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File:R-1746673206781.jpg (154.71 KB,1280x720)

 No.6228

A shameless copy of the anime idea thread.

 No.6229

To start. I had a dream where you get enemies to accidentally shoot each other. Boss fights were fun. The bosses would shoot their minions or sometimes each other. The plot was you were trying to clean and cook for your favorite deity.

 No.6232

File:chacha.png (37.8 KB,587x481)

>>>/amv/6231
I think this would work for a game too. With lots of minor enemies in the forest and then the wolf being the final boss.
I'd probably make it with RPG-Maker.
...Is what I was gonna say but then I noticed that someone already made a little red riding hood rpg maker game... Maybe I should look beyond the popular fairy tales that everyone is predictably always adapting

 No.6233

File:[SubsPlease] Akebi-chan no….jpg (193.92 KB,1280x720)

Akebi Simulator! You just play as Akebi as you do SoL stuff while you wander around the school and town. Maybe make it play like an Atelier game somehow.

 No.6252

File:R-1746730709517.jpg (300.97 KB,1920x1080)

A story-based open world life sim/time management RPG, choose various routes to play and see the same world from different perspectives(like pic related, Way of the Samurai), perhaps include non-combat story routes as well.
Could do a Fable style childhood prologue which onboards you to the different routes like inheriting a declining shop that becomes the crux of a non-combat storyline or joining a royal academy to involve yourself with the nobility and geopolitics. The prologue could also serve as a tutorial for what to expect from time-management, give players a deadline for something but don't fail them for missing it yet.

Open world games usually feel meandering, I think by just slapping on a time limit all the generic dungeon dives and quests become more focused cost-opportunity decisions to gear up/level up. Though you'd probably want to keep the sidequesting very simple/generic so people don't stress about FOMO. Could unlock meaningful sidestories after you've completed a route and no longer have a time-limit limiting your exploration. But no matter what you do players will always get anxiety about time-limits so a free-play mode to screw around would be good, either by failing a story or ignoring it(like Way of the Samurai).

Requesting 20 gorillian dollars for development

 No.6253

>>6252
This but a Rapege

 No.6254

>>6253
You can actually spend nights going nightcrawling in Way of the Samurai

 No.6255

>>6228
a game where you make friends and everyone has fun with one another.
Nothing mean happens.

 No.6299

>>6252
Wasn't Shenmue like this? Just in case you're interested.

 No.7112

A RTS game where you use in-progress baduk games as the battleground. The state of the board could be frozen or not. Player 1 assigns a handicap to the losing color and Player 2 decides which color he wants to play.

 No.7125

Years ago my cousin would always come to me with ideas for games. Without having a specific world to apply this to, one we both liked was a dirty fighting system for an RPG that allowed you to do anything you wanted using the environment, such as throw sand or dirt, pick up rocks or tree branches etc. Baldur's Gate 3 covered some of this but I think trying to implement such a thing for a real time action RPG would be very difficult to do well.

 No.7127

File:C-1748339959748.png (733.79 KB,1024x576)


 No.7128

File:R-1748374354211.png (165.17 KB,555x331)


 No.7129

Basically I just want a customizable RoTK/NA game where you can create the maps, create the provinces, pick from a massive selection of touhou or fate or azur lane.
Basically I just want an ERA-game but better.
>>7128
cute when tarded kuon!

 No.7196

File:21cd73aea7755a9eff54d99390….png (1.09 MB,900x1200)

So recently I've been looking around my little story idea notes for whenever I want to make a game on my own and kinda organizing ones that can fit the same general theme into a single idea and I kinda really like it, though probably won't start development on it until I'm through with getting to a comfortable level in Japanese.

What I want to start off with is some sort of unassuming game more of the platformer variety centered around a young girl with a city on the brink of chaos. The platformer thing taking place inside of a dream realm of sorts where something will take place, not quite sure what, but it will have an effect on the outer world. And you go about fixing the problems of the city and its residents via this system and some puzzle solving of sorts. Along the way unlocking movement upgrades and other such things as you progress and possibly tied to an outfit system which can be toggled in the MC's closet. Then at the end it's a somewhat happy ending but after a day of postgame you'll find that it all gets destroyed along with yourself by a demonic creature. I want this primary game to be short and not too difficult so that it's easy for people to complete and potentially rush through and also so that it gets them thinking about why that bad end in the postgame occurs.

The trick to all this I want to be in a little crawlspace door in the MC's closet that you'll get a glimpse of in some way while interacting with the clothes in the closet. If you remove enough of them to uncover that door it'll reveal the entirety of the crawlspace which if you are in the early game will lead you to a dark and creepy room if you click on it where you can find an extra item that may or may not help out a bit elsewhere but also you'll be able to progress through it early on if you can navigate your way through the dark. If not you'll probably be pressed to come out because of the darkness or die in the process of going in too far, this being a shock to the player because it will be the first sign of hostility that the game has shown so far. Which I hope for the more astute player would be a good curiosity hook to come back to it later. And I'll have a light upgrade in the dream realm that'll transfer to actually working inside of that crawlspace which should set off some bells in the players head that there's something off about the area.

Going through this area should be a bit cruel and labyrinthine that eventually leads to the first real weapon of the game which I'm still not sure what I'd want to be but after that the game, especially the crawlspace that is actually more of a nightmare realm will open up into a proper metroidvania. This part I'm not too sure about yet but I want to make it a whole entire alternate dimension that utilizes the platforming and such from the dream world and actually will unlock extra upgrades that can potentially lead to better movement and traversal through the dream world and maybe even open up new passages that were inaccessible before. Haven't really ironed out the ideas for how to structure the world or plot yet in this but I want to make it a pretty expansive game once you get into the metroidvania part that feels like it makes the game into a full game and not the short platformer on the surface. Probably a bit retarded of an idea to lock 90% of the game behind a secret area but I think it'd be worth it and fun for myself and likeminded individuals similar to myself that enjoy gameworlds that have secrets to massively open them up.

 No.7203

>>7196
>not quite sure what, but it will have an effect on the outer world.
How about a rogue Persona/Psychonauts dreamworld incursion, and getting people to change that way? Jumping from one to another. And then the nightmare realm is introspection (although for that to be 90% of the game it'd require the MC to be seriously fucked in the head).

 No.7204

Fallout NV but it`s Touhou

 No.8340

Collaborative drawing tool using vectors like in SVG pictures. If you want space to draw, just find a small patch of whitespace and zoom in.

 No.8370

Something like Morrowind + Sengoku Rance + FFXI. It's an MMO so it would lean heavily to the latter. I have to think this through some more.

 No.9287

A turn-based game with 100 members in your party that requires judicious use of auto-battle to satisfy time controls.

 No.9288

>>8340
Collaborative drawing tool, but everyone are assigned their own layer, and everyone have access to layer visibility, layer order, and layer thumbnails, so drawing over others' stuff is never destructive!

 No.9289

>>9287
You'll love Gihren's Greed Axis V!

 No.9302

I've been wanting to make a game for years that's a vs. SHUMP like Twinkle Star Sprites. But instead of two players with a joystick one player plays the SHUMP while the other uses a DJ set-up to mix music in real time. The tempo of the mix determines the rate that bullets and enemy spawns happen. The DJ players would get the ability to start sub-boss/boss battles through a special buttons or changing the musical score.

I tried to get several DJs I know interested in helping me develop it but all of them were too busy selling drugs and traveling to help out.

 No.9303

>>7129
RoTK/NA? What's that?

 No.9304

I have many ideas for games but the most recurrent one and the one I am thinking about making is a single player extraction shooter with various other elements to it.

Basically, there will be a central hub where your base is and then there will be locations that you can go to from that hub as a kind of expedition. This world will kind of be like a reverse Gate. There will be numerous portals all over the world that fantasy creatures and monster girls invade earth through and the areas around these portals are cordoned off, kind of like in Stalker. So the player goes on expeditions to these areas looking for useful items and doing quests and such, there will be numerous characters in the world that you find and bring back to your base to then do things for you like being shop keepers or making weapons and such.

I don't know if it would be an eroge or not. I could make more money if it wasn't as it could appeal to a larger audience and it would be much easier to release and I wouldn't have to be embarrassed about it but I have a lot of ideas for ero content and eroge have lower standards so my terrible 3d modelling and game dev skills would still be enough to make a passable game.

 No.9486

I would love a GuP game with the tank gameplay from Red Orchestra. Playing as my favourite guppie and operating a tank as a team and battling others sounds like it would be a lot of fun.

 No.9487


 No.9488

File:miho munch.gif (491.51 KB,540x540)

>>9487
I guess that already exists then. I bet it would be great to play with people you were comfortable using a mic with.

 No.9491

>>9303
Romance of the Three Kingdoms and Nobunaga's Ambition

 No.10370

Game where I think of a number from 1-10 and you guess. Number of guesses * number I chose, that gets added to my score. Then we switch places and it's your turn to think of a number from 1-10.

 No.10438

Also could have a komi + I cut, you choose system.
First player starts with an extra X points, second player knows what the first player picked on his turn.

 No.11287

1/200 chance to get a star with each button press.
If you press the button when you have a star, it will reroll, so be careful!
Press another button and hold for 10 seconds to cash in your star.
Get 10 stars to win.

The question is, how complicated do you have to make the game in order to make it addicting? Besides slot machine.

 No.11315

>>11287
>The question is, how complicated do you have to make the game in order to make it addicting?
arcade wisdom where playing is satisfying by the right feedback. SFX, VFX, responsive controls or a grounded system where you can feel the weight and momentum even without rumble, and things affect the environment exactly as you'd think by looking at them, at least within the setting and the rules

that's almost how modern pachinko works
funny that any lootbox or gacha games tend to make the box opening process fell more rewarding to the senses than the game process itself. latest culprit I had played was Overwatch 1.

 No.11316

Shmup that's structured like an action-RPG with customization and builds to match
Bombs could have varying power levels with different use counts, some could be kuso little releases that just clear bullets around you and some could be 1 time use giga-fuck everything on screen types with fighting game cut-in type animations for style
'Core' parts that determine health/hitbox size
Boosters for movespeed in and out of focus
Obviously all types of shots
Maybe a utility slot type thing you unlock at some point for special bonus abilities (I.E a Youmu style shot that follows you or a Crimzon Clover style homing shot lock-on in focus mode, could do fun defense things like a parry too)
And most importantly the structure of the game being 'action-rpg like' meaning its not lives and game overs needing to 1CC but just going from checkpoints more casually like a souls where its hard but you have the freedom to keep challenging whatever you get stuck on without losing progress

 No.11330

Input a seed to generate a terrain. 2647 could mean make a map with four hills of heights 2, 6, 4, and 7.
You then drive around and press X to lay an egg (eggs can float in the air). When you are done laying eggs, you now have a challenge to post online.
The challenger has to collect all the eggs in the shortest time possible.

 No.11415

first person shooter map with lots of kanji flashcards all over the walls, making it a memory palace for the new generations

 No.11416

>>11415
typing of the dead but it's wanikani

 No.12405

GreedyLocke
If you can learn a non-HM move, you must. Forget the oldest move.
You must sell all non-held items when you enter a PokeMart.
You must throw your best pokeball at every pokemon you encounter.
You must use the pokemon with the highest initial levels.

 No.12406

Solitaire but a mesugaki taunts you and sometimes rearranges your played cards to the worst possible option
Win 10 times to challenge her at mahjong (she makes up her own rules but still sucks at it; figure out the rules to win)
Beat her 10 times to challenge her at Uno

 No.12407

>>12406
And then what!

 No.12408

>>12407
We may never know. No one has ever defeated her at Uno.

 No.12568

The convenience portal gun: after you enter a portal, the portals close down for about 3 seconds. Not for puzzle platforming, the convenience portal gun is for convenience.

 No.12647

>>12646
does it still have gacha

 No.12750

Need a huge FOSS walking simulator

 No.12751

which can stitch together maps from AssaultCube and Xonotic and SuperTuxKart

 No.12777

>>6229
You're describing one of the core mechanics of Doom https://youtu.be/mH1AB1pOI28

 No.12778

I've had a couple of game ideas but most of them are pretty derivative / not that experimental. I think once I actually start making games I might get more creative
-A "magic first person fighting game" that's essentially just a first person Hisoutensoku with multiple players. Can play a bit like DBZ at times

-an RTS / FPS hybrid game ala Executive Assault which plays like a Halo RTS (which already exists I know). You have a commander who plays a traditional RTS game and about 10 - 20 players who drop in playing like a traditional FPS game on your side. In-universe they are super soldiers which is why they're better than your normal units and acting independently from you. The fun of the game is honestly more on the FPS player side as you get to assist and fight in this giant war however you want; boarding airships, raiding buildings, piloting vehicles etc. Fighting inside of buildings will be a major part of the game
Also ties into another idea I had which was basically just "Homeworld" (3D space RTS) but if it was in the Gundam universe. Would work fantastic with having FPS players, they can be the mech pilots or maybe they could have fun boarding enemy ships like Star Wars Battlefront II (the good one)

-This one's a combination of two things I want to see more of in-games which is a normal RPG using the bullet hell mechanics Undertale / Deltarune uses (except tweaked to be more like Touhou ofc) and a game where you have multiple groups of characters you follow and play as that are on different sides
It's something you only ever really see in a book or an RTS game but even RTS games will more often than not do different timeline instead of having it all be the same continuous story. Starcraft did it pretty well but... Starcraft 2 really dropped the ball when it came to the tone and such with Starcraft 1, there was some both sides getting good punches in on each other but in Starcraft 2 every campaign is just "watch your side come out on top and claim victory where they defeat the bad guys :))"
Mental Omega's campaign is actually pretty fantastic for that but my point is I want to see this in a non-RTS game. So I'd lump it together into the same RPG game, one where you aren't defeating or stopping a singular evil or event

 No.13304

a relaxing fps game where you and friends operate fixed-in-place turrets and shoot a never-ending stream of monsters

 No.13305

>>13304
FPS Tower Defense sounds fun.

 No.13306

>>13305
It would be like fishing!

 No.13308

Automatically changes the gun you're using every 3 minutes, for variety. It chooses randomly but makes sure to use each gun at least once.

 No.13309

My dream would be making an action game with Getter Robo where you switch between Getter 1, 2, and 3, like style switching in Devil May Cry. It would kinda play like Armored Core 4/FA but more focused on melee combat.
Since I'd never be able to get permission to do that, I guess I'd do something inspired from it.

 No.13310

>>13304
>>13305
Isn't sanctum (or at least sanctum 2) some kind of FPS/TD mix? Not sure if it you can play with friends though...

 No.13364

>>13310
You can play with friends, I remember the Yogscast playing it

 No.13379

>>13309
Get out of my head!
Anyhow you can get 3 form Getter action in Another Century Episode 3

 No.13385

File:__getter_go_ichimonji_gou_….png (2.22 MB,2936x2054)

>>13379
Interesting! Didn't know about Another Century until now. Seems like Super Robot Wars but as an action game rather than a tactical RPG. I'll check out the games.

 No.13386

>>13385
Yeah I had to do some dives to find Getter action. Others are Real Robot Regiment (Only Getter One and Getter Dragon, although you can Open Get to evade) Iron Saga VS (fighting game, all 3 forms for Getter Robo, but Shin Getter Robo has only Shin Getter One. Go figure)




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