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/agdg/ - Amateur Game Development General

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File: f9a6b6f9571b994⋯.png (90.91 KB, 259x194, 259:194, ClipboardImage.png)

6bc8c0  No.31374

Borrowing the concept from /tg/, post half-baked concepts you'll never get around to doing, so other anons can put it to use. Half idea guy, half abandoned project, post 'em ITT

____________________________
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d008cf  No.31378

An open-world FPS zombie survival arena game.

The objective is for players to locate the hidden treasure and bring it to an extraction point, where a helicopter/boat/car will be show up at the end of the match. The player with the loot wins, but any player that makes it aboard the extraction vehicle keeps their life and anything in their inventory for future matches.

Your character is fragile and has a variety of potential ailments.

Blood loss.

Broken bones.

Concussions.

Hypothermia.

Infection from zombie bites (Takes ~3 hours to turn the victim).

Starvation.

Dehydration.

Sleep deprivation,

The only way to sleep is to log out of the match, and rest will not start accumulating until a player has been out for an hour. (so logging on to make sure you're safe every few minutes while sleeping is not a viable strategy)

Zombies are either calm or frenzied. When calm they will not climb ladders, enter windows, or break down doors, or even attack the player. Loud noises (such as car alarms or home alarm systems), the smell of blood, or a running player will frenzy a zombie, causing all nearby zombies to also frenzy and attack any non-infected in sight.

Maps are crammed with destructible buildings full of items and cover from both the elements, zombies, and other players.

Lastly, there are three ranks of matches based on duration, and items/points can only be used in the same rank they were earned.

Bronze(30 minute games) rank introduces the player to the game without advanced needs or worrying about sleeping. Stealth and run-and-gun tactics are both perfectly viable as it may take 15 minutes to get to the extraction point on foot.

Silver(12 hour) matches make run-and-gun tactics suicidal, as ammo can easily be used up early in the match. Players can die from hypothermia more easily and get debuffs for hunger/sleep/thirst.

Gold(72 hour) matches are the most intense experiences. There is enough time to thoroughly loot the map for supplies and weapons, but dehydration can become fatal and the debuffs for hunger and sleep are more severe on this timescale. If bitten by a zombie, a player has twelve hours to find an antidote vial. Freemium currency buys lives for this mode. If the player survives a match, they earn enough of this currency to buy another life in addition to keeping their current life. If they find the treasure, they get five times that much in-game currency.

There. It's so over-the-top that I doubt anything aside from a AAA studio could afford to make it, and I doubt it would be commercially viable once released. If anyone "steals" this idea from me and makes a wildly successful franchise, you'll earn a hi-five from me.

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998dd4  No.31423

Construct all world creatures using a string of data (like DNA), allow player to mate two creatures to create brand new ones.

inheritance for npcs, you kill the store owner and his daughter becomes the new one(on the surface it sounds dumb but it could have interesting synergies)

Ideas for MMO's:

A basic rpg game where people could add content(maps, npcs ,etc) and create their own lores.

game where the map is huge and flat (I imagine it as being 2D topdown with only grass sprite) where players could create their own towns by guarding from monsters and <somehow> build houses and rent it to npcs/other players

a hearthstone inspired card game where players can script cards (and only match with defined sets, so you wont play against op cards unless you want to)

I genuinely enjoy other people's ideas so naturally think about games where people create the content.. Tell me if you like any of these ideas, I might not fully gave up on some.

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6bc8c0  No.31426

>Construct all world creatures using a string of data (like DNA), allow player to mate two creatures to create brand new ones.

This would be more like a gimmicky way to encode data to share between friends. Think of the Biogenesis game, for example.

>inheritance for npcs, you kill the store owner and his daughter becomes the new one(on the surface it sounds dumb but it could have interesting synergies)

Probably best for a simulation game

>MMOs

>A basic rpg game where people could add content(maps, npcs ,etc) and create their own lores.

>game where the map is huge and flat (I imagine it as being 2D topdown with only grass sprite) where players could create their own towns by guarding from monsters and <somehow> build houses and rent it to npcs/other players

Isn't this basically Wurm online? Or BYond games? It's tricky to make a large persistent world because you'd run out of things to do, so then it's hard to make content or guarantees to the player.

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99bd63  No.31430

>>31423

>Construct all world creatures using a string of data (like DNA), allow player to mate two creatures to create brand new ones.

Man, I've had a similar thought before. My problem with it was how much to expose to the player. Is it core to the actual gameplay? Or is it just something used behind the scenes (as a data serialization kind of way)?

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ac8ea7  No.31431

>>31430

This is a genetic algorithm sort of.

You could make the fitness function be like whether the embryo would survive, like it has lungs etc.

But in game turns, I'd hope you could speed up evolution

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9df709  No.31443

>>31374

Antediluvian caveman game where you're a caveman and you can evolve/become a god.

Evolutions allow you to change out body parts(or advance to a later stage of hominid evolution), while apotheosis lets you use divine powers.

There are 4 levels of apotheosis - demigods, gods, titans and primordials. Titans are huge, while Primordials are nebulous.

There is also a huge sexual aspect of the game, mainly because of Zeus's affairs and because the prehistoricness of the Golden Age of Saturn.

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7b71c8  No.31464

Here's a random idea I just thought of: POW 2D. There is this old game I played a long time ago called Prisoner of War. Basically a 2D version of this game.

You are placed into a randomly-generated Prisoner of War camp, and your job is to find a way to escape. The guards and prisoners have routines. You can befriend people, dig tunnels, obtain contraband, trade items, etc. I guess Prison Architect is a bit similar but I think this is still an interesting idea.

A similar idea is Thief 2D. Once again basically a 2D ripoff, this time of Thief. You walk around a map and have to steal valuables, then escape. I don't think anyone has made a game like this yet.

I don't know if you could make a huge project out of it, but they could potentially be good mini-projects, maybe even could be made into apps.

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d5793c  No.31482

Adventure RPG with fighting mechanics ranging from PURE to JUGGLEFUCKFANTASY. Focus on the combat and movement. Focus on the movement, THEN the combat. You're basically a part of a group of hardcore AI fighters fighting hardcore AI fighters trying to push the front line, or you're going solo rushing through and opening something from the other side for your ocomrades, or you're behind the lines rushing to another place to keep the other side from collapsing and getting surrounded... You can remove or add complexity, but the strategy components would be there AFTER you focus on the tactical, AFTER you focus on the combat, AFTER you focus on the movement and feel.

>Hard Melee; THE DRAGON. Just fucking DBZ level shit. Pure skill, pure concrete martial arts and athleticism. Hard and linear. Meant to make people cry and rage quit.

>Soft Melee; THE FEATHER. Tai Chi evasion and woowoo shit. Spherical, flowing, weaving stuff. Sort of like a whip when attacking, one of those feathers or specks of dust you can't catch when they're dodging. Meant to be the asshole of the group.

>Soft (?) Range; THE STORM. Hop around and throw, shoot, improvise ammo, drop environmental shit, aim for their vitals, throw and reuse javelins ++ all the ammo such as arrows (unless they break). Take out the cross bow to take down bigger prey. I guess shoot with the wind nearly infite ammo later in the game (pick up leaves, rocks, pieces of shit later on and sort of hold it up with your wind and grab n' aim n' shoot from the cloud of stuff. Shoot 2, 3 at once.

>BOOM; THE MADMAN HE DID IT. Juggle bombs, rip out enemy guzzards to fuel your creations, snort bone marrow to boost your speed, use their bones for pipe bombs, plant them in dead bodies then lead them to it or wait, cause cave ins, land mine that shit, rocket jump with a corpse platform and enough drugs to not die —- just kidding this is fucking retarded.

>WIZARD; I stopped caring so put a wizard here that I somehow made to be skill based and compliments the others. I would make him gimmick as possible, with skill required in the most 'random' (high brow as fuck) places, such as having to balance on your escape orb you summon, whilst steering it with said balance on the orb and having to keep a meter in a certain range... sort of thing, because escape and mobility should be his most limited thing.

>Put someone else here or fuck that wizard shit and make it all stay somewhat thematically not-generic with the hard style/soft style melee/range no woo/cool woo.

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747891  No.31491

A realistic 4x Space Game in an endless universe.

I may one day revisit it.

The idea was that 4X space games are always just full of habitable planets and moons. GalCiv at least had the decency to make you research the ability to live on different planets etc.

But there's not that many livable planets. So my universe would have been randomly generated for each playthrough, and it would generate something slightly more realistic.

You could build space stations and stuff, but they had to be in a sensible orbit somewhere. I forgot the names, but there are "positions" in orbits that are stable, so there would be limited numbers of these. I think they're called lerange points or something...

Fuel would always be a problem. FTL is not achieved unless through a very random and hard to find worm hole. As in, worm holes would be very very rare, so finding the few that are in the randomly generated universe would be difficult.

War would not be that common. Because other species that are intelligent would not be that common. There would be a very indepth "first contact" mechanic and ongoing relations.

The main antagonist to the player is their own civilisation. There would be a lot of focus on cultural and social problems that go with being a space-faring nation.

I forgot that the playthrough begins with your civs first steps into colonising other celestial bodies.

So it's somewhat likely that your colonies may claim independence. They could then be an opposing civ that you're battling.

You can't just go to war and wipe them out if you haven't got the backing or control of your own people. That can only be achieved through many many years of gradually steering the populations towards the way you want them to be,

But so many planets, and so many moons and space-stations, this gets very difficult.

So the game favors a slow and well-thought out advance.

The impacts of finding alien life could cause all sorts of problems. The impact of researching various technologies could do all sorts of things.

Then, to cap it all off, relativity would play into it. So; basically, because there's no FTL, communications between colonies and with your own military ships would have the delays of relativity involved; again, making careful planning very important.

For example, sending your war-fleet out to quash a rebellion? When they get there, they may be obsolete.

I wanted it to be somewhat like an exploration of what mankind could do, could achieve, could be like, when we start going into space.

The universe would be random. The description, location of alien species would be random. Whether those other species achieve space travel etc would be random and done across time. So the generation of a universe involves aging, much like in Dwarf Fortress; so a player could come across an ancient space-station from some alien empire that's long extinct.

Graphically it probably wouldn't be very exciting. Most of it would come from text as I'm no artist. I envisioned the interface to be as though I'm the supreme immortal ruler of my people, and I have ready access to the entire civ, but with the effects of relativity defining what events I'm informed of when etc.

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8e49d2  No.31499

Third person battle arena rpg collectathon turn based choose your story multiplayer racing fps.

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5d5737  No.31500

Auschwitz survival game.

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747891  No.31501

>>31500

I'm listening....

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2d3aed  No.31502

>>31499

That's not an idea son, it's a collection of genres.

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5d5737  No.31507

>>31501

first of all, the marketing model is to get SJW so mad about it they share it (no such thing as bad advertising)

didn't spend much time thinking about it but heres some points:

survival stats: sanity , hunger&nutrition,body temperature,sleep.

daily piece of bread for every person, you could trade things for their bread, or find little kids to smuggle you food.

every month a cleanup is being done killing everyone that is below certain total health, taking some of the others to work.

yeah I don't really know much on how people actually survived then though so it requires more research..

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cff405  No.31510

>>31500

>>31501

Give it a political message of what will happen if mass migration from the third world is allowed to continue.

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7d9ce5  No.31516

>>31507

>SJW outrage Marketing

I'm all on that.

>How did they survive?

But it was all a hoax.

So the underlying story could be how it's a labor camp to find some place willing to take these jews. But the jews are jewing each other out of their bread and start dying. The reich is doing all they can to prevent the starvation and deaths but those pesky jews just can't manage to not jew each other.

In the end, the prisoner population ends up suggesting that they kill off the less wealthy jews.

I'm envisioning a game where you form a chain of usury and debt in order to survive. Perhaps even put some clay golem shit in there as DLC that's like a zombie DLC pack that's so popular lately.

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ab5d66  No.31546

Lost Planet Golf - basically a third-person shooter where you hit a golf shot and then it defines a data post location (read, location you have to reach and defend) that you have to reach and then activate to make the next shot. Tougher parts of the hole (bunker, water hazard, etc.) correlate to tougher enemies. Sometimes undesirable shots by golf rules may be desirable by what enemies you would have to fight vs. what resources you have.

Basically like Ninja Golf, but a TPS. Possibly squad-based, with heavy focus on fighting big monsters and spamming emotes.

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7b71c8  No.31561

File: e839844aab9cdd3⋯.jpg (326.34 KB, 1332x720, 37:20, LnvIl.jpg)

>>31491

Sounds like Aurora, except for the FTL thing.

>>31500

This can be done. There's a game called Super Columbine Massacre RPG. It stirred some shit up back in the day.

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1d9126  No.31562

>>31561

Yeah. In hindsight it's Aurora with maybe a better UI

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6a5e7e  No.31569

Man you guys have some crazy ideas.

How about a little training? An implementation of https://en.wikipedia.org/wiki/EinStein_w%C3%BCrfelt_nicht!

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ad2eea  No.31578

>>31500

>oy vey a masturbation machine

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21c167  No.31602

I'm actually going to try working on this, but

A browser-based persistent dwarf-fortress liteMMO (like an ".io" game)

>3d (only ~32 z levels/height voxels) map

>goal is to hoard all of the resources from other players

>world abides the rule of conservation of matter/energy

>once a certain amount of energy/matter is concentrated on the map, a "worm hole" opens (ex: some guy runs a monopoly on the map and mines out half of all mass and collects it in his little base)

>first person who gets their "dwarves" in the wormhole (the "winner" of that map) gets to fiddle around with the world generation for the next "map"/layer

>the winner can possibly select adding or removing a type of item (maybe a higher tier of tools, or a stronger block to craft)

>possibly the ability to create user-generated items

>worm hole doesn't destroy old world, multiple maps/layers could exist at once, new players spawn at the top

>maybe resources specific to each "layer"

>if too many layers exist at once, the next wormhole starts a "cataclysm" which destroys a random layer

>harder to get to new layers

>each layer has the possibility to become more alien and weird

>maybe new types of races/dwarves on each layer

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cff405  No.31610

>>31602

A DF like MMO sounds cool.

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f6f36f  No.31656

File: 598a074b9ad9a37⋯.jpeg (1009.62 KB, 1024x922, 512:461, serveimage.jpeg)

procedural generation but for stories/npc interactions rather than levels

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f66230  No.31678

File: 230076a3facb8ca⋯.png (121.37 KB, 338x370, 169:185, sonic 2 hd - waifu2x.png)

A game mod studio where you can load roms from all the old 2D games and make mods of them by adding/replacing graphics/sfx/audio, and layering over it additional things like shader effects, ambient audio, etc.

Think GameMaker, but instead of making new games its built strictly for creating mods/remasters of old games. Similar to this tool:

https://segaretro.org/HiSMS

Has the ability to perform signature scans during gameplay and save interactions as "actions" you can apply mods to...so you don't have to look at the original game source code in the rom to add new features. It would be a scripting language similar to GML and Lua.

Eg. play the rom and press "record action" (kind of like when you record an action in Photoshop), then make the character jump, then click "stop recording", and the studio will return a collection of assumptions on what the action is you've recorded, with various way you can mod it.

So if its a character jumping, the recorded action might offer modding abilities such as:

- Change character physics

- Replace graphics/sounds

- Add gfx/sounds cues (eg. visual effects such as trails or shaders that are executed on jump)

- Remove restrictions on interaction (if it detects that you can't repeat the action, it modifies the game code in real-time to allow it..eg. double-jump).

This would also include some neural network tools for remastering the art too, eg. Waifu2X for upscaling, and various other tools for transferring art styles, vectorizing, etc.

Similar to this tool for easily making shaded vector shapes:

https://www.youtube.com/watch?v=SyFQojuiOE4

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5bcd81  No.31685

File: 8659e8bd0eb539e⋯.png (287.97 KB, 633x356, 633:356, ClipboardImage.png)

>>31656

How? I don't think this is possible, anon.

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f66230  No.31687

File: c4f0c86a94d2a4b⋯.webm (13.45 MB, 1280x720, 16:9, pokemon hd version - exam….webm)

>>31678

Example of what could in theory be possible with such a tool.

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fcc535  No.31688

Keep World

Vertical stack of planes, each one smaller than the last with a constant distance between them and different, random biomes on each. Creatures called "meeps" breed, fight and otherwise compete for resources on a plane, starting with the top. When one starves, dies in a fight or is pushed off due to a lack of space, they fall down to a lower plane.

On occasion, a meep literally shits a brick. This is a resource that can be used by the player to manage them by building walls to starve, selectively breed or force fights between certain meeps.

Genetics plays a role. Depending on who breeds with who, food conversion efficency goes up and down, as well as ability to heal from fights. Predation and "acts of God" can occur at random, again, depending on the biome Your mission is to keep them from dying out.

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fcc535  No.31689

>>31688

>>31688

*meep world

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fcc535  No.31690

>>31685

Same as has always been: randomly populated templates.

__ wants a __ or they will ___

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7360f7  No.31728

>>31688

>When one starves, dies in a fight or is pushed off due to a lack of space, they fall down to a lower plane.

You mean their corpse does (or they fall to their death)? Or do they go on to populate the plane below? If the former, how does that influence the lower plane, other than providing an extra meal for predators or transferring disease?

Speaking of, what would be the size and meep population of one of these planes (say the top one for example)? Small enough to fit on your screen (I'm thinking viewed isometrically like a browser game), acres wide or larger?

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cdea8d  No.31768

>>31728

>you mean their corpse does

Nah. They populate the lower plane. The final idea of the game is population balancing and population control.

>size

It would be isometric. There would obviously have to be a limit to the size on some lower planes.

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fefc27  No.31851

File: 39feb1a0a82b25d⋯.jpg (109.26 KB, 894x894, 1:1, ork_life.jpg)

a king of dragon pass style game where you manage a wh40k ork warband

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562b57  No.32426

Cannibal murderer simulator:

Entire game revolves around a sanity meter

sanity meter can only be replenished by stalking, killing, eating, and making trophies out of people

Let your sanity meter go down too low you might get really angry and attract attention

But the more you kill the less it replenishes, so you have to choose several options.

will you just kill several people a night? Or will you kill one person and keep their body parts in the fridge to eat, Or will you go even further and start making belts out of nipples?

Certain people like a policeman's daughter will attract a lot of attention but will satisfy you more. Whereas homeless drifters become boring quickly.

Construct elaborate dungeons to hide your trophies, mail body parts to random people. See how long you can last until the Feds catch you.

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85e7b6  No.32646

Retirement Plan

>heisting game focused on pre-planning and tactics rather than horde shooting

>online co-op, some levels can be done solo

>voice recognition or zxc 1-8 menu for commands

>varied maps, (can rob liquor stores, newsstands etc. move up to jewelry stores, burglary, banks etc.)

>intended for playing with friends as opposed to randoms due to betrayal mechanic like in Kane & Lynch 2 multiplayer

>no in-game punishment for betraying players up to you to know who's trustworthy or not, can keep a list of names in-game

>>31685

Look into dadaengine, a creator of grammatically sound meaningless post modernist trash

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278aad  No.33450

File: e6c3ad0874c17e1⋯.png (88.45 KB, 1028x858, 514:429, 2019-03-14-111029_2560x102….png)

Literally just Earthsiege 2 rebuilt on a new engine with multiplayer.

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e409a2  No.33556

File: 21302df291086fc⋯.mp4 (514.48 KB, 446x360, 223:180, Noita_Dev_Log_1.mp4)

File: 4042c16d169e0ea⋯.png (2.09 MB, 1693x952, 1693:952, Soldat.png)

File: 6bf4edb4981521c⋯.mp4 (926.34 KB, 600x600, 1:1, Noita_Dev_Log_2.mp4)

File: c50bcf32518187a⋯.webm (10.34 MB, 854x480, 427:240, Noita1.webm)

have you ever heard about soldat? http://www.soldat.pl/pl/main.php it was a quite popular in slavlands. it plays like real time worms, or a multiplayer metal slug. now imagine this but with destructible terrain and made on noita engine

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9889d7  No.33558

Cyberpunk Kenshi

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d55822  No.33561

>>33556

Have you seen cortex command?

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6b9edd  No.33597

File: 0f4a9d41e598d10⋯.png (48.97 KB, 982x589, 982:589, wxSand_2.png)

>>33556

reminds me of one of those falling sand games.

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7d6f05  No.33652

>>33597

High school memories right there.

I've been thinking about a game where you are an AI which starts out trapped in a room with a scientist running experiments on you. Your job is basically to escape by any possible means. For example maybe the scientist reveals that he broke up with his gf, so you convince him that you are in love with him and he should upload you to a USB and put you on his computer at home.

Then you could do cool shit like spread through the IoT and eventually launch nukes and shit.

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5b8e71  No.33743

The problem with porn games is that the porn is usually the lose condition. When it is a win condition, it is too far removed from gameplay. There needs to be a way to mix the porn with the gameplay as a win condition. The solution, as usual, is rape.

>game is similar to a "beat 'em up."

>all characters have both a HP meter and an Orgasm (OP) meter.

>If you can max out an enemy's orgasm meter, she becomes an ally.

>different moves can lower the HP meter and/or increase the OP Meter.

>lower HP meter decreases stats such as speed and attack power, unless the character has a specific ability that negates this (like some sort of rage that activates with low HP). This makes it easier to use attacks that focus more on the OP meter.

>however, HP does not replenish when they become your ally, so although it is more difficult, it is more beneficial to keep HP high while you max out the OP meter.

>you can also choose to just knock out enemies (unless there's a mission that asks you not to), but then you don't get allies.

>the game has to be playable with one hand, for obvious reasons. A modern controller gives one hand access to a joystick, two shoulder buttons (most easily used), one joystick button (slightly more difficult when moving the joystick a lot, so secondary use), four face buttons/d-pad (have to let go of the joystick, so tertiary use), and a start/select button. This limits the amount of moves you have, so moves will be somewhat contextual.

>as you fight, you and your opponent are trying to get each other into different holds/positions, and certain moves can only be used in certain positions (contextual moves). Pressing L1 when you're standing is a different move than when you're pressing L1 in Hold 1, which is different from Hold 2, etc.

>you can assign different moves to different buttons/contexts in the menu. You can also learn new ones throughout the game

>when in a character is in a hold by another character (so it works on you and against you) one button is dedicated to trying to break out of the hold, which initiates a button mashing minigame. Which buttons are mashed depend on the hold.

>of course lower HP means that each time you mash the button is less effective

>if you're the one initiating the hold, you can simply ignore mashing the button and keep doing whatever you were doing, if you're confident that you can win before the opponent breaks out of the hold/mash only sometimes and decrease the meter enough.

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5b8e71  No.33744

>of course the holds most people care about are the ones that allow genital contact. Using these moves make the OP meter increase much more quickly, but, like trying to break from a hold, activate a minigame that may distract you from the other aspects of battle

>in this case, it's a simple rhythm minigame.

>you can still do other things during this minigame, but good luck keeping the rhythm if you also have to fight at the same time.

>when a male character (hopefully the player character, but no reason we can't allow different variations for you faggots) maxes out his OP, he enters a refractory period wherein his stats all drop to near zero.

>however, cumming on another character also affects their OP meter

>cumming on a female character increases her OP a bit, but cumming inside a female character increases her OP a lot

>player (male) can thus try to time his orgasms to make sure his female opponent orgasms at the same time and joins his side so she can fight for him while he is in his refractory period

>on the other hand, female opponents can try to make a male character orgasm too early so they can then beat him in his weakened state

>theoretically you could have female player characters and male opponents. Females would of course have different stats/moves that mean you have to fight differently if playing as them

>for example, maxing out PC (f)'s OP doesn't lower stats as far, but maxing out male opponents' OPs means you have to protect them during a refractory period or they'll be killed by opponents before they become useful.

>most enemies are somewhat simple, basically the type that could be made in a character creator

>any allies you have at the end of a level are permanently "caught" and in your harem

>certain modes/levels allow you to select a certain number of harem members to begin the level with

>any attributes (physical features and moves) of your harem members can be used in a custom creator

>customs can then be used in extra modes such as a "practice" mode where you just pick a bunch of characters to fight, a Challenge Mode where you do a harder version of the story mode but are allowed to use custom characters, and an AI v AI mode where you can just watch.

>boss characters are more special, not the type that could just be made in a character creator. So this way not all characters are just those simple ones. Maxing out their OP meters gives different rewards instead, although they can also be used in certain modes.

>since I'm sick of tiny pixelart that doesn't let me see shit, ideally this would be a 3D thing with a first person view. I suppose the game could theoretically work without it, and would theoretically be simpler, but that's not as fun.

Basically it's Pokemon meets Streets of Rage meets Rape.

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542fb8  No.33804

>>33652

Just play SS13

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6160ef  No.33899

A GURPS-based or inspired simulation of almost daily life like in Stick RPG 2, with less dated cultural references, more jobs and career paths, advantage and disadvantage system, age progression, hidden conspiracies you can either fight or Join

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63a9bf  No.33959

>>33652

if your game idea is just a story, its a shitty game idea and probably a shitty story idea as well

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08bb1b  No.34016

A city-builder/strategy game in the vein of Tropico and Total War, where you play as the dictator of a fictional nation in Europe, Asia, Africa, Latin America, and North America from the 1815 to modern times.

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ac6474  No.34069

>>31464

>2D ripoff of Thief

>I don't think anyone has made a game like this yet

can you be this dumb?

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1d476e  No.34219

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96d5c8  No.34220

>>34069

Why?

>>34219

Nice, I'll check this one out. I'm working on something similar.

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