View Full Version : Designing our own game - Genre Submission
25th May 04, 4:19 PM
Hokay. This thread is ONLY for Genre SUBMISSIONS.
This is the way it'll work. From retros suggestion you can comprise this list.
--- Genre: [max one sentence]
--- Universe/setting: [max one sentence]
--- General Description: [max 100 words, or entry is edited out by moderator]
Ignore the story for now: ficwriters can always fill in the blanks later. I also strongly agree that we should avoid known universes or themes (e.g. star wars), or we'll get into wakking all about what's canon and what's not, and convey an unfair advantage to the veterans of that universe, and might get into copyright troubles.
After this is open for a while and we've got good submissions THEN we'll have a poll to choose where we are headed, with what idea. Always keep the disussions to the main discussion thread --> http://forums.relicnews.com/showthread.php?t=27138
Remember these things.
Do not discuss submissions here do it in the main thread.
Keep your Submissions EXACTLY to the above guidelines. 120 word submissions for Genreal Descriptions will be deleted.
Use the format I provide below to post your response. (just copy paste from the quote box)
--- General Description:
25th May 04, 5:09 PM
Universe/setting: Earth (Utilize gateways/wormholes interdimensional travel)
RPG game where you start out in one Earth build up wormhole/tunnel/gateway type device and visit other Earths in other dimensions. Only problem is physics may not act the same in other dimensions. Some things work others do not. Variations of Magic(PSI)/Bio/Tech dimensions.
25th May 04, 5:13 PM
Genere: RTS/Empire Building
Universe/Setting: Can be found here (http://forums.relicnews.com/showpost.php?p=408550&postcount=43), earth in the future flooded.
General Description: You start out as a the leader of a group of people planning to establish a new empire based on there way of living in this new world. You can begin by building your base facilities, mining, trading, conquering, exploring and what ever else you wish. As your empire grows your actions will affect everything from your tech tree to how quickly you build ships. This will all occur In Real time, as will your battles. I hope that the universe will be large so that becoming a world power is very hard and you cannot really dominate everything, there will always be new people to meet.
25th May 04, 5:20 PM
Genre: Real-time Strategy/First Person Shooter hybrid.
Universe / Setting: An alternate-history steampunk epic, diverging from our own history at the invention of the mechanical computer in the 1880's, and set in a 1930's world-on-the-brink-of-war period.
General Description: Imagine the 1930's if the first computers had been around for 40 years, and the first walking vehicles, powered by steam, were being deployed in the tinderbox that is Europe. You are the battlefield commander, with the ability to pilot any of your vehicles or fight on foot, as well as command your troops from above in a true strategic fashion.
25th May 04, 5:24 PM
Universe/setting: Earth; 20th century
Naval Warfare simulations have been rather lacking, particularly those that aren't turn based. Something that covers naval warfare from the dreadnoughts to aircraft carriers to modern nuclear submarines. It would be cool if the game adopted some of the 3D-ness that Homeworld had to naval warfare, like in Enigma: Rising Tide, but with whole fleets under the players command rather then one ship. Jutland! Jutland!
A 2nd proposal
Universe/setting: WWI period
Games about the First World War have been rather lacking as well (only 3 games to my count), maybe because stalemates don't make for fun gaming, or the the war is out of living memory or it simply wasn't such a sexy period as WWII, but there is definitely some gaming goodness to be milked out of it. Think of that Great War game, except much less crappier. I wanna see some of the Somme!
25th May 04, 5:43 PM
Genre: Tactical FPS/RPG
Setting: Heavily industrialized planet that is expanding into space, two sides warring to settle space first no matter the cost
General Description: You begin as a soldier, fighting for your country against international espionage. You move through the ranks quickly, every decision you make having an impact on the final outcome, eventually, you are selected to defend the station your country has constructed in space (with years of effort) and gain control of a squad. As the game advances, you gain control of more men and better weapons, and the plot advances. Very plot-oriented but the player has a large impact on it. None of those MGS bloody long cutscenes of listening.
General Nuke Em
25th May 04, 5:53 PM
Genre: Turn Based / Real Time Strategy
Universe: Generic science fiction universe with roughly Homeworld ~ Star Trek level technology
General Description: Something akin to Civilization 3, with systems instead of cities, in a 3D galaxy. Systems will have planets for you to manage, with population, infrastructure, etc. Military and civilian units will consist of fleets that you create and outfit with ships. Empire building and fleet movement will be turn based. Fleet combat will be real time with you assuming the role of the fleet commander. Civilization improvements would include “jumpgates” to speed travel between systems, mining facilities in nebulas, defense stations along borders, etc. (Description word count: 84)
25th May 04, 6:06 PM
--- Genre: RTS
--- Universe/Setting: Optional
--- General Description: No resource gathering. All units are chosen from a list with corresponding point value system for each race controlled by a god (the player). Once units have been chosen they are deployed by each god on start locations on the map which is divided with one region for each god. Units must go forth and occupy more land to empower the god. Each map is fully interactive and the gods have abilities that can only be used on territory controlled by that god. Abilities include spells and modifying terrain like a map editor. Players get reinforcement points from kills and territory.
Genre: Tactical-level RTS - no resources aside from units and supplies
Setting: A post-oil and post-nuclear Earth
Description: Earth's oil and uranium deposits are depleted
A World War and massive population crash have just occured, and the world's "major" powers now have a fragile peace. Smaller states still fight for resources: coal, forests, metals, fresh water, etc.
Technology levels vary, from bolt-action rifles to infantry mortars to modern assault weapons (mostly semi-automatic, for ammunition conservation), from "steampunk" mech behemoths (if it doesn't have mechs, we won't get any concept-art ;p) to solar/electric trucks to biodiesel-fueled tanks.
Infantry would be commanded at the squad level, vehicles by individual unit. Setting for battles would be varied: "clean" (modern and solar-powered) cities, "dirty" (coal/wood-burning) cities, abandoned towns from before the crash, as well as the expected plains, forests, rivers.
25th May 04, 7:09 PM
Genre: Tac-Level RTS + RPG?
Setting: Human dominated fantasy world
Description: In this fantasy world, wars are constantly being fought (surprise). However, it is generally not the armies that truely decide the outcome, but Mercenary companies.
You create and command a single mercenary company, no more than 100 troops (obviously some abstraction). However, the battles are between armies possibly numbering in the tens of thousands. Strategic use of your company and its abilities is necessary.
Not only does the player command his/her company in battle, but they also create their company out of game. A company can be customized to be basically anything.
Genre: Space Simulation (fighter / capital ship combat)
Setting: Insurrection / Rebellious State
Description: Starting off in a peaceful republic of sorts, our hero just finishes an age long war with hostile aliens. But internal strife within the state leads to a group of high ranking officers to break off ties. Lo and behold, civil war.
Our hero chooses his/her path. They choose their own allegiance, their own friends, and with experience, their own ship.
IMO its time for a real capital ship battle game to come along for the masses.
25th May 04, 10:36 PM
Universe: Zero G atmospheric steampunk.
Think Steven Baxters "Raft" Universe, an alternate universe which a research ship stumbled accross and couldn't return, where there is a breathable atmosphere but no gravity. Small Asteroids with lush forests growing on them orbit large heavy Core creatures, storms and flying trees and giant whale like creatures wander around the various small nebulae, etc. People get around on pedal powered flying machines, or ww1 reminiscient craft with no real wings and cockpits on top and bottom.
25th May 04, 10:36 PM
Genre: 3d RTS
Universe/Setting: Earth and the surrounding territories, 6105CE.
General Description: In the future, the human race is at total war with an alien robotic intelligence. Done similar to Rome: Total War, but with powered suits, massive robotic walkers, human fortresses with EMP turrets, and thousands of rapid spider droids.
The campaigns go from minor strikes on robot mining and construction facilities to being beseiged by thousands of spider droids and hundred-foot-tall walking tanks.
Will probably be turned into a movie.
[edit: I'll post a pic of one of the spider droids, or at least a representation of one, in the Lego thread in the Gallery Forums.]
25th May 04, 11:18 PM
Universe: Our own about 600 years from now, assuming nothing catestophic happens in the mean time and we manage to colonise other systems and don't start any genocidal wars with any alien empires.
The story runs something like this. You know the game America's army? Well essentially it's a bit of twisted spin off from that. A MMORPG has been created by some shadowy organisation/corperation/intelegence agency/etc. to assess players of their potential for recruitment into this organisation. This RPG is called Garametherus, and it is currently one of the most popular Multiplayer RPG's on the market and has servers spanning across numerous systems with some real high-tech communications technology. Your main character is one of the many players here and in addition to stumbling upon and then trying to figure out the mysteries behind this game with his mates, you play many instances where he's out in the real world and trying to live his normal life. Basically most of is essential 'In the gameworld', but there are many parts where you work in real life as well.
On a side note I tried to start a story about this, but so far it hasn't quite gotten off the ground yet. Still I might be able to work something from it.
EDIT: It's almost 150 words, but any more chopping up of sections will give me little story.
26th May 04, 12:11 AM
Genre: Mech Sim/ RTS Hybrid
Universe/Setting: Earth current
Player is a memeber of a privately funded orginisation created to create peace by presenting current goverments with a threat that requires co-operation. Player controls a mech slightly larger than a single story building, that has transform to vehicle capabilities. Player is required to perform squad based tactical commanding, and 'on-the-spot' decisions.
26th May 04, 12:30 AM
cant help not posting my two cents.
genre mech sim (similar to mechwarrior series)
setting earth in the 22nd century/some other planet
description you start off as a low level soldier in a nation's army. eventually you become disenchanted with the government and desert with a few men from your unit (including support personnel), fleeing to the wilderness. there you are forced to fend for yourselves, raiding supply depots to maintain your unit's readiness, food, etc... salvage after battles would be a big must. eventually your forces and other dissidents/partisans from other nations mount a coup to try to overthrow the government or possibly stop the governments insiduos plans.
there could also be some fps elements (like sniping other dudes in their mechs) :sniper:
26th May 04, 1:27 AM
Setting: 2089 - Earth.
You are a part of a Special unofficial army trying to defeat The "Sanctuary" - a satanic-religious Political group currently in power in 99% of Earth's countries. The Sanctuary hide the truth from the people: The atmosphere is poisonous, and Natural sunshine light cant penetrate it. In addition Earth's life cycle is about to end. Its up to you as part of that Army to escape to space, while taking as many people with you as possible.
26th May 04, 3:31 AM
General Description: Rather long winded 3D sims title. Where you play a Computer Generated player in a universe of possibility. Take on a load of careers and get thrown into difference scenarios. Would be relatively massive but it would'nt be a "half life" but a "whole life"
26th May 04, 4:48 AM
Genre: FPS/Naval Simulator hybrid (Sink the Bismark/Trek:Wrath of Khan style scenarios)
Universe/Setting: Space 2200 or something; some blah blah war-justifying scenario.
General Description: Defensive tech is still armour, ECM, and point-defense etc., so weapons are mostly kinetic (i.e. big guns), and missiles/torpedoes are effectively semi-guided. Players can specialise ships for speed, armour, damage control, gunnery accuracy etc. Players command fleets of ships (or varying size/function with subsystems etc.) and win by mastering l337 movement/deployment/evasion/etc., artillery, and radar skills. Ships can be automated/scripted etc., but players need to take control in order to make those war winning moves.
Dan Van Crone
26th May 04, 6:49 AM
Setting: Future Earth in a bleak, Orwellian big brother pseudo-communist world.
Description: [voluntary revision of description to comply with Dyn's guidelines] Gameplay would operate like Deus Ex/System Shock 2 with less emphasis on combat. Primary gamestyle would be exploration, interaction and puzzle solving. Quite a few NIS with NPC's to perpetuate story line as well as a lot of elective quests and dialogues with NPC's to deepen the world/experience.
26th May 04, 7:11 AM
--- Genre: Real-Time Strategy/Turn-Based or Real-Time Tactical
--- Universe/Setting: An Earth of the future where aliens have conquered the planet but haven't yet defeated all of the resistance forces
--- General Description: You are a general of the resistance movement and have to coordinate between other factions of the Movement while deciding on what targets to strike, as well as (after freeing scientists) what things to research. You have to coordinate base construction after the Resistance is strong enough to fight back openly, and you have to take control of small tactical strike squads during attacks on the enemy, and perhaps even large armies after the resistance is more powerful. The game would include elements of espionage, diplomacy, researching and designing new weapons, outfitting your troops, grand strategy, and small-unit tactical combat.
The description is exactly 100 words. Amazing, I wasn't even trying;)
26th May 04, 8:05 AM
Genre: Angel Sim. No Really. Ok, then. RTS/tactical/thirdperson
Universe/Setting: Giant Art Deco/gothic metropolis (think metropolis in Metropolis with tons of statues)
General Description: Start off as archangel. Big battle intro, goof in a fit of passion. Then fall. Into the city. You're given choice. You still have powers. You can see auras, the shadow/demons that feed on them in some people. You traverse the city collecting relics. Rebuild your wings/powers feather by feather. Light or dark you choose. Light, you purify, convert. Dark, you lure and trap with shadow. These are your forces, they go on to do the same. You can kind of guide them. The metaphysical landscape of the city changes as you choose, sinking into hell or rising as a beacon on a hill.
PS. Not religious at all :p These are pop culture angels we're talking about.
26th May 04, 4:26 PM
Genre: tactical FPS
Setting: something sci-fi
general description: Basically you start off in a map mode, much like rome total war, but some thing far more detailed and way way way smaller. You have a bunch of people on your team, or perhaps squads and you are given objectives. it is up to you as the commander to tell your squad what objectives should be completed at certain times and how to act. so in map mode you will tell your team to go to certain areas, be passive/defensive/agressive and complete certain objectives. when the game starts you go into first person and start firing up everything, but if you underestimate your objectives you will lose valuable team members for your misjudgment (they die). That means you'll either fail the mission or have to go in there yourself and fire things up. losing a team mate is permanent, and will also lower your reputation. lowered reputation results in less privileges that your boss will give you.
Genre: RPG/Third person/RTS, possibly turn based. (Sounds like a lot, but it's not.)
Setting: Developed fantasy world with Tech and magic tech.
General Description: "Killing" tech is at a low (No war for a long time). Think KOTOR, mixed with more "party" members. (About six or seven at a time) Add in some other parties ie: four or five other squads. There is no war on. But something bad is happening and it's your job to stop it with your teams that are a general mix of magic, magic tech and tech. (Your choice of characters). Think Silent Storm but with magic and other added plus more squads under your control and bigger maps.
26th May 04, 9:36 PM
Genre: Homeworld style 3d strategy
Setting: Different galaxy in universe with humans and other races
General Description: Bird-like species called the Flittislik suddenly attack and enslave several planets. The Federation of planets, already fighting a religious sect called the Cult of Skai and pirate races, splinters under this pressure and the remnants form a Galactic Alliance to repel the Flitts. Other races like the Chirru (a pirate race), the Trade Consortium (like bad-ass Bentusi) and the Cult are involved as well. Has Homeworld-style combat, but a campaign structure similar to Starcraft.
I am thinking of writing a story for this too.
27th May 04, 5:17 AM
Genre: Tactical Scale Fleet combat ala Starfleet command
Universe/Setting: 18th Century
Description: Basically an 18th century naval sim. As you win more missions/destroy more enemy ships you aqquire upgrades and more ships from home to expand your fleet.
27th May 04, 8:11 AM
Genre: RTS/Turn-Based Strategy
Universe/Setting: Any Sci-Fi
Description: Homeworld style RTS combat with civ/MOO style turn based, building, research, and exploration. Unlike HW2 research is much more expansive allowing for colony/overall civilization upgrades and a wealth of ship design and weaponry possibilities. Ships are based around chassis that can be researched with several different ones for each ship class, allowing you to upgrade for more turrets/spinal mounts and space for internal systems etc... Mothership/carrier class vessels can't construct ships but they can refit/repair other vessels during combat. A more standard RTS mode is available for multiplayer where the MS can build and resources must be harvested/protected, but players actually design the types of ships that will eventually become available to them through research beforehand. Design for multiplay is a point based buyout system and allows only a certain amount of points for each ship. The point cap can be increased by increasing the number of requisites for building as well as build and research time/cost. You can have up to 4 different designs for each ship class with no penalties/benefits for having more or less.
27th May 04, 9:53 AM
Universe: Technomad grim, noir feel uni with tall skyscrapers every where.
Description: Imagine the workings of total war gone wrong. In a map stage you plan out your mission, possibly in turns, against a simulated enemy, stick with best plan, once you hit the go button your a regular GI Joe in the front line, and you see how good your mission planning skills really are. Sounds a bit rainbow six, but I'm thinking bigger scale, decent story and a lot more fun. Promotions are possible etc. Campaign played as 2 characters poss, strategist and GI?
27th May 04, 2:20 PM
Name: The Contract
Genre: FPR (First person runner) :)
Universe: Present day, in large city
First person perspective game. For some reason, unbeknowst to you, a contract has been placed on your life. A hitman (with a sniper rifle, amongst other lethal objects) is after you. You don't have any weapons, or know how to fight. All you can do is run away, and try and find out why the contract has been placed on your head, without getting shot.
I figure, it could get VERY stressful. Don't sit still eh?
27th May 04, 6:15 PM
Name: dunno... something victorian
Genre: flight/naval sim
Setting: late victorian era style, some steampunk or superscience to justify the tech level
Drawing from Independence War and Enigma:Rising Tide, as well as the Michael Moorcock book "Nomad of the Time Streams" you're in command of a zeppelin in the aerial navy of one of the various warring Great European Powers. Your airship is armed with bombs, rockets, AA cannons, broadside recoilless cannon, etc. It's like boat warfare in three dimensions, with fighters and ground emplacements too.
27th May 04, 9:13 PM
Setting: Alternate Universe Earth
[Stupid me. Forgot the 100 word limit...I'm still stretching it, but....]
It's not supposed to be a run-n-gun game, but rather, think Alien or Aliens. The power of suggestion. Lots of sounds, lots of shadows. Really psych the players out. Then, whenever they least expect it, have some really, really ugly beastie go for him, give them some shooter action.
The main focus should be on cleverness. Make it open-ended, the player can go anywhere on the station, and all over on the planet. There should be at least a half-dozen ways to accomplish any one thing. No hints. No little PDA with someone on the other end giving you helpful IMs. No computer in your head giving you ideas. Make the player figure EVERYTHING out. Make it require brains.
Anyway, that's my two cents.
27th May 04, 10:07 PM
Setting: massive open ended galaxy
The Old Empire (not Star Wars) has collapsed and the planets it once ruled are now controlled by small factions, warlords, or are unrulled. The player starts out as a recruit of the Mercenaries' Guild, earns their right to lead a squad, builds weps/armor/vehichles from assorted pieces (armored core style) to use in combat, and gets to killing for the highest bidder so they can continue to improve their rank and equipment. Players can choose to follow the game's story or just roam ala Freelancer.
28th May 04, 3:37 AM
Genre : RTS
Setting : terrain, post (HGWells & John Christopher) War of the Worlds, tripod-chic & steampunk
Description: battle between human resistance movement and merciless Martian invaderers. settings can include scorched Earth, lush Earth, desert , mountians, urbanised Earth, subterranean Earth. Resources include human population of villages and towns, for eating or recruiting.
28th May 04, 8:25 AM
Universe/Setting: Earth, prehistoric, period of early man
An alien fleet has attacked Earth, for Earth’s damage of "sacred grounds" on Mars. Scientists have developed Earth's first FTL vessel, as a chance to be able to outmaneuver the enemy, and you are the test pilot; things don't go as well as planned. Your ship is catapaulted back to prehistoric time. You discover and are welcomed by an ancient tribe, and have to lead them around the planet gathering up parts, while you lead your tribe to victory against others, and bring more into your fold... and against the alien threat which has come to stop man from existing.
(damn, i had to edit that so much. Exactly 100 words in that description; I had alot more too it as well, but oh well)
(Note: Twist in the story comes when the alien forces discover your ship's remains while you're away, completely destroying it and "trapping" you back in time... unless you can find another way...)
28th May 04, 10:25 AM
--- Genre: RTS, with strong player character development to add a certain RPG feel to it
--- Universe/Setting: A human space colony, long out of contact with the rest of humanity, on a Jupiter-sized gas giant planet
--- General Description: As the technology base of the planet has slipped, lighter-than-air zeppelins now fly alongside anti-gravity cruisers. The colonists have split into three factions--the Majority, who live on the original habitat platforms high in the atmosphere; the Minority, who live lower down; and the Nomads, most of whom live their entire lives inside heavily armored ships deep in the atmosphere. The planet's only intelligent native lifeform, nicknamed "Blimps," rarely pay attention to the humans. Into this environment come the Alien Invaders, who consider the planet a holy place, and will tolerate no heathen presence on it.
28th May 04, 11:19 AM
Setting: The Galaxy
Sort of building on Zurgnoff's idea, Humanity once had a great empire of hundred's of systems, whihc is now in a slow decline. The remanents of the empire really only hold power in the systems around Earth, as the other sytems go their own way, peacefully or violently. The once great battlefleet of the empire is a shadow of itself. Two ideas for this game, either you are a commander of one of the carrier groups (humans or aliens), or this could be turn-based strategy where you control the empire or anyone of the factions (or the aliens). The story centres around Earth's first contact with other sentinent life, from another galaxy. Think of the declining Byzintine Empire meeting the new force of Islam out of the desert.
28th May 04, 3:55 PM
--- Genre: Flight sim/ship command, real time.
--- Universe/setting: Far Future in space.
--- General Description:Player gets to pilot his own capitol ship, while commanding a small group of friends/ai.
Only minor resourcing or supply management.
Concentrates on cap ship battles with high detail to ship damage, management and movement.
Similar to EVE universe but with almost no market, and proper battle system.
Players fight to protect their home worlds from attack, and push forward to eliminate the threats.
You build up in "points" to get better ships and equipment. Ships are fully redesign-able. Ships are of varying size and style.
Can eventually build bases and fleets. Can instantly swap to any ship you own.
29th May 04, 10:21 AM
Genre: Hybrid RTS/FPS/RPG
Universe/Setting: The Rise, Fall and Rebirth of the first Galactic Empire.
General Description: You are only one of hundreds of thousands who have joined the newly formed Terran Republic. Take part in huge battles against air and ground forces of the modern world (including America) as an infantryman and pilot. Blastoff and walk the decks and converse with the crew of space frigates, destroyers, carriers and super capital ships. Fly and command fighter squadrons and capital ships to victory. Become part of something larger then life. Progress and directly alter an incredibly dynamic and amazing storyline. Unlimited social interaction. Progress from Private 1st Class to Captain to Supreme Fleet Commander. Are you game?
(This is an early game prototype idea for my Time of the Titans franchise. Three years in the making. Feel free to use the concept.)
29th May 04, 10:35 AM
Genre : RTS/RPG/FPS (like Diablo crossed with Renegade)
Universe : Lord of the Rings
Description : SP story = LotR. MP story two teams Dark vs Light. Players choose character type based on LotR theme & collect gold for combat success and can run around getting powerups etc like FPS version of Diablo. The team pools and divides half of the gold you collect (tithe) and you use the gold to get better equipment during play. Capture the ring in the enemy encampment to win.
30th May 04, 10:28 PM
Ooo, my turn!
Universe: Future alternate Earth
Description: 'Magic' has existed since the beginning in this alternate universe, but instead of stifling the development of technology, it's slowly been viewed as a sort of alternative to it. The two have developed side by side for a good 2100 years now, but things haven't been so nice.
Basicly there are two sides offered in this thing: The Mages as well as the Technocrats. Each side relies heavily on magic or tech, respectively, in the never-ending war to completely annihilate the other. No resources would be mined; instead, Mage units and Nanoengineer units would produce the 'talent' or whatever required to summon/construct military units. These Mages/Nanengeers could also be produced themselves, thereby increasing output.
31st May 04, 3:58 AM
Genre : RPG/FPS
Universe : Harry Potter universe
Description : Game includes voice recognition software to allow voice activated spells. Character mouth emulates player voice input if playing 3rd person. Spell level depends on experience, spell takes time to manifest and complete. Aim is to reach sixth form and enter the Triwizard Tournament. Then player must choose between joining Order of Phoenix or Deatheaters and accomplish missions. MP could be RTS/RPG/FPS as above for LotR.
31st May 04, 2:00 PM
Ok, I resisted posting this for as long as humanly possible because no one will like it but me. But I just have to post it. My idea of the perfect game:
Genre: Massively multiplayer beat em up with roleplaying elements.
Setting: Fantasy with an anime/wuxia/kung fu flick feel.
Description: Think Dynasty Warriors with a persistent world and multiple character classes. Scale would be slightly less than current MM games, more like a MUD with a few hundred players per server instead of a few thousand. Gameplay-wise, you play a hero capable of taking on a hundred lesser men. Combat is massive, with you scattering foot soldiers like chaff and seeking out the enemy heroes to do battle with. Polically intensive, world responds to player actions.
[There's no way I can fit my concept into the 100 word limit, so I'm not going to try. Suffice it to say that I have detailed ideas about automating systems to create a world that is interactive rather than static, and that I've been developing the setting since I was about six years old, so I have lots of source material.]
Title: Massive Space
Setting: "Galaxy" (no name yet)
This game would combine the scale of Homeworld with the combat style of games like Freespace. It would be similar in setup as the game "Planetside", but with more variation in playing roles.
There would be several "Empires" in the game, each with seperate but similar fleets, with several special units per side. Starting players would automatically be able to fly scoutlike ships, and would be able to fit several weapons types to said ships, and would have several skill points to spend. As you gain levels, you gain skill points, which you can use to buy new ship certifications or weapon loadouts (or to increase ship overall capabilities). Players with the "Mothership" certification would be able to create massive outfits (similarily, "Carrier" certified players would be able to create smaller groupings), and would gain the ability to build ships from mobile locations. Motherships would also havethe ability to place waypoints to direct forces.
The game would be focused around gaining control of various stations and installations. Different installations would allow you to build certain ship types, would give bonuses (such as automated guns around a station), and would allow you to dock and repair ships as per their size.
This is well over 100 words, but it's written shotily to make it as small as possible...
[The concept expands much further, this is just a general idea for review. The game would feature hundreds of players per empire, and would be interesting to implement.]
2nd Jun 04, 7:11 PM
Setting extrememly polluted earth like planet.
Ok, the planet humankind finds its self on was dead from the get go, but something happened to make them say, "oh well, we'll make do." so, they go to some sort of steampunk design for fuel, power etc, as solar isnt viable because of the polluted sky, and neither are other alternate energy sources. a few hundred years pass, and now the ground it self is un-livable. So, humanity builds gigantic steampunk walkers, and stiring them together and put platforms on them to make huge walking cities. there are lots of these, but only a few huge ones. You control a newish, smaller city, and make sure its inhabitants dont die and the like, but more importantly, make sure that it expands, does interesting things, and of course, does battle with cities that arent of like mind as yours. there would be different factions you could join, or you could create your own. and hey, who wants to be confined to land, your city could be carried by steampunk naval ships, or be underwater carried by steampunk submarines such as the one vigil draw a while back.
EDIT: i was talking to langy about this, and just to clarify, the cities themselves wouldnt wage war. they wouldnt even be layed out like cities really, just cities in that they hold large multitudes of people. as for how they're set up, think courscant in star wars, everything stacked packed and sqeezed together, only differenc being these are MUCH smaller, not as tall, and have a definite end. but likein courscant, one could live out a life, not ever seeing the outside of your area of the city, simply becuase its a huge maze.
also, combat wouldnt take place city to city, sure the cities would have guns, but try sending two motherships at each other in HW2. is the battle exciting? no. sending to cities at eachother here would be like that.
yes, a bit sketchy i know, but it just popped into my head not ten minutes ago. some of the ideas could be reworked, it could be made more combat oriented whatever.
6th Jun 04, 7:13 AM
(and now for something a little different)
Setting: Medieval Europe and/or far East
This would be an attempt at a realistic combat game. You'd be a soldier fighting in the Medieval Era, and you'd be able to pick the faction to fight for and the type of unit you'd like to be (archer, man-at-arms spearman etc) as you fight battles, you'd able to rise in the ranks of the feudal world and aquire more money and better arms and armour etc...
rather than having a good aim with a gun, you must become an expert with the use of a sword or bow, with the possibility of becoming a mounted knight... and a helm would actually force you to see through slits...
ah... the realism...
8th Jun 04, 8:37 AM
Genre: 3rd person squad based action
Description: A complex action game similar to Ninja Gaiden, only with more customization and the ability to command a squad of people almost equal to you in power. Eventually the game would reach a larger than dynasty warriors scale with you and your men taking on thousands upon thousands of men.
8th Jun 04, 9:13 PM
READ THE RULES!
You only have 100 words for a description and it can't be based off of previous work! Which means no harry potter or etc.
15th Jun 04, 2:35 AM
--- Genre: MMRTS
--- Universe/Setting: Whatever, probably WWII or Sci Fi
--- General Description: Basically a strategy game with an chain of command build in, where each player plays on their own level of command from company and up. Higher level command would have to command though subcommanders which they would have some choice in picking. At the lowest level the commanders would command troops directly in combat. Operational elements like logistics and maintaince would also be realistically tracked.
15th Jun 04, 11:33 PM
Setting: fantasy world
You start as a farmboy/ farmgirl, and are free to do as you wish in a massive world with cities and nations and kings which fight each other with masive armies, join who you want, rise through their ranks, or gather your own army and nation around you, and try to rally enough forces to defeat invaders from across the sea. Think morrowind/gothic2/dynasty warriors.
Setting: Steampunk world where two nations fight using sail ships and airships.
Again, join either side, or be a pirate/trader as you try to unravel the mystery of why the days are growing shorter and darker. Command an naval vessel or a massive behemoth of an airship (FFIX style) in combat trading or pirating. Defend your nation.
Little note: this is not designing, this is all describing setting and story =/
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.