You have a blank check to make the game of your dreams. What is the gameplay you create?
Who is the studio developing the game for you?
What is the genre?
Is it live service? Couch co op? Single player? Is it something only you would like?
What is the gameplay like?
What is the story?
What is the art style?
Who is your lead character?
Does your lead character have a voice? If so, who are you casting to voice them? (Can even be someone that’s passed away since it’s a hypothetical.)
English
#Offtopic
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I'm either buying the Oni IP, or making a Myst clone with all the current age graphical bells and whistles.
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4 RepliesNvm I wanna change my answer. The Lord of the Rings: Return of the King but functional on newer PCs & consoles. No changes, just the game as it is. Also available digitally. Physical media is nice & all until your disc gets too scratched or rots.
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2 RepliesUnfortunately, I can only remember the enthusiasm I had 20 years ago when I first saw a topic asking this.. I'm sure I had terrible ideas, though I'd still love to know what I had in mind.
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4 RepliesI want another Titanfall style movement shooter, but with a bigger focus on abilities and sword play with guns being more relegated to the backup weapon. In terms of story… idk I’d probably put in a project that my brother and I have been working on for the better part of 6 straight years. I’d want it to not be live service, but maybe it would get a a couple months of updates and fix post launch DLC every now and again with a similar update cycle, and realistically there’s not really an audience for it.
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Robert Whatsit has an unlimited check for Star Citizen & Squadron 43. SC is still a buggy mess. A cool buggy mess, sure, but still. And as far as I know, SQ43 still doesn’t have a firm release date. I’d want Halo 2 but with all the content they had to cut because of Microsoft’s deadline. Even the 2004 graphics are fine, I just want to see what the original vision was.
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I was actually working on a prototype in Project Spark--that's one of those games where you build your own games. I study game design, so I had a pretty good foundation to get things going. Had design documents typed up, and put together some actual, functional gameplay. And, like, it played well, too. The core gameplay was basically perfected, it was just a matter of putting together the actual game and level design. I had gone ahead and put together the first level, as well as the hub area that led to all the other levels, but that's as far as I got. The level itself was fine, but I wasn't very happy with the two bosses I made. They weren't horrible, but certainly not amazing. The game being made in Project Spark was also limiting. Project Spark is pretty robust coding-wise, but its visual design is meh. I did try to learn actual coding to try and actually make it, but I just can't wrap my head around it. I'd need a tutor. Still, if you want, I can probably go get it recorded for you. I'm only going to bother if someone wants to actually watch it, though. Anyway, preamble over. The game itself: Crystal Cross [spoiler]It is essentially a spiritual sequel to Final Fantasy: Crystal Chronicles, which was a game all about targeting rings. Rather than fight with sword wings or projectiles, you fight by charging up attacks which creates a targeting ring, and then you guide the targeting ring to where it's supposed to go and release it to instantly damage that spot. However, in addition to just basic targeting rings, you'd also have a partner who you could command to use different spells with the D-Pad allowing them to fuse their spells with yours. By fusing spells together, you could produce a wide variety of effects. You'd start each dungeon with no spells aside from your basic one, and you'd pick up spells within the dungeon. You could then use these spells as many times as you want, but once you leave the dungeon they're gone. One particular system I really enjoyed was that offensive spells took no MP, but support/defensive spells did. So, shooting a fire blast was free, but applying a debuff or healing was not. MP operated on KHII rules. As long as you had some MP remaining, you could cast any spell that used MP, even if it went over the limit. Once your MP hits 0, you enter a "recharge" state. Once it's done, you get all MP back. Another fun system came down to how builds work. You would equip a Catalyst (your weapon), and it would have a certain amount of AP. AP would then be used to equip Artifacts with various passive buffs. There's no XP aside from this, all stat boosts come from AP. This allowed you to curate the perfect experience, even downleveling yourself if things were too easy, or you wanted a challenge run. Some Artifacts would be found naturally throughout the world, others would require finding in secret areas and whatnot. I tend to imagine it with a low-poly art style. Something along the lines of Mario 64 or FFVII. If there was infinite budget, though, I might aim for something closer to FFCC itself. The world is sort of high fantasy, but with a touch of magitech. I'm not going to go too deep into the story, but the four Mana Shrines were corrupted by evil monsters known as Errata, and also a vampire is holding the soul of everyone in your village hostage. Easy premise, but fun twists and turns along the way. If you really want to hear about my stories,[url=https://www.bungie.net/en/Forums/Post/265220685?sort=0&page=0]go read my books[/url]. The postgame would revolve around "Memory Dungeons", which would basically be hard-mode versions of regular dungeons, but balanced around being "max level". Max level in quotes because, as said, it all revolves around AP. Very importantly, there's a random button in Memory Dungeons, so if you ever feel like you just want to play the game, but don't know what to play, you can just do that. Memory Dungeons would also allow you to replay games in their base state. My design doc has 13 dungeons listed, alongside a central hub area. 3 of those dungeons are just combat-gauntlets, though. The dungeons were roughly broken up into "Field Dungeons" and "Core Dungeons", with the idea being that you go from one to the next. So for instance, you would go from the hub, to the Burning Lakes (a Field Dungeon) which would then lead directly to the Fire Shrine (Core Dungeon). Of course, if things needed to be reduced in scope, some of these dungeons could easily wind up on the chopping block, especially the combat gauntlet dungeons. But, with a hypothetical infinite budget, there's no need.[/spoiler] And there's the basic premise. My design doc on my computer is much longer, but that's the gist of it.