Post your ideas for game mechanics you want to see and talk to other anons about the pros and cons of their ideas
Post your ideas for game mechanics you want to see and talk to other anons about the pros and cons of their ideas
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I want to see more games involving time travel.
like a fighting game with a character that can perform strikes back and forth through time, so if the opponent is in that spot at a certain time in the future, or was there a certain amount of time in the past they get hit.
Here's my idea: an action game that focuses on a ridiculously oversized weapon like a massive hammer or Berserk-ish sword. Instead of just flailing it around like it's nothing, its weight is actually communicated in-game and has to be used realistically. The main mechanic that excited me was the idea of a basic gameloop in combat that goes like this:
>character makes a huge, slow, devastating hit that can topple many enemies at once
>weapon becomes embedded in the ground from force of attack
>character has to do something like poledancing (in theory, not overtly) around the handle of the weapon to nimbly dodge attacks from the enemies closing in
>character either builds up enough energy to rip the weapon from the ground again or baits a strong enemy into knocking it loose for them
I think it'd be really satisfying to mix slow, brutal attacks with nimble dodging in a constant back-and-forth switch-off.
Maybe it'd be well supplemented with a narrative reason that the MC can never leave/let go of their weapon, too
Information management. Like there is a game like Deus Ex where you infiltrate private and government companies and agencies, such as TV station, ministry building, embassy, production plant etc. You recover some information and can decide to destroy it, keep it, publicize it through the Internet or give to some news media (in which case it might get covered up and get you in trouble), sell it, use it to blackmail someone etc. This influences further development of plot and leads you to different quests etc.
literally Die by the Sword if you play as an ogre in arena mode
I want to see a mechanic where the game rewards you for saving items and storaging anything you can pick in the game... I do that all the time :(
Isn't your reward... having the item? Or selling it later on? You need further rewards for collecting loot?
Idea for a first-person horror game:
Certain perfectly normal setpieces in the environment (coat rack, chair, etc) could have a second 3D model overlayed on top of it of something horrible (corpse, gore, what have you) but the opacity of the second model is tied to the player's mouse speed during any given frame. That means that when you keep your camera still or move it slowly, you'll only see normal objects, but when the camera is quickly whipping around the player will briefly be seeing terrifying things, even if it's quicker than they can fully process
Bump.
I mean... I end the games with dozens of stuff which I don't sell or use... I save anything by nature.
A bullet hell game like Terraria that focuses heavily on exploration of a procedurally generated world, where you pick up parts from enemies/chests/whatever and hoard them back into your safehouse to form bigger and badder weapons that are entirely customiseable on a workbench of sorts.
The environment gets more dangerous the further you venture from the safehouse and there’s more extreme terrain, structures, beasts etc with maybe some story revelations, who knows.
Pretty barebones idea but I haven’t seen a game that executes it well yet
What exactly can the developer do to make those objects valuable once you've finished the game other than mailing shit to your house? Everything in a game is equally transient, it all goes away once you shut the game off or restart your file
I want a game with interesting magic mechanics. Magic is not for combat and buffs only. You can do magical stuff to solve quests and puzzles and change a world to a degree. The first DOS was kinda like that but I wish they kept it more down to earth with maybe fireball level spells be the max firepower you can get and instead rely on clever use of the environment and enemy weaknesses.
A game that lies to you in roughly 50% of the cases.
That includes the story, descriptions, mechanics and plot.
The twist is that during NG+ the parts of the game that were false are switched to true versions, and true parts to false, so that you have to put some actual effort into understanding what the actual fuck is going on
Not exactly what I meant but interesting, thanks user. Might try.
Reminds me of Android game Beholder from Google Play. It has free demo and paid full version. I tried the demo and it's pretty good. You are a living block manager in a communist country and your job is to spy on them, install cameras in their houses, report them to authorities if they're suspicious etc, but you can also help people if you're goody two shoes type of guy. I recommend trying it out.
Asymmetric co-op game
>Game takes place on a randomly generated map. Maybe 'quilt' style that XCOM2 used. Doesn't really matter how, the base just has to be different each time
>Base is attacked by aliens
>One player barricaded himself in a security office
>This 'survivor' is the only one with access to a base map. Can look through security cameras. Has limited ability to lock/unlock open/close doors, route power, control lights to an extent
>The other players, maybe 2-5 of them, are a first responder marine force tasked with evacuating survivors, retrieving sensitive information from the base and/or initiating the self-destruct
>Responders are virtually blind. Must be guided over comms by the survivor in the security office.
>Responders can force open some doors the survivor doesn't have access too, opening blast doors makes the survivor do a mini-game to open it and makes a lot of noise attracting aliens
>Responders can repair some power to give the survivor more cameras to work with
>Anyway, communication back and forth between the survivor and responders vital in completing the mission
>Would like little moments where the comms may cut out or be difficult to understand, but then everyone would just use discord and bypass that stuff. Mite b cool though.
And then plenty of other little things in there to play with. Maybe a difficult-to-access armory with all the gud guns. Maybe a class system for the responders that have perks and whatnot. Just a variety of obstacles and whatnot.
That's an interesting idea. If I understand you correctly, it's like when the sord is in the ground you need to move your character around it, at least a bit, so the combat is more like dancing and focuses more on movement mechanics rather than just the buttons responsible for swings?
You'd have to never let that information to reach the players and you'd have to implement some system to not do it always or in other way obfuscate the fact that the visibility pf spooks is tied to mouse movement, otherwise the players would figure that out momentarily. But if done well, it could have the potential to scare people, yes.
I like you
Elaborate. What would be the main mechanics of the game (shooting, walking, jumping, dancing, racing, sordfighting, picking cotton etc.) and what do you understand by the game lying about them.
Also how would you lead a player through a false story? I mean, it's not possible, because if the player goes through the story, it's true.
Have you heard of Achron? It's an RTS with proper timetravel. It's so proper it even works in multiplayer. Also:
> Tame travel fighting game
> Meta always revolves around going into the past ang punching enemy when he was a toddler
And you try flash game called Amorphous +.
Exactly! When you have the sword it's about corralling enemies into a cluster to do the most damage possible with your swing, then it's about defending yourself from everyone you didn't kill as they see their opening and close in on you
How does it work in m
Would play
Multiplayer*
Yahtzee proposed two neat ideas in articles long ago that I’d like to see done somewhere.
>action game where you start off with full-powered up hero – max stats and a complete moveset;
>story progresses over many years and you accumulate injuries and age
>instead of upgrading you lose attributes and moves and have to choose what you want to keep.
>enemies stay approximately the same difficulty
>combat organically evolves from something like a Musou or DMC to a very tight dodge/counter-based style
>by the end you’re like the “wise old master” of the game; very skilled, but with a limited moveset and stats
>final boss is a cocky new OP hero like you were to begin with that you have to beat them through pure technique.
>if you have an online connection there’s a chance for it to be a duel between you and someone playing the opening of the game.
>third-person horror game where your audio and video are not tied to the same source in the environment
>something like Silent Hill/Resident Evil controls
>video is CCTV feed of your character, can switch between cameras to check areas ahead and behind but not move them.
>audio is directional; you hear things according to their position in relation to your character’s rotation and position
The lore pitch was someone blind who can tap into the video feed but still has functioning ears.
>>action game where you start off with full-powered up hero – max stats and a complete moveset;
>>story progresses over many years and you accumulate injuries and age
>>instead of upgrading you lose attributes and moves and have to choose what you want to keep.
>>enemies stay approximately the same difficulty
>>combat organically evolves from something like a Musou or DMC to a very tight dodge/counter-based style
>>by the end you’re like the “wise old master” of the game; very skilled, but with a limited moveset and stats
>>final boss is a cocky new OP hero like you were to begin with that you have to beat them through pure technique.
>>if you have an online connection there’s a chance for it to be a duel between you and someone playing the opening of the game
As far as I know this has been done except for the last two > in some indie game
>>third-person horror game where your audio and video are not tied to the same source in the environment>something like Silent Hill/Resident Evil controls>video is CCTV feed of your character, can switch between cameras to check areas ahead and behind but not move them.>audio is directional; you hear things according to their position in relation to your character’s rotation and positionThe lore pitch was someone blind who can tap into the video feed but still has functioning ears.
Other than the directional sound, this is little more than Resident Evil but with some lore behind the presentation. Not to say it's a bad idea, I'd still be interested in such a game, but I'm not quite seeing what's so unique about it
The CCTV aspect would let you really spice things up
>fuck with the colours
>flickering
>rooms in which the camera slowly pans so sections of the room go in and out of visibility
>play could have multiple feeds active on screen at the same time
Imagine the fear and panic factor of seeing things coming for you over CCTV (FNAF style), but also having to control and navigate your character through said CCTV
>move character into new room, station them in a corner facing North while you recon ahead the next few rooms to the West
>check cameras for the next rooms to see they're layout and if they're safe
>hear footsteps to your right
>dart to camera feed of Eastern room, a spoop is coming from there and will be in the room with you soon if you don't move to the rooms you just recon'd
Seems unlike SH or RE to me.
It would probably have to be Amnesia-style where you're meant to flee rather than fight, and you'd have to get used to moving the character independently of the camera feed so you can pop to other perspectives to check while you move
Specific loot tables for different enemies in lootfest games like PoE and Diablo. When your build depends on items it shouldn't be such a big gamble to get a specific item.
Higher focus on in depth crafting in games in general.
More games with a blend between RPG and Sandbox.
Stat allocation that goes beyond "damage/health/mana"