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Little ideas. What can be really interesting?

Started by
3 comments, last by Thiago Monteiro 6 years, 2 months ago

Greetings!
Here I wrote my last ideas for multiplayer games and wanna ask you what do you think about them, whcih of them you'll like, why and why not? What ideas can be relevant now and become popular for players? Please consider that it's just only ideas which describes main gameplay mechanics without detailed possible features.
Oh and, hope my English is fairly understandable, sorry for that ^^
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Game about big cyborg fighting each other in turn-based duel strategy where players took control over one of fully armed mech-like alien character. Player can customize his character with different possible items like weapons and specific systems which gain character abilities to use in battle. Main battle gameplay divides by turns where every turn divides on two phases: first phase is skills queue setup where players choose which skills of installed systems on character they want to use and in what order. Players cannot see opponents skill queue. Every skill has its energy cost, cooldowns for that skill or even for full system that skill used, and target of that skills is opponent’s character or it’s systems. Second phase is visual representation - animation playing of queued skills and damage counting. To win one player needs to destroy opponent’s character or disarm destroying it’s weapons. Strategy part of gameplay is that players must anticipate opponent’s moves and counter them. For simple example, one player’s super mega laser beam weapon which can make a lot of damage is ready and second player may use shield that can absorb all that damage. First player can just wait one turn while second player will use that shield putting it on cooldown and becoming defenseless for that weapon on next turn.

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Session real-time duel shooter in sci-fi setting where two players control their characters fighting with each other in slow motion. Characters can be equipped with unique weapons and other items that give them abilities to use acrobatic moves like matrix =) and other active skills. Battle starts on straight open countryside where players spawn on short distance like 50-60 meters between each other. To win round players need to kill opponent or reach special zone in the center. Every battle proceed in slowed time 1/20 from realtime. Players can see bullets direction, how opponents starts to activate skills and make moves. So point is to avoid opponent’s attacks and trying to kill him or reach center of map. At the end of round players can see that battle in normal time speed.

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A game in near-future setting where 2-4 players plays as killers of hostile clans that came into the club to complete missions and to reveal and kill each other. Players characters can be equipped with simple stylish outfit - jackets, business suit e.t.c with melee and/or firearms weapon and special gadgets hidden under that clothes. Game starts in a club in third person view. Players receive their own missions (like get information from special npc character in location, find quest item, or even eliminate target enemy player knowing his character’s portrait e.t.c). For completing mission and elimination opponents players earn points, and lose it for killing civilians or ruined missions. While in peace mode, players move in the club like a normal civilian and can interact with other people or items, like it can ask someone what time is now or to light cigarette, of course it may be opponent player so he must to immediately respond to a request to look like a usual civilian (npc). Interacting with someone also is one of ways to reveal opponents. Npc also will react to unusual things like shooting, founding someone is walking with naked gun in hands - they’ll run off in a panic, or if someone been killed silently will not do anything until found someone is killed. Only some minutes gives to players to complete missions (in my idea game length is determined by length of music started from game start), and until the end of game no one knows how many players been here. Winner is that player who get more points than other players.
 

Thanks in advance.

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20 hours ago, FunApple said:

Game about big cyborg fighting each other in turn-based duel strategy where players took control over one of fully armed mech-like alien character. Player can customize his character with different possible items like weapons and specific systems which gain character abilities to use in battle. Main battle gameplay divides by turns where every turn divides on two phases: first phase is skills queue setup where players choose which skills of installed systems on character they want to use and in what order. Players cannot see opponents skill queue. Every skill has its energy cost, cooldowns for that skill or even for full system that skill used, and target of that skills is opponent’s character or it’s systems. Second phase is visual representation - animation playing of queued skills and damage counting. To win one player needs to destroy opponent’s character or disarm destroying it’s weapons. Strategy part of gameplay is that players must anticipate opponent’s moves and counter them. For simple example, one player’s super mega laser beam weapon which can make a lot of damage is ready and second player may use shield that can absorb all that damage. First player can just wait one turn while second player will use that shield putting it on cooldown and becoming defenseless for that weapon on next turn.

 

This could be fun, but as is, it sounds fairly passive. You could have a more or less real time cue, including movement to add some strategic variations. Perhaps preparation and release time could also help  creating a type of back and forth (say, you first need to charge up your mega beam with an action and then you have 3 actions before it overheats, and then overheating which would lead to losing an action, but maybe you could then activate some overheat related ability). All in all, in my mind, this has the potential to be a fairly fast paced deck building game. Another good point here is that it is straightforward to make a paper prototype and fine tune the fun factor.

 

For your second idea, take a look at Toribash. It might give some good ideas for this kind of slow motion game

http://www.toribash.com

 

 

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This could be fun, but as is, it sounds fairly passive. You could have a more or less real time cue, including movement to add some strategic variations. Perhaps preparation and release time could also help  creating a type of back and forth (say, you first need to charge up your mega beam with an action and then you have 3 actions before it overheats, and then overheating which would lead to losing an action, but maybe you could then activate some overheat related ability). All in all, in my mind, this has the potential to be a fairly fast paced deck building game. Another good point here is that it is straightforward to make a paper prototype and fine tune the fun factor.

Well, realtime don't fits here, it's turn-based game, like popular today ccg games, but instead of cards you have things on your character. And yeah, is expected to use skills that requires more than 1 turn with things like charging, overheating and others. Character can carry not too many items, but variety of that items and skills will make a lot of tactic ways.

 

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For your second idea, take a look at Toribash. It might give some good ideas for this kind of slow motion game

No-no, it's not what must compare with. Max Payne is better example =)

In terms of being fun, I don't think real time or turn-based is really key, both have potential to be fun. Actually being fun though, goes quite beyond the idea. Match length, good balance between complexity and possibility in terms deck building and strategies and match dynamics are what ultimately heavily influences the fun factor of the game.  Nailing down the specifics of those is the crucial part that will define whether your idea is fun or not.

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