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File: 9c84c80e3b5353a⋯.png (395.09 KB,800x800,1:1,have_a_game_concept.png)

1e7e39 No.28863

I'd like to hear people's game ideas or general thoughts on making games. I only have random bits of knowledge I've picked up from school and the random book here and there, but I'm definitely no expert.

Skype: jlinden809@gmail.com

Discord: James#1866

____________________________
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1e7e39 No.28864

If you want to talk about game dev do it here. No one gives a shit about your discord.

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1e7e39 No.28876

vydya a hard

amateur devs a dumm

existence a pain

Develop shit strictly tailored to your current dev outfit, calculating by the work hours even. Making your dream project is something like 3-4 successful titles away.

I have a shit ton of good game concepts but:

1. Ideas alone are useless.

2. There's no point in sharing. Seeing someone releasing a semi-innovative game you made up in your head a decade earlier isn't enjoyable from a wannabe developer's point of view. Why would anyone help make that happen by spreading their concepts?

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1e7e39 No.28919

>Discord

nibba

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0afa11 No.28932

>>28863

same here wanna make the dream vidya but instead I'm going to make a walking simulator, since making the levels would take time and finding the info about the gay past is easy if you highlight it.

Also minimal combat if any, so one could see it as a puzzle walking simulator or something. But its not first person perspective its 3rd person only because its more innovative than gone homo.

But need to figure out if I'm going maya and zbrush or find a way to use some freeware. My only problem is that its UDK 4.

So many frustrating workhours ahead.

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1094d3 No.28935

http://inventwithpython.com/blog/2012/02/20/i-need-practice-programming-49-ideas-for-game-clones-to-code/

I've never had any strong ideas to write for my own game. I'm leaving this list for people like me who want to write something but don't have any real goals to achieve.

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1094d3 No.28936

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71533e No.29036

File: eeafe286bed903f⋯.webm (3.76 MB,997x572,997:572,gB7RL.webm)

>>28863

I had this idea of something like antichamber and a voxel based game mixed; Every voxels points to its 'neighbor'. To make portals and stuff, one just has to make the 'neighbor' be far away. It would be rendered by ray-tracing through the voxel structure. I had a working prototype but i barely reached 60 fps without any textures.

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dcade8 No.29193

I have the most boring game idea ever

I have started making it but it's nowhere close

I have no time to work on it because of my EE degree

I have no skill to work on it either

The game is everything /v/ hates

its a photorealistic FPS, a combination of stealth and action.

It's main shtick is narrative, filled with "cutscenes", but the camera never leaves your body.

Main protagonist is not silent.

Plot is about corporate espionage and black bag operations, and the human nature of trusting somebody.

Setting is between modern day (2016) and cold war with 2 different characters.

I want to have really complex AI that doesn't just charge at you and acts differently according to his proffesion.

Stealth is shadow and noise based.

Combat is 1 bullet kills, to enemies, and to you, something of a rhythm game with guns.

Combat takedowns of course.

Very neo-noir setting, especally with the plot.

very heavy on licensed music, which i have no way of legaly licensing, so i want to release the game for free and illegally.

I know it's going to turn out to be shit, i know most people wont even like it, but it'll be something i made, if i even make it(goal is 5 years of work)

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34a43e No.29222

Here's some ideaguying for you.

Thesis: Allow fans of strategy, city sims, and FPS games to play with and against one another with their preferred gameplay style, including casual players.

An MMO wherein players participate on multiple layers of gameplay in a civilization-like game. A game begins with a finite map and ends when one or more factions reach a victory condition, likely a month or so later.

Civ layer-(Browser/mobile client)-

The leader(s) of a faction control their empire at the macro level. They decide civ-wide policies(see Alpha Centauri's social engineering feature), design/produce/move units across a strategic map, set research goals, and manage diplomacy. A server starts with each player controlling their own faction with one city through conquest and diplomacy factions consume one another and gain additional human players. The gameplay involves a 2d tile-based map of the world populated with terrain, cities, and units.

City layer-(browser/mobile client)

A leader can appoint players as governors of cities(or do the governing on their own). The gameplay involves a 2d tile-based map of a given city and resembles simcity heavily in regard to the placement of buildings and managing a tax-based budget. Additionally, finite resources are produced by industrial buildings harvesting and refining natural resources. To build certain structures, or to increase the quality of others, these resources must either be obtained domestically or through trade with other cities. Population is also liable to move from city to city based on the availability of jobs, property value/crime/pollution, and affordable housing. The industrial capacity of a city as well as the population decide the speed at which units are created on the strategic map.

Battle layer-(3d game engine client)

When a unit attacks another on the strategic map, the outcome of the battle is decided via a round of gameplay similar to the original Star Wars Battlefront. The map would be based on the contents of the two strategic tiles where the units meet(pulling city data if a city is involved). The reinforcement count and equipment/vehicles would be decided by a unit's current strength/supplies/design on the strategic layer. Damages to buildings in a city persist after the battle is over. After the battle is over, the strategic and city maps change to reflect the outcome. Leaders can appoint soldiers to fight in these battles.

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599898 No.29260

You're a Solid Snake assassin kinda guy, skillful at killing, but autistic at social interaction. After spending running black ops abroad, you return to your homeland to find everything is all fucked up. Niggers everywhere and shit.

You can't just kill everyone, even though that's your inclination, so your goal pivots to the upcoming election.

You gain votes from being seen pummeling street trash. Mechanically, there's the strategy layer where you decide where to be, and when, based on your visibility to the populace and the strength and presence of the criminal element.

Under that is the Brawler layer, which works like Final Fight, except that instead of just walking to the right and killing everything that moves (and eating everything that doesn't) you want to show mercy, because slaughtering criminals like Duterte doesn't work unless the severity of the crime in that area is extreme.

You definitely don't want to give mercy to some higher-level criminals, whose vengeance will be terrible.

Naturally, your competition in the election will try to jew you down at every turn. They're in league with various criminal gangs, and will have you killed if they can't discredit you.

Kind of a neat idea, but not something I like enough to implement. I think a student would enjoy modeling crime and the various types of public sentiment across a city.

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599898 No.29261

Look at all these fucking linebreaks. What am I even doing.

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3e301f No.29263

I'd love a Fist of the North Star kinda game, like LISA, but more curbstompy on your end

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940e29 No.29264

Steal Towns concept and make Dwarf Fort clone where you make a city on top or near Dungeon.

Make it Konosuba where everything makes little sense but nothing is rule breaking. With that you can allow for more stylized graphics/ more monster and dungeon variety/ funny random events.

Finish it.

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322ff7 No.29385

File: 840f8d1c7823410⋯.png (992.03 KB,1024x640,8:5,ClipboardImage.png)

>>28863

I want a game kinda like Sanic Ball but without the 5 year old meme shit.

Just like a simple sphere-based racing game with huge maps.

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cc7806 No.29388

Pirate ship simulator. One part exploring a procedurally generated world, one part autistic naval combat simulator where you need to know winds and currents to properly maneuver. And one part dorf fort style population management sim, where you need to split the loot up and keep your crew happy to avoid mutiny.

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1a1f64 No.29392

>>28863

>>28864

>>28876

>>28919

Is this a Tor ID? I thought 000000 was the universal ID for that.

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d0a2e2 No.29393

>>29392

Sometime ago all IDs were reset so old posts have the same one. Look at the old progress general for example >>24615

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1a1f64 No.29394

>>29393

Alright, thanks.

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a64d52 No.29473

a game where you control gravity

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cdf21c No.29474

At some point in time I realized that a campaign of X-Com: Enemy Unknown is basically a set of data manipulated by two separate games(Base building and tactical combat).

If I had infinite resources, I would apply this concept into making a layered 4X game.

City building layer- Place structures on a 3D map of a city in order to balance a few needs/desires of the citizens there in the typical Simcity style. In addition to money, other resources such as fuel, metal, cloth, and food would be produced and consumed by buildings. The efficiency of a given building would be based on its tooling and the stats of its occupants/workers. Depending on the political model, workers could be applied to specific jobs, or would gravitate towards them according to their stats. Workers can form a resource convoy capable of harvesting one resource from one nearby tile on the strategic map.

Political layer- Each city would have a set of edicts available(much like Tropico's edict system). Each edict would have some mix of pros and cons attached to it, and could either be set for a particular city, or set globally for all cities. In addition to edicts, there would be political models for government, economy, and values. Each would come with similar pros and cons. Each citizen would have faction allegiance effecting how much certain decisions impact their respect for the government. According to the government model, an election may occur every X years. Additionally, discontent breeds rebels that can overthrow an individual city to join an existing faction or create a new one.

Strategic map layer- A tile-based world map would show the locations of cities and units. Combat units transition to the tactical layer for combat. Terraformers build terrain enhancements such as roads, farms, and bunkers that effect combat, movement, and the production of

resource convoys. Resource convoy units extract one resource from any tile, regardless of adjacency. Military units fight each other by starting a battle in the tactical layer.

Tactical layer-

Using the map from the City layer, the player uses at least one unit to attack a group of at least one other unit. A point on the map is used to control it(city center in the case of a city). If the attackers control this point for a certain length of time, they take control of the tile and force all other units to retreat to other adjacent tiles, or get destroyed. If there are huge stacks on either side of a conflict, the fight takes place on a map made of the two halves of the tiles adjacent to one another with reinforcements funneled in from both sides. This allows for conflicts involving more units than can fit on the map at any one time.

Unit design layer- With components unlocked through research and development facilities, units can be created by selecting a chasis, weapon/attachment, armor, engine, and up to two special abilities. Each unit is made from parts/components acquired from factories, or trade.

Technology layer- A research building stores techs via documents. In order to build a particular building, lab workers must learn the the techs required. Lab workers learn very slowly from documents alone, but faster from other lab workers. A tech can be reverse-engineered from an existing part(faster than researching it organically), and a tech can be lost if its documents are destroyed. Death of lab workers and destruction of documents can create lost tech that can be used and repaired, but not built until all of their pre-req techs are reverse-engineered. Lab workers can be trained at one research facility and then moved to others to speed up the dissemination of information.

Space strategy layer- A 3D voxel map of space shows the locations of planets, fleets, and celestial bodies. Planets can exchange resources and units using transport vessels.

Space tactical layer- A space battle functions similarly to an on-planet battle, except that ships possess targetable hardpoints with specific functions(engines shields, comms, radars, weapons, life support, hangars, cargo bays). Collision of moving ships damage the effected hardpoints, and ships can be broken into pieces harvestable at the end of battle.

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ada54a No.29476

I have a mechanic idea, I don't know if I'm going to make a game around it though.

The idea is having inheritance system, where every object have an owner, and every owner have someone they inherit the object if they die, unless they are lonely piece of shit, in that case one could buy it for cheap.

The mechanic will be implemented on everything in the game from items to shops and whole kingdoms and rogue towns(kill the leader and get taxes and army while ignoring the faulty politic logic behind it).

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175733 No.29478

Another idea that crawled into my head is that of an improved version of the settlement system in Fallout 4.

Armory- This structure would allow you to store weapons, armor, and ammo. From the armory menu you would select how many reloads(ie shotgun with 10 round mag would have 10 rounds per reload, a double-barrel shotgun would be 2 rounds per reload, etc) of ammo each settler should have. Settlers would take ammo, up to the set value. Additionally, there would be a button to store all of the settler's equipped gear in the Armory. Lastly, an "Equip All settlers" button would tell all settlers to come to the armory and pick up any equipment that was better than what they had. This way one could simply drop loot piles into the armory and hit that button to let the settlers micro-manage their own gear.

Barracks- This structure would allow you to train soldiers and commanders available for away missions. To start an away mission, the player enters the Barracks menu and selects a group of soldiers from a settlement and a location on the map. The troops will move to the location for a length of time, then attack it if it is held by enemies. The player can either assist with the in-game attack, or they can wait for some dice-rolling determines who wins the fight. If your settlers die, their bodies will be found at the location along with any enemies. If they win, however, they will bring the loot back to their settlement.

OutPost- This structure could be built at any location on the map. From the Barracks menu, the player could select to station troops at this outpost. As long as the outpost is not destroyed by an attack, this location will no longer spawn monsters.

Enemy stronghold- This is a group of non-political(Can't be reasoned with) enemies occupying a location. If you do not clear out a stronghold, then the number of enemies increases over time. After reaching a certain population threshold, a stronghold will begin its own away missions to settle uncontested locations and attack enemy settlements.

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47b3b1 No.29494

File: 5fe7515a3189c90⋯.jpg (46.62 KB,340x325,68:65,1504052275812.jpg)

Samurai Shodown meets Last Blade 2 meets low fantasy. Basically, it's a 2d weapons based fighting game with an Elric/Conan the Barbarian style. It would be a 4 button game (ABCD)

>A

Weak slash. Forward+A is a weak attack with the blunt side of the weapon. (If the character has a sword, that would be sword's hilt)

Quarter circle forward x2 + A is a super move. It doesn't do as much damage as it's B counterpart, but it may lead to juggles.

>B

Heavy slash. Forward+B moves your a lot more than Forward+A and does more damage, but it's slower. Quarter circle forward x2 + B is a super that does more damage than it's A counterpart, but it's harder to land or combo into.

>C

Punch/Kick. Whether it's a punch or kick depends on the character. Forward + C is a slow move that knocks down the opponent.

>D

Deflect. Puts the character in a deflect motion. If you get attacked while in this motion, you will parry the opponent's weapon and leave him open for an attack. If the opponent quickly presses D while being deflected (this is a narrow frame window) A blade clash occurs and the players have got to mash buttons to determine who will be left open to attack.

>A+B

Universal overhead. Makes your character jump a little and hit your crouching opponent.

>C+D

Throw. If a player enters the throw input when being thrown, a tech throw occurs.

>Super bar

Every character has got 2 stocks. You can do 2 supers (qcfx2+A or qcfx2+B), or you can do a more powerful super using 2 stocks. While the weaker super move inputs are same on every character, the greater super move's input is different in each character.

I'm currently creating a setting for this game (yeah it sounds a bit unoriginal but whatever) and designing characters and naming moves. (I will name them with obscure heavy metal bands/songs/lyrics)

That's pretty much it, I guess.

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dc9302 No.29507

>>28863

A game where the main gameplay mechanic is the quality of assets. What I mean by that is that depending on an action you can change the graphic quality of an object or scene and by doing so you can make different realms of story go on or some shit. Like it would be cool if there was a VR game (I fucking hate VR but this idea would be cool) where you can lean forward through a hole or something and the graphics quality is trash. Or you look through a window and the quality is trash and all the surroundings is the most beautiful thing ever. Like the bad graphics make it hard to see stuff but if you do stuff the graphics get better and this can apply to a single object, a single scene, and/or an entire world.

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cadf5d No.29721

File: 1583818b5dc5a77⋯.png (149.46 KB,500x334,250:167,1583818b5dc5a77776b3821c5f….png)

>>29473

fuckin sweet

>>29193

bruh who gives a flying fuck what the majority of that board thinks.

it might help if you wrote a story to go along with it, even just a short story. then develop this idea into a short film concept. then plan even further and start implementing what you're best at while you can until you get to the harder stuff.

>>29385

https://www.youtube.com/watch?v=-UG35U7daYs

>>29388

I wouldn't make wind navigation and currents too complicated. Pirates of the Caribbean had a pirate ship based failure of an online game, but the concept is alive and well.

Of course, I would want a custom world/map, that can still be updated and added to, with ports (base building?) characters can build and maintain like actual civilizations or colonies, towns and harbors, trading posts - this latest GTA V multiplayer mode and EVE online type gameplay combo (tactical combat?) as well but with interactive control of a character and simple combat-ai based merchants, npc's, and crews that you can have follow you or join you wherever you go or tell them to.

Is there underwater exploration when and if possible? Does this universe allow modern weaponry (like 1800's era or Black Lagoon factory towns) or is it classical pirate era with blunderbusses and swords, wooden villages and stone cities? Deserts, jungles, and tropics? I fascinated with pirate shit.

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ed3dec No.30387

File: 13335d8ea4b3945⋯.png (1.25 MB,1200x720,5:3,gta 2 in doom engine.png)

A net punk brawler game that's in ortho-topdown 3D like Unholy War.

Think the Reboot TV show, but characters are all Gurps Cyberpunk rip-offs of popular games/TV shows/movies/memes/etc.

Levels/weapons are all various references to internet and game culture...so you have items such as "adblock boots" to allow you to run through advert swamps without slow down, a "DDOS" cannon, etc.

Occasionally, the camera mode can change. Eg. if two characters land a hit on each other at the same time, it could switch to a side-scroller fighting game view temporarily (as if to emphasize close combat initiating). This would last until one of them is knocked down long enough for the other character to run away.

Art would be low poly 3D models with no tweening in the animations, but ran through a graphics shader that makes them look like MSPaint drawings.

HUD style would be kind of like theme hospital, but the text style looks like GTA 2 and Crash Bandicoot 2 menus/dialog.

Combine that with levels that have nice basic shading and particle effects, but with really good graphics shaders.

See picture attached for lighting example.

Also random bits of knowledge from school are all you need! Just to kickstart you off, then get together with friends outside of school and on breaks, and learn all the other skills via being self-taught and dissecting other existing games.

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61aa06 No.30478

>>28863

an rpg that is a mix of persona but the difference is a little more freedom and summons takes days before you can summon a demon or weapon and there is the typical alignment of good, neutral and evil but everything is grey in those regards.

So if you go full evil you will get cheap gains,magic and become more and more sick plus the game world will actively hunt you down and make things harder for the player character also you need to take a medicine day after day from not dying but when you go full evil you have to take more and more just to feed the summoned demon.

I'm not sure if action or turned based would be the right thing. Since at the night-time you are hunting demons, girls for sacrifices rituals and doing dungeon missions to kill a boss.

The story is basically just that hey you witnessed a divine event and you got speared by a demon/angel and now you have to survive a year, you have to hunt for the answers and there are only small clues onto what is really going on in the game world.

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