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The Completely Unofficial Seedling Idea Thread

Started by September 15, 2005 04:04 PM
30 comments, last by Thermodynamics 19 years, 4 months ago
A MMOG called ColdWarrior where there arer hot zones and cold zones with combat missions and stealth missions each worth money to each side. Also have "Assassination of the Week" where one player on each side is selected for assassination :)
The factions would be Communist, Capitalist with add-on packs for Nationalist and Criminalist and later UN factions.
The Hotzones would be like WW2Online. Coldzones would be stealth, robbery, infiltration missions.
How about 'Sim-Shop'

You start off with a small shop selling vegetables or something else quite simple. After you've reached a certain amount of money you can expand your shop by buying the shop adjacent to you and knocking down the wall to make a bigger shop. You need to add in new shelves and goods and hire new shop attendants to keep the operation of the business running smoothly. People will come in and browse the aisles looking for stuff to buy, so optimal placement of goods is paramount

The aim of the game is to keep expanding into neigbouring buildings until you can open a department store.

I guess it would be very similar to simcity but contained only in one block.

Sound anygood?
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There was a game that did this commercial sim.... but I forgot the name, and I think it kind of stagnated in mediocrity due to execution.


Then, of course, there's always Lemonade Tycoon. :o

grrrrr....grrrrrGGRRARRR!!!
A while back I had an idea for a 3d adventure game called 'Denchi the Wanderer'. The game follows the story of Denchi, a young 'ghost hunter' in the Norse-inspired world of Eldritch.

The focal gameplay mechanic is Denchi's ability to interact with ghosts. He carries around a 'soul net', a tool that looks and is used like a bug catching net. The net allows him to catch spirits and imprison them in 'magic jars'. Spirits can be found all over the world, although most frequently they are released after a monster or other opponent is slain. Once a ghost is captured Denchi can allow himself to be possessed, granting him certain powers and abilities based on the nature of the ghost. For example, the ghost of an ogre would grant him super strength, allowing him to move large obstacles that may be blocking his path. Or the ghost of a sea monster would allow him to breathe underwater and swim at a fantastic speed. Thinking more abstractly, the ghost of a legendary scholar might grant Denchi the intellect to decipher a foreign language. Or the ghost of a murder victim may help Denchi track down the killer and enact justice.

Combat would not be emphasized as much as strategy, puzzle solving and especially exploring. The gameplay takes a note from Metroid in this regard. Although the world of Eldritch is open-ended with plenty of unconfined outdoors areas, Denchi is often confronted with obstacles he cannot surpass until he obtains a specific ghost. For example, a large body of water may stand in his way that can only be surpassed using the aforementioned sea monster possession.

I never really ironed out a solid plot for the game though. That's probably the biggest hurdle in the way of me polishing this concept.
1. A mode for FPSs where the aim is to survive against the tide of nasties.

There should be an unlimited supply of ammunition somewhere nearby (gathered from the waves of nasties?), and perhaps some squadmates too (OMG... you killed kenny!!!). The nasties should range from crappy critters that die easily to boss types that give smaller nasties orders and really take a pounding before going down. Environments should range from claustrophobic corridors to walled forts to open fields with very little cover.

I know survival might be a little boring after a while, but I think this would make a great game for 5-30 minute game breaks, as well as cooperative play. Incentives could come in the form of power ups (e.g. a mobile turret is sent to help, or a big nasty drops a really cool weapon, or you learn how to use a more impressive magical power), or new flavours of nasties (WTF is THAT thing???), or more experienced squaddies. Heck, the game could learn about your strategy and try to counteract it, or use a random genetics -based critter creator to build new and interesting nasties.

2. A campaign based on 1 - cross a hostile landscape filled with nastie ambushes. Can you survive and cross to the other side? Homeworld-style.

[Edited by - ajones on September 19, 2005 3:43:55 AM]
The idea:

You run a set of robots on an assembully line making things (toys, ect. it gets more complex the further you progress). You then have to program them to do what they need to do.


For eg. "Take these parts and make this car within 2 minutes"
And you would have a yellow pannell, four wheels, ect. and you need to program your robots to move (and do "special" things like welding) the pieces together in the right shape.

Second idea:

You are in a simple mud. No items, just some stats. You require energy to live (be on the server), to move, to attack (or be attacked. when you are attacked, the damage is inflicted to your energy, and when you die, you give up your stats and a percentage of your energy before the battle).

Now, the energy is made by the rooms that you move around in. But you are not the only one there. It is inhabited by a group of creatures, which you can modify.

Each creature can attack another creature (including you), eat energy from a room, and move about. There behaviour is controlled by there genetics and a (much) simpler version of a neural net. You can create modified versions of those creatures you defeated, which work to help you. (ie. wiping out some "Cows" on some good grazing rooms, so you can use them to feed your "Cows", ect.)

From,
Nice coder
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Demolition Man:

You are faced with increasingly complex structures that need to be destroyed. You must position a limited number of explosives that have a few different strengths. The building must collapse within a pre-set footprint. Then the best bit, where the building explodes and falls in beutifull realtime with zillions of particles, physicalised rubble, volumetric fire balls and smoke. Oh and slowmotion replays.
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Quote:
Original post by DogCity
Demolition Man:

You are faced with increasingly complex structures that need to be destroyed. You must position a limited number of explosives that have a few different strengths. The building must collapse within a pre-set footprint. Then the best bit, where the building explodes and falls in beutifull realtime with zillions of particles, physicalised rubble, volumetric fire balls and smoke. Oh and slowmotion replays.


Me want.



Sandbox mode too please /grin
The thin ninja strikes.All hail the night.Beware the [html=http://djparley.blogspot.com"]blogger[/html].
Quote:
Original post by DogCity
Demolition Man:

You are faced with increasingly complex structures that need to be destroyed. You must position a limited number of explosives that have a few different strengths. The building must collapse within a pre-set footprint. Then the best bit, where the building explodes and falls in beutifull realtime with zillions of particles, physicalised rubble, volumetric fire balls and smoke. Oh and slowmotion replays.



Yes! While people are still inside! :D
grrrrr....grrrrrGGRRARRR!!!
About 100 different types of critters run around the game world. Each type is playable and each have different combinations of abilities. Use these critters to solve a large number of puzzles through out the game world to some ultimate goal (I'm thinking escape from a spaceship or something).

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