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/cry/ opens again for June soon! //(⁀ᗢ⁀) \\ nipah~

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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




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