Just curious, what is the ultimate game that you would want to create/ play one day? I have a myriad of ideas but the current one I am thinking about is similiar to these.
I always wanted to make/play a title about deities competing for control of planets throughout the galaxy as apposed to armies and waring factions. Imagine playing a game where you play a newbie deity who is trying to amass worlds for himself and defeating tyrannical deities in the process. Perhaps in the storyline three or four deities would compete for how many planets they could amass and who would build the best empire.
Once a world is liberated/conquered one can mold it as they like and post it online and battle other players for all sorts of prizes.
Idk throw out game ideas you always wanted to make, I am curious about what you folks would want to play/make
Replies
turns out, that game already exists!
wish they'd continue the story =[
What if WE Could make that game?
We laughed a little, and loaded up another multiplayer game like the electric sheep we are But the idea ate away at us both, and sooner or later we asked ourselves just what we were doing?
That's right Playing Call Of Duty 74.
We rushed to Messenger and started chatting about ideas we had and amazingly, as if Derren Brown had dreamed up the whole thing, we shared a lot of really insane things. Not all of them involved some delicious form of pizza too, I may add. Some of them were crazy, like suits that understood player movement and used virtual reality head sets to create worlds within our own. A world inside a world... Worldception? But of course, we had to keep things in a familiar realm, we had to think of possible ideas that us as a couple of geeky lads could do, and building technology which either didn't exist or would be far too expensive for the average user, wasn't really viable. Plus, we thought the problem with making 3d viewing as your only input method would cut out a HUGE part of the gaming population, as not everybody can see 3d or get along with it. Also, having tried 3d head sets, I found them very tiring and hard on the eyes, so at the most that should be optional. Thinking deep, it turns out our perfect game would be something less making a new wheel and more taking that wheel and making sure it was a perfect circle, with every edge sanded down to perfection. So, what would it have we thought, feature wise? Well, we wanted a game with rank progression and a feeling of worth, a game that combined elements that worked from titles like Grand Theft Auto, Fallout, Call Of Duty etc, something that allowed you to play constantly and always find something new, and allowed you to experiment with weapons and item combinations that had drastically different effects on combat, so that each player had his or her own unique experiences. It would be a game with no hand holding, a game that didn't treat its player base like a child. Yes, I know how to reload, as I've done it a million times, so do I REALLY need that flashing text on my screen? A lot of games these days are so over simple that it becomes a little bit of an insult anyway, just look at Final Fantasy 13 compared to older titles, like 7? Games should have a progression system in that the more you play, the more you know, so the less it would bug you about it. But of course, player choice is always important so these options can be changed at any time via a simple, easy to use customisable user interface.
Such an amazing game, so, so good... But who the hell designed this UI, a granny with vision issues?!
It would be a game with an emphasis on complex team work, with objectives that took more than a few seconds to play, much more like a massive scale cooperative affair, only with humans on both sides of the battle. This is mainly due to current games moving away from actual team play, even though they really try and sell you that they are more team based than ever. When was the last time you were angry at your team for lack of communication and team work? Is that really the players fault for going solo, or the games fault for not making that more appealing for him? How about we reward a player for picking a lock by actually PICKING the lock rather than "holding B", while your team mates stand guard and covers you, and thus reward HIM as well? Otherwise we may as well be playing COD.
It would be a game that did away with the confines of knee high walls you can't jump over, and "please return to the battlefield" prompts. A game that was no longer about moving from point A to B, but about moving to F, going under G, hanging onto X, and using your buddy to boost you up all the way onto K, so you can turn around and pull him up there with you. Oh, and doing it in style, like a fancy Buzz Lightyear. Imagine running away from an attacker, turning a corner and seeing a hand rail, so you slide under it, turn around and grab onto the edge, hanging there, thus confusing the chasing player as he can no longer see you? Then you pop back up and knife his confused backside into oblivion. Not the game Oblivion, that would just be strange.
It would be a game with deep meaningful social functions, allowing you to view your friends actions with every weapon, their stats, even allow you to set up clans and set up messages mid-game without having to use multiple applications. Allowing you to join an already in progress game without any hassle, and seeing the game in progress at a glance.
In short, it would be the very best of what we had played, overdosing on style and substance, and rewarding those who were good, but adaptable for those that were new to the system. A game that catered to all skill levels, but didn't punish those who knew a trick or two. A game that pushed hard on team play, cooperation being king, and allowing the player multiple choices for dealing with team focused problems.
Could I really do this? Could we really make our perfect game? Well, we have no financial risk, no money behind this, we had nothing to lose We were just a few lads who enjoyed gaming and wanted to try our hand at our own. All that was left was to think of a name
And so, OverDose was born. What I think is my perfect game.
What's Different About OverDose That Makes It My Perfect Game?
At its basic level, OverDose is a first person title... But before you yawn, roll your eyes and scream "But we wanted something with deep emotional meaning!" remember... Some of the best games of this generation were this style, and its not always about doing something totally new and original, its about refining things and polishing them up! Mirors Edge, Call Of Duty, Facry 3, Skyrim, Dishonored, Minecraft... All First Person games, but all play VERY differently. So I had a few ideas as to what could make OverDose different, and after a little research, I came up with the following which in my eyes really does make OverDose my perfect game.
First of all is the movement. Yeah ok, running and gunning is one thing, but what about being able to climb onto things, slide into crawl spaces, swim through sewers, hang from ledges and even work in tandem with other players to reach higher vantage points together? Who said you have to be stuck to a boxy corridor when shooting your friends? If you can see it, and you should be able to climb there, then you can here. Think of it like a more in-depth Mirrors Edge, allowing you to travel around the level in many new ways, also... In style. Of course, cover systems have come a long way since the dark days, and a first person cover system has yet to be added that really works WELL, so our game will feature a First Person based cover system that allows the player to stay in cover while attacking, and even lets you blind fire. Whats more, cover is destructible, meaning that you can't stay camped and hidden for long. Killzone lay the ground work here, so lets improve on that!
In OverDose, everything is possible, and you no longer get cut off by a fallen over table. If you want to get there, and it seems possible, you CAN get there. Just keep an eye on your back when climbing.
But what about our weapons... What will they work like? Well, what about weapon degradation and jamming? As the game is set in a world where people must search for supplies, chances are you won't be finding any fresh off the factory line weapons. Every weapon you use tells a story, and the more you use a weapon, the higher the chance of it jamming on you... Unless you take good care of it post match. Weapons are just as much a character as the world. But at the same time, what about the actual weapon designs? Everybody loves Shotguns, Assault Rifles and the like, but what about thinking outside the box? Nobody says we have to use a silencer to muzzle our gun fire, whats wrong with tin cans? This is a universe full of design choices not usually seen in first person gaming. Whats more, weapons are not limited to teams, as you can scavenge new ammo types and weaponry mid battle, even from the enemy.
An example of a weapon concept, in which we tried to blend a rough, bodged together look while still functional.
Obviously graphics are going to be an important factor for me, as I dabble in graphics a lot myself as a hobby! So, my game will feature real time lighting and shadowing and a lot of fancy new tech. Many games today use what we call lightmapping, which is a static, never changing light source. Its cheap performance wise, and does its job, but it doesn't really sell the world as a living breathing space because its just not dynamic. What if we could battle in a world where every light was real, and you could use it to your advantage? This is essentially a much more advanced version of the technology in Doom 3 (Doom 3 used stencil shadows, but we use shadow mapping and cascaded shadow maps). This means that blacks really are black, but that every surface casts its own shadow from every light source. Destroying lights in key areas would be key to setting up ambush points and laying a trap. What would make this all the more impressive is having 3d support. Supporting the latest trends in 3d gaming, such as 3d panels and even the Oculus Rift, OverDose would present a real breathing world in 3d taking you closer to the battle than you would ever really want to be... If mutants were throwing axes at your face in real life at least. However even with this feature being fully supported, its also not the only option and allows the player base to pick their own input method.
I really hate clean surfaces!! But OverDose is a world in ruin, and I wanted to push that old, damaged theme as far as I could. You can see here that everything looks old, and even the lights are now powered by make shift power sources.
The world of OverDose would be a dangerous and unpredictable one that is full of many dangers, such as freezing cold snow, acid rain and molten lava. Because of these dangers, I would want the player to fully feel like they are part of the game world, and so many locations of the levels will provide additional dangers to players. Imagine fighting in an area where the sun is so hot, you must stick to shadow to survive, or playing a match with unpredictable weather cycles that can hinder your play. This changes up the gameplay dynamic in a huge way, and changes the game from a simple run and gun, to a coordinated, thought out shooter. Also, the levels will be full of little details, such as sheets moving in the wind, grass blowing, doors creaking open and shut, banging against the wall with the force of nature. The levels of OverDose would be just as much a character as everything else, and would be as atmospheric as possible, turning it into a "Survival Horror Infused, Team Based Objective Game". In fact no, lets not go with that, the acronym would be just rude!
The world is a mess... Its not just mutants you need to worry about.
As this games a multiplayer title, its best it would have the sort of stat tracking that most big blockbusters have, showing any players basic stats such as weapons used, kills, accuracy... But why stop there? Players would also rack up "trophies". However, rather than these be what you would expect in the form of challenges or awards, these are more like trophies taken from the actual game. Say you won a crushing battle and wiped the floor with the opposite team... Why not display the most head shotted players actual destroyed "head" as an award? OverDose features a lot of custom options for players to change the visual appearance of their character, and nothing screams "I win" more than a trophy of a dirty mutants head. Even more so when you know its your friends!
I've made a lot of different heads to let players change their appearance, as well as many custom gore versions to really sell that head shot experience.
BUT... Its also a coop game! Because as the Zombies mode in Black Ops shows, people LOVE to sit back and fight against a common enemy. So the singleplayer and coop side of the game would be much more focused on survival, with scarce ammo, limited weaponry, and constant threat of danger. You and three buddies will work together in various ways, such as one not even being in combat and lighting your path, while others scavenge for any supplies they can in the fallen cities of Earth.
The best tension comes from the unknown, and hiding in the shadows from something hunting you is... Well, its time for a change of pants!
And lastly... And this ones MAJOR important to me... A full on, FREE supported SDK/Level Editor. Yeah, remember these? Back when I was growing up, modding was all the rage. These days, its very rarely even seen. OverDose has its own full toolset which does everything you need, including our own custom level editor that allows you to build levels from scratch. This means no more nickel and diming the user base with paid for map packs, because the game will support custom made maps that will hopefully beat our own!
I grew up with the Quake modding crowd,and I hate that we dont get tools anymore with games. Thats something my perfect game, OverDose, will have.
More tools, because anything that makes your life easier is better!
So What Kind Of Game Is OverDose?
All this talk about these features is awesome and all, but what kind of game is OverDose at its heart? In OverDose, teamplay is king, and players need to work together to survive. Its not as simple as games like Call Of Duty where you spawn, kill, die, then respawn. The Confederate Marine Corps. (CMC) and the reckless forgotten Marauders (MDR), battle for control of locations on Earth, and each side has multiple choices available in the form of different weapons, gear and classes, making it muchmore like an old school RPG rather than every marine being the same. Every class has his own strong and weak points, but every class is a vital role to the game. This isn't Deathmatch remember!!! Any man out for himself will only get himself killed and lose his team the win, which will result in a billion boo's, you sucks and drawings of male body parts mailed to the poor player!
The general goal of OverDose is to work together AS A TEAM, protecting each others back and performing all the needed objectives in a given location, rather than quickly get the higher point score in a game. Objectives range from simple hacking of a control panel or system, destroying an important location or item, picking a lock, escorting something valuable etc. This means that you can't just all spawn as Grunts, because there are certain objectives to be completed, and a Grunt wouldn't be able to do everything needed to win the game. It also means you can't all just spawn as Engineers, because there is nobody to protect you, as Engineers are more of a support role. Rather than fall on the simple "Hold B to hack" style that most online games have, we actually want to throw in more traditional puzzles for the players, so if you want to lock pick, you need to actually pick the lock... When under fire. This means your team really MUST have your back and communicate with you. We've thought of a whole host of options to help the players do this, from chat wheels to custom VOIP code. So as you can see, my perfect game has a strong emphasis on team play, which is why I'll focus strongly on both communication and balance when it comes to working together. As this is an objective based game, rounds can last anywhere from a few minutes to 20 minutes plus, depending on the skills of the players involved, the server load, and the map itself. This means we can have a wide variety of situations in the game so that the game doesn't feel old the next day, something which many games struggle with.
The two teams of OverDose. The Confederate Marine Corp. and...
...the horrid Marauders.
What's The Story Of OverDose?
Mankind has always had an eye for invention, and throughout the years has come up with so many wonderful and amazing ideas and implementations. Thomas Edison stood against God and created light with the means of science. Artificial limbs were created with mechanical parts to give new freedom of movement to accident victims. New hope was given to people with serious diseases and ailments. But not everything mankind has created was pure in design. As a species we have always progressed with our technology and intelligence, but the instinct to dominate has stuck with us for thousands of years. Ever since the first cave man killed for his food, man has done what's been required of him to survive. On December 21st, 2012, mankind was changed forever. Early in the year tension mounted between the super powers of the world and before any of us knew it, entire cities were in lock down with no hope of leaving. Then, as children played in the streets innocently, the first bomb was dropped. In the space of a few hours, nations pressed the launch buttons without hesitation to counter strike the attacks. The aftermath was horrendous, the world was in ruin, and most of the world was covered with radiation Mankind was pushed to the brink of extinction.
Now, 143 years later, the battle is still strong. The world's population has been divided into two factions; Those who hid, and those who were left behind. The Confederate Marine Corp. does what it can to keep peace and order in the remaining safe zones. They try to provide order and discipline to the remaining civilians of the last few safe zones. The outlandish Marauders however are more machine than man now, using scraps of weaponry and cybernetic implants to keep them alive longer. Many years of radiation poisoning and complicated childbirth has left them scared and warped, like the things of nightmares. While the CMC want only to survive, the MDR relentlessly attack them for fresh supplies of their ever-growing addictions. Both factions are destined to fight until one falls. Which one is yet to be seen
When/Where Does OverDose Take Place?
OverDose takes place in an alternate time line to our own. After the great war of 2012, Humanity was split into two halves; those who lived in shelter from the radioactive fallout, and those who had no choice but to surrender to its devastating effects. OverDose takes place in the year 2155, when the Earth as we know it is long gone and replaced by decaying land of filth and depravity. Those that remained sheltered from the fallout are much like we are today, only with a stronger will to survive. Those who were left behind are now changed, mutated over years of radioactive poisoning, some more machine now than man. As I mentioned before, the world will contain many hazards making it a character of its own. Acid rain will slow down a player and hurt them slightly when outdoors in it, and even then, its weather patterns are random. Snow will hinder players movement and aiming speeds. Dust storms will occlude a players vision etc. All these make the world just as deadly to watch out for, as the other players.
Earth... But not as we know it.
Any More Pics Of How This Game Looks?
Of course! We have all been working on OverDose and so can show you the following screenshots of the Earth after the nuclear fallout. These are taken 100% in-engine, in-game and are none edited screenshots... What you see here is what you see when you play. Well, apart from the obvious concept art of course! What you see here is the result of many man hours of totally unpaid work from all of us to get it looking this way when you play:
http://www.team-blur-games.com/odium/blog/assets/od_7_large.jpg
http://www.team-blur-games.com/odium/blog/assets/od_2_large.jpg
http://www.team-blur-games.com/odium/blog/assets/od_11_large.jpg
http://www.team-blur-games.com/odium/blog/assets/od_12_large.jpg
http://www.team-blur-games.com/odium/blog/assets/od_13_large.jpg
http://www.team-blur-games.com/odium/blog/assets/od_3_large.jpg
http://www.team-blur-games.com/odium/blog/assets/od_5_large.jpg
http://www.team-blur-games.com/odium/blog/assets/od_10_large.jpg
http://www.team-blur-games.com/odium/blog/assets/od_6_large.jpg
More Importantly... What Would It Sound Like?
Theres the visual side of things, and then theres the audio. If a game doesn't sound half decent, it can get really old, really fast. Of course, in a perfect world, the likes of Harry Gregson Williams, John Murphy and Hans Zimmer would be spamming my FaceBook inbox with requests, begging me to make music, possibly even with a little Inception horn. I was lucky however to have a good friend called Luciano help out with this side of things, as I'm about as tonal deaf as Grimace. The plus side is that with a name like Luciano, hes pretty much bound by law to have a few musical tricks up his finely pressed sleeves. Heres a few samples of how OverDoses soundtrack will sound:
http://www.youtube.com/v/3pgMmmVvU-o&feature=g-upl
Our main title track, which I suggested to try and focus on a sound that could possibly show the feeling of
a heroic struggle.
http://www.youtube.com/v/eFN1VUfD8fU
A sample track of when the time is nearly up towards the end of a round. Again, I wanted something that would
give the player a final burst of energy and urgency.
Of course, music isn't everything, and to create a believable world it has to sound good too. I really tried hard in this area to think of what people would want, both features wise and atmosphere wise. We came to the conclusion that a lot of games these days are stunning to look at, but often sound... A little last gen? So, we put our heads together and came up with an EAX sound system that allowed every single room, every single area, to sound different. This means sewer pipes had just that right amount of reverb, and outdoor courtyards had just that right echo on gun fire to be believable. Also, to make the world really seem alive, we tried to add as many none static elements as we could. This meant doors swaying and creaking in the wind, banging against surfaces, and lights that would flicker and cast dynamic shadows, at the same time as sending sparks fly over the room with the classic, Aliens inspired bzzzzt... All these add up to what we feel would be the perfect gaming atmosphere.
http://www.youtube.com/v/IuRe3XrTJfw
An example of some weapon sounds I have created, using a blend of real world effects, I wanted the weapons
to sound modern, but not quite in time with what we know today.
Clearly This Is An Indie Title, Would It Be Released On Console Too?
The very nature of OverDose is that of team work, and that of tactics. This makes it a perfect candidate for a service like xbox live and Playstation Network. Whats even better is that with the release of the Wii U and the enhanced graphical quality the console provides, it would be a perfect fit. I can only dream of how amazing it would control allowing me to order team mates and hack/complete objectives with the Wiipad. What about setting up the camera as a direct feed that recognises who you are attacking, and shows their face on screen, allowing you to see every tear roll down their cheeks when you win a head on battle? Maybe, just maybe, this Christmas I'll be already thinking of ways to do such a thing. You never know, somebody may find a way to get the Wii U Gamepad working on Windows, like we did the Wiimote & Kinect, and thus we may even get a chance to fool around with that and show off some neat ideas. The support is already there, so all we have to do is see just what makes this Wii U thing tick...
Speaking of which, the Wii U has the amazing advantage of its unique gamepad screen. This allows so much more freedom and so many cool ideas... Imagine being able to control turrets you have placed in the world using the turrets camera on the lower screen. Maybe even placing digital cameras to keep track of key areas? How about using the pad to interact with the world, so lock picking, or disarming bombs could be done on the screen with a simple to use but still tricky when under fire UI? We could even interact with the game world in other ways, such as wiping the screen to remove the acid rain from a players visor, or what about the screen misting up when going from cold to warm areas, and you have to blow into the mic to de-mist it? Of course what the screen is perfect for is class options, such as picking your characters visual appearance, selecting weapon and item load outs and navigating UI's... But that doesn't mean we can't have a little fun there, too. An idea off the top of my head would be a simple take on a camera system, one that would fit say a captured rat with a camera. This rat would then roam around the level at random, but all the while sending a video signal back to the player would could be shown on the gamepad screen. Imagine the view when an enemy player saw it and decided to show it the lower end of his boot!
OverDose... And Beyond...?
A step I hope to take in the future if this thing ever got anywhere and took off, would be to make a spin on Day-Z, a huge open world title, where you really do have to survive in the harsh elements of the world and fight off both mutant and animal attack. Maybe you could search for food and weapons, while creating protection in the form of setting up base in old abandoned buildings? Possibly also rigging together traps and alarms with items found, maybe even having to take care of vehicles, forcing you to risk going into the wild to find new replacement parts if something broke. OverDose was planned to have vehicles of some form before, but we dropped the idea because it just wouldn't work, and if you start adding everything for the sake of just having it, things get messy and balance issues crop up. Think how easy it would be to kill other players when you can just run them down! Speaking of death, I would love to have the courage to make this a true perma-death game as well, where if you die... You die. No reloading check points, no respawn. Thats it, you're gone. Just as an experiment to see how long the player could last. The tension that must create would be fantastic, it would make players scared to move around any corner. What would you find? A mutant? Another survivor? Are they good, and will they help? Or are they only out for themselves, because they know you have some serious gear that would allow them to survive longer. Imagine being on the Wii U, with the Gamepad as a whole host of features. Maybe even use it as a map, where you can draw your own info on to know where things are? Possibly a rucksack, that you even have to move items around inside to fit more in?
Yeah... I know I would LOVE to play that game... Maybe one day...
Thanks for reading. I hope you enjoy my vision of what my perfect game is like and agree with how I designed it! Remember that we are just a few guys who enjoy gaming and I enjoy making game art, so why shouldn't we let the world enjoy it with us! Not every game needs a huge budget at all, and this has been done with both of us having normal lives and jobs... Well, Nicolas does, as I said I was made redundant recently and now I'm caring for a grandmother who can't hear the TV unless its loud enough to be heard from New York. But regardless of personal circumstances, I put a lot of love into OverDose, and every game needs love, a heart and soul...
And kids... Thats something thats been missing from a LOT of games just recently.
EDIT: odium, way to hijack the thread, lol =P
It's like... Mixed with...And a bit of...
And it looks like...
Huh, I'm not sure. As long as the game's there and it's not too offensive.
The big teamwork influence and weapon maintenance & customization sounds interesting, I especially like the modding support, I too grew up in the quake modding era; we're making sure our current game is as mod friendly as possible, I think I'll actually have more fun modding it than developing it haha.
I have a scrapbook of game ideas I've had over the years, most of them revolve around players personalising the gameplay mechanics/physics based abilities of their character in a 3rd person action based rpg.
Or distorting today's ideas of how players perceive traditional gameplay; I will often have more fun with a game by trying to break out of the level and see where I should not be allowed to, rather than playing the actual game.
Slap together Tron1/matrix1/gits/zeldaMM-RomGlitches. -- ignoring the zelda, link, kungfu trenchcoats, tron style, and focusing on the ideals of psychologically questioning the perception of how the universe works. LozMM for example was constantly blurring the line of reality between the metaphorical and the metaphysical.
Thats my pictureless reply atleast
i bet rza would do it
You know it'd be a good game
YESSS! i fucking love this damn game! never got to finish it....
Did you ever play the Smash Bros campaign on Wii? That's exactly what your combo appears to be!
Not at all, I am talking about galaxy conquest and wide open field type of deals and
going through space defeating all sorts of crazy characters, meeting other characters and things of that nature. Also maximum space travel and town creation
Perhaps I should have put an rpg in there to clarify, but there were only three spots the smash bros campaign was just a platformer of sorts.
(#3)
odium
It seems as though you have a very serious out look on the tough guy gaming archtypes. Is it really all like this or is it just these "serious" games? That seems like an interesting title though, perhaps it would pick up well. I think it's a tad too serious for my tastes though.
Uh Oh........
I forgot to add the perfect music!
Which is why even seasoned developers with all the budgets available struggle to make anything fun out of their dream game :P
Uhh thanks?
'Spose we should all pack it in now...
And when it comes to wanting a game, the dream games are the games you never knew you wanted.
More like, then you eventually realize that a mashup of cool pictures and nostalgic experiences doesn't magically create good gamedesign.
Sorry, I just had to be that guy
Eh, but it makes the ideology easy to communicate. While Odium's effort to demonstrate his game ideas is admirable, it's a big read. Some pictures sorted into categories is just so much simpler... unless we want to get pretty serious eh?
Finally, I find something sensible in this thread *Draws a sigh of relief*
And had I such a good idea for a game, I would've gone ahead and designed it. Just give me more Mass effect (the good ones) and TES (Minus that darned mmorpg and everything before Morrowind which I didn't play) all around and I'm pleased
^ dead on the money in my opinion.
my dream game is one with a single simple objective and rich in emergent gameplay. something like Day Z.
Dark Souls difficulty and immersion
Skyrim / Oblivion open world
WoW # of players and support / content updates / balance
Day Z permanence
Looks like The Witcher 2
this.
Allow me to share one lesson I had a really tough time learning:
Some people have no dreams.
I know. It's shocking to me even as I type this. But, we must be tolerant of the dreamless ones. Lest we eventually oppress them with our ambitions.
For me, I have found making games more satisfying than dreaming about them.
Crawl back into your cave of sadness! It's quite hilarious that this thread meant to be fun has people spewing out hate.
But, what can I say?
There would be very few people on each server and there would be very few supernatural/zombie style enemies and you dont get to really see them much so that you are never quite sure when you are going to see them next and in what form as most of the survival would just come from trying to survive the harsh wilds eg bitten by a wold or falling in a rivine or being shot and having no one there with the crafting skills necessary to help you tend your wounds.
I doubt anyone would want to make this game, its just too much damn work and if any of it goes wrong/imbalanced it just wont be fun.
I never saw any hate being spewed - he's suggesting you go ahead and make your dream game.
But yes, we should be making our own dream games!
Length: Short, meant to be played in one sitting, 4 hours.
Graphics: something like Journey. Strong silhouettes, meaningful and symbolic use of color and shapes. Maybe not as simple in terms of detail,
Story: Something like Del Toro Pan's Labyrinth. Dark and fantastical. Very interesting characters and monsters. I'd want the game to be more emotional and engaging and not necessarily fun. If pixar can do that in up in 10 minutes, it should be possible to do in a game.
Gameplay: No grinding or leveling up, combat would be mostly skill based, and would be beatable with starting gear, but harder. Maybe a mix between Witcher2 and Darksouls combat wise, depends on the final story. Gameplay should first and foremost serve the story. No in game cut scenes, everything should be controllable by the character. Perma death, but not easy to die, you can take a beating and run away, but it's also hard to kill things as well. Also you don't instantly die even if you are critically wounded, you have to wait for your character to completely die, you can attempt to crawl before you bleed out or finished off. Stamina bar.
Small detailed world. Everything is permanent, nothing resets, respawns, or despawns. Avoids using game "magic" like carrying more items than physically possible and putting out big stuff from no where. If you have an item its going to be visable on your character. Basically avoid anything that makes it feel like a game like obvious tiling textures, characters repeating dialog, etc.
If you should be able to jump or climb on something in real life, you can in the game, no character movement issues should limit your exploring.
Sound: Precomputed Wave Simulation for Real-Time Sound Propagation
of Dynamic Sources in Complex Scenes and 3d sound
[ame="http://www.youtube.com/watch?v=MQt1jtDBNK4"]Precomputed Wave Simulation for Real-time Sound Propagation of Dynamic Sources in Complex Scenes - YouTube[/ame]
[ame="http://www.youtube.com/watch?v=SQmQD27uCt0"]Princeton invention delivers 3D sound from ordinary laptop speakers - YouTube[/ame]
One's a fighting game. It's got that top down, huge arena going for it. Think Powerstone/Naruto Ultimate Ninja Storm but with more emphasis on fighting.
The other is a RPG. It's almost a mix of Final Fantasy IV meets Valkyria Chronicles in gameplay.
Both games have alot of cartoony dialogue and they almost never take themselves seriously. So much so the characters are self aware when a typical gaming cliche is about to take place.
Graphics is also going to be important. If I'm lucky enough to receive even a $20 million budget, I want most of it going towards IQ. The game must look good on today's TVs so for 2013 standards it's native 1080p. In the future, it would most likely be native 4k.
I would also love there to be anti aliasing. 4x should be enough.
The rest of the budget should be assuring every object is given a high resolution shadow map and texture (minimum 1024 x 1024).
As for polycount, I wouldn't mind if characters averaged 5,000 ~ 17,000 polygons with the rest of the detail being filled in through normals and displacement maps. The only thing I would be against is club handed characters that you see in some PS1/N64 games.
http://ded.increpare.com/~locus/music_prototype/
here's the creators post on the Unity forum
from what I can gather it's just a series of rule-sets with parameters that can be randomized - much like Minecraft has rules on how to randomly generate rivers, mountains, forests, etc...
I've had a lifelong interest in generative/procedural art combined with a complete inability to grasp programming! We'll see where this goes :P
FUCK YEAH
[ame="http://www.youtube.com/watch?v=FiARsQSlzDc"]Colin's Bear Animation - YouTube[/ame]
THANKS FOR NOTHING