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Kim
06-13-2014, 09:46 PM
For everyone to share whatever random game ideas they've had.

I've been bouncing around an idea for a horror-themed isometric dungeon crawler. All the possible characters are fairly everyday people. A photographer. A professor. A nurse. A chemist. However, every character is interested in the occult and interacts with it in some way through their profession, either intentionally or having a history with it.

You put together a party and you go explore supernatural locations. If you're playing by yourself, you control one party member and the rest run on AI. You can swap to controlling a different character whenever you want.

Photographer fights the supernatural with their camera. Definitely Fatal Frame inspired. Photographer attacks would either be charged attacks against single enemies (focusing the camera = charging) or AoE attacks in a cone shape. The photographer might be able to set up traps with like time cameras or something??

The other benefit to the photographer is that whenever they get a last hit on an enemy, there's a chance of that enemy dropping a photo. These photos can be sold for cash for the party. Players can level up that ability of the photographer to make it so the photos drop more frequently or sell for more.

Enemies don't drop anything usually, I'm thinking. Only photos for photographer and raw materials for the chemist. Most of the loot hunting is built around exploration.

Professor is a buff/debuff character. Their knowledge of ancient runes and various mystical symbols allows them to manipulate the environment in little ways that hinder their opponents and help their allies. One special ability is put a quick salt circle around a group of enemies, holding them in place for a little while.

Professors can also identify loot for free and translate ancient texts, which can be helpful for sidequests or secrets.

Nurse is obviously the healing class. They restore the health of their allies and cure status effects. Outside of combat, they can craft healing items.

Chemist is the closest the game would have to a magic user. They can combine chemicals in various containers for offensive purposes. Depending on the container, it affects how the item is used. Putting an acid in a vial to be thrown versus some kind of spray canister.

Chemist's can also upgrade equipment by applying certain mixtures to them.

A big trope of dungeon crawlers is the dungeons being massive and sometimes randomized. There would of course be an in-game explanation for this. Specifically, all the dungeons in the game are Genius Loci, locations with a mind of their own. Able to freely change their shape and nature.

As for the kind of horrors I'd want to use, I'd tend more toward urban legends, ghosts, and folklore than any Cthulhu stuff, which I actively want to avoid. I'm kinda burned out on it and I'd love a horror investigation game that doesn't touch on it at all.

EDIT: Thinking on it, there'd definitely be a lot of secret corridors/rooms behind like paintings and stuff.

Aerozord
06-13-2014, 10:26 PM
I wanted to do a visual novel/dating sim game based around friendships. Game takes place over the course of decades starting with childhood. You can lose friends, gain new ones, perhaps even date. However I wanted it to branch alot based on life choices. Do you go to that good out of state college or stick with the local one your friends are attending, do you spend time with Ben or Joe this weekend.

The goal of the game is to help people see just how difficult it is to maintain friendships long term so they might better appreciate the ones they have.

The Artist Formerly Known as Hawk
06-14-2014, 05:36 AM
For the 11 billionth time people, Han Solo; Intergalactic Smuggler. How many more times must I say this before somebody makes the one game that the Star Wars universe needs but was never made?

Set before he joined the Rebellion, it follows Han in his smuggler years, shows how he met Chewie, won the Falcon, and was generally awesome running Imperial blockades and dealing with all the various dirty lowlifes of the galaxy as he tries to make a living.

I see it as a combination of GTA open-worldness and Mass Effect sized galaxy map. 3rd person action shooter on the planets and ship based combat ala Colony Wars/Battlefront 2. Potential for co-op sections with Han and Chewie piloting/gunning or on the ground fighting criminal scum/bounty hunters/Imperial forces they've managed to piss off.


I have other ideas for games involving time travel and parallel worlds but this is the one I want to see the most.

Aldurin
06-14-2014, 08:34 AM
Chao Garden

Standalone, crossover, whatever. We all need more Chao Garden. Admit that most of those hours playing Sonic Adventure 2 were not spent playing the actual game.

Red Mage Black
06-14-2014, 11:20 AM
Kim, your horror game idea just made me remember my own. Though it's not as fantasy based. If I had to describe it, it's something of a mix of Paranoia and CoC. I remember discussing with another NPFer over AIM about the details of 'what I want to happen'. Any statistics outside of Health and Sanity are entirely useless. Okay, I think it would be better to describe some of the mechanics and a little bit of the background:

"You and [a number] other people have been stranded here, out in the desert, alone. The only thing ahead of you seems to be a very large building. From what you can tell, it seems to be powered by a field of solar panels on the right and a large communications array dish hangs just above the roof.

The object of this game is basically 'survival'. There is no super wacky adventures to be had, only madness and creations beyond your ken. All the people are normal. The items you start with are decided at random or perhaps make sense based on your character's previous history, but regardless, long winded backgrounds are pretty useless to this setting. The story could be changed around a little, but this game is meant to make you scared and paranoid. That shadow, is it normal or is there some creature creating it? Maybe the shadow is the creature? Should you shine your flashlight on it or should you just walk away and act as if you didn't see it? You only have a ballpoint pen and a stick of gum. Do you feel lucky?

You would have your basic statistics, but the most important would be health and sanity. You could always trade some of either away for an earlier advantage, but due to the strangeness of this game, it's hard to tell what you might run into.

I had planned a sort of "random" generator for the "creatures" that would pop up in this game. There would also be a section for helping the GM come up with things not normally found in the book. Another thing would be 'mutation points' for the players and should they gain enough, would roll on that 'monster chart' to see what they got. It wouldn't be wholly advantageous to the player though. They would end up sacrificing health or sanity involuntarily depending on the mutation and that would depend entirely on how well their mind 'takes' to the mutation. So you can never go through the game with the most advantageous mutations and come out completely sane or even human. One part of this may be mutations of the brain, such as psychic powers and use your sanity score as measuring stick for just how far you can push yourself without suffering mental stress. However, this also means that the creatures you face are also capable of having them, too.

Another effect for the low sanity players would be hallucinations or delusions. Maybe a certain part of the game requires someone have a low sanity score or that there's something only they can see because of how badly their mind has deteriorated?

I had fully planned on 'health packs' and 'insanity treatments' for keeping players from dying too soon. (Unless they made a stupid decision that is.) Neither would be the friendliest to them, but it's better than nothing, right?

Going back to the ability scores. I say they're mostly useless, because humans are very limited in capability. No matter how much you train, you will never be able to punch through a steel wall or run faster than a cheetah or be able to take a bullet without suffering a wound. What I mean is, some creatures will have scores 'far' beyond what the players will be able to achieve. You think this is unfair? I don't think so. It means the players will need to get creative if they want to beat it or possibly just be skilled enough to avoid it.

I had no intentions for this game to be 'light'. This would be full on "make your choices very carefully".

Aerozord
06-14-2014, 12:45 PM
I love Corruption of Champions, shame we have such a stigma against pornographic games because it has some great game mechanics. Especially how it shows players surprisingly care about purely cosmetic changes despite never even seeing the character. The game does a good job of reminding you of these alterations as well. Thus players are as concerned with body sculpting as leveling, weighing if its worth the risk of mutation.

I mention this RMB because it might be worth considering. Giving players choice, you could eat this fruit. It might make you stronger, it might give you a cow tail, it might do both. Having the effects cumulative and some contradictory but not completely opposite. Another great mechanic is nothing has just one type of mutation and more than one can take place. You might try to counteract one effect with another, but it hits you with a secondary mutation.

Because you want atleast the illusion of choice. So make it the result of their choices that they gain mutation points. I do suggest making it possible to avoid mutating but alot harder to survive. It adds more variety and more ways to play. As well as making them feel like becoming a horrible abomination was their fault instead of something the GM forced on them.

Amake
06-14-2014, 06:17 PM
Well, I thought of a RPG called Kingslayers the other week. Picture something looking basically like Final Fantasy 6, but you've got your whole team of twelve heroes fighting at the same time; formations, positioning and synchronized attacks would be key.

On a strategic level, you'd get to develop your guys as you like, though it'd probably be most clever to have a balanced team of various specialists: Long ranged spellcasters, fast flankers, charismatic commanders, et cetera. Maybe you'd deliberately kill off a few guys so the rest can level faster and streamline formations and such, but that'll make it harder to get a good ending.

The story is the part that requires the most thought, and yet I've given it the least. But picture your average medieval european feudal region with an asshole king who people want dead, and so they organize a rebellion. More than half the people of the land join it, led by a vibrant couple of heroes - the skilled rhetorician and master strategist what's-his-face and the passionate combat sorceress so-and-so.

And then the king drafts the other half and hires an army of mercenaries from the neighboring nation and kills them all. Fifteen percent of the adult population of the country is left wounded but alive, hordes of orphaned children wander the monster-infested ruins and beast-infested wilderness, the king is executing people if he even hears about anyone looking at him funny, and of the rebel army there are exactly twelve people left, hiding in a village deep in the mountains.

And this is where you come in. You'll have to elect a new leader, and decide if you're going to call it a day (game over) or announce your existence (the hard way) or stay underground (the slow but sure way). This will make the game play out somewhat different, and you'll face similar if smaller in scale decisions every step of the way. Do you let a portion of the forces practice farming, hunting or various trade skills to keep your tiny army in decent food and clothes at the expense of combat skills? Do you help out people on your way - with food, medicine, monster killing, bedtime stories - or intimidate them to gain their support faster and reach the next town before the king's forces do? Do you let your best men give themselves up to be executed to calm down the king and give yourself and the country an easier time? Do you play the long game, gathering the orphans and train them, waiting for the day they're old enough to take up battle, or do you risk everything in a public speech and/or battle in the capital clever enough get the king to abdicate, or have everyone in the country killed? Do you apply just enough martial and political pressure to force the king into making some humane reforms to shut you up and then quit before any more people gets killed? There's only one thing for sure: Your merry band of terrorists will not be parted from each other as long as they live.

Locke cole
06-14-2014, 08:14 PM
I've been bouncing around the thought of a text-parser-driven horror adventure game.

The game is, as said, a test-parser-driven adventure game, in the vein of stuff like Zork or something. The parser's descriptions of the rooms you go to (probably in a big mansion?) are supplemented by images of the room

Midway through the game, the player awakens some horrific monster (not sure if it should be some fanged horror or ichor-dripping betentacled thing, or what. The creature's identity isn't all that important), which proceeds to pursue the player through the mansion as they fight to get out and/or defeat the beast.

At least, that's what you see on the screen. Because while you can clearly see the monster and other assorted horrors, and the trail of destruction left in their wake, and can see the beast getting closer and closer with every attempted action, the text parser flatly refuses to acknowledge the monster's existence, or any effect of its actions. Trying to LOOK at the beast results in a flat, generic, "I don't see any MONSTER in this room" response, same as any failed action. Trying to use anything on the creature directly has a similar failure. And even if the room you're in has been ripped to shreds by some application of terrible fangs, the text accompaniment will still be describing the beautiful ballroom you find yourself in, and linger on the marvelous crystal chandelier which, to your eyes, has crashed into the ground and been ground into glittering grit.

The intent is to build the tension by making it impossible to interact with the creature in any direct way; you can only attempt to protect yourself by using items the game believes to exist, and doing things that, indirecty, impact the monster or allow you to escape. And the disconnect between what you see and what the game says is real could raise the question as to which party is seeing reality.

Daimo Mac, The Blue Light of Hope
06-15-2014, 04:04 PM
I have two game ideas.

1: Princess Badass

You play as the titular Princess who is on a quest to save her betrothed and her 12 knights from an evil witch who wishes to cast a spell that will bring about darkness yadda yadda the same shit you see in countless games.

The gameplay mechanics are simple as it is a sidescroller in the vein of Double Dragon. you punch, kick and magic your way through the levels stopping your enemies and collecting powerups in the form of dresses.

Each dress will add (or subtract) from your characters stats and each dress gives a special bonus spell to use. Some spells are offensive, some are used as a buff and some are used to protect.

Red Mage Black
06-15-2014, 06:32 PM
I love Corruption of Champions, shame we have such a stigma against pornographic games because it has some great game mechanics. Especially how it shows players surprisingly care about purely cosmetic changes despite never even seeing the character. The game does a good job of reminding you of these alterations as well. Thus players are as concerned with body sculpting as leveling, weighing if its worth the risk of mutation.

At the time, I was actually talking about Call of Cthulhu, but Corruption of Champions also works in this context. I was kind of debating how anyone would interpret the initials and I was pleasantly surprised someone brought that game up.


I mention this RMB because it might be worth considering. Giving players choice, you could eat this fruit. It might make you stronger, it might give you a cow tail, it might do both. Having the effects cumulative and some contradictory but not completely opposite. Another great mechanic is nothing has just one type of mutation and more than one can take place. You might try to counteract one effect with another, but it hits you with a secondary mutation.

Because you want atleast the illusion of choice. So make it the result of their choices that they gain mutation points. I do suggest making it possible to avoid mutating but alot harder to survive. It adds more variety and more ways to play. As well as making them feel like becoming a horrible abomination was their fault instead of something the GM forced on them.

Oh, I had ideas of ways to make it harder to survive. Considering most of the time, you probably won't find anything to use as a weapon. Hell, you might not even affect a creature with whatever you find. Maybe the flamethrower doesn't have a lot of juice yet, maybe the gun doesn't have very many bullets left or that laser pistol/rifle has a low battery. That doesn't mean everything will be useless, just use it wisely.

As for mutations, yeah, I see what you mean. I wouldn't 'force' anyone to mutate, but if someone drinks some messed up concoction without knowing what it is or without reading the label or even eating some alien fruit they don't know, it's going to be their fault anyway. Some may affect the mind, some the body, maybe both, maybe they'll have some temporary regenerative effect or maybe nothing will happen at all.

Genetic Engineering is some crazy stuff.

Overcast
06-15-2014, 09:21 PM
I feel like telekinesis has always been like a secondary psychic power in a lot of games. I don't believe I would ever have the resources to actually represent telekinesis like I'd like to, but were that I could I'd love a sort of third person, 3-d action puzzle game which takes a lot of its internal elements from Hotline Miami. Where you have a very fragile main character, but with an almost ungodly capacity to kill. This is combined with an incredibly fast capacity to restart a particular part of the level every time you are brutally killed, and hard pumping dubstep(which I've always associated with telekinesis in my head) as your character slowly walks through a dangerous scenario ripping people and locations apart with their mind. Ragdoll physics everywhere, invisible forces wrecking everything, and one frail person just sitting in the middle of the chaos walking slowly showing hardly a response more than a hand motion on occasion to certain power moments.

Which will be compared with stark moments of silent reflection as you are forced to convey the amount of damage and carnage you've done and wonder if the people aren't right in that you may well be a monster.

It'll have that first 9 minutes of Elfin Lied kind of feel to it.

Satan's Onion
06-15-2014, 09:24 PM
I have two game ideas.

1: Princess Badass

You play as the titular Princess who is on a quest to save her betrothed and her 12 knights from an evil witch who wishes to cast a spell that will bring about darkness yadda yadda the same shit you see in countless games.

The gameplay mechanics are simple as it is a sidescroller in the vein of Double Dragon. you punch, kick and magic your way through the levels stopping your enemies and collecting powerups in the form of dresses.

Each dress will add (or subtract) from your characters stats and each dress gives a special bonus spell to use. Some spells are offensive, some are used as a buff and some are used to protect.

May I recommend an expansion on this idea? Instead of merely dresses, why not have her collect a variety of different garments, from underwear on out? Changing her clothing could then become a way of changing her stats and/or abilities (I'm envisioning something like from The World Ends With You, where clothing added stat bonuses and occasionally had abilities attached to them like HP regeneration--only with many more slots, because your average highborn lady can end up wearing a lot of stuff). Give her a tiara that she can throw like a magical discus! Give her an eyepatch and camo so she can get some rad backstab bonuses! Give her a pirate outfit to increase her ability with a cutlass! Give her a chainmail bikini and she won't wear it, because it's stupid! That kind of thing.

Bard The 5th LW
06-15-2014, 09:39 PM
I have two game ideas.

1: Princess Badass

You play as the titular Princess who is on a quest to save her betrothed and her 12 knights from an evil witch who wishes to cast a spell that will bring about darkness yadda yadda the same shit you see in countless games.

The gameplay mechanics are simple as it is a sidescroller in the vein of Double Dragon. you punch, kick and magic your way through the levels stopping your enemies and collecting powerups in the form of dresses.

Each dress will add (or subtract) from your characters stats and each dress gives a special bonus spell to use. Some spells are offensive, some are used as a buff and some are used to protect.

you should check out the game Princess Maker 2

Daimo Mac, The Blue Light of Hope
06-15-2014, 09:47 PM
SO: The dresses concept is more akin to the old SNES Mickey Mouse games. Each outfit would garner different abilities

Bard: Heard of it, not the same game I am looking at

Satan's Onion
06-15-2014, 09:53 PM
you should check out the game Princess Maker 2

And you can't check out Princess Maker 2 without reading this classic Let's Play. (http://lparchive.org/Princess-Maker-2/) (A warning: this LP's from 2007, which in Internet years is ancient. Keep that in mind.)

Locke cole
06-15-2014, 11:56 PM
Is that the one starring Gendo Shinkicker?

edit:

Yes it is.

Kim
06-16-2014, 12:03 AM
I just had another game idea while I was in the shower.

Came from thinking about relationship between game design and capitalism.

It'd sort of be like Mainichi, by Mattie Brice, in an "every day is the same" sort of way.

Every day you go out into a field and kill monsters. This would be very cliche turn based combat. You drop no items or experience or money. As you do this, your energy goes down. If your energy reaches a certain point, you can no longer fight monsters. You go to a man who awards you experience based on how many battles you fought.

This experience can be spent as a currency to buy food from a fast food place, or at one of two grocery stores. The cheaper grocery store is further away and takes energy to get to. Fast food is the most expensive, but you don't need to prepare it, which also takes energy. If you don't eat, your energy won't restore from sleeping. If you go several days in a row without eating, you don't wake up.

There is also an invisible stat that the player won't be able to see. It is essentially Happiness. The lower your happiness stat, the less color in the world. Eventually the game can reach a flat gray color in which nothing can be distinguished.

You can spend experience to get items to restore happiness. These can include a TV or a computer or stuff like that. Whenever you buy one of these things, the Better version replaces them in the store. The longer you have one such luxury item, the less happiness you get from it, and eventually the rate at which it restores happiness is less than the amount of happiness you lose each day. So you constantly need to buy the Next Big Thing or else you'll just be trapped in a gray world.

EDIT: What sort of abilities would the dresses confer, Mac?

Daimo Mac, The Blue Light of Hope
06-16-2014, 12:25 AM
EDIT: What sort of abilities would the dresses confer, Mac?

Believe it or not, I actually began writing some of the dresses down. Let me give you an example.

Each dress I designed is based on someone from games and TV shows, such as a dress based on Fa Mulan. The alpha/placeholder name for the dress is called the Manly Princess Dress.

The Manly Princess Dress is designed to have the Princess move faster, grant her to do a triple jump and allow her more uses of her physical abilities. However to balance it out she takes a penalty on her overall health and mp.

Another dress idea was called The Shield Maiden dress, based off of Eowyn from Lord of the Rings. Her magical power and speed drops quite a bit, but in return she gets a boost in attack (more then Manly Princess) a boost in defences, more HP and a unique spell that renders her invincible for a few seconds.

Loyal
06-16-2014, 01:08 AM
Okay, so I've an idea for a turn-based strategy game that could be described as the lovechild of Fire Emblem, Warcraft 3, and Final Fantasy Tactics.

It's got some base-building elements, and controlling territory is very important to victory, but the main caveat is the separation of units into common soldiers and powerful heroes. Each hero leads a group of soldiers, conferring upon them bonuses like an increased moverate if the soldier is wearing the right armor type, or reducing the duration of hostile debuffs. In addition, the level (and therefore stats and abilities) of the soldiers is tied to the level of their commanding hero, so even a single levelup is a huge deal, and experience is a very valuable resource.

This game shares the speed-as-turn-order-and-frequency stat like with FFTactics or Fallen Enchantress, but aims to fix the issue of having speed be the God Stat by means of how it interacts with the unit turn order. Rather than having each individual unit have their own turn, or having the entire side move at once, each and every unit in a given hero's group takes their turn at once, with an average of the speed of each component unit determining the speed of the group. So it's possible to have slow, bulky powerful units in the group as long as you also have speedier units to balance them out, and they won't hold you back (as much).

As heroes level up, they gain additional abilities depending on their class, as well as additional optional perks that specialize the hero to occupy a certain role or help shape the power and effectiveness of the units they lead. Soldiers, by comparison, have only a small number of abilities that are each unlocked at certain level thresholds. The number of soldiers a hero can lead (and by extension, the number of units a player can control at all) is also determined by their level, so as each match progresses the scale and stakes involved in each engagement gradually rise.

As the match goes on, your heroes will gain access to different equipment they can swap out while in friendly territory. Rather than being simple stat boosts, these have tactical effects and considerations. Armor might give increased resistance to elemental attacks, but reduce hitpoints so it's a bad idea to take it against an enemy bristling with weapons. A weapon may be made of an exotic, lightweight material that allows the bearer to attack 3 times at 50% strength per hit, which is great for mages and other low-defense units, but falls flat against armored foes. I haven't decided yet if soldiers should have access to similar equipment, but if so you'd only be able to choose what equipment they start with, and they'd be locked into that for the duration of their lifetime.

Kim
06-16-2014, 03:03 AM
Believe it or not, I actually began writing some of the dresses down. Let me give you an example.

Each dress I designed is based on someone from games and TV shows, such as a dress based on Fa Mulan. The alpha/placeholder name for the dress is called the Manly Princess Dress.

The Manly Princess Dress is designed to have the Princess move faster, grant her to do a triple jump and allow her more uses of her physical abilities. However to balance it out she takes a penalty on her overall health and mp.

Another dress idea was called The Shield Maiden dress, based off of Eowyn from Lord of the Rings. Her magical power and speed drops quite a bit, but in return she gets a boost in attack (more then Manly Princess) a boost in defences, more HP and a unique spell that renders her invincible for a few seconds.

Would the different outfits have different animations and movesets? Would the outfits be upgradable in some fashion?

Aldurin
06-16-2014, 04:04 AM
Would the different outfits have different animations and movesets? Would the outfits be upgradable in some fashion?

Entirely different movesets would be very appealing, though the growth in required effort to implement it would make it a difficult endeavor for budgeted teams to properly undertake.

Daimo Mac, The Blue Light of Hope
06-16-2014, 09:22 AM
Would the different outfits have different animations and movesets? Would the outfits be upgradable in some fashion?

Each dress comes with its own battle type, but uses the same moves.

e.g: The base Princess has a bow and arrow for her ranged weapon. While using the Manly dress, her ranged weapon turns into a rocket which causes splash damage to enemies. The dresses would have a limited variation on animation, more notably in the idle animation.

Upgradable dresses, I haven't really thought about it, but seeing as the character gains levels throughout the game, i could see it working

Yumil
06-16-2014, 06:38 PM
I just have a combat system in my mind that combines the speed of FFX's turn based combat with old ATB style games.

A few functional things that are needed in my opinion to pull this off:
Each battle character needs to be mapped to a button on the controller(A,B,X,Y on an xbox controller)
You need to be able to do target selections on the fly, so the left stick needs to be all about targetting, maybe with some way to shortcut onto things

With those two things set in stone I think this is manageable:

The turn order is broken up the same way FFX is, but only shows portraits for one turn per character.

Priority
Priority is given to the latest character that can make their move. There will only be one character with priority on the turn order at a time. When that character does their action(from tapping their button, with or without a modifier) priority moves to the next character. Time passing can also move priority to the next character in line, while still leaving the first able to move. One can also manually pass priority to green light another character the ability to move.

Actions
Actions are the stuff characters do during battle. They can be assigned outside of combat to different modifiers(shoulder buttons+ their action button or just their action button, so 4 different combos) so that you can quickly attack with them. Once a character makes an action, if they held priority it get's moved the next character, then, either way, they get moved in the turn order based on their speed awaiting priority again to move again.

Combos
Combos are when two or more characters launch a coordinated assault on an enemy, usually at the same time, but could be in rapid succession. Prebuilt combos, ones that produce team abilities, have to be input in at the same time (characters that have lost priority, but did not move, can still move). There will also be things like knock up and attacks that can follow up for more damage, which are on the fly combos. I imagine people stringing together moves to juggle enemies or puzzles that require that a few of your first characters break an opponents guard before your others can get a hit or two in.

Example:
Cloud, Ryu, and Digdug are fighting Sephiroth. Digdug for some reason is the fastest, so he starts off in priority while Cloud is next in line(at 5 seconds), Sephiroth(at 7 seconds), and Ryu(at 10 seconds).
Digdug decides to attack Sephiroth with his hose. Now Cloud has priority, time instantly passes 5 seconds to accommodate this and Sephi has a turn in 2 seconds. Digdug has to wait 4 seconds before his turn, so he's in front of Ryu. So order is now Cloud(priority), Sephiroth(2 seconds), Digdoug(4 seconds), and Ryu(5 seconds).
Cloud doesn't know what to do, so 2 seconds pass and Sephiroth gains Priority. He's a bad guy so he summons meteor pretty much as his turns up dealing damage to everyone. Digdoug now has priority due to this and Ryu still has 1 second before he gains priority. Cloud can still move. The order is now Cloud, Digdoug(priority), Ryu(1 second), Sephiroth(7 seconds).
Digdug has priority, but he knows that there is a team ability he, ryu, and cloud can do together, so he passes priority to Ryu. 1 second instantly passes and Ryu has priority. Ryu, digdug, and Cloud all use their abilities to trigger tri-attack, dealing massive damage to Sephiroth. Sephiroth now has priority, while Digdug, Cloud, and Ryu get placed back in line for priority.

Basically, I think it would be a fun fast paced combat system that has a lot of depth. Plus versus another player would be fun:) I've made a prototype in the past, but I can't write for shit and honestly I don't think I'd be up for making a whole RPG myself.

Ryong
06-16-2014, 07:52 PM
I actually have two game ideas, but one's just plot so eh, I won't mention it here.

The other one, well...Some races in the system I'm writing have several "ghost limbs" in the form of tendrils. Those vary in number, size and length depending on the abilities of the mage. The idea is that each tendril can do part of a spell and each has their own individual HP, MP and turn order - if a tendril "dies", the mage takes heavy damage and maybe something else. You can also try to attack an enemy's tendrils too and even steal their MP.

McTahr
06-16-2014, 08:05 PM
I've had two table-tops bouncing around in my head. One's almost been ran twice, and the other has some documentation written up and characters and items fleshed out, but never ran.

The Correctors: (It's been posted in RP before, no response though.)
Time traveling superpowered historical figures fighting time crime.
Players pick a historical figure and do a write-up on them, picking out one major and one minor ability. The major ability will be fueled by something akin to the destiny mechanic in FFD6 and can be rather world-changing, while remaining still tied to the character's story. (Ex: Emperor Joshua Norton I could impose his imperial will, changing the outcome of any one event however he pleased.) The minor ability would be mostly passive but thematic. (Ex: Joan of Arc was immune to fire, and tied into her escape from her time line.) The rest of the system was dice-lite and there were tweaked out gadgets and mysteries instead of flat out combat.

League of Monster Slayers: (Loosely ganked concept from The Secret World's questline)
Young ancestors of famous monster hunters team up to take down the great beasts of the world.
Entirely diceless system, with limited equipment loadouts and abilities. Players are restricted to whatever lights their party bring, and light will play a huge part in whether they survive. (Ex: If they bring a flashlight, they play in flashlight. If they bring no lights, they play in the dark.)
Characters are ancestors of famous slayers such as Beowulf, and have abilities tied to their ancestry. Additionally, to encourage RP, different characters have pre-existing relations with other characters. Combat is extremely ill-advised, as players are children and monsters are well, monsters.
The goal is to either slay the monster (It could be anything from a giant ravaging bipedal foe to sneaky fey playing fatal tricks.), escape (Not everything can be killed.), or die.

PyrosNine
06-17-2014, 12:42 AM
A 2D platformer shooter in the vein of Thingthing/Madness Interactive, but with a tactics layer, where instead of bullet time the player actually stops time and has "turns", and thus can spend their bullet time making tactical decisions to properly time dodges and attacks, though they only have it for so many turns. Later boss battles are almost entirely turn based affairs unless the player is crazy twitchy, and the player has a squad they can command and synch up with, and players get "setups" where they say, charge up a flaming uppercut to launch an enemy while another character sets him on fire, and the third throws a grenade. Because it's all turn based, they can guess and project where the enemy will be when the grenade explodes, and thus chain the uppercut into an explosion juggle, and then all parties can unload their ordinance into the enemy. All damage during a setup is multiplied by each additional factor in the setup, reset only by enemy abilities or landing on the ground, so the enemy takes like an X6 multiplier on damage and will probably be dead by the time they hit the ground.

Bosses on the other hand, if you don't properly use tactics or are foolishly not using tactics, can do this to YOU.

Also had an idea for a three button game, where all you had was a horizontal dash, a vertical down ground pound, and angled upward uppercut, and the goal was to go through increasingly complicated rooms using timing and the environment to beat the level, and some levels require the player go left when all their abilities make them go right.

ANd finally, an RPG system where the player buys weapons to learn new attacks, ala Final FAntasy TActics, but the combat works like Tales of Phantasia/Symphonia, so buying a wooden sword would give you "Light attack 1, Medium Attack 1," and "Weak block", while buying a better iron sword would give you "Medium Attack 2, Heavy attack 1" and a rapier would probably give you "Light attack 2" and "Parry".

The player can then, in both battle and in the menu, equip the various attacks to the attack buttons ala Godhand, and line them up in combos, and let the player spec a button for different situations, like a rolling dodge strike to avoid a boss's AOE on the Square button, a powerful strike to knock the boss off guard with the Triangle button, and a death of many hits extended combo equipped to the circle button, which gets in as much damage before the boss recovers.

This would give the player incentive to earn money and and continually get into combat to improve their repertoire, while also spicing things and forcing them to mix things up, especially when they have to use a weaker weapon for a while to learn a new ability before switching back to one of their better weapons.

The plot would be about side quests, and their part in any RPG story.

Sweet
06-17-2014, 04:22 AM
I had an idea for a puzzle platformer. The player character I had in mind is modeled after Kim and to make her way through the game she has to utilize the special abilities of her constant companions, our cats.

Kimmy, as the only one with opposable thumbs, is the one to collect key items and open doors. The kitties also rely on her to refill their ability bars with snuggles.

Caramel is the smallest and fiercest of the kitties, and is Kimmy's staunch defender. This adorable ball of murder can be weaponized against boogins (the games enemies) and shred obstacles like inconvenient furniture.

Cherry is the fluffiest and shyest of the kitties. Cherry is the kitty who is willing to venture furthest from Kimmy, and can sit on command (mostly... after a few tries) which comes in handy for any switches. Cherry is also friendly with the Dust Bunnies, similarly shy creatures who inhabit odd corners and the undersides of furniture.

Red is the friendliest and neediest of the kitties. Red sticks close to Kimmy, wanting as many snuggles as she can get. As her special ability Red can restore Kimmy's health with headbutts and her loud purr.

Lalonde (Lali for short) is the youngest and sweetest of the kitties. Lali is very fond of darting into boxes or other small places, making her ideal for exploring areas down to the last nook and cranny. Lali also possesses the unique roll skill, allowing her to bypass some obstacles that would puzzle the other kitties.

Pepper is the oldest and wisest of the kitties. Pepper loves high places and with her all black coat, she is adept at blending into the shadows to stealthily observe. If needed Pepper also has a special sneak attack that can temporarily incapacitate or kill enemies, but she will need lots of Kimmy snuggles to recharge her gauge afterward.


...Um, so yeah, that's my idea. Ehehehe...
*hides*

pochercoaster
06-17-2014, 03:02 PM
That game sounds unbearably adorable.