The idea of upgrading your graphics in a game has been done a few times but if done well they're pretty neat games. For inspiration I would check out Upgrade Complete and Evo-Land.
About the idea of unlocking mechanics as you progress: the main demographic for that idea would probably be people that play incremental games or 'clicker' games. I'd check out /r/incremental_games for inspiration on that.
Finally, if this idea is done right it can be fun but it would require a lot of balancing. The graphical upgrades/game mechanics would have to be unlocked at a rate quick enough to keep the players interest but not so quickly that the player runs out after playing for only a small amount of time.
Short answer bcse the gaming pool has become so big.
Just look at how popular gaming has become as a whole, and the scope of gaming community in response has gotten so large that its divided into so many sub groups now to where mobile gamers for better or worse are legitimate gamers now.
So many people for sure either have the skills but usually end up employed in triple A companies, or are rich and just pay people to make their ideas, and theres the rare and coveted indie developer. That make games like Stardew Valley and Hollow Knight.
Sadly Id love to be a developer myself, Ive mapped a few game ideas but my technical know how is limited to only understanding. Maybe someday I can get a loan a start a company, Im not looking to be a millionaire I just desire for my ideas to come to life.
All that said, if youre looking for quick results, indie markets like on Steam or Itch.io, and developers I feel like everyone forgets MODDERS, so Nexusmods.com.
https://play.google.com/store/apps/details?id=com.GFX47.Gladiabots&hl=en_US Here's a game that shows that this is at least a fun concept. Gladiabots is pretty good, and has a lot of the features you mentioned!
this is a game component idea more than a game tbh... you could make this a Skyrim Mod paying particular attention to the components but again tbh this is just a game feature/part... i scrolled through at least 30 games from a simple google search for "fantasy survival games" and this link here...
this is a fantastic idea - like Evoland. Start out fighting "Mr. Game and Watch" and by the end it's Agent 47. Clip art is terrifying.
Additionally, on the theme of placeholder assets, what if all of the NPCs in the protagonist's world aka "real life" started being as creepy as Dark Stock Photos. So no single antagonist, but everyone else who's not a main?
It starts out as peripherally strange ("is that guy using a banana as a phone?" and "what are all of those cheerleaders laughing at on that whiteboard?" or the like) then they turn their attention to Pro Tagonist.
​
</random_end_of_day_thought>
You may have learnt them languages in 3 weeks, but did you dive thoroughly through the entire language? I find it hard to believe anyone could master a language in 3 weeks and especially so with C++. It is a very complex language with lots of complex concepts.
You are right though, lots of current developers and companies do use C++, but does that make it the right decision for you? With the smaller games, start off with something as simple as pong. You'll probably find it difficult to just create that small game, but once you do, you can then move on to another game and another one. Eventually you'll build up a skill set that will be able to solve a huge variety of problems.
Before delving into C++, if you are seriously considering the language, I'd recommend getting a book such as C++ Primer (but not C++ Primer Plus). You will spend a lot of time rereading chapters and going over concepts. Don't expect to start making your dream game now. And also do not expect people to join your project if you do not being anything to the table.
I once created an Android game with a new concept but it nearly has now downloads...about 50 or something. The game idea is very simple and has space for new addons and ideas! Have a look @ Crystallica
To explain the game with the screenshots: you tab on a crystal and it shoots a laser-beam in its direction. the next crystal in it's way gets destroyed. Your goal is destroy all crystals until 1 is left...that faster you are the more points you get.
Please make something out of my idea...I stopped developing on it years ago!
Greetings!
There's a game that kind of fits the bill called Pocket Guild.
https://play.google.com/store/apps/details?id=com.mygdx.guildmaster.android&hl=en
It isn't exactly the most advanced game though.
You might find some interesting ideas in obscure manga, such as that from Inio Asano: https://kotaku.com/inio-asano-is-a-dark-manga-artist-for-adults-who-want-s-1825786083
I've never read it (just heard about it a few minutes ago, in fact), but sometimes the best terrors fit for an apocalypse are those that are unexplainable.
Yes, I've made a few games before, and i'm experienced with pixel art too. This is a game i've made - http://gamejolt.com/games/12-useless-games/176185 i also did all the pixel art (Don't click the credits it crashes it sorry)
Hi! Im a game developer and I saw your idea and loved it. So... I made your game!!!
link to play it: https://scratch.mit.edu/projects/370257553/ I gave credit to you. Play it and tell me what you think.
press the green flag icon to play. If you lose, click it again to restart
i set escape time to 5 minutes because the maze is massive
there may be some glitches, because i made it in less than an hour.
Cheers,
liquidportal
I'd like to see a detailed text based combat simulation (a bit like in Dwarf fortress). A made a prototype a while ago, it looked like this : https://codepen.io/Sladix/full/rzbMbB/
But it was totally random.
Wrestling could especially be fun
I tried to make your thoughts more readable since I found them difficult to understand.
Beginner to Intermediate
1 game 2 seperate lobbies
Players are numbered from 1 to 9
in each lobby If something happens to you or you kill someone, it also affects your matching number player in the other lobby
everything affects the matching number
even looting chests, Bonuses, or debuffs from a caster (Like in Darwin Project) are the result of the choices your matching number made
after killing the last player in YOUR lobby, you face the other player.
if you haven't already, you should check out The Sting! from like 2001... super Oceans vibe, and basically you plan the heists out with a VCR type interface where you plan the route for each of your guys and then when you execute it plays all the guys together and hopefully everything goes as planned. in between heists you walk around the town and find different guys with different skills to add to your team, buy bigger/cooler getaway vehicles. very cool stuff. http://www.abandonia.com/en/games/401/Clou+2+-+The+Sting%21%2C+The.html
If you want to re skin Heroes of Might and magic with a more Middle earth aesthetic you could look into modding the game as opposed to developing a new engine from scratch.
Apparently other people have been able to mod the game:
https://www.moddb.com/games/heroes-of-might-and-magic-5/mods
Personalty I am not a fan of that genera of games, but they have a big enough following that some one outside your dev team should find it interesting.
Even though this is 4 months late, this post is in the top 10 so why not? When I read the title I instantly thought of a vague indie game I had played long ago, I spent an hour searching for it and here it is: http://scoutshonour.com/digital/
It's almost exactly what you described and is also a really memorable and amazing free game.
Already played games like these when I was 12 (and that is a very long time ago) nowadays you have popular ones like uplink. Not sure if they are multiplayer tho.
I mean this in a constructive way:
I thought the consensus was that the Hacker Evolution series sucked and that Uplink is a much better hacking game (though it, too, is only fake hacking). If I were you, I'd rather use inspiration from Uplink. Of course, you could reinvent the hacking game concept in a much better way. Sky's the limit.
This sounds like a good basis for an Incremental Game. If you haven't played A Dark Room, try it. Give it a while, as it's slow to start and you won't get the full effect immediately, much like the depth of yours is hidden at first.
I'd love to see a version of FTL that has a more free-roam focus. The entire progression system would have to be reworked, but I think an open-world space roguelike could be a lot of fun.
And FTL's mechanics are fun, and are a good starting point for your own.
I think that might be an interesting idea, but the amount of work that would need to go into that is just unimaginable. Software that would generate terrain from Google Maps or anything of that scale, would have to store it in a database, which is unfeasible. Sidequests of that amount would be just insanity...
I think your main idea is an MMO of massive scale, but the thing is that it would require so many resources..
If you have an android device, Ingress might be up your alley, though.
It seems that your comment contains 1 or more links that are hard to tap for mobile users. I will extend those so they're easier for our sausage fingers to click!
Here is link number 1 - Previous text "t"
^Please ^PM ^/u/eganwall ^with ^issues ^or ^feedback! ^| ^Delete
"make a tileset"
ground appears
"paint a sky background in gimp for 4 hours"
A sky appears
"animate an actor and give it a lot of coded behaviours"
one person appears
my point being: the developement of this game yould be incredibly tidious and would take really long.
But this might be a game for you could like if you like to control a universe: http://universesandbox.com/
As long as it is consistent, it creates a style and people like individual styles. You need to put effort in it though.
E.g. Minecraft does not have great visuals, but people love the style anyway.
If thats really not your thing, I recommend to start with free assets (e.g. from http://opengameart.org). Look for conistency, but some minor skill to adapt it yourself is mandatory still.
Keep your game design flexible enough to exchange the sprites later, then your good..
(Btw, working with tight restrictions can boosts creativity a lot)
What kind of game are you making?
I use Workflowy. It has similar bullet points and much easier to manipulate, move things around or detail later.
(Although you would be limited by the monthly limit, if you want you can give me a shared link and I can try porting your entire wikia there, maybe it works??)
What I do in workflowy is just write ideas down so that I never forget them, a good trick in mind is to add details, examples and definitions to help you remember after you revisit them.
When working on a game project and things stagnate I usually just start a new page while leaving the old as is. It's great to start "fresh" and will help you understand what is really important about your project while taking a different perspective. Think of it as a mutated version of the game.
It works because when you start out your understanding and assumptions are murky compared to later and they will limit you in hidden ways the later development, if you start fresh you will have much more knowledge to work with and you are going to write the important parts first.
There's a bad phone game (or maybe i just dont like it) that had that a gameplay element where you hired heroes and sent them out to get ingredients for potions:
https://play.google.com/store/apps/details?id=bearface.games.merchant
Might be worth looking at. It's an idle/sim-style game I think.
Another idea: just your clerics go adventuring. Managing different types of heroes could be overwhelming for development and theme, so maybe your clerics just sometimes head off with a customer for a quest and either level up or die (risk/reward). Happens sometimes automatically, sometimes by player choice depending on p e r s o n a l i t y.
The game looks nice but repetitive and easy to be bored. If it could be made in mobile with better mechanics there is a chance it might be popular. I am game dev but I am already working on a bigger game. By the way i really liked the curve effect.
Edit: I found this: https://play.google.com/store/apps/details?id=com.twopointline.deflecticon&hl=en
Just letting you know I'm designing a game based on one of your ideas! Game is called "Sixty Second Farmer" I'll let you guess which idea it's based off ;) Would love some feedback from you! Currently struggling with which direction to take it. Arcade vs Idle Clicker...
https://play.google.com/store/apps/details?id=com.FerrolGamer.SixtySecondFarmer
You've mistaken. First one in the list is not mine (sadly). I did a mistake and didn't check if there was a game with same name before posting it on gplay and creating all those screenshots :(
This is one thats mine
I did something similar to this. No powerups but a twist on tic tac toe. Check it out here if you're interested. It's open source also so anyone could potentially update it to include additional powers/abilities.
https://play.google.com/store/apps/details?id=com.GamesGames.TicCatToe
What about a strength upgrade where you can dig 2 blocks up at a time, so you can jump up or drop and roll down. Could go hand in hand with an explosive.
The reason why I always bring up orientation L/P is because I play both on my phone (profile view, very limited on available space) and my 2in1 (landscape and detaching the dock causes every app to refresh the view, sometimes losing my state). If you just design it so I can play either way that's like my first request if I had input. Think of it like you gain a whole other market with this design, and would be useful to see the difference in downloads because of such a design choice.
Well interacting with enemies...there is a game with similar basic gameplay yet a completely different layout that has enemies, Flipping Legend [Play Store]
Of course this completely reminds me of Lemmings and the plethora of flash games using similar mechanics.
What I would like to see is a roguelike version, where you wake up as a survivor and as you find others you start making a team snaking behind you. I could even see this as a snake variant and instead of apples you find exits. Nimble Quest is a snake-like RPG where you gather a team as your tail. I don't see any reason why this couldn't be "reskinned" with a mining theme.
This is a good example you should check out as well!
https://play.google.com/store/apps/details?id=com.dowino.ABlindLegend&hl=en
Totally free no ads or anything- so I really do think the concept could have potential.
Great game idea!
If someone is going to make this game, here is a game which has chasing cops too: Reckless Getaway (Polarbit)
https://play.google.com/store/apps/details?id=com.polarbit.GetawayAds
As some one who is close to your age, I respect you. Have you made any games? If so please let me see them. Just look at the free assets here: https://itch.io/game-assets/free
I dont know why people post something like this. Your request is so vague it is LITERALLY pointless. Im really not trying to be rude.
Ok you want to make a simple 2d game?
First of all this sub has 1000s of ideas, just scroll through them. You haven't specified anything except it needs to be beginner level. Better yet look on Google play or the ios store and just look at various casual games. choose a genre you like and download like 40 games that are related to that genre and are free or very cheap. play them all, and take note of very specific unique differences between them.
go to steam https://store.steampowered.com/labs/divingbell
And importantly go to itchio since more of those games will be small indie titles that are free to download and play: https://itch.io/
You can explores 10s of thousands of ideas, and you can target your focus as you come up with an idea. that will get you far better results than asking for a random suggest from like five people here.
Another thing you can do is counter intuitive but very useful. limit you options and force yourself to come up with a game about some random specific thing, and youll be far more creative. Make a game about a carrot who wants to get revenge on a bunny for murdering his family. Such a specific and bizarre example, but it could be a Detective Noir Game, or it could be Kratos-esque.
Think of a random object, and get it a inspiration, or a very specific game mechanic like the carrot has to use its roots as a grappling hook, and there you go.
"I've got a pen and paper and want to draw a picture"
Well start sketching!
Anything that comes to mind.
Keep it simple and quick and build your skills and confidence until you're ready to tackle something more complex.
What I'd strongly recommend is that you find a simple game that you like.
For me, it was that little matching game called 2048 that had a brief fad a few years back.
My girlfriend of the time got really obsessed with it and kept borrowing my phone to play it.
So I decided to make my own version.
The part I changed was to replace the numbers with gems of different colours. I figured the #1 thing that was putting people off the game was probably the numbers. Makes it look too much like a math game instead of a matching game.
Turns out it was a great education in state-machines and non-physics moving parts.
I learned a lot doing it, and went ahead and made a Bejewelled clone as well using the experience.
They're totally different games once you look past the way the parts move around on a grid.
Relevant game In 3D first/third person with more fear and less cute though. You could have something like in a normal scary game where the characters are finding clues/solving puzzles to defeat you and you have to scare them away before they figure it out.
Yes I would be interested. I have some experience with story based game so I think I could help you out with transitioning a story to actual gameplay elements because more often then not stories and gameplay are very different. Here's the link to my game. You can check it out and let me know if you like the way the story is integrated. There on the 3rd level there is a multiple choice option too.
https://play.google.com/store/apps/details?id=fvb.farmervsbusinessman.thegame
If you want a hyper-casual game that you can control with one finger and has loop gameplay, I suggest you try Helix Stack Jump.
https://play.google.com/store/apps/details?id=com.kayac.rungun
This game has a really fun mechanic, but is dull as dirt (too many ads, too repetitive). I was thinking how fun an open world 3d RPG would be where you play a haunted gun. But then I realized it doesn't have to be 3d, 2d could totally work. You roll around but then fire your gun to kill enemies but also to elevate yourself onto raised platforms and the like.
On the subject of open-world medieval games. It has pixel graphics but I have been working on a medieval open-world game in which you can explore and conquer the 1200 A.D. world from Greenland to Mongolia. It is now available on the play store for pre-order and it will be fully released when I have fixed some minor glitches. https://play.google.com/store/apps/details?id=com.FlyingPenguinProductions.TwelveHundredAD
You have far, far bigger problems to deal with than how your first dollar is going to get divvied up. If your games are too big for you to finish on your own, stop. Make a smaller game. Go on itch.io and find a game jam being hosted there, participate. Make a small, crappy game you CAN make. Do that two, three, five, ten more times. You're worried about how much money you're going to make from a game that you can't even finish? You want someone else to pick up the hard work of your game for you? If they're capable of making your game for 60% of the profit, they're capable of making their own for 100% of the profit. You need to work on YOUR game making skills before you worry about who's getting paid what.
If your game is still too big for you after all that practice, start cutting things out of it. Make it smaller.
And never forget: 80% of the work takes 20% of the time. The final 20% of the work on the game to get it to completion takes 80% of the time. Polish, pacing, bug fixing, balancing, improving gamefeel, making all the different parts of the game work together harmoniously. These things are what make games great, and it will take FOREVER to do. When I do game jams, about 1/4 of the time is spent on the actual mechanics and the rest is spent on polish.
Take your project, take what time you think is " well within the reach of myself and 1-2 devs to complete " and multiply that by four. Then re-evaluate if it's really in reach. I suspect, honestly, that you won't get to the point where you have something to sell. So worrying about how the profits will split up is unnecessary. As I said before, do game jams. You won't necessarily adore the games you make, but 4 weekend long game jams will teach you more about the lifecycle of a game's development than one four year long project will.
The developers will post their games on Discord for players to experience for free. As players experience the game, they find bugs and make their own comments and suggestions. Players also have the opportunity to participate in the development of the game, including direct communication with the developers about the game's worldview, gameplay, features, and design, and the developers will select the players' ideas to add to their game. Of course, some developers will pay players who provide valid ideas.
​
Translated with www.DeepL.com/Translator (free version)
Try Unreal Engine 4. You don't need programming skills and there are tons of high quality resources at the marketplace.
https://www.unrealengine.com/marketplace/en-US/store
I'm currently working on a fantasy-RPG and came surprisingly far after a few month. With tutorials and some patience, you will be able to create a decent game.
Thanks for the suggestions but I'm more of a do it from scratch kind of a guy. Idk I just find it fun. :) I'm actually building a insaniquarium kinda game for mobile phones at the moment. then will go to a new project or continue my old one (have paused it because I came to realize it is too big ) http://www.indiedb.com/games/survivalism-ibm
Reminds of Closure (Steam Link, First version as a free Flash game). Note - playing with sound is highly recommended.
Cool. I'd love to know how it goes if you do. It's definitely a game I want to play.
I just found this through a friend today https://www.kickstarter.com/projects/1206403106/chaos-reborn-from-the-creator-of-the-original-x-co
Also sort of on the lines of what I was thinking. Except the lack of automation.
I created a game for Android in 2014 where you had to tab crystals that were placed on the screen to shoot and destroy the other crystals. The goal was to clear all until one last is left before the time was over. It was removed from AppStore because I haven't updated it for years but I found a backup (just for the screenshots so you can see what I mean) here:
This is Escape from Tarkov. It's a multiplayer only game in which you go out in big, open maps and have to loot/scavenge whatever you can find. Other players are in the same map, so you have to be very sneaky or good at combat. If you get killed you lose everything you have in your inventory. If you manage to get to the extraction zone, you get to keep everything you looted and you can use these items the next time you load in a map.
You could also pull a Laser Squad Nemesis, where each player plans for 1 second of the fight, with interruptible moves (attacks stops if opponent is not in range), and optional moves (attack if opponent within range).
hey, this is my alt, here is a rough concept, of course its pretty bad and is missing some key details, but ill do that on the main version, how do you like this? or this rough concept. this must be played on PC btw.- https://scratch.mit.edu/projects/368841535/
Floor 13 is kind of like that. You're the boss of the British secret police and get to throw dissidents in jail and torture them. Or you can just send in the heavies and lob a few grenades into a political party meeting.
It's a bit of a detective game where you need to make connections between different people and who they're meeting with. Then you need to think of the proper way to deal with the problems before they hit the newspapers and people start complaining.
http://www.abandonia.com/en/games/140/Floor+13.html
It's still pretty slick even for being so old. I think it's my favorite game from Abandonia.
Well I figured it would take gaijin a little less time than it took to make the original war thunder since they'd mostly be switching assets and coding in one or 2 new gameplay mechanics but otherwise, yeah.
Edit: I got the idea after they featured a BAC Lightning that someone made with the CDK http://warthunder.com/en/news/3531-cdk-bac-lightning-f1-user-created-content-snozzeltoff-en
there is a browser game called Krunker. It can run at 500+ FPS on decent machines, and is based primarily on movement. It also has a decent competitive scene
Yes the link is my ref link.
I really love this idea as would many here. It presents many unique challenges. You should check out factorio if you get the chance. reminds me of that game in some aspects
Yes, I know that MineCraft is a very great indie game, then there is on another amazing game. My favorite game would be Path of Exile, this is an acting mmo game, so exciting, I want some Incredible Righteous Fire Build in game these day, my dream will come true?
That sounds really really cool, you could use some sort of photo recognition algorithm like this: http://camfindapp.com/
One problem I could see is lawsuits from people who've been injured by dangerous animals they were trying to 'catch' :)
I am 12 years old too, and english is not my first language but I can code. You should try scratch, It's an easy, block-based programming language which led me to programming.
+1 for Godot. Be sure to follow the tutorial. It's not too hard and well made. https://docs.godotengine.org/en/stable/getting_started/step_by_step/intro_to_the_editor_interface.html
Then, if you've got questions that aren't answered in the tutorial, you can ask at https://godotengine.org/qa/questions
You might want to look up how to make your game addictive like candy crush or flappy bird
It used to be called mini legends but was a big flop/no players. Looks like they rebranded a bit and it might be doing a little better? Idk
I'm also a dev, so I don't have many ideas, but as for the local multiplayer I want to suggest AirConsole which is an online video game platform which lets users turn their smartphones into controllers. I've made one game with it and the developers are very supportive, and they even have an official subreddit (/r/airconsole).
There is a rather old webgame that came to mind (https://www.nationstates.net/). The gist is that you interact with your nation (aka kingdow) via text. There is a question or issue that you are presented with every so often, and your nation changes its fundamental character based on your response. For example, choosing to increase police funding may contribute to a dystopian Big Brother nation, though too much undermining of law and order can lead to a anarchistic hippie state.
​
A big design constraint of the above model is that the player is unable to address the issues that he or she might actually be interested in tinkering with. Being nagged with issues on education or healthcare might be frustrating if the player really wants to try to manage a band of village-raiders through the winter.
​
An alternative would be to give the player/king the ability to actively pursue choices by approaching the advisors that represent facets of the kingdom. For example, if the player really wants to play with agricultural models (fiefdoms or freeholds?) or invest in new tech (create stronger iron), he can go visit those representatives and select from a few choices. Still to be a good "kingdom simulator", it would be important to model all areas simultaneously - focusing on farming doesn't prevent your neighbors from sacking your under-defended hamlets.
Ultimately, I think the idea has promise, but the trick will be capturing just the right amount of agency. Limiting the player to only addressing certain issues at a time and even then only giving them a few options could be an unwelcome constraint. Giving the player too many choices (sawmill or granary), and specifically too much granularity in those choice (exactly where should the sawmill be built) makes it seem like just another kingdom-themed RTS.
​
Right Click To Necromance but online, as suggested by markiplier in his let's play of the game. I've always wanted this.
Just make different enemies and a different art style or something to avoid being too similar.
This is an awesome idea. Although a very niche one.
Crazy space nerds like me would absolutely love it, but I think I'd have problems finding enough friends that would be interested to play with me to have a full crew
Here are my thoughts about the mission-control part (which I'd find awesome)
I can see that working out for the Mercury missions as they were rather short. But for Missions like Apollo which took up to 12 days, a lot of time was just waiting with short periods of actions like the landing, launch from the moon, docking maneuvers, course corrections and so on. In the real missions the astronauts used that time to do experiments and stuff.
There is (was) a very cool and realistic space flight simulatior called orbiter. I played it ages ago and I thought there were a Mission Control plugin for this but i never played it due to lack of nerds around me :-D
Here is the link, it's freeware: http://orbit.medphys.ucl.ac.uk/index.html
MUCH more advanced http://www.fantasygrounds.com/screenshots/ It's high quality and better than roll20 in every way, it's just not free (unless DM has ultimate edition.)
It does everything you want x 100
It's more like the combat mechanics were poorly thought out in Darkest Dungeon.
http://www.darkestdungeon.com/topic/first-impressions-some-good-ideas-some-horrible-game-design/
I'm looking at games like Papers, Please by Lucas Pope and Tetris. They both have pretty simple and focused game mechanics that are not graphically intensive, but are still fun. I think Papers, Please is a good example of taking a simple spot the difference kind of game and giving it depth. Perhaps that will give you more inspiration.
Are you able to make use of other tools?
As a result of COVID my Youth Group has been meeting via Zoom and we've played a number of games where we have the kiddos join the call and have them join a game one of which as been Pictionary which we have played well using this: https://skribbl.io/
The players enter their guesses in a chat window so they don't have to call it out. The chat window displays incorrect guesses and hides correct ones, I think it has worked quite well.
Soooooooooo basically a Spore mod?
If the game play felt like how the roaming and combat did in The Legend of Spyro: Dawn of the Dragon, large open world zones that was different fomr most Spyro games, that's be nice.
A high resolution open world with emphasis on looks to make flying around and staring at the scenery satisfying. I liked having a flap button coupled with long air time of gliding.
Anothing inspiration to take is not all breaths were something you shoot out of your mouth. Earth in that game for example let you roll up into a bolder. It'd be great to selet an element to use and have four completely different types of attacks or utility spells per 'breath' you select, things that work in combat but are much better for solving enviromental puzzles/challenges.
You want to break a wall? Dive bomb it and bolder smash through, you need to scale mountain in winds to fast to flay in, shot down some ice spikes to climb on, things like these.
The multi-element system needs to have a trade off so players actually have to make choices, you decide what elements will deal the most damage, have cost reductions, in exchange your others deal less damage take longer to use, exhaust you for using them.
All this in a destructible voxal world, design your dragon, build nests into dragon colonies amounst anywhere, rage war against humans, other dragons or both.
Encounter multiple other mythilogical species like wyverns, giant sea serpants, faries/various sprites of that familey, elves, basilisks, chimera, griffin, hydra, sphinx and a few more.
Why don't you make the game yourself?
Since you didn't mention the specific game mechanics you might be able to make a point and click game using Adventure Game Studio (AGS) FREE.
Or just use AGS to make a prototype of the game you want.
Edit:formatting
Similar to agar.io but every player is a candle/lightbulb.
The scene is completely dark and the only light sources are the players. The power-ups will not be visible if there are no players around them.
Player have the ability to turn-off their own light but it only works for couple seconds and there will be cool down.
There is a mini map but again it only shows the parts which have been lit
Simplify this to an .io game like agar.io. Topdown 2d graphics with combat similar to Sunless Sea. Remove all AI enemies, only PVP. When you kill another player, you get a random upgrade to your ship, plus one of the upgrades the enemy was carrying. Islands still exist but you can't 'land' on them, they are only there to be obstacles.
This is assuming that they haven't even gotten the connection functionality to work, so it doesn't answer their question really. Practice subjects =/= How do I even begin.
Games I can think of without too much bloat to reproduce are things like Agar.io, chatroom-based games, or chess/other simple board game. I think you'd be able to focus on the back-end server stuff with this style of thing.
I like the idea, but it's definitely missing a lot of the elements of what makes Agar.io Agar.io.
I'm not sure bosses would work at all if you did it this way, but what if you kept the power up system and the constant rain of bullets, but the player's firepower consisted entirely of absorbing enemies?
this sounds like a really cool idea... In my mind I am imagining something like a turn based MOBA like DOTA or LOL. but on a smaller scale with the turn based mechanism. Wesnoth is a turn based strategy game that has some good mechanics. might be worth checking out. Can see the game your describing fitting somewhere between a MOBA and Wesnoth.
This isn't really fair. Just because that is GTA Vs development schedule doesnt mean it would take 12x as long to develop a game with a map 12x the size.
Just Cause 2 had a shorter development schedule and a significantly larger map than gta v. Sure the open world isn't as good, but that is what size costs.
http://www.slickpic.com/photo/share/TZGMTUwwUNMNNy/800/p/117859.jpg
But yeah thise whole idea is impossible anyway, even if you had people willing to do it for free for years, you cant make a star wars game without getting Disney on board and that wont happen.
Maybe you can use table top figures for the characters / enemies in your game. The figures would stand motionless in a defining pose on a base plate and could move around like chess pieces.
If you want to go with the Voxel look, let me recommend MagicaVoxel as an easy to use program to create the models.
Sounds interesting. I don't have the particulars of the gameplay, the focus was more the concept of having fighters themed after instruments/genres. Both of your ideas sound very compelling, especially the elements being genres.
The question is, which genres do you pick? There's so many...
Rock could be the 'fire' equivalent, synth might be a 'water' or maybe 'steel' equivalent...?
https://www.powerthesaurus.org/
Thats a great website, better than other thesauruses because its created by the community, kinda like wikipedia. Take the suggested names in this thread ad put them in there.
I agree with this process of development because you know these elements are popular. I would suggest prototyping the story in something like Inform 7, which is an Interactive Fiction IDE.
You should make a global account progression (this would need a login and register functionality), like getting new fish skins and stuff
Also, this is not an idea but you could try to implement http://socket.io/ instead of xhr requests. More speed and less server load!
It is all about practice. Like any other art. And for the practice you need some discipline.
Make your first game, the most simple game you can think of. No, even more simple. Simpler. Yes, now take that Idea and make it even smaller.
E.g. make an endless runner, like the chrome dino minigame.
For art: this side has a ton of free game art: http://opengameart.org
I had a very similar idea not long ago, that I actually started but stopped. However, mine was at a side camera view, as it was a platformer. The art I used can be found here, it is not mine, but it's free to use: http://opengameart.org/content/pixelantasy Because I was using the goblin sprites, with slight variations, I decided to call the game ButtGoblins for some strange reason. The projectile was an arrow, and when they missed, they couldn't pick it up, instead they had to either be killed (giving the opponent a point) or kill someone with the sword, which required getting close to someone which can be risky.
I definitely think that you should have some kind of melee weapon for when they have no projectile, as I found this really helped balance out the game.
Who knows. I might start the project back up again in Jan 2016 when I do the 1 Game A Month challenge. Hope your gamedev goes well for you. If you need help/advice, feel free to ask me (either on here, or on my twitter @LittleSadNerd, which I check more regularly)
This idea kind of reminds me of when I stumbled over a book of Atari games and was reminded of my long-ago desire to make a game about being stranded on Mars.
Google "game stranded on Mars" to see how often that territory has been covered. <g>
That said, any idea can be made fresh and fun by creative implementation!
http://opengameart.org/forumtopic/atos-a-tale-of-survival-in-development
Hello there, I am a part of a two man team of Game developers working on Unreal Engine 4 (https://www.unrealengine.com/what-is-unreal-engine-4) and I am asking permission to use some of the ideas you have writen up. If you want to know more about the game we are developing feel free to ask. Have a nice day.
Like I said I want this to be P.O.V. like Bioshock, the only way to get the real feel of In The shoes. I'm not sure what you mean by 2.5 D or any of that. Edit, thinking early on cut, perhaps scrap the whole Battle ship idea and Zeppelin Captain junk. Everything else is cool but the Zeppelin gun ship idea, it would be far too much.
Have you tried Unreal Engine 4 for design https://www.unrealengine.com/what-is-unreal-engine-4 This might help spike the creation process.
Oh man, WorkFlowy was great, but have you seen Dynalist? There's no monthly line limit, free dark theme, due dates, checklists, image attachments. Basically improved on everything that was great about WorkFlowy.
Hey just wanted to say that I made a app out of your idea. It isn't super polished, but for my first app I am quite happy.
https://play.google.com/store/apps/details?id=de.flugtraum.fakeorreal
There's this game called Save The Earth, it's a mobile game. I think the idea in this game is pretty similar to your idea
Gladiabots did something similar, with a visual programming system easy to learn but a bit complicated to debug. It's not roundbased and movement control is based on approaching objectives and fleeing from enemies
I made several games based on my ideas, the late one is Drunk Shotgun, where you play as a character that is so drunk that he cannot stop spinning
iOS https://apps.apple.com/us/app/drunk-shotgun/id1482872349 Android
Android https://play.google.com/store/apps/details?id=pro.datagreed.DrunkShotgun
Yeah, I also like this concept, indeed requires creativity.
Try to think what concept (area that interest you) would be interesting to inspect/to do over and over again and which elements change.
Could be like delivery packages passes through a scanner and you need to inspect them if they pass or not.
I did a smailer game but instead of border inspection more of like mini games with only "NOTHING" letters, here it is: https://play.google.com/store/apps/details?id=com.GemBem.Nothing As this game might look simple, just thinking about interesting level concepts toke time, than you need to make them alive (coding).
Might give you some ideas.
There's actually a game called "Flat Zombies."https://play.google.com/store/apps/details?id=com.mokvold.flatzombies_defense_free
You start off on the right and have to reach a door far into the left. The camera follows you. Zombies spawn at the far end and walk towards you. However, the game is balance problems. I think anyone could make something like it but better.
I think I was playing sth similar - Battle of Polytopia. I liked the gameplay, but in the long run, the AI was not much of a challenge. Here also most of the focus was on the war.
I've been doing pretty much exactly this recently.
I actually have a fairly long history of games development, I studied it in university and my first job was building facebook and mobile games.I quit the games industry four years ago and now do it as a hobby.
In fact, I just published my first game!
I use the Unity engine and C#.I've been mostly recreating well established and understood games like Match-3 and bubble-shooter games while I get accustomed to the challenges of actually publishing things and building for more than just an Editor.Once I have a better handle on it, my aim is to start designing more unique ideas and making the sort of games I'm more inclined to play.
Unity is pretty good, very approachable and there's a huge body of tutorials and free/cheap assets for it.I'm building my games purely using the Unity UI system, rather than dealing with the 2D physics engine stuff.Nothing wrong with the 2D engine, but it's overkill for the kind of thing I'm doing.This comes with some interaction challenges, but I've worked out solutions for that :)
There are other engines and tool-chains out there which might be better for a beginner though.
Game Maker is a 2D system that's pretty easy to pick up and doesn't necessarily require coding experience (though it helps) from what I understand, it's heavily drag-n-drop and potentially you can build an entire (simple) game without writing a line of code.
Godot is another option, though I know very little about it.