Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

The Quick Ideas/Concepts Thread

I've never heard of Knight Blade before but generally I don't think it's a good ideas to make a sequel for a game you haven't made. I mean, I suppose you could take certain elements out of the game that you enjoy and implement them into your game, but generally speaking it'd be much more difficult to make a sequel, since you'd be building on somebody else's ideas and characters, when it might be easier to just create your own plot and characters and perhaps make it more of a homage than a sequel.
 
Playing the newest Master of the Wind arc reminded me of a book called The Secret of Dragonhome. I read it a long time ago so the details are fuzzy. At one point in the story the protagonist ends up in a place that's either a school or an orphanage and all the kids there have different magical powers. Turns out the leader of the place was using them as his personal army and was the reason most of them are orphans in the first place. The protagonist had to use her ability to escape.

Thought that might make a fun adventure-sneak-stealth type of game. You get brought into this cult being told you are "special" or "the chosen one". You sneak around to get to the bottom of things, learn the truth and escape or bring the cult to an end. Could be a chose your own adventure kind of game.

Thoughts?
 
coyotecraft":spu2j6ws said:
Could be a chose your own adventure kind of game.
CYOAs are always fun when they're well done. It'd be a real pain to script long-play branching paths, though--which is probably what you want, CYOAs with only one successful resolution tend to kind of defeat their own purpose.
 
It wouldn't be a very long game. Especially if the whole game was in one place and all the player does is make decisions. It'd be silly having typical rpg elements like battles and character levels within a short time period. Allowing the player to explore could offer more story branches, but it would make it more difficult for me since I'd have to make some kind of timeline or clock so the story will move forward whatever the played decides to do.
 
odd question, but does anyone know that game you can get together with RPGXP? That game called Knight Blade? I'm trying to make a sequel for that, but i don't know if it's a good idea to do that. What do you think?

does anyone else have any replies? I'm pretty serious about this.
 
Okay, so I'm stuck. If you were a supersentient being composed of a bunch of genetically engineered albinos and AI networked together, what the hell would you call yourself? There are other such beings around, but you're on top of the food chain.

Aside from pretentious religious allusions, I'm drawing a blank. Even vague categories of things from which to pick names would be helpful.

Edit: Actually, I think I might just suck it up and name this particular one Malchut because it's appropriate even though it's pretentious as fuck. However, there are a lot of these collective intelligences running around, and I'm sure as fuck not naming them all after sephirot.
 

Spoo

Sponsor

I spent a little time thinking and found that U.S History can give you some great ideas for a game. Making a very rough layout, the game would be about refugees heading into feared southern lands to take refuge from a civil war and other problems in their homeland. However, rather than have famine and disease as their main problem, it'd be monsters.

The people can't defend themselves, so a group of mercenaries* come in and are paid to travel with the refugees and protect them from harm. The player would control one of the mercenaries, and the first hour or so of the story would be pretty much as the above said; fighting monsters and such.

After this point, there are two ways I could go; make a large and complicated plot that goes thick into backstory, or I could keep it simple and keep it as it starts. If I chose the latter, the game would end up pretty short, so I might would add in some extra mode (I was thinking a type of horde/defend the settlement mode), and pay a lot more attention to detail. I'd be going for a short yet memorable game that has some replay value.
 
This doesn't count as a necropost, since it's a sticky right? I'm aware the last post was about a month and a half ago, but I don't really have that much info to create a topic.

But anyways, I started developing a game based off of time and the repetition thereof. Amy, the heroine, is stuck in a time loop repeating the same 7 days over and over. The time loop begins on Feb. 13th, 2011 to Feb. 20th, 2011. At the end of the loop her boyfriend, Rory, dies. The main focus of the story would be on character development. I kinda wanna tell a story and create an environment more than leveling up and battling. The details of the rest of my story at this point are vague. I was looking for a bit of advice on the following points:


  • - As a player, does the concept sound boring? There are a few locations in a modern day neighborhood(your home, neighbors, school, shops)but would keep on revisiting them until you continue the plot. So, if you run out of time on a certain day where a key event took place, you would have to wait until the next loop to attempt to figure it out. I would like to keep the game somewhat linear where you can't continue until you encounter a certain event. There will be an option to sleep, but in an effort to keep it realistic, you won't be able to sleep longer than 10 hours within 6 hour intervals. You will also be forced to sleep every 2 days if you have not slept in the previous day for a length of 4 hours.

    - Would it bother you that there is no reasonable explanation as to why Amy's boyfriend is destined to live on or why Amy has the power to save him? If so, I'll need some ideas/advice. :/ I was kind've thinking of leaving it open-ended because in a modern day setting, I can't really think of anything besides something religious or supernatural. But then I don't really think involving modern day religions/beliefs is a very good idea not only because of my ignorance on the subject, but trying to get the player to relate as well.

    - One last thing, Amy does indeed retain her memories through every loop on the basis that the present Amy is simply sent back in time rather than time itself 'resetting'. She writes down key events which happen within the loops in a diary she keeps with her. Is this believable/plausible? If not, any advice?

Those are my main concerns right now. I appreciate any criticism/feedback! :]
 

moxie

Sponsor

Spooky":2t8r8weh said:
I spent a little time thinking and found that U.S History can give you some great ideas for a game. Making a very rough layout, the game would be about refugees heading into feared southern lands to take refuge from a civil war and other problems in their homeland. However, rather than have famine and disease as their main problem, it'd be monsters.

The people can't defend themselves, so a group of mercenaries* come in and are paid to travel with the refugees and protect them from harm. The player would control one of the mercenaries, and the first hour or so of the story would be pretty much as the above said; fighting monsters and such.

After this point, there are two ways I could go; make a large and complicated plot that goes thick into backstory, or I could keep it simple and keep it as it starts. If I chose the latter, the game would end up pretty short, so I might would add in some extra mode (I was thinking a type of horde/defend the settlement mode), and pay a lot more attention to detail. I'd be going for a short yet memorable game that has some replay value.

My goodness, you're right. U.S. History is fantastic inspiration. I was thinking of the Trail of Tears, and ideas started flooding.

A futuristic utopian-type society wherein people are suddenly coming down with some kind of sickness, or developing unique abilities or something. They're exiled from their city and forced to go to a settlement for others of their kind., ala the trail of tears. Maybe the world outside the big, main city is a barren, desert, sparsely populated wasteland, and the game could have a sorta Old West aesthetic.

For characters... well, I'm not really sure. When you think about it, it'd probably be a pretty big group that was exiled. Maybe something catastrophic happens to the party that thins it down to a manageable RPG number.

This really is a "quick" concept, typed as I think of it. I'll expand more when I get a chance to think on it. :)
 
Kaleidx":3vi6a3y2 said:
  • - As a player, does the concept sound boring? There are a few locations in a modern day neighborhood(your home, neighbors, school, shops)but would keep on revisiting them until you continue the plot. So, if you run out of time on a certain day where a key event took place, you would have to wait until the next loop to attempt to figure it out. I would like to keep the game somewhat linear where you can't continue until you encounter a certain event. There will be an option to sleep, but in an effort to keep it realistic, you won't be able to sleep longer than 10 hours within 6 hour intervals. You will also be forced to sleep every 2 days if you have not slept in the previous day for a length of 4 hours.

  • What you should avoid is getting the player into situations where she/he has "failed" an event and now has to spend a lot of time waiting for the next loop. I suggest you give the heroine a "pass time" option at her house where it's assumed she eats, sleeps and entertains herself. Other than that, consider sprinkling in non-linear minor events. If you have played Majora's Mask, think of the mask obtaining quests. That way the player has something to do even when unable to advance the main plot for the remainder of the loop and has more reason to explore the time-line.
 
Operation mindfuck. The characters include the following: Frankie Boyle,
Stephen Hawking, John Lessle, Phil Neville, The Wo Tang Clan, Usher,The Sugar Puffs Monster, Daniel Day Lewis and other comedians.
 

Spoo

Sponsor

The thought of Winter and the snow coming with it has given me some great ideas. I was thinking of some kind of fantasy style "A Christmas Carol." It'd be short and sweet, a lot of the work being put in character development (humorous dialogue and characters that the players would warm up to), and graphics. Gameplay wise, I want it to be fun and simple. Several holiday-ish minigames would do the trick here, but there are certainly other ways to go.
 
How about a game where you play as a guard of an ancient macguffin, when near the beginning of the game a bunch of RPG stereotypes break into your base and steal it, trying to save the world from some kind of sealed up evil, however you are aware (through your access to the original legend's documents, not the mashed up bedtime story) that their actions are what will awaken the evil, so you journey out to reacquire your stuff to save the world from alleged RPG protagonists.

It'll be a kind of deconstruction / inversion of all classic RPGs ever by casting you as the recurring boss! what's not to like?
 
I had an idea similar to the one mentioned above. I called it crystal quest for the irony of it.It was basically what truly else said, a deconstruction of rpg archtypes from a different point of view and whatnot.

You're this mercenary guy that's usually just playing around and stuff, but a mercenary none the less. Not the leader of the party, but not the runt of the pack. Just another mercenary.

One day, the group is approached with a job to smuggle a certain item to a neighboring country. You accept, not knowing that the item was one of the crystals that were stolen by some evil or whatever a while ago. check out one of the final fantasies for details or whatever.

So, one of the kings/emperors/democracies sends the 4 heroes after your jolly band of mercenaries, and they kill everyone. Brutally, just so they could recover the crystal. You fall of the cliff and escape, but everyone that you know, even the noob that had joined two days ago, was killed. On one side, the heroes were supposed to recover the crystal at all costs, and the mercenaries were just evildoers anyways, right? On the other, everyone you have known for years is now dead.

So here you are, the last surviving member of your group, half dead and enraged at the ones that were hailed as the heroes and saviors of the world... Your own journey begins, to kill the heroes to avenge the deaths of everyone, and from this mission you set out to topple anyone in your way.
 
Daxisheart":38h0fbgx said:
I had an idea similar to the one mentioned above. I called it crystal quest for the irony of it.It was basically what truly else said, a deconstruction of rpg archtypes from a different point of view and whatnot.

You're this mercenary guy that's usually just playing around and stuff, but a mercenary none the less. Not the leader of the party, but not the runt of the pack. Just another mercenary.

One day, the group is approached with a job to smuggle a certain item to a neighboring country. You accept, not knowing that the item was one of the crystals that were stolen by some evil or whatever a while ago. check out one of the final fantasies for details or whatever.

So, one of the kings/emperors/democracies sends the 4 heroes after your jolly band of mercenaries, and they kill everyone. Brutally, just so they could recover the crystal. You fall of the cliff and escape, but everyone that you know, even the noob that had joined two days ago, was killed. On one side, the heroes were supposed to recover the crystal at all costs, and the mercenaries were just evildoers anyways, right? On the other, everyone you have known for years is now dead.

So here you are, the last surviving member of your group, half dead and enraged at the ones that were hailed as the heroes and saviors of the world... Your own journey begins, to kill the heroes to avenge the deaths of everyone, and from this mission you set out to topple anyone in your way.
I'd buy that... and the movie adaptation!
 
I have a game idea for a plot.

Essentially, you are a demon who yearns to visit the outside world, which is strictly forbidden. Eventually, you do so, and as punishment for leaving you are sentenced to reincarnation into a human child - a sort of ironic punishment.

Over time, humanity realized that children with demon souls have been being born throughout the world over the past millenia and decided to fuel their magic and technology based on extracting dark energy from them. Just as you, the main character (but not neccessarily the player character) was about to be taken, you run away and are found by leaders of a "revolutionary" group who are on the verge of revealing this conspiracy.

The game will progress directly on your actions, allowing you to choose between one of the two sides as either the caretakers of the main character after he runs away or the hilariously incompetent guards which attempt to recover the main character in order to not get fired.
 
The Hyperverse

This is a game I've had swirling around in the old noggin for a while now.

Basically, it's a world not unlike Earthbound or even mario, but it uses its silly demeanor to introduce ideas from theoretical physics(time travel, multiple universes, and so on)

Paula one day finds herself lost in a fantasy world filled with robots, dinosaurs, and other fantastic things after a day of playing with her brother. While searching for her brother, she finds herself traveling all over the "Paradox Zone" with her trusty dog, Frank. The main idea of the game is 2 main characters. Paula(and her dog) + her brother Ike. You have to play as both to move the story to completion.
 
Here's an example of an idea, don't mind the somewhat cliche story:

Basically, what I usually see in videogames is a group of young indivisuals find an epic adventure and beat the main antagonist. Thats how most games work, which is all fine and dandy for the most part. What I would find interesting though is the main character is actually a side character in the main story. Example:

There is this big bad dude taking over the whole continent through was, much like hitler. The game would take place around that time as well. Basically, your a soldier of the opposing country that is going to be taken over. Your role is the "special ops" which is basically a sub unit in the miltary that gets stuck with shitty and dangerous jobs. Basically, its your job to sort pave the way for the hero miltary squad, the one's that will eventually kill this super power. So for example, one of the missions would be to blow a hole with a bomb so that the main army can invade. Another example would be to sneak your way into the fortress and open the main gate without one of the guards sounding off the alarm, so that the main hero squad can invade the fortress. The last example I have would be to cut off one of the smaller food supply lines so that the hero's squad can so so and so. It would be missions like that, missions of great importance that happened to be overlooked in history. The character's you play as will never rise to fame and never kill the main bad guy of the game. o:
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top