What is your "dream videogame"? - Of your own creation.

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We Are The Witches

True & Honest Fan
kiwifarms.net
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Feb 23, 2019
This refers to videogames that you'd want to create/recreate, hypothetically (if you have any at all).

So, if you had the technical knowledge, time, and passion to make one, how would it be? Would it resemble one that already exists? What genre/type? And if you want to specify, what mechanics (e.g: RPG with "reincarnation" system, akin to Dragon Quest IX)?

Obviously you can keep it vague enough so that others "donut steel" your magnum opus.


I've heard this from some developers (or people in general), that if you are starting, you shouldn't make your "dream game" from the start, because it's a tall order, specially if you're just beginning to learn the programming language used, or familiarize yourself with the game engine. However in this thread, you can talk about what it could be.

For myself, I've always liked roguelikes, and it would be interesting to see something like "Shiren The Wanderer" without the resetting of your progress every time you die. It could have mechanics of monster capturing, and options to swap your main characters out/in of the party. Keeping it simple can work wonders.
 
I really liked the "Training Roulette" mutator for EU2012. It made it so the soldier ability trees were randomized and it really gave them each an identity. Sometimes you get hilariously bad soldiers whose skills don't allow them to do anything, then you'd get a random soldier who can fire six times in a single round. It's the only thing I do whenever I come back for a repeat playthrough, but it's still a little restricted in what it can do because it's just a bonus feature. I still believe you could expand this concept into a full fledged game.
 
I wish Silent Storm had become a franchise, it would be really cool to have a WWI and Vietnam version of the game with a couple new weapon classes and features thrown in like artillery support.
 
I get a bunch of ideas floating around whenever I listen to vidya gaem moosic for some reason.

The few ones that got stuck on my "I really wanna make this" list are:

1- A Super Meat Boy clone
I just wanna make some levels with those sexy physics. The editor is broken and outdated, Steam doesn't let me download said editor on anything other than Windows and one flaw with the game is that most levels have dull grey colors to them.. and I have this itch to play as characters from other titles just for their abilities. (which sounds difficult considering rights and what not but if I keep it to myself I should be fine.)

2- Something Kiwi Farms related
I'm not too sure which genre should it be but playing as Dear Feeder and/or some rando like 777Flux or Android raptor would be kino.

3- Maybe both of these ideas together :smug:
If you got a platformer as hard as Super Meat Boy with the brutality (I don't know how to describe it, to be honest) of Kiwi Farms perhaps you'd end up with a game more insulting than something like Syobon Action.
Imagine dying by falling off some tard block and having "LOL, LMAO EVEN." flashing on your screen.
I actually got the idea for this while writing this post, Perhaps I should hit up Godot to make it.
 
A 3D collect-a-thon platformer that combines the open worlds and humor of Banjo-Tooie with the movement fluidity of Super Mario 64/Odyssey. Throw in some combat on par with Platinum Games' works, give the game an Earthworm Jim/The Tick level of absurd humor, and I'm good to go.

Also boss fights, lots of boss fights.
 
A first-person shooter with a laughably simple premise. I like linear level design, but with open-ended levels, like Crysis, or ones that allow for the placement of enough AI nodes, so that the AI can initiate tactical maneuvers, similar to Halo and especially the original F.E.A.R. Goal-Oriented Action planning. Perhaps like Halo the aggressiveness of the AI will mirror your own, with subset trees allowing for fast responses in snap action encounters.

Baked lighting and still skyboxes are near and dear to me. I think they are undervalued, considering they were especially important highlights of levels in 90s and 2000s games, not just FPS.

You're a 12 year-old boy who is 180 cms and has taken arms to defend his homeland from a hostile invader, the NATO coalition. It takes place in an alternate history scenario in which the South Slavic nations had formed one large, but otherwise not really significant, country in South-Eastern Europe/Balkans called !@#$%^&*(). It takes place before the advent of ISIS but after Bin Laden's death.

The reason why NATO is invading is because the UN has given it the go ahead to defend the minority groups there who were being oppressed after a failed Turkish uprising, which was a psyop. It was initiated to curb the power of the junta who had accepted the previous tsar as their leader, while supporting contra elements from the prior civil war, in which the democratic forces lost.

The game explores the purpose of nationalism and its struggle for relevance in a globalist world order. The kid will have to fight for what he believes is a battle for the very survival of his nation, years before he's even come to the conclusion of who he is outside of his kin group. His memetic potency is weak, since he parodies or just copies what authoritative figures say to him, including the enemy.

Is the Gentium enough to survive an attack of an era perceived to be inevitable?

The military tech will be 90s stuff, because that's the era I like, with maybe some 2000s stuff thrown in. Obviously, !@#$%^&*() will have older Soviet surplus and local production equipment, including over 700 warplanes, maybe as much as 1400 (or maybe that's the total aircraft, IDK), some naval capabilities limited to the Adriatic and Black seas. So probably littoral capability.

I think it would be spread in several acts, and they might function slightly differently to each other. One act might follow a typical level design as laid out by Half-Life, while the other would try to ape Quake 2 with a hub intermediary.

I'm not sure how the plot will be actually revealed. If the story just focuses on our guy, !@#$%^&*() !@#$%^&*() (it's an inside joke, you wouldn't get it), it will be practically impossible to ascertain what actually is happening.

EDIT1:
I just want to say that it is vital to the story that the character is 12-years old in order for the plasticity in his brain to be susceptible to immense indoctrination pressure and subversion practices by both sides of the conflict.

EDIT2:
I'm not completely sure what role Turkey will play out.

EDIT3:
I envision the environmental art as a post-Ottoman Byzantine revival style architecture and theme. Brutalism and Soviet-style communist styles will form a very significant portion of the urban and rural landscapes. Due to the previous civil war and the Turkish uprising, significant damage would have already been pronounced before the NATO invasion had commenced. Environmental story-telling should tell hints of the lives of many who have become victims of poverty and homelessness.

I like how older Japanese games allowed you to interact with certain things in the area, and you'll get a text prompt, which acted as the player-character's thoughts. I think a similar system would do well here, considering the decrepit state of most people who find themselves living in warzones. It is neat and means !@#$%^&*() will not be a mute protagonist, even though he's not actually saying anything, just thinking to himself. The player will still receive his reaction.
 
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I'd love to create an 1930s era open world game with a female protagonist akin to Jean Harlow or Barbara Stanwyck. Somewhere along the lines of Mafia, but with scattered activities around. Relationships, Prohibition, sex appeal, something that borders between dark comedy and snarky one liners.
 
I always like mafia 2 the city weirdly enough has its own personality. I would like to mix that with bully and make a 50s/60s greaser game. It would feature things like zip guns and have actual violence unlike bully’s comical take on violence. There’s a lot of fascinating history about old 1950s late teens gangs that would be cool to explore.

I'd love to create an 1930s era open world game with a female protagonist akin to Jean Harlow or Barbara Stanwyck. Somewhere along the lines of Mafia, but with scattered activities around. Relationships, Prohibition, sex appeal, something that borders between dark comedy and snarky one liners.
Mafia 1 remake might be the closest you may get. I never understood why but open world old world games don’t usually sell well with the public. Back when I was a kid there was supposed to be a game that was set in the 1930s depression and it would of feature a Bonnie and Clyde duo. Unfortunately not only was the game not considered interesting by a mass audience but the team ran out of budget.
 
Mafia 1 remake might be the closest you may get. I never understood why but open world old world games don’t usually sell well with the public. Back when I was a kid there was supposed to be a game that was set in the 1930s depression and it would of feature a Bonnie and Clyde duo. Unfortunately not only was the game not considered interesting by a mass audience but the team ran out of budget.
Another idea I had in that vein. You're an up and coming actress where "action scenes" are literally scenes. Scripted events that you'd progress to shoot various movies. Example: one "level" where you're driving and creating a chase scene from police. More than that: your behavior in and outside of acting affects public perception of you. Think LA Noire where you'd have multiple ways to do a scene (maybe in a sequel) and a star rating system based on reaching objectives.

The behavior would be like Madden's "franchise mode" where you'd make choices of what to do with your daily life. Practice your script reading or go out drinking. Buy clothes for your wardrobe and watch how the people react. Something like that. Sounds like an RPG if you think about it. Of course, it'd be in the 20th century.
 
There was a game for the Nokia N-Gage called Rifts: Promises of Power that got me into a tabletop series by the same name. It has everything I want in a game. I'd want to see it made into a proper RPG, one where you could either create a squad of characters with default personalities, or find characters unique to the major factions to enlist. Somewhere between an older Larian and a Might and Magic game. No playersexual coomer bullshit because it's been fucking terrible and played out since Mass Effect, no hamfisted politics that exist outside of the scope of the lore, just that unapologetic stereotypical 80's and 90's charm. The world is meaty because it's just one edition with a few optional rules added with each extra book, no "we republish the monster manual and the 3 big cities, then do it again with the next edition" WOTC bullshit.
 
Titanfall 3, Titanfall 2 is one of my most played games of all time. Movement mechanics are addicting and gunplay was fantastic...probably never gonna happen though with the success of Apex Legends
 
dream vidya sperging
Man I fucking miss 4:3 shit.
Just asking as if I were to be actually making a Super Meat Boy clone, Is 4:3 a good aspect ratio for a platformer game in 2024?

Levels in SMB tend to be more vertical than horizontal and the camera is zoomed way out compared to other platformers I've seen (I've seen like only 5 lmao) so I feel like a 4:3 aspect ratio can capture that retrofaggotry I wanna go for while not causing too much of a problem when it comes to seeing what's ahead of you.
 
I've heard this from some developers (or people in general), that if you are starting, you shouldn't make your "dream game" from the start, because it's a tall order, specially if you're just beginning to learn the programming language used, or familiarize yourself with the game engine.
You shouldn't listen to them because the kinds of developers who give prescriptive advice are the kinds of faggots who read books on game design written by hacks who have either never done anything, or made one indie game and then wrote a book full of shit copypasted from the first kind of hack. Dev communities are full of high-level folk wisdom that's 100% all bullshit.

If you're starting out just jump the fuck in on whatever you're passionate about. There's a good chance you'll throw away whatever you make, but at least you're learning the specific skills that are building towards what you really wanna do. And tossing a dozen prototypes before you get to the winner is totally normal anyway, what's the difference?
Or you might be one of the guys with the discipline for your first game to turn out quirky and fantastic? It happens, who knows.
I'm not saying to necessarily do this, btw. I consciously kinda did the opposite myself starting out. I'm just saying make whatever the fuck you want and actively distrust anyone who has an opinion on that.
 
If you're starting out just jump the fuck in on whatever you're passionate about. There's a good chance you'll throw away whatever you make, but at least you're learning the specific skills that are building towards what you really wanna do. And tossing a dozen prototypes before you get to the winner is totally normal anyway, what's the difference?
Absolutely. I never understood why I need to add artificial "goals" or whatever to overcome in order to progress in game development. They treat it as if it's an RPG, first you play the shitty low level quests, then you play the cool side-quests, and then it's time for your main quest.

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A first-person shooter with a laughably simple premise.

I want to acknowledge that I have no game-loop in place. I think it will involve engaging the enemy for thrill-seek, but I have no idea how to translate this into video game design terms. Has anyone ever played the original Soldier of Fortune or its sequel Double Helix? Man that game is so awesome, you just blow off people's limbs. The neo-nazi levels were crazy, I think it's partly because of the soundtrack. It almost feels like conditioning, which I guess is fitting, since John Mullins (the main character) is an expert mercenary.

I mentioned the levels before, but I want to make it clear that I'd prefer the levels to be based on realism, at least to some extent. I don't mean the graphical fidelity or the texture, I mean the overall feeling the level gives off is that of a possible place, which could exist. Of course, if it interrupts the map flow of the level, considerations for it will take precedence over realism.

I talk about as if I'm going to make this game, although that's probably not going to happen.

For one thing, you'll be probably be killing over 500 soldiers, like in F.E.A.R. which will probably include Special Forces Operatives, which is stretching a bit the capabilities of a 12 year-old, even if he is 180 cms (and possibly 120 IQ, I just made it up). Thematically, I don't know how to collaborate it. That's insane, even killing one person could fuck up a person's psyche in the real world when he is an adult. I hope the actual game would be fun enough, so that people would initiate suspension of disbelief. It's popular now to refer to 80s action movies as over the top, but they really weren't. They may have struggled with realistic premises, but they obeyed the laws of the real world, definitely for the most part. That's kind of what I want for this game. BERSERK is a manga that follows this rule, it started out in 1989.

I want things to have an impact on the battlefield, while you feel you can control its outcome. Things like your tactical maneuvering, your choice of gear - but I don't know how many weapons you'd carry - how much time you wait before you initiate contact, scars and chipped out surfaces of buildings, particles affecting visibility, etc.

I hate RPG hybrids, unless it's some hack & slash action game, made by Japanese people, from the PS2 era. That's artificial progress, it doesn't really enhance your thinking. They needlessly pad out a game and waste the player's time. Now, I don't think it will be a particularly smart game, but like Far Cry the original, or Crysis, it should respect the player's intellectual ability to think solutions to overcome significant obstacles, such as defeating a company of soldiers, which is supported by several APCs or a tank. Defeating a squad of special forces would require some effort.

I don't think enemies should be bullet spunges, but I don't think the player-character should have CoD 2 hallmarks like regenerating health.

I'm thinking the game's length would be no longer than between 4-6 hours. I don't agree with the idea that you have to sink time in your games. Time is precious and I think linear stories have a place even today's market. If a game is good, surely one would want to replay it from time to time. I don't want players to be playing my game constantly.

Also, this might sound stupid, but I don't really believe in difficulty selections. I think a game should challenge you, but it should probably be easy once you discover the solution. Maybe this contradicts my earlier statements.

EDIT1: My hope is that it can be overcome what plagues games of the BSP-era. Where the beginning or first third of the game is excellent, the middle or second third becomes "meh" and it teeters off into the last third. I have no idea how to do that.

EDIT2: Maybe since Turkey is a nationalist and based nation, I won't have it as an adversary for the Slavs of !@#$%^&*(). Instead, !@#$%^&*() and Turkey already would have had a war, because of a prior Turkish uprising. Without heeding her allies or waiting for the approval of the UN, Turkey lashes out at !@#$%^&*() in order to protect her ethnic peoples. This is some time before 9/11 to the invasion of Iraq. After taking heavy losses, Turkey decides to give up, manage its refugee crisis and recover. The junta of !@#$%^&*(), with the blessing of the tsar, continues on with its extermination of the democratic/republican opposition.

The reason democratic militants exist is because they believe in democracy and in the values of the first and only !@#$%^&*() president, who was a victim of the coup de'tat in 1997, in the second year of his second term (communism fell circa 1989 and restructuring happened into next year). They would wage an very capable insurgency against the new government, which they view as illegitimate. It's effectively a civil war.

They would be defeated in 2007-2009. America and the West wouldn't aid them much, because of the GWOT. But after the death of Saddam and Bin Laden they were free to pour significant resources and manpower to fight against !@#$%^&*() (population approx. 40 mln - 50 mln), which would have been a dangerous threat, albeit sanctioned to Hell, suffered a civil war and a war with another country.

EDIT3: I believe in cut-scenes and cinematics. I think they are a great way to continue the story while the player takes a break and they can enhance character interactions in a much more meaningful way than just going up to people in first-person and listening what they have to stay while you stay in a boxed room, like in Half-Life 1 & 2.

Metal Gear Solid ( from 1998don't change into emoticon) had it right, that's where the direction should have went. Instead of making the overall experience cinematic, games should have had cinematic pieces that divorced the player from the gameplay to enhance something about the game, be it character, plot or action set piece, whatever.

Cutscenes will be used to advance certain elements of the story, including its themes and ideas. Maybe they shouldn't be pervasive as MGS 4: GotP, but hopefully there will be a lot of them. I also prefer traditional film making techniques as opposed to what the late 90s and 2000s invented.
 
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Another idea I had in that vein. You're an up and coming actress where "action scenes" are literally scenes. Scripted events that you'd progress to shoot various movies. Example: one "level" where you're driving and creating a chase scene from police. More than that: your behavior in and outside of acting affects public perception of you. Think LA Noire where you'd have multiple ways to do a scene (maybe in a sequel) and a star rating system based on reaching objectives.

The behavior would be like Madden's "franchise mode" where you'd make choices of what to do with your daily life. Practice your script reading or go out drinking. Buy clothes for your wardrobe and watch how the people react. Something like that. Sounds like an RPG if you think about it. Of course, it'd be in the 20th century.
Sounds like a game by David Cage.
 
Check it out, dudes. It's kind of cringey, I know, but I think BingAI made a valiant attempt. Don't think of the flag as Russian, think of it as having the Pan-slavic colours. "!@#$%^&*() symphony" is I think an interesting title, it alludes to the Byzantine heritage of the Slavic state, being a daughter civilisation of the great Christian imperium. What is above, so should be below.

These are the tags: a young male person holding the flag of his fatherland, his face is restless, he has a knife in one hand, video game cover, xbox360 cover game case
dream-videogame-bingai-cover&case.jpg
Yes, I know this is triple posting, please don't delete it.

Also, isn't it interesting how I didn't put Slavic or Russian or !@#$%^&*() in the tags and it gave me a Slavic flag? The rest of the first batch were tricolur variants of I'm assuming the Bulgarian or Iranian flag.

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Here are some other designs. What's with these heartthrobs?

dream-videogame-bingai-cover&case3.jpg dream-videogame-bingai-cover&case4.jpg dream-videogame-bingai-cover&case11.jpg

dream-videogame-bingai-cover&case5.jpg dream-videogame-bingai-cover&case8.jpg dream-videogame-bingai-cover&case10.jpg
dream-videogame-bingai-cover&case2.jpg dream-videogame-bingai-cover&case6.jpg dream-videogame-bingai-cover&case7.jpg
dream-videogame-bingai-cover&case9 LOL.jpg LOL dream-videogame-bingai-cover&case12.jpg Freaking Eren Jaeger, dude!!!
That's enough, I think.

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EDIT1: You know, in hindsight maybe I shouldn't have used the name, because now if I decide to make a story with that name, I could be linked here. Fuck, that was stupid. This wouldn't even be a problem if we didn't live in a corporate & progressive Hell.

Guys, don't do what I did. I decided to edit-out the name. I'm sorry. I mean, this is just a precaution.
 
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