A wizard duel game. 1v1. The gimmick is that you have to do the somatic (arm waving) component for your spells to fire. Could work with VR controllers or even a Kinect. The longer your arm travels, the stronger the spell becomes. You, as a wizard, can “create” a list of somatic components and attribute them to an effect, like “fire” or “darkness” or “lightning”. By mixing and matching your waving, you could cast a variety of spells with different effects, like a lightning bolt that sets the enemy on fire and engulfs them in darkness. To avoid being hit, you could either finish a counterspell faster, hit the enemy with an appropriately strong spell (at least 1 somatic component less than his current casting) or set up shields that will absorb a number of damage before dissipating.
To make the game fancy, you’d be able to customize your wizard and your wizard tower, both of which would be the centerpieces of the duel. Everything you’d unlock through gameplay, no battlepass bullshit, no microtransactions, no bullshit grind to make it last longer than it should.
Damn that would be so cool! It’s an excellent idea. And it doesn’t seem too farfetched (I have no idea tho), but I can see it as one of the next big things. You are on to something man. Also, username checks out.
Magica on the PC had a really great intuitive spell system that was a “minute to learn, lifetime to master” sort of thing. I also played it with a controller, and found it lacking. But something like that PvP would be fun without waving your arms for 15 minutes at a time.
Yeah I guess. My first Saint’s Row game was SR3. I got around to playing SR2 about a couple of years ago. It was whole another level. It did almost everything right. In fact, I would argue that it was better than most GTA games. So, I have to agree with you.
I know it’s not the most popular opinion but, I’ve really been enjoying the reboot from last year.
Despite a lot of the derision against it there really is a ton of saints row 2 at its core. I think it being wrapped in an updated world built around characters that are more representative of the time the game was made lead to a lot of people not understanding that at its core, it was still a pretty faithful reboot.
I’m not advocating that you jump out and purchase it right away. But, if you’re ever in the mood I highly recommend giving it a shot. I picked it up as soon as it landed on steam and found it pretty damn enjoyable.
Yeah, SR1 was kind of a prototype. Not really much to differentiate it from GTA.
SR2 was a breath of fresh air after GTA IV though. Good story and that, but it took you about an hour to get a gun. SR2 was like, “here’s your shotgun, go nuts” about 2 minutes into the tutorial. It really felt like a spiritual sequel to Vice City after the po-faced seriousness of San Andreas and GTA IV. Just the right mix of grounded and madness.
And then SR3 came out and kind of lost me. Seemed like the game was 90% minigames at that point, like they ran out of budget for the actual game. There was a balance somewhere in SR2 that was perfect, but it felt like Volition took the wrong lesson from it and just went “crazy it is”.
Although I did like the They Live bit in SR4. Far too few moments like that though to keep it alive.
As in… You fight on the usual 3 lane DotA style map with towers, jungle, a main base, etc. but you control a small platoon of units you produce from a barracks instead of a champion. Your supply limit starts at 15 but can go up to a small army (maybe a cap of 50) by late game.
Your main form of income comes from killing minions, creeps, jungle camps, towers, etc.
I originally wanted to make it as a StarCraft II custom map but the map editor is more complex than actual fucking game dev software to use.
Footman Frenzy was more about automatically massing units, buying upgrades and building deathballs. Unit compositions and counters would matter a lot more here.
This game would be more about consciously chosing what units to build and using them to fight against the enemy.
Let’s say for example… one player had two siege tanks backed by a small force of marines, marauders and medivacs. You’d fight it with two lurkers and some roaches/hydralisks.
Medieval Total War meets Crusader Kings. No MMPOG!! Single player or co-op only. Start in an uninhabitted land and lets factions and titles grow organically. Make your own history and make the map as immersive as possible.
To add on to that, I love total war games but I never do the battles, I’d love one that focused just on the strategy map. But I’m imagining your wanting the strategy map of the likes of crusader kings but with total war style battles right?
An actual good survival zombie MMO. Ala what day z and h1z1 were supposed to be. H1z1 had the idea to be a procedurally generated middle america setting that sounded amazing. But it turned into a battle royal. Day Z was supposed to be the hardcore survival zombie but it’s too just turned into essentially a battle royal. I don’t know. I know there has been so many in that genre but I don’t feel like any of the ones I’ve played hit it right. 7 days to die is maybe the closest and I also really liked project zomboid too. I guess I thought dayz captured the realism of the combat with it’s arma roots.
A sandbox, but with realistic in-world physics and ability to do anything.
Wanna burner? Boom, take this tin can, make some holes, put in alcohol and burn. Wanna learn how telephone works? Construct it yourself! Game should simulate real-world physics and just store properties of various objects and materials, allowing you to completely unbound from game mechanics and developer’s intention. Maybe you’d literally be able to conduct scientific experiments in game, and this would be a great in silico model. Maybe you’d be able to understand how things around you work. Maybe you’d be able to reverse engineer other player’s creations. Possibilities are endless, you’re having an entire world in your pocket.
…but yeah, we’d barely have enough developers and computer resources for that.
When it comes to electronics/computing, you should see what some geniuses have done in minecraft with redstone.Redstone. People have made functioning rudimentary computers in it, really interesting if you want to understand the basics of how a computer functions.
I kinda want to go way beyond what gmod offers, adding properties to every material and rendering players able to do whatever they want with it. There shouldn’t be a scripted “balloon”. There should be a property of latex to expand without breaking up to a certain degree, and there should be gas pressure physics to calculate how much does this latex expand. And then if that’s, say, helium, calculate the upward momentum of it based on air pressure, and the weight of piece of latex, and also calculate if there are any leakages. That sort of thing.
Super Smash Brothers but with jetpacks (ssb already has jetpacks but the game isn’t really tuned for them offensively and with big levels and lots of platforms)
Building vehicles, ships, and bases block by block as your character is mechanic I enjoy that I haven’t seen elsewhere. I also like the resource gathering. But I would like better physics, better enemy interactions and AI, and water instead of just ice.
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