http://aidanmoher.com/blog/wp-content/uploads/2008/12/persona-4.jpg)
I would play that if it had Paul Bunyon and his big blue ox.
Lumberjack MMO.
It's the same concept that says you can't go and shoot a person just because they happen to be in your house (unfortunately).Well, it depends on your jurisdiction, but software piracy and trespassing are even less analogous than software piracy and theft.
I heard Titan's Quest failed because it sucked.
I heard that casters were super overpowered, the game was really repetitive, even more so than Diablo, and everyone's PC looked the same all the time.
It's as I once predicted - the company that could make DRM tolerable to end-users would bring in megabucks. It just turns out that company was Valve, and they only managed to do it by inventing a DRM scheme that adds features overall.
Maybe like the training stage you go to when waiting on people in Brawl? The game throws more/bigger stuff at you to test your limits. You don't get XP or money for winning or any penalty for losing, and the game tracks your best performance in practice land.
DISPUTES SHOULD BE SETTLED WITH PACHINKO AND COSPLAY
So does that mean you start with Cross or Trigger?
IDEA:
Comic where female lead possesses magical, full body tattoos that when exposed to the light of the sun or moon make her invincible proportional to the amount of the magic ink that's being touched by that light. BUT, she firmly believes in personal modesty/is embarrassed by the enchantment/design of the tattoo. I think it could make for a decent 30-40 page story.
that is exactly the opposite idea of empowered, where she has a super suit that gets weaker the more torn up it gets
I thought it got weaker the more self-conscious and unconfident she got, which just went up as it tore.
Scorched which uses geolocational positions and topographical data to pit players against each other. i.e. where you login from is where you're based, and the terrain is based upon realworld land data between you and your opponents.
Can you implement a flag to play an 8-bit sounding version of Michael Jackson's Smooth Criminal when you move to the east/right?
You could probably use Google Maps as a way to make a kind of zombie survival game.
i always thought a good idea would be something where you could design a zelda-style dungeon and then make others go through it and time them and then they'd get currency for cool stuff to put in their own dungeons for completing other people's dungeons
i always thought a good idea would be something where you could design a zelda-style dungeon and then make others go through it and time them and then they'd get currency for cool stuff to put in their own dungeons for completing other people's dungeons
I'd play that. As long as it was fun to play. It's a great idea.
combine any synonym for "small" and "robot" and you can get me practically jizzing all over the place
Magical fantasy races: people cursed to wear Venetian Masks permanently, Steam-Powered Automatons, Green Fairies.
A first-person shooter whose basic idea is mobility. The longer you've been moving (in any direction), the higher your movement speed, which has some ridiculously high cap. Standing still causes it to fall.
Here's a dumb idea: Work Warrior.
It's an online RPG, only instead of killing mice and dragons to gain experience and levels, you work hard at your job so that your boss will give you experience on a day-to-day basis.
Osschtphreauhrrnnged. Pronounced oSshtfrOOuhrrngd. The o is unvoiced, like in opossum, and it basically sounds like a drunk Swedish person saying "Shit Froo Earned".
A combination of a first-person shooter and werewolf/mafia, somehow.
Except I think if you shot the files it deleted them off the drive.
So this has been bugging me for a while now.
The "male gaze" is ubiquitous in the visual media of today.
I'm wondering what if anything would or does typify a "female gaze".
Thinking about player death led me down an odd rabbithole. Most people seem to agree that forcing someone to repeat a section they've mastered is a bad punishment for failure, but few have come up with a really viable alternative, and quicksaving makes for dull, sloppy, unchallenging play.
Thinking about player death led me down an odd rabbithole. Most people seem to agree that forcing someone to repeat a section they've mastered is a bad punishment for failure, but few have come up with a really viable alternative, and quicksaving makes for dull, sloppy, unchallenging play. But most arcade games let you revive immediately with no in-game setback, without sacrificing tension or encouraging sloppiness, because they offset the cost of death to the player's wallet rather than the player's attention span.
So the idea is this: an online service offering a variety of high-quality arcade-style games with online high score tables, achievements, multiplayer etc. No subscription fees, but you use microtransactions to buy credits, so just like the platonic arcade it's 25˘ a pop. Presumably you would need some kind of account that would bill you for each credit but you wouldn't be charged for more than you actually played.
I'm just wondering if this is an idea that would work. Would the smartphone crowd go for it? Or is that era of game design gone for good? Could this business model even function outside of a public space with physical machines?
Machine code is a finite and generally limited set of instruction values.So... OK...
Brentai, would you want a separate color for each of a 32 bit machine's possible single line instruction values? Just OpCodes?
Even with years of testing on them, very little is known of what drives the zombies. All corpses rise up, regardless of how they were killed. Headless corpses and almost bare skeletons are common sights, and no amount of wear or time starved will stop them. Nothing stays dead unless completely mutilated or incinerated. Their blood and saliva doesn't seem to be dangerous on its own, but bites and scratches infect and fester quickly, almost assuredly taking the victim.
I want to tell a story that elicits a specific reaction from the audience. That emotion: hate. For me. I want to tell a story that literally makes people miserable and angry and sad, but they're physically unable to stop reading.
By reputation, you have described City of Heroes without variation.
Then as a left-handed person,
(http://theboxingtribune.com/wp-content/uploads/2012/12/middle-finger-kid-e1356930613672.jpg)
wonder if you can make the gears such that they turn slightly when they hit something
A platformer, with ten levels. Each level is ten branching paths, each path being a one-screen challenge. All screens look incredibly difficult and intimidating. Only one path from each level is in any way winnable, while the other nine look beatable but are literally impossible, in a way that makes it difficult for the player to tell if it's because they're not good enough or if it's because the room is an actual dead-end death trap.
The only problem is thinking of a suitable Indo-Pakistani organization/group/patron to fund/assemble them, their raison d'etre.A trick that always helps me formulate a character is to first find a name, word or concept that meshes with what I need and extrapolate characterization from that. For an organization, I would suggest scanning lists of Middle Eastern/South Asian philosophies, culture and history on Wikipedia. If you feel a single, wealthy individual works better, you should look through, say, Behind The Name (http://www.behindthename.com/) or Wikipedia lists of famous Middle Eastern/South Asian individuals.
What games have significantly advanced game AI in the past 5 or even 10 years? I mean, as a casual observer, it feels like game AI development is much more stagnant when compared to other game components, like graphics. Current AI is of course better than it was 10 years ago, but it just feels like improvements in degree (RTS pathing getting better, units being a bit more responsive to more situations) rather than an expansion of new capabilities (true dynamic dialogue trees).