Chade on 30/4/2009 at 21:33
I have no qualms illegally downloading a 1986 title ... I might check it out.
And while no video game can "give your innocence back" in this world, that wouldn't stop you from creating a virtual world which rewards innocence. In some ways, it should be quite a natural fit for a game. Games are all about the player overcoming obstacles, and you can present innocence as the child not understanding why things "can't be done" (and then doing them).
Scots Taffer on 30/4/2009 at 23:11
Quote Posted by gunsmoke
Have you played Blood Money?
Yes?
gunsmoke on 1/5/2009 at 04:34
It just sounds strikingly similar to most of your requests.
vurt on 1/5/2009 at 08:57
My dream game is a unlinear Sims/GTA-like game, but first person view, and with a more advanced AI and more personality traits / RPG elements.
The AI/situations themselves creates the story / scenarios. There's no set-in-stone story (this is why we have movies and books.)
It should be first person view so you can't cheat and look what other people are doing somewhere else, if you want to spy on someone you'd have to go there in person and sneak (e.g you suspect your wife is cheating on you, because she's always 1 hour late after work ;) )
A slider determines how realistic the AI / world would be around you. On lowest realism it would be like GTA (Gone a Wild!), more action and more people would carry guns. On higest realism it's like real life, but a "bit" simplified ;)
Like the Sims you choose personal traits, age, looks, etc. You start off with very little money and how you earn money is up to you, you can do crime (sell drugs, steal etc) or do honest work. Your goals are what you decide matters; money/status, a working relationsship, adventure, love affairs, build the house of your dreams..
Wake me up when it's done ! :cheeky:
henke on 1/5/2009 at 12:55
I do have game ideas but they're more in the vein of gameplay mechanics than plot. I don't wanna reveal any of them because I'm scared I'll never get around to making them if I do.
This thread, and a few other things, actually got me to download Microsoft's free Visual C# 2008 and XNA just now. Sitting here tinkering with it. Look for my upcoming title "Hello World!" which hits shelves this summer. :cheeky:
gunsmoke on 1/5/2009 at 13:38
I just want something similar to what True Crime:New York was hoping to accomplish. Just flesh the world out a bit more, make the open-world crime fighting more sim-like. Like, you could just play as a beat cop (foot, bike, motorcycle, cruiser, and even horseback), or as a SWAT member, a detective, etc.
True Crime had a block by block recreation of Manhattan, and portrayed one of the most gorgeously gritty cities in a game ever. Graphics were incredible for a game of this scope, and the fighting and shooting were all solid. I just wish it was more Sim and less Arcade.
Sulphur on 1/5/2009 at 18:08
Quote Posted by gunsmoke
It just sounds strikingly similar to most of your requests.
Thing is, H:BM doesn't let you do planning outside the actual mission except for choosing your equipment. Casing the joint and setting up your routes/hits before a mission started was never really an option; the game preferred to have you improvise your hits without prior knowledge of the area.
OT, I also have another idea I'd dearly like to see implemented. It's basically a combination of Starcraft 2 and Homeworld. As in, you start off with ground/air based battles, but you can zoom out far enough and the camera pulls back to show you the entire planet/system.
Tech trees could include orbital lasers and defense platforms to sizzle ground and space units, carriers and destroyers with warp/FTL drives on the space side of things. Mission structures would have you flip back and forth between pitched battles on the surface as well as concurrent planning and fighting in orbit/outer space. And it would all be in real time.
Hell, you could even have missions where you have to send reinforcements to a planetary colony, defeat forces in orbit, have them land and provide backup to the colonists on the surface.
The only difficulty I foresee would be managing two concurrent battles, one on the planet surface and one in space, but RTSers are pretty adept at multitasking such things these days, what with games like SupCom, so it probably won't be as big a problem as it might seem to be.
gunsmoke on 1/5/2009 at 18:27
Quote Posted by Sulphur
Thing is, H:BM doesn't let you do planning outside the actual mission except for choosing your equipment. Casing the joint and setting up your routes/hits before a mission started was never really an option; the game preferred to have you improvise your hits without prior knowledge of the area.
.
Fair enough. Consider it dropped.
june gloom on 1/5/2009 at 20:20
I've had an idea for a post-apocalypse game with driving that focuses on driving around lovingly-crafted, high-detail environments. There will rarely be any combat or chase sequences, and most of it is just driving around and exploring. Imagine if you will driving down a mostly-intact coast road, the vista of a ruined city ahead of you, with nothing harassing you except the soft whisper of a coastal breeze, light rain dripping down on you. And maybe the music could be like (
http://www.youtube.com/watch?v=hMrtP7Uz2Aw) this.
If that sounds boring to you, then make it an RPG with locations that you must get to by driving. And by exploring the highways and side roads you can find places to explore.
demagogue on 1/5/2009 at 23:45
Quote Posted by dethtoll
I've had an idea for a post-apocalypse game with driving that focuses on driving around lovingly-crafted, high-detail environments.
I'm sure you already know about (
http://www.youtube.com/watch?v=gJ9h1BYGdj4) Rage. Mod a map without the combat and you might get what you want.