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The dream game that i want to create, but can't due to lack of resources/time/money/skills is...

Started by June 16, 2015 09:02 AM
49 comments, last by Liza Shulyayeva 9 years, 4 months ago


what would you call your bricks considering the shape and style of Lego bricks and figures is copyrighted? I would be curious to see this game too...

Its ok, AFAIK he just has to use convex polygon studs instead of round laugh.png

o3o

what would you call your bricks considering the shape and style of Lego bricks and figures is copyrighted? I would be curious to see this game too...

The shape and style are a matter of patents, all of which have expired, and none of which apply to software/digital bricks.

The Lego Group can’t even successfully sue competitors that make physical blocks matching their own: https://en.wikipedia.org/wiki/Lego_clone

Name trademarks/copyrights are obvious things to avoid but I haven’t thought of what to call them yet. I named my memory-hacking software “Memory Hacking Software” and my Tetris clone “Game of Falling Blocks”. I expect I will come up with something equally genius for this game.

L. Spiro

I restore Nintendo 64 video-game OST’s into HD! https://www.youtube.com/channel/UCCtX_wedtZ5BoyQBXEhnVZw/playlists?view=1&sort=lad&flow=grid

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I expect I will come up with something equally genius for this game.


How about "Danish-inspired plastic building blocks game".

Solved it for you! :)

I expect I will come up with something equally genius for this game.


How about "Danish-inspired plastic building blocks game".

Solved it for you! smile.png


The force is strong with this one.

L. Spiro

I restore Nintendo 64 video-game OST’s into HD! https://www.youtube.com/channel/UCCtX_wedtZ5BoyQBXEhnVZw/playlists?view=1&sort=lad&flow=grid

Estimate: $224,078*

You could hire a team to make it for that price.
Or you could make it yourself in about 4.0 years

I'm heavily behind schedule.

Checked:

  • Vast, Open World to explore!
  • RPG Elements! Lots of stats and upgrades!
  • Procedural generation for endless replayability!
  • Branching Dialog Trees with a novel of text!

Thats pretty much what I'd want. Think of it as Minecraft without the whole "mining" thing and with (way) more RPG elements. I could check the crafting system box but eh, I'm not sure. It still says 4 years.

"I AM ZE EMPRAH OPENGL 3.3 THE CORE, I DEMAND FROM THEE ZE SHADERZ AND MATRIXEZ"

My journals: dustArtemis ECS framework and Making a Terrain Generator

Ever since I got my first Linux machine, I wanted to play Rollercoaster Tycoon 1 natively on it.... that was around 2000. I really started in 2011, thinking I'd be done in about 1 year. Now it's 2015, and about 50K lines further, FreeRCT isn't a proper game yet ...

But no worries, I'll get there smile.png

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I'd love to do a sim-universe game, where the users can setup their own solar systems using physics similar to universe sandbox, but with procedural planet rendering. The user can select creation or evolution mode (of course, evolution mode would be more fun) and your choices of your solar system setup can effect all life on the planet(s). So you have to account for things like the size of your star(s), how many stars are orbiting or being orbited (binary, ternary star systems), habitable zone, surrounding planets, sizes, moons, gravity levels, and so forth. Each one will greatly effect the evolution of that planet (whether it supports life or not). You could also set the composition of each planet, it's rotation, density, and origin.

Of course, if you wanted to, you could add disasters and other hazards that could destroy everything. That would be quite a bit of work though, and so much more than coding alone. And I never did learn how to do procedural planet rendering either.

Shogun.

I've often thought about doing a large economics space MMO with very limited restrictions on combat. The focus of the game would be on designing cities/colonies, exploiting resources, and moving materials around a growing empire. (Frame work plot line would be that humanity is fairly tightly controlled by a communist style monarchy, the imperial family controls and oversees everything, but loosen things up a bit as an experiment to try and expand humanity's settled regions faster than the old centralized system has been. Making the game kind of a competitive co-op PvE with built in game 'reset' mechanics: Everyone is trying to make the most profit and control the biggest chunk of the pie for the new sector of colonies, but if development and population satisfaction aren't kept high enough then the emperor will step in and everyone loses.)

Another part of the goal was that it would be a feudal style system with a lowest rank being a free to play account, but restricted to only owning a small shuttle craft that can't jump between systems on its own, while higher duke and prince level accounts would allow users more freedom and control over things, but it wouldn't be pure pay to win as high rank users would still require to recruit and maintain lower ranking followers or have their effective powers crippled.

Old Username: Talroth
If your signature on a web forum takes up more space than your average post, then you are doing things wrong.

I always wanted to build a game with mechanics similar to Civil War Generals 2, since I wasted uncounted hours playing it back in the day. Set in an earlier era, maybe the Hundred Years War. It was one of the first projects I started working on, and I remember I made a really terrible version in VB6 that would run out of memory because I was using multiple, layered ImageBoxes for the tiles and units.

Art was always something that got me bogged down when I was trying to do things in 2D - I looked at the original assets, and saw that they had used distinct tile sprites for all of the height variations. Probably would be much simpler to do with a real 3D terrain, and an orthographic view.

hqdefault.jpg

I should probably try again, I'm sure I could actually build it now. Fortunately, 2D, turn-based hex wargames have pretty low standards for graphics even now. And it doesn't appear that Civil War Generals will get released on GoG any time soon, although some of the other Sierra Impressions games have. It's kind of a pain to spin up a Win98 VM to play it off the original, scratched-to-hell disk.

Eric Richards

SlimDX tutorials - http://www.richardssoftware.net/

Twitter - @EricRichards22

I would very much love to make a spiritual successor to LucasArt's Tie Fighter. All I lack right now is knowledge of the 3D mathematics required and I have no musical talent whatsoever.

But one day it WILL happen. Bet on it! wink.png

Languages; C, Java. Platforms: Android, Oculus Go, ZX Spectrum, Megadrive.

Website: Mega-Gen Garage

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