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Jimmy_Leppard

Write your own ''dream'' game idea

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Jimmy_Leppard

Hi guys.

 

I wanted to open up a topic where you can describe your ''dream'' PC game or a game that you would like to see made at some point in the future and also discuss other people's game ideas as well as your own. Surprisingly, I haven't found a topic like this, but if there is one and I missed it, I apologize. Basically, write what the genre of your ''dream'' game is and describe in detail what it would entail (game features, where it would be set, what it would be about etc.). Be realistic, don't write some crazy, over-the-top things that are impossible to make for today's game standards. Don't insult other people's ideas, be respectful in your discussions. For those who say ''TL:DR'' as soon as they open this topic - this topic actually is for longer posts as the magnitude of the discussion is huge. Take the time to read the posts and write your own for the sake of the discussion.

 

I'll break down my idea that I've had in my head for about good 10-15 years now. Sadly, nothing like this exists yet. Question is whether it ever will and honestly, it would be very disappointing for me if it never gets created cause it sure would be an ultimate game in my opinion. Not to mention Rockstar is a perfect fit as a creator of the game I have in mind. I won't go into too much detail because it would be very long, but I'll go into a fair amount of detail.

 

GENRE: Sandbox/Open World/Free-roam
PERSPECTIVE: 3rd person
TYPE: Single player and 2-player CO-OP

 

The game would be set in the 2000s, entirely in a very interactive, changing prison environment, inside a state penitentiary where the player operates inside a ''choose-your-own-faith'' world consisting of let's say 500 inmates and 50 correctional officers - think of this as it being similar to ''The Sims'' level of choosing your own faith, but I'll explain it further later. At the start of the game, you'd have to customize your own character, similar to the styles of GTA: Online or many modern survival games. In-depth customization, not only of the character's looks, but also its initial traits and skills that you can ''upgrade'' later on through the game and/or gain new ones. You'd also be able to choose which crime you're convicted of and its corresponding serving time. When done, the game starts in the state penitentiary, similar to the beginning of ''A way out'' game where you get escorted to your cell. This is where the gameplay starts.

 

The way the game would work is that there wouldn't be an ''ultimate goal''. No storyline you have to follow in order to progress like you're on the train tracks etc. That's why I said ''The Sims'' level of choosing your own faith. Basically, the goal would be what you set yourself to be. You could either work on a plan to try and escape from prison or stay and focus on doing your time, building up the reputation you want to have inside the prison walls in numerous ways. How those things would work:

 

a) If you decide to escape, then you'd have to interact with inmates that you think could help you get the things you need to form an escape route by doing favors for them etc. That's also how you'd build rep, gain or lose respect, but it would be different with different inmates, depending on their characteristics and traits (again similar to Sims). The game would have stealth elements, of course, so you'd be able to sneak around the prison and discover the restricted parts of the prison map that way. There would be several different exit point of the prison, some obvious (like the exit gate), some hidden which you'd have to find yourself. For example, everything in your cell would be interactive. So, you can unscrew the toilet and find out there's a thin brick layer behind it which is also interactive. You can break it, but watch that guards don't hear you. You find a secret piping corridor when you crawl through the hole and find an exit somewhere at the end of the corridor etc. I'm making stuff up, but you get the point. If you find and reach one of those exit points, the game ends for that character, but you can try escaping again with a new character by finding a new exit point.

 

b) If you decide to stay in prison and do your time, then you'd also be able to build rep, gain or lose respect based on the things you decide to do in prison, interacting with inmates, correctional officers, making allies, making enemies, starting your own gang etc. In this case, the game would end when you do your time (if you survive in prison until then). Time would be something like - 24 hours in-game would be twice as long as 24 hours in GTA V for example, so if you have to do 7 years... it's a lot of time. But you're in a very interactive and changing environment, so it evens up. Every day would be different, everything you do has an effect on people around you etc.

 

Pretty much everything would be interactive, lots of ''events'' like in a GTA game, so everything you do would have a ''action-reaction'' relation. Example: You decide to stand in front of one of inmate's cells during free hour, if he can't pass next to you, he gets mad and causes trouble for you, engages you in a fight. You kick his ass, get thrown in a hole by the correctional officers and when you get out, the guy whose ass you kicked now wants you dead and tries to shank you at some point later in the game without any warning. Stuff like that. Health would be a big and a realistic factor in the game. It wouldn't be like GTA where if you get shanked, you can make your health go up by eating some chicken wings. Health system would be more similar to that of State of Decay 2 for example where you'd actually have to go to the medical dept., take medication and stuff to slowly regenerate your health and during that time, your actions such as running would be slowed down, you wouldn't be able to fight as efficiently etc. And if that guy with a shank decides to pay you a visit during the time your health is low - you have a problem, you shouldn't have stood in front of his cell way back when it all started. :lol: And if you get killed, you don't magically appear again like in GTA. Then you'd have to load your game to the point where you saved it last time and everything that has happened from the last save point until the point you got killed is gone for good. :lol:

 

There's a lot more things I could write, but it's enough for now. I'd really like to hear your opinions on this and also read your game ideas. Post away.

 

Edited by Jimmy_Leppard

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Sanches

It's been way too long, sorry i don't feel like writing it anymore. I'll throw WIP stuff i've made so far. Tons of typos ahead.

 

Genre: A mix between shooter, RPG, fantasy and a story-telling.
Perspective: 3rd person.
Type: Singleplayer.

 

 

Lore:
The game takes place in near future after Earth suffered three meteor hits which completely changed life there.
Firts metor has landed somewhere in Asia. It wiped out every electiricty source all around the planet. People were left with a barely working emergency generators to feed basic devices.
Second metor has landed somewhere in South America. It it was the most complicated to explain since it affected people's minds in different ways. Most of population were pierced with inexplicable fear and/or aggresion so they had to abandond their cities to seek for safety. The other part started to things in a different way, making them look "genius" among the others.
Third metor has landed somewhere in Africa. It turned gears around completely. It infected air with yet unknown poison. People who inhale "clean" air will experience lungs failure and then imminent death. It affected human skin too, making it go rash when in open contact. This could be easily avoided by wearing any sorts of mask that protect user's respiratory system. A filterless gasmask or a cotton mask were doing their job. To avoid getting skin collapse, people started to wear more clothing than they used before. However CO2 can neutralize poison effect for a brief amount of time, that means people can take of their "armor" while in a closed room with a fire going on closeby.

It's been 50 years after last meteor has landed. With lack of human factor, cities turned into green forests. The place where you could have been born are now nothing but a collapsing ghost town. Environment biomes started to grow up more quickly. Deserts are now way bigger than they used to be before. Forests now reminds you jungles. And north side of a continents are covered with a freezing snow.
Humanity lost their last look and now got seperated to a different groups connected with different ideologies. Some of them are gone wild, being hostile to any strangers or just idolize a bunch of junk. And some of them are trying to keep being cilivized. The most popular of a second kind are farmers, travelers, nomads and mercenaries.
Even though humanity are managed to stand out stable, it's still really hard to keep the communication between settlements. Electricity is limited and radios can only work with makeshift antennas within a short range.
Working vehicle is a rare thing to come across in todays world. People use it to keep the communication or a trading lines between settlements. Trucks are more universal variants, since it can carry a big mass and pass through rough terrain. But more lucky persons prefer their own more light variants to travel around.

 

 

Gameplay:

The game will be seperated in acts. Act 1 would show the situation to a player and serve as a tutorial. The player will be by his own during this act.
Act 2 would present us key characters and bond system - important feature which would affect available quests and endings.
Act 3 would be the longest one. It would present the game map - an mostly empty desert area, a bit of an abandoned city and the forset-ish place nearby.
Act 4 would be the final one. It depends from player's actions during act 2 and act 3.

We start off in one of the biggest settlements located in what was called "Karakum Desert" before. Despite the sandy terrain, people used to constantly bring resources from nearby abandoned towns to build their own.
During the freeroam of Act 3, the player are in liberty to try himself in different roles in the post-apocalyptic lands. From a courier and explorer to a raider and bounty hunter. Most of actions would affect people's opinion about the main character and his crew.

 

 

Characters:
We play as an experienced mercenary who helped to build his new "home town". He's a truck owner and that lets him explore lands. After Act 2 he'll gather new members that can help you to achieve one or other thing, tell their story during the gameplay and affect the game ending. Since people are glued to wearing masks, some of them prefer to personalize themselves to recreate their new faces. Here's a full crew list:

 

Main character - he was born after the meteors. He couldn't find the job he was best at, so he wanted to go jack of all trades and became a merc. He's a respected member of his hometown and a truck owner. His personality depends from player's choices. During the gameplay he can be a good guy or a total villain. He wears soviet gasmask, blue scarf on his shoulder and mostly closed clothing besides of left rolled sleeve to help see his watches easier.

 

Character 2 - a woman which lives in the same town as main character. A talented mechanic with the love for cars. During the gameplay we'll find out that she's deeply depressed, but tries to hide her true state. If player will not progress bond with her and play a villain role, she'll tell that she's disappointed with player's acts which showed how ruthless this wolrd is and eventually commit suicide. After her death player will unlock "Engineering for dummies" guidebook which will increase player's mechanical skills. She wears panorama gasmask and cotton coat on her upper body with bandages all over her hands (possibly covering knife cuts).

 

Character 3 - a foreign traveler player will stumble upon in Act 2. He looks young for his age, but claims that he was born before the meteors. He was traveling across the world and gathering information from different places he was been at. Despite being the most communicable character from the crew, his manner of speech is slow, but if you're patient enough, you can find out interesting facts about the "new" world. If player will not progress bond with him and leave more than half places unexplored, he'll claim that these lands are nothing but a dust and eventually leave player's crew to seek for more interestng places. After his depart player will unlock a piece of his diary describing player's actions and consequences. He wears cotton mask, makeshift rice hat, old brown coat, belts all over his body and a backpack.

 

Character 4 - a former bandit. He used to live that way with his wife, but after she got shot down he wanted to abandon raider's way and find a place where he belongs to. He'll ask to join player's crew because he thought that they seek for a better life too. For the first time he'll be very disliked, but eventually his knowledge of raiders' tricks will get useful, plus he can serve as a good manpower. If player will not progress bond with him and leave more than half side quests incompleted, he'll tell player that his hopes for a better life have failed and he'll leave player's crew to find a new home. After his depart player will unlock a unique pump shotgun with an axe blade under barrel.

 

Character 5 -

 

The main character's appearence is customizable. Player can change equipment depends of his playstyle or visual preferences.
There's a various customization elements such as: weapon holsters, belts, backpacks, vests, armor pieces and so on. As these actually affect character's stats, there are customization parts that have only visual changes. If player don't like the original character's look, he can add some changes making him look one way or another.
Some of the equipment parts are craftable, but most of them can only be found or achieved.

 

 

Vehicles:
There is one vehicle available to player almost since the start, it's the main character's truck. It serves a big part in the gameplay, since without it player will not be able to travel between locations.
It's big enough to carry up to 10 passengers and still have storage place for cargo. Player will be able to carry goods and passengers in it for different quests or free roam.
Just like a main character, his truck is customizable too. Player can change it's functionality depends of his needs, make a transport bus or a cargo horse. You can swap it's total look by changing cabin, carcase and even different set of chassis, from wheels to tracks. There's an ability to weld random parts on it like armor platings and weapons. There's also decorations like exhaust pipes, animal skulls, paints and drawings can be applied on truck.
Player must maintain it's good condition in order to travel around freely. It can get damaged during a battle, it can get run out of fuel and it can get it's frame damage if there's an overweight. It can also get covered in sand, dirt, grass, blood or soot, but these won't affect your performance.

 

 

Characters' appearance concepts:

 

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Edited by Sanches
Abandoned, maybe one day i'll finish this.

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Motherstep

Old-People-Doing-Sport-Photography_13.jp

 

TITLE: Let's Get Ready To Grumble

GENRE: Sports

PLATFORM: XBox One/PS4 (sorry PC gamers, pony up some cash and buy a real console)

 

Get ready to enter the ring, very slowly, and be sure to swap those false teeth out for a mouth guard because it's time to GRUMBLE. Choose from over 30 bottom shelf roster fighters who are pushing 80 and bench pressing just over half that and pit your elderly wrestlers against each other, providing it's earlier than 6PM. From grandchild visits at the nursing home to waiting in line at the post office, there are 12 unique locations to settle your OAP issues. You'll have them rolling in the aisles, especially if they forget to put the brakes on their wheelchairs. Fans will drool, tartan blankets will be swiped and memories will be made progressively worse in this battle of the ages!

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Vanzant

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TITLE: NBA Sweeper!

GENRE: Action

PLATFORM: XBox One/PS4/ Gameboy Color / Nintendo WIIU

 

360 Sweeping! Behind the back Sweeping! RIDE THE MOP though ALL NBA arenas and games in this palm sweating / floor sweating action! You are John "Skeeps!" McMillion and your job is to keep the Millionaire basketball players sweat from piling up and making puddles! You must also avoid eye contact from the beautiful courtside cheerleaders because they are judging you HARSHLY. The more points you score the more pasbt blue ribbon you get to drink before your player passes out lonely for the next game!

 

It's BOOM!!!! SHAKALAKALAKA!!! But with a oversized swiffer jet!

 

 

Also Bonus which needs little to no explaining...

 

AVRRoS8.jpg

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Edward Nashton

I won't go into as much detail as OP because I haven't thought this all the way through.

 

Waaay back in my high school senior days I was tasked with writing horror story for my writing class, I was right in the middle of discovering film noir and I was a big Silent Hill fanboy. So naturally, I combined the two: The protagonist was morally ambiguous, desperate for cash, a WW2 vet, and of course, a private investigator - He was given a job to find a missing woman in what was basically Silent Hill set in the late 1940's. I don't remember the details too well beyond that but I remember thinking how well the noir genre paired with a Silent Hill-esque story.

 

It wasn't until years later that I remembered my noir horror story when I played L.A Noire, we all know how that turned out 🙄, but the two main characters, Cole and Kelso, reminded me of the character I wrote, and that's when I got to thinking - what if they made a survival horror game that played very similar to L.A Noire, but instead of having a giant map with f*ck all to do, it had a smaller map set in a small, spooky town. You'd go around exploring the town, searching for clues about the missing person, the more valuable clues would be located in the more dangerous locations of the map. You'd use the information you gathered to interview the locals, the better the info you've got, the easier it is to progress through the story, none of that having to read facial expressions, though. And of course it would have all the tropes of both genres: femme fatales, conspiracies, Art Deco, gritty internal monologues, dirty cops, limited ammo/health items, cramped environments, puzzles, stealth, surrealism, monsters/demons modeled around a particular motif, multiple endings, the whole shebang. 

 

I know there are horror games out there that use the film noir aesthetic, but as far as I know, they're all tiny indie titles that are either adventure games or walking simulators. I'd like to see a serious attempt at something like what I described. I'm not holding my breath, though.

Edited by Edward Nashton

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DOUGL4S1

Genre: Open world, racing, exploration (maybe survival)

Perspective: First person.

Type: Mainly Singleplayer

 

A racing game inspired by a mix of a few games and real-world events. Main inspirations in games would be Jalopy, My Summer Car and Need For Speed: The Run. IRL inspirations are the Gumball rally and 24hrs of LeMons. In the game you enter a street race agross a vast open-world country inspired by the USA. In it you have a limited budget to buy, customize and fix your car, as well as other expenses like food, drinks and fuel. The way you get there and the tactics used are completelly up to you. You could:

 

- Stop by a few places to scavange for parts and items that could be sold for money, so you could upgrade your car and buy better items to help you along the way. You'd risk losing a lot of positions for stopping and not finding anything, but it could be worth it on the long run.

 

- Trying to complete the journey with fewer stops as possible to get as much ground on others as quickly as you can. You'd risk breaking your car and losing some of your progress, but the early lead you got would help you.

 

- Follow main highways that would follow a more direct route and be a great opportunity to speed up. You'd risk getting pulled over, a ticket or getting stuck in a traffic jam.

 

- Follow secondary roads that would be emptier and less patroled. However, they'd be less maintained and not as straight as other roads, so you'd risk having a crash on your own,

 

You could also do secondary jobs in towns to help you with money, like transport an item or give a ride to someone between places, but that could take you out of your route or even getting in trouble for it. Gameplay would be nearly identical to MSC and Jalopy. You'd be in a constant race against other competitors, AI or human, that would also have breakdowns, jobs, tickets, etc. Your progress, along with others' could be viewed in a GPS that you can purchase.

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Claude4Catalina

Ghost Recon Wildlands in a fictional country set in the mid 2000s (lets call it Nietvam for the time being as there's a whole load of parallels to the conflict)

 

start out as the leader of a four man Ghost team assigned to a CIA Agent in the southern part of this war torn country.  the rebels are struggling, the local armed forces leave a lot to be desired and the enemy insurgency have some shady backing from the northern part, some say China, some say Russia, some say Korea. your mission?  train the rebels and reinforce local army (Army of the Republic of Nietvam...? lol) operations.  this can be done by securing supply drops in the bush to arm the rebels, steal enemy supply drops and secure their supporting arms for use by the rebels.  come across an enemy encampment with a mortar position? leave that intact when you attack the camp and the rebels can set themselves up to provide support in that area.  go on four man recon patrols deep in the jungle to find intel on attacks on your base and prepare for them accordingly, using the command wheel, which is split into four sections; one for each team member and the fourth being collective team orders.  once the base is secure and part of your AO is relatively stable, tensions rise and the US military stage a full scale invasion, set themselves up in the south, from the lower farm regions to the city centres and the hills along the DMZ.  the military from the north also ramp up their efforts; clashes along the border are frequent and unforgiving.  this is where the Ghost team is folded back into their original units when required; in this case US Army Rangers.  on Ranger missions as the team were NCOs (player being a Staff Sergeant, team members being E5 Sergeants) the command wheel is now usable for a squad sized unit.  team members each lead three other Ranger grunts and can be commanded as a unit or by individual fire teams.  this is also expanded on when working with the ARNV, only as advisors to the platoon leader and as such can give orders; each team member this time controls a squad of ARNV soldiers.

 

once the US invades, missions push further north and the player can go on incursions into the north to disable SAM sites and wipe out enemy supply lines.  if the player is in range of friendly artillery units or airfields they can call in support from US artillery and air support.  the enemy guerrillas have faded into the background after staging a failed offensive across the entire southern part of the country...however this paves the way for a more formidable, better equipped enemy, who curiously use HK guns and other European equipment.  their tanks roll down main street of the capital city and it's on...the player needs to use all at their disposal to prevent the enemy forces from breaking through the lines.  no big reveal at the end, just pure combat and madness.

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Doctor Holliday

So I can't wait until we get a game that simply combines all games :lol:

 

I want a game that puts together all the major genres, and you just go from one genre to another, all within one game. Like, I want a game where I go to war in First Person Shooter, run around the world at ground level, then after awhile I can 'zoom out' and take control of the battlefield like a Real Time Strategy game and give orders to entire armies, then I could 'zoom in' again and take control of an individual soldier.

 

Then maybe I retire and go back home... and suddenly I'm playing the goddamn Sims, and I can get a job and build my house. Then it's Need For Speed Underground and I spend my nights racing a modified hot rod around the city that I've put together like My Summer Car or Mechanic Simulator. Then it's Grand Theft Auto where I turn to a life of crime and build my little downtown condo into a freakin' hillside mansion.

 

Something like that. A game which lets you do anything and encompasses complete gameplay systems from other realms all within the same engine.

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VenomDYOM

Genre: Survival-horror

Perspective: Third person

Type: Singleplayer

 

Inspiration would be Silent Hill 2, not in the modern time, some time around 1990's. It includes combat, disturb, more kinda sad. It also includes the psychological horror thing. Three otherworld places, the hospital, motel and the town. The platforms would be: XBOX, PS3, PS2, XBOX 360 AND PC. The main character should be female. Weapons:

STEEL PIPE

HANDGUN (COLT M1911)

SHOTGUN (WINCHESTER)

PLANK (BREAKABLE)

AXE 

 

Extra weapons:

RIFLE (MAUSER KARABINER 98K)

FUTURISTIC PISTOL (AFTER COMPLETING THE GAME 3 TIMES)

 

Name of the game: Silent Hill: Journey

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Breaking Bad

A GTA game with the size of a map like The Crew.

 

nwI7Lys.jpg

 

It probably won't ever be possible, or at least not for a long time, but god it'd be amazing.

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Mister Pinkerton

A closed, rich and highly detailed, open-world game in the Pacific North-West set in the early 1990's with a real retro vibe. 

 

Play as a detective trying to investigate a missing person's case. The missing person is a young daughter of a senator and that senator pulled his resources to get you on the job, essentially going undercover in a small-town with surrounding villages. It's a mystery game where you speak to locals fishing for clues with lots of twists and turns. Highly atmospheric, genuinely spooky, dark. Aside from the people that may have captured or possibly murdered the missing girl, you have to deal with off-kilter locals, strange characters, nefarious people, local criminals etc. As an outsider, your treated with suspicion. As you get hotter on the trail you unearth disturbing cult-like rituals, a large underground network, some false alarms with false leads, twists and turns. Some people you thought were bad might actually be good and vice versa. There are lots of ways to get to the perpetrators but how you talk and interact with people will decide on how you get there. Putting your efforts in to the wrong people can lead you on a wild goose-chase. 

 

The game would be highly influenced on True Detective, Twin Peaks, X-Files, Stranger Things and Silence of The Lambs. 

 

Some features would be that stealth is a huge element, like a Hitman game. Sneaking into houses, gathering evidence, operating above the law, being morally ambiguous etc. Lots of forrest to explore with hidden trails, ruins, caves, scary abandoned houses/mental home, strange farms, misty hills, dive bars, bowling alleys and drive-in cinemas being a few enterable and noticeable places of interest. 

Edited by Mister Pink

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JayKed20

A combination of GTA, The Sims and Skyrim/Fallout which would be played in third person or first person, you create your character and start out as a homeless person in a big city like NY, LA or Chicago, you can get a job to gather up enough money to either get a house or some food, or you can join a gang or start up your own gang, although if you do criminal activities and get caught you get a criminal record, if you get a criminal record you can't get certain jobs like a politician or a cop, and the police will always be looking for you (Unlike GTA where you can just lose them after a few minutes and they forget about you, the only way you could escape them is if you heavily change your appearance and change your car, pay them off which costs a lot of money or if you go to jail.) you can also rise up in your legal and illegal careers, if you join a company you can eventually become the new CEO, if you join the police you can become the chief, if you join a gang you can become the don/an OG (Depending on what type of gang you join) if you choose to be a politician you can even become the president, and can even turn the country into an oppressive dictatorship if you want, there'll be stats like in San Andreas, if you eat too much you can become fat which can cause you to have less stamina and can cause health problems, you can even die if you get too fat, if you workout you gain muscle which makes your punches stronger and you can lift heavier objects and can lose fat and get more stamina, you can get better at driving, shooting etc too, health wouldn't work like in GTA either where you can eat to recover health, if you get injured you have to go to hospital, and if you get arrested you have to go to jail where you can either break out or wait your sentence, which would be longer depending on what you done, for example murder would get you more jail time than vandalism or speeding.

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Richard Power Colt

An open-world RPG where you play as a seagull. You can steal people's food and gain new skills and whatnot. Also the game begins with the seagull's wife getting killed by a hunter so it's a revenge story. Eventually he also discovers a greater human conspiracy against the seagulls and has to stop it.

Edited by Richard Power Colt

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Mexicola9302

A mix of Fallout and Mad Max with a huge map, a lot of cars, and a lot of loot and quests.

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Purevil

Battle Royale survival in space inspired by NMS/Elite/GTAIV/Mass Effect/Shenmue/HL2DM.   

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Typhus

I always loved Bushido Blade, so what I always wanted was something similar with modern graphics. But set in Medieval Europe, and hyper realistic. So, if you choose to wear no armour, you'll be far quicker than a Knight, but one swing of their sword will pretty much cleave you in half.

Sparse music, more focus on background noise, like water babbling through a brook, or birds singing in the trees. Really ramp up the tension between attacks, encourage players to be patient, and recognize how one good hit can kill them.

GW500H297

 

I'd like it to be set in England, during the Dissolution of the Monastaries - basically when our King Henry VIII was destroying the Catholic Church and creating his own religion. Think Mao's Cultural Revolution with more severed heads. It would give a good storyline reason for characters of different backgrounds to be there, as the Pope was telling people to either invade England or kill Henry to get into Heaven. So yeah, a pretty hectic time - and sufficiently timed so you could also have some very rudimentary firearms for players who really wanted to take a risk.

Pilgrimage_Of_Grace.jpg

 

But that's my idea! I think it would be just as much about the ambiance of the fighting stages as the actual fighting itself. As with Ghost of Tsushima, the visuals would be a huge part of the story, creating battles which would be hugely cinematic. Picture moonlit beaches with dark waves crashing back and forth, or a gloomy church reduced to rubble, with priests hanging from the rafters (Which was a real thing which happened during this period...)

So it would be a game dominated by Medieval gloom and brutalism, completely different from every other fighting game on the market.

Edited by Typhus

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SkyGTA_User

TITLE: JOKER

GENRE: GTA Clone (Action-Adventure-Drama)

PLATFORMS: PC, Xbox, PS4 (and more..)

 

Based on New York City, Yorkshire, has been driven to crime, gangs, and corruption. Mid-2016, Thomas 'Tom' Middleton, Tayler Bradley, and Ian Bromstock splits on each other after an escape from police during a bank robbing job. Tom, in need, meets Frank 'Duke' Smith and Casey 'Cadillac' Smith, both leaders of Harlem Gang.

In exchange of his needs, he must do some 'doorknob' jobs for Cadillac. Tom meets his childhood friend, Jeffrey Cole, an high-ranking member of the Martignetti Family. Tom and Jeffrey Cole, in command of a BOI agent, destroys the crime leadership of the Italian Family. After the destruction of the Family Mafia, Tom, works again for money, doing some 'doorknob' and helping La Muerto in some troubles. Tom finds his lost friend, Tayler, they went back on the track until Tayler was exiled to North Point, Northern Borough. Tom seeks for Ian's help, but, says that he must work for him first. 

 

to be continued..

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Homemade Dynamite

Freestyle

 

I have an idea for a 2D fighting game that uses a golden age hip-hop aesthetic called Freestyle.

 

In the same vein as how Skullgirls bases its style off art deco and jazz, this game has a soundtrack that uses hip-hop beats, samples of various lines, and turntable scratches, while art the uses hip-hop imagery. I don't mean today's auto-tuned mumble rap, but I mean the literal golden age that was the pinnacle of creativity and expression. Other genres that fit nicely with it, like funk, disco, certain electronic genres, and R&B may also be present.

 

As for the art, it would be a cross between anime and the aforementioned hip-hop style, blending east with west. I'll post examples below. For inspiration, I look to Jet Set Radio Future and it gives me a good idea of what can be done. While the aesthetic is hip-hop, that doesn't mean the setting itself is mundane. You would still have super martial artists, robots, ninjas, mutants, magical beings, aliens or whatever else you can expect in a fighting game. But the hip-hop is there mainly to give it major personality and separate itself from other games. Also, the visuals would be done in a manner similar to other fighting games like the aforementioned Skullgirls, BlazBlue, and DBFZ, in that it uses cel-shaded animation.

 

Examples:

 

http://getdrawings.com/image/hip-hop-dance-drawing-62.jpg

https://i.ytimg.com/vi/6yvS8aNaRq4/maxresdefault.jpg

https://onarto.com/wp-content/uploads/2016/03/Artist-Spotlight-Mau-Lencinas-Feat.jpg

https://cinecrowd.com/sites/default/files/images/samu hip hop.jpg

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Commander S

Got a few things I'd like to see happen, if I could wave a magic wand and have absolute say over a studio for one project:

 

 

1. Get Subset Games to expand/modify the mechanics set of FTL, and do a licensed Star Trek version. Have short narrative 'episodes', as well as an open-ended persistent mode, more like regular FTL, and with different ships having unique encounters riffing on their specific shows. Change the weapon mechanics to better reflect Trek canon (torpedoes can't penetrate shields, for example), and remove the weapon-switching system - you're not constantly upgrading the Defiant with newer and fancy things like bio beams, for example! For larger ships, have the major decks as separate vertical maps, so there's even more to swap between and manage.

 

2. Ubisoft has a solid, if somewhat 'one-size-fits-all' approach to open-world games - and they've also got permission to do Trek games, considering they published Bridge Crew. That, and they've also got 'free-roam in a capital ship with launched smaller ships' gameplay in Beyond Good & Evil 2, so ...how about a combination of all of that, and make an open-world game where the world is one of the larger Trek ships/stations (Enterprise-D, DS9, etc.). And don't have the player character as the Captain, or 'Ultimate Hero Of Deep Space' - just have them as a random crew member, and throw 'em into a lovingly-rendered virtual version of a Trek starship or similar, getting to do all the things you'd expect of Random Junior Officer #47.

 

3. Do a Titanfall 2 with Overwatch, and make a single-player spin-off that actually does something more like the various shorts. Imagine it: an 'anthology' FPS game, where each level is like an interactive version of one of the shorts (they've proved they can do this, looking at Uprising and Archives), and things play appreciably differently from character/setting to character/setting. Because every time they put out a cool new short, I wish I could actually play that, rather than endless rounds of context-free laser tag... :sigh:

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SkyGTA_User
On 8/21/2018 at 9:18 AM, SkyGTA_User said:

TITLE: JOKER

GENRE: GTA Clone (Action-Adventure-Drama)

PLATFORMS: PC, Xbox, PS4 (and more..)

 

Based on New York City, Yorkshire, has been driven to crime, gangs, and corruption. Mid-2016, Thomas 'Tom' Middleton, Tayler Bradley, and Ian Bromstock splits on each other after an escape from police during a bank robbing job. Tom, in need, meets Frank 'Duke' Smith and Casey 'Cadillac' Smith, both leaders of Harlem Gang.

In exchange of his needs, he must do some 'doorknob' jobs for Cadillac. Tom meets his childhood friend, Jeffrey Cole, an high-ranking member of the Martignetti Family. Tom and Jeffrey Cole, in command of a BOI agent, destroys the crime leadership of the Italian Family. After the destruction of the Family Mafia, Tom, works again for money, doing some 'doorknob' and helping La Muerto in some troubles. Tom finds his lost friend, Tayler, they went back on the track until Tayler was exiled to North Point, Northern Borough. Tom seeks for Ian's help, but, says that he must work for him first. 

 

to be continued..

continuation of the story:

Tom saves his girlfriend, Cindy and his cousin, Lily, which becomes his girlfriend. Tom sets himself to the borough that made him the manager of KRITA Parts&Spray stations of Cadillac in Northern Borough. Ian frees Tayler from being exiled. Tom and Lily breaks. Tom and Tayler goes to Origins.

 

to be continued..

(doorknob job is a job which Tom must steal cars for Cadillac)

(Jeffrey Cole is the nephew of the leader of the Martignetti Family)

(La Muerto is Duke's friend, and becomes Tom's friend)

(Ian was the BOI agent that commanded Jeffrey to destroy the Martignettis)

 

Is it okay to make the game assets in Blender?

Is it okay to make the characters in MakeHuman?

Can you recommend some game engines for me? (i want free, but you can recommend paid engines if you want!)

Edited by SkyGTA_User

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MatthewIRL

Where even to start? I have quite a few floating around in the noggin.

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Charlottes

I think I'm getting a pretty cohesive idea of what i'd in a dream game kind of based on the things gta does bad, and also the

 

Imagine a mix between the forza horizon games (main focus is on cars and racing) and grand theft auto games (you can get out of your car and steal any other car, you can shoot guns sometimes, theres cops, none of the cars/brands exist in real life) with a less realistic, more stylized approach to world and car design which would:

  • maybe make the game less taxing on less powerful systems
  • make the game age a lot better (jet set radio still looks pretty good!)
  • make it easier to have a lot of cars, and to have them consistent quality wise

Story mode would be a more structured set of things, think mafia ii, but maybe also think with each new thing having a new protagonist and a new story; online more would be a bit more of the traditional type of gta/open world experience? It wouldn't be like GTA Online in 2018, though, because the stuff that you yourself can buy is just miserably overpowered. I think if you wanted a weaponized vehicle at all you'd have to steal it from the military and then ditch it eventually

 

As far as customization goes it think i'd have all the stuff you can break off swapable or at least removable and a toggle on some vehicles to have them be rusty or not, and maybe with every update a bunch of unrelated cars would get mods based on the new theme, I think there'd be a handful of engine models that you could swap between cars and also if you crash your car right it might eject the engine, which i think would be very funny

 

also it'd be nice if the jokes were funny and good, which gta absolutely doesnt do

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Sanches

I updated my post placeholder, but i've failed you, if you wanted to actually see what i was planning to write.

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Jerking For Soup

you play as an eastern european immigrant who gets off a ship to meet his cousin in America.

 

little does our protagonist know that his cousin in debt with loan sharks. our protagonist has to kill the loan sharks.

 

thrn he gets involved with the russian mob and things just get worse. he soon has to kill the leader of the russian mob to avoid being killed by a mafia boss, and the guy's secretary betrays him and tries to kill him.

 

lucky enough our protagonist has a witty jamaican on their side and a glock to shoot all the mobsters down and get out of the warehouse.

 

once he gets out of the warehouse he goes back to his safehouse and taxi company with his cousin only to find them burning in flames.

 

lucky enough his witty cousin calls his gf who nice personed him for some russian guy to let them lay low in her apartment.

 

once they are there they argue for a little but soon make amends are best friends again even though theyre homeless.

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ZekoX

I found a new "dream" game idea.

 

It will be set in World War 2, and you play as a German soldier Named John Schneider.

 

You try to defend Berlin from the Soviets, and you succeed.

 

Then you go and push the German Reich and extend its land.

 

Your start gun will be the STG 44.

 

Your sidearm will be and Walther P38.

 

Tons of weapons, bolt-action rifles like Mauser Karabiner 98k, Springfield M1903A1, PTRS-41, Mosin-Nagant M38 and other stuff.

 

One assault rifle.

 

Submachine guns more like be - MP40, M1A1 Thompson, M1928 Thompson, Sten MkII, Sten MkV....

 

Heavy weapons like Bazooka, Panzershreck

 

 

 

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Straypuft

GENRE: Flight Simulator, Sandbox/Open World/Free-roam
PERSPECTIVE: First Person, 3rd person, Observer
TYPE: Single player and Multiplayer

 

A flight simulator that has no code from a previous version, Totally created from scratch, 64 bit, Optimized enough to give at least a constant 40fps on mid end hardware such as a GTX 1050, Uses Google Maps for building and trees and other objects placement and textures which should make flying at 10,000 ft or higher nice. Realism settings that let you walk around in the aircraft, realism settings where pilot and passenger needs could be met, food, coffee, lavatory, In small aircraft this could mean hooking up a fuel line to the aircraft to fuel it. First person view for walking outside the aircraft to inspect before flight.

 

Multiplayer options include shared cockpit where you could hand off control of the aircraft to an online friend. An observer could be used as an air traffic controller at an airport.

 

The flight sim would also have a combat aspect to it for those who wish to dogflight and do missions against AI on the ground and in the air against AI and other players.

 

Game would be modable so new aircraft and scenery and plugins could be added.

 

Career mode could let you create an airline and let you fly missions and eventually let you make AI do most of the work, There will be a multiplayer aspect to this that you can hire players and virtually pay them or let airlines compete against each other ranked or not.

 

I expect this game to be at least 60 gigabytes after install.

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universetwisters
12 hours ago, Straypuft said:

GENRE: Flight Simulator, Sandbox/Open World/Free-roam
PERSPECTIVE: First Person, 3rd person, Observer
TYPE: Single player and Multiplayer

 

A flight simulator that has no code from a previous version, Totally created from scratch, 64 bit, Optimized enough to give at least a constant 40fps on mid end hardware such as a GTX 1050, Uses Google Maps for building and trees and other objects placement and textures which should make flying at 10,000 ft or higher nice. Realism settings that let you walk around in the aircraft, realism settings where pilot and passenger needs could be met, food, coffee, lavatory, In small aircraft this could mean hooking up a fuel line to the aircraft to fuel it. First person view for walking outside the aircraft to inspect before flight.

 

Multiplayer options include shared cockpit where you could hand off control of the aircraft to an online friend. An observer could be used as an air traffic controller at an airport.

 

The flight sim would also have a combat aspect to it for those who wish to dogflight and do missions against AI on the ground and in the air against AI and other players.

 

Game would be modable so new aircraft and scenery and plugins could be added.

 

Career mode could let you create an airline and let you fly missions and eventually let you make AI do most of the work, There will be a multiplayer aspect to this that you can hire players and virtually pay them or let airlines compete against each other ranked or not.

 

I expect this game to be at least 60 gigabytes after install.

 

Why at least 60 gigabytes? Optimize that sh*t brotha 

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Straypuft
9 hours ago, universetwisters said:

 

Why at least 60 gigabytes? Optimize that sh*t brotha 

X-plane 11 is around 60-70gb in size when you opt to download the full word scenery and that doesnt include super detailed scenery and airports with proper looking buildings where they should be, NYC are airports would look like it should at default, but smaller cities would just have basic or generic shapes as buildings, 95% of all the airports look the same.

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Claude4Catalina

Working my way through Bosch and now more than ever do I yearn for a modern day spiritual successor to LA Noire.  I know it'll likely remain a pipe dream but if it was possible to take the LA Noire map and age it, some places visually degraded, some untouched apart from store fronts and a majority of city blocks gentrified.  Follow a pretty standard formula; Marine Corps veteran comes home, joins the LAPD to fulfil his everlasting sense of duty and comes into conflict with department standards and procedures.

 

During the first assignment, Patrol, the player is partnered with a former Army veteran and elder Patrolman and assigned a fairly low-risk precinct.  the player and partner build a rapport, ribbing each other for their branch of service but building a great working relationship.  Patrol serves as an open tutorial set within the player's jurisdiction, with routine calls such as traffic stops and domestic violence calls to get the player used to how the game works.  Once enough routine calls have been completed, a high risk call comes through for an armed robbery in progress at a convenience store just a block from where the player is parked up.  As first responders, the player and his partner act on their military training and seize the initiative, non-lethally subduing all three crooks and in the process they secure the weapon used in the shooting of a fellow Officer a year earlier.  These actions put the player on the map as a future star of the LAPD.  A week later, the player and partner answer a routine noise disturbance call and under murky circumstances, the partner is shot and killed by the occupant of the house they are investigating.  The shooter is revealed to be an FBI Agent working deep cover with cartel sicarios, an on-edge character believing the cartel had him figured for a mole and were raiding him.  The player is questioned by Robbery-Homicide Detectives and the FBI, having to corroborate details, one of which is whether the partner identified himself as LAPD before entering the room.  The player is then placed on six months compassionate leave.

 

Picking up again six months later, using his influence from the successful break up of the armed robbery, the player is back on duty but this time working with the AGU, Anti Gang Unit, a joint effort between the LAPD and Compton Police Department to maintain a modicum of peace in Compton and surrounding areas.  still a Uniformed unit, the game begins to break into case chapters, each starting as a patrol but when directed down certain streets, the player and partner are then involved in that cases main conflict, be it locating stolen cars, breaking up drug deals or brushes with the cartel after taking down stash houses.  It is during these chapters that the player learns interviewing witnesses and suspects, skills to be used later on.  Despite stellar performance from the player, a corruption scandal on the CPD side leads the AGU to be disbanded and the player to be promoted to Detective and reassigned to Vice.

 

Now working Vice, the player is partnered with you classic cowboy cop; great to watch on TV but a pain the arse to work with.  After a series of cases busting pimps and street dealers, the player is instrumental to a raid on a cartel warehouse, a stockpile of cash, cocaine and firearms.  During this time the player witnesses his partner taking a small portion of the cash and is reminded what happens to cops who rat on other cops.  Harkening back to his days in Fallujah with the Marine Corps when the player was involved in what was a war crime committed at a time of extreme stress, the player decides the best course of action is to request a new partner or a transfer.  The Vice Lieutenant, an 18 year LAPD veteran, is understanding of the player's plight and offers him a solution; in the post-9/11 climate the city wants more street cops to be trained to deal with high risk situations, so a handful of Officers from each Division are being put through SWAT training and serving 6 month tours.

 

In an action filled six months, the player is now in linear cases, one per month, wherein they are called upon if a situation escalates past street-level capabilities.  Acting as a trained marksman, the player helps cease bank robberies and hostage situations until their six month tour is up and they are returned to a desk.  This time it is Robbery-Homicide.

 

The RHD is more focused on precise investigations and good police work.  Here the player clashes with the FBI and works with the Homicide Division of neighbouring states, one such case involving the Las Vegas PD and a dead high roller, his body found in LA but his home and belongings still in Vegas.  Another case involving a shooting committed by the player's former partner from Vice.  Despite overwhelming evidence that it was a bad shooting, LAPD brass and Internal Affairs both wish for the case to be dealt with quietly, resulting in the shooter walking away with a slap on the wrist.

 

Segueing with the RHD, the player is loaned out to the Major Crimes Unit, operating out of a disused warehouse near the LA Storm Drain.  A series of cartel-related shootings lead to the LAPD, CPD and FBI joining forces to share intelligence and combat the cartel by going after their drug couriers and money launderers.  After the shooting of the player's former partner from Vice, the case becomes a citywide manhunt for the shooter, the player taking an active role in the investigation, uncovering more damning evidence of his former partner's corruption and more personally damaging evidence that his first partner was also corrupt.  In a grim finale in a cartel-run slaughterhouse, the player arrests the head of the LA contingent of the cartel.  In the epilogue it is revealed that whilst in police custody, the cartel head is gunned down from afar as he leaves the court house.  The game ends on a cold case as the player is finally assigned to finding the killer, leaving the player open to free roam, answer calls and pick up collectibles, which may or may not lead to finding the killer.

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OurJud

Genre: Open world survival

Setting: Post-apocalyptic near future

Perspective: First person

 

Not exactly original, I know, but there are so many things I would do with this genre of game. Many come close (Fallout 4) but none are ever perfect.

 

I couldn't even begin to go into detail (I don't think the forum can spare the bandwidth) but going over this game's design, mechanics, etc, in my head, has become a hobby of mine.

Edited by OurJud

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