Pitch me your video game ideas, Sup Forums.
What's the premise of your game? Genre, style, story, setting? How far are you into development?
Pitch me your video game ideas, Sup Forums.
What's the premise of your game? Genre, style, story, setting? How far are you into development?
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Fuck you! I'm telling you nothing you fat sack of shit!
A game where OP uses a better engine.
Why don't you try /agdg/? They're nothing but ideas guys!
something with ghosts
It's a Unity game that doesn't run like ass.
It's coming out never.
>Into development
Not at all.
I'm a shittacular ideas guy whose ideas will never go anywhere.
A notZelda game that will eventually be about a fledgling witch scouring ancient ruins to find ancient runes
In design document phase and started modelling.
Looks cute user. Can't wait to play your game.
the genre is pixel indie shit platformer
evil wizard collects the four magic spirits to eat them and conquer the world, but one of them escapes. its up to that spirit to rescue the others and find a way to stop the wizard, but it wont be easy since shes only a marshmallow without any fighting abilities
coming out like next month on steam
What happened to that guy with that game that's like hotline Miami but where you play as a wizard ?
someone needs to hurry up and do broquest already
It really has to be just one person who takes the initiative on this project.
Every time Sup Forums attempts to get together to make a game, it's just a bunch of idea guys with no one or two people stepping up to manage the project.
Broquest is an especially tough beast, since the scope of the game is pretty large for an independent project, especially for an RPG, since each of the characters needs some level of development to make them distinct from each other.
Broquest would be better off being a game with little dialogue and a whole lot of action. None of that heavy story bullshit.
takes place on a medieval setting and you start a revolt against the royalty that rules the kingdom
gameplay is similar to FTL except you move your army across different towns in the kingdom looking to gather support while at the same time avoiding the royal army that is hunting you down
The goal is to get a strong enough army to march into the capital and take the castle
>avoid the enemy then fight them later
Boring
An RPG/Warioware mashup where stats affect the microgames (the Luck stat affects the RNG in your favor, etc)
The story is split into 2 parts, the first one involving a humanoid research team building a teleporter to escape an anomalous planet that transports anything (including """""people""""") in an anomalous area to the planet (Think Bermuda Triangle shit) and the second part deals with a human astronaut who tries to find this teleporter after the events of the first part completely change the political atmosphere of the region near the teleporter. It's supposed to be satirical and making fun of RPGmaker games that try to be 2deep4u.
Development is going slow as fuck because I'm a lazy piece of shit with no attention span. ETA sometime before heat death.
thats literally FTL, which isn't boring
you probably still can fight shit on your way, the fat army hunting you down is there to pressure you so you don't take your sweet time
So it's an rpg. You are an evil wizard\demonologist\warlock\whatever that got fucked by some demon lord and now he has your soul or whatever. So you gotta unfuck yourself, kill the demon and get your soul back, but the thing is - to fuel your powers, to become strong enough to kill big demons, you gotta kill people, sacrifice them to other demons in exchange for their powers and become even more of an evil fucker.
Two main gimmicks I have in mind - uncertainty of whether you actually need the soul back, like you gotta do pretty shitty things like torturing people and burning them alive in front of their families to get it and was it worth it in the end? Plus people calling you a monster without soul and stuff.
Second thing is there would be really deep and wide demon heirarchy with different casts and classes of demons, different fractions and their connection between each other. And different demons will grant you different powers and will require different things in return. One will ask you to let him bite off your arm, the other needs a barrel of human blood, some demons will ask to fuck with demons of other fractions and such. Also, demons are evil fuckers and sometimes they will cheat on you and lie to you.
Could be pretty cool
there would be combat very frequently
except early to mid game would be against the local garrisons of towns and small skirmishes
the royal army is an actual sizable, well equipped and professional trained
something like the rebel fleet from FTL
RTS survival game set in Europe when Sapiens first encountered Neanderthal. Your character was thrown back in time to lead a group of either species to glory.
Small scale RTS. Max village size would be 50 people or so. Very hard, elements against you, predators. Use your knowledge to advance them faster than they would have normally.
>rpgs everywhere
Good luck never getting an actual game out with a year+ development time.
I just want a mobile game with automated battles between robots where the loser gets his parts taken as prize just like medabots.
>steals the shit out of this and will release later
We want good rpgs mang what's up with that. There aren't many new out there.
what about all those roguelikes and rpgs on steam?
>We want good rpgs mang
>one person
No, because a game has at least 3 major components: code, art, sound.
You need 3 dedicated people + whatever # beta orbiters.
The only decent rpg that came out this year is Tyranny, what the fuck are you talking about?
You play as a pizza delivery man who gets stuck in a beautiful apartment complex at night, where you seem to have shofted into a strange nightworld. Deal woth demented homeless and lost souls as you try to keep your customer's food warm and intact.
It's fun to daydream about, which is good, because it'll never be a game.
RPGs are complicated as fuck, especially for indie devs. So many things need to go right for them to be successful, including but not limited to:
>Balanced difficulty in encounters
>A stat system that isn't pants-on-head stupid
>A story which at the very least makes sense and hopefully is without plotholes
>A sense of progression
Dedicated game making software like RPG Maker expedites most of the technical challenges and is great for turning out simple JRPGs, but most people use it as an avenue to tell a story without regard to skill balance or player progression. This is all assuming that the game is meant to be turn-based - trying to work out the technical aspects for action RPGs is a hefty task on its own. People who dream about RPGs can keep dreaming all they want, but it's almost impossible to run off with that idea on a larger scale.
A friend was working on a weird rpg about a pizza delivery man sent on an endless quest to deliver a pizza, without ever knowing who ordered it. Trying to leave the town by normal means would send you to your death, but the pizzeria existed in several locations at a time, allowing you to warp across the world.
As a pizza man, I appreciate your friend. So was this a top-down game, FPS, what?
It was on rpg maker 2000, so classic topdown rpg. Gameplay was kinda like those old adventure games where nothing really made sense and a mistake could mean you were forever fucked.
I only played once before his hard drive died with all his dreams.
>his hard drive died with all his dreams.
:'(
Hell, who knows? Maybe someday I'll make a pizza game. It won't be an RPG, I picture it being an FPS. The tough part would be finding ways to make it deviate from walking simulators.
make it be set in the future where it is extrodinarily unsafe to walk the streets so that the pizza guy has gotta carry a gun to protect himself and more importantly the pizza.
NEW FILM DIRECTED BY RIDLEY SCOTT PIZZA RUNNER
I'm thinking more along the lines of david lynch
shhh dont say it to loudly or he actually might make it
You mean david lynch would make it? I'd fucking kill to see that
If you don't mean david lynch would make it, I apologize. I'm drunk.
Your points are all valid but I'm laughing on the inside that you didn't address any technical challenges, only design challenges.
>an RPG that offers a lot of story choice will have a lot of variables to track, and thus a lot of ways to introduce bugs into the game (like MissingNo in Pokemon Red)
>RPGs have a lot more content to create than a typical indie game, especially ones that use a class system (FF3/FF5) or allow for visual changes in weapons/armor on characters. Not to mention all of the environments, visual effects, NPCs, items, and all that
>All of the above must be saved and loaded correctly, which would make the dev of Cannabalt or Flappy Bird shit himself
>Unlike a typical indie roguelike that loads floors one by one, or a single-screen brawler like Samurai Gunn, an a lot of data in an RPG's world needs to be loaded responsibly and intelligently to minimize RAM consumption
I could go on and on about how RPGs can be a bitch. The golden age for the genre during the PS1 and PS2 era was entirely powered by Japanese autism. It's really quite amazing
cont.
RPGMaker is good for small scale RPGs but it definitely doesn't address those 4 main points. Especially if you want an RPG that has a unique battle system, higher fidelity graphics, etc. You almost always need to use a custom engine (or a more generic one, like Unity/UE) to make an RPG that is good both content/story wise and mechanically.
>I could go on and on about how RPGs can be a bitch. The golden age for the genre during the PS1 and PS2 era was entirely powered by Japanese autism
You're not wrong about that. I made a full blown rpg back when I was in middle school, and then was on the path to making another one until we had to move and computer issues lost the data. I had a lot of time and a lot of patience and a lot of autism back then as well. Nowadays, if I were to make an rpg, I'd make it about gameplay only, and keep the dialogue small to keep having to write large pages of text.
I'm nowhere into development. But I've built a few crappy pong and space shooter games in baby languages.
Going into a real coding language has shown me that I don't have nearly enough perfectionism to ensure that my code isn't a poorly written piece of shit that crashes from a missing letter.
My two dream "idea guy" games that I can never create are
>Metal Slug meets Kirby 64's power combinations
I had no idea was basically Gunstar Heroes until I played it, but I still think people would look for a game that falls into that area. GH is a cult classic without much else like it.
>A Smash clone with new subsystems
It's fucking frustrating to see Smash be the king of the "platform fighter" genre by default, as it's so insipidly designed as a fighter, and every other attempt apart from Rivals of Aether has been janky shit.
Both would probably utilize settings inspired by my DnD/Pathfinder sessions.
I would really love a monster hunter that you dont hunt for a guild but just surviving and progressing through some history
This
youtu.be
But up to date.
It's a JRPG/SRPG located in fantasy Australia, with not!America and not!Russia being the two main powers on the continent. The setting is basically a fantasy version of the Cold War, set about 20 or so years after not!Germany got fucked by the both of them. The plot is largely how the group ends up in battles by proxy between the two nations as mercenaries, coupled with the obligatory 2deep4you comments on the effects that the Military-Industrial Complex has on the aforementioned nations and the world at large.
GOTY awards when?
rts
with dinosaurs
i like the way this guy thinks
Was there a repository for broquest art and watnot?
I've been building crappy ios/android games/AND FUCKING RESKING, god I hate those... I fell my soul dies a bit every day, never can get enough money to quit my job and work on my own projects.