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Thaumaturge
26-11-2007, 05:25 AM
In the wake of recently adding a fifth game to my list of games that I intend on creating, and giving in and creating a short text file to store said list, I have come to wonder: what do the lists of others within this community look like? Are they long or short, and what games are hidden up the sleeves of the people here?

So, if you're willing, please share what you plan on creating, whether in the short or the long term. ^_^

My own list, at time of writing:

The Forest - A first-person-perspective adventure game, and, I fear, a rather large project. Nevertheless, I intend on undertaking it, albeit probably working slowly while working on other, shorter projects at the same time.
Thaumatomech - I've hit a few delays, but I still intend on working on this.
The Dream: An Interlude - My "optionally surreal" adventure game, which I intend on making fairly simple in mechanics, making it an interlude both for me as a developer and, I hope, as a potential interlude for players.
Possession - The "player vs. a hive-mind" game - the player, in this case, intended to be a spirit capable of possessing creatures, fighting against a hive-mind capable of assimilating them.
HELP - the sequel to README, inspired by Dislekcia's comments on README in the Competition 16 results thread. It is intended to take place in a help file, instead of a readme, which should help me to create a larger body of text (and thus more levels). I intend on expanding on README's gameplay in HELP, including more "punctuation powers" (such as animating a word to defend against worm-words) and, hopefully, better puzzles.

ShadowMaster
26-11-2007, 07:40 AM
My List(I am gonna start on them as soon as I finish my engine):
-Cave Escape: You are a guy that is trapped in a cave with mystical blocks(a meter cubed but weight almost nothing) that you have to stack to get to the exit of the specific cave, which ofcourse leads to another cave and so on. Very much like Blockman.
-De Kulling: I have a thread with a very good explanation here (http://forums.tidemedia.co.za/nag/showthread.php?t=552&highlight=Kulling). It's basicly a game similar to Abuse and Jazz Jackrabbit.

Tr00jg
26-11-2007, 12:31 PM
Hey neat thread:

-Well, the obvious is Roach Toaster 2

-Then I have a YoYoGames winter-themed game also called "Thawt". I am experimenting with shared resources between you and your enemy. In short, you have to use the power of the planet to de-thaw your robots and take out the other robots on the planet. I doubt I will enter it, since I rather want to work on Roach Toaster 2.

-Then there is the "story" sequel to Roach Toaster 2 which I have been designing and building up for quite some time. Its called "Baskins in Haven". Think episodic turn-based platforming. dum dum dum!

That's pretty much it (at the moment).

dislekcia
26-11-2007, 01:33 PM
Hmmm. I've got a ton of stuff that needs doing:

Personally...

Monochrome needs porting to the 360, now that XNA 2.0 has got networking in it. I believe that it'll be perfectly fine playing it vs PC from the console, so I need to test that out. Plus I really want to work on Ninja Noir, the first of a series of Monochrome-style co-op story games.

Drawkanoid is still pottering around. The gameplay works, it just needs a setting that doesn't seem dumb to me... It'll probably be the first game I work on from a casual perspective once I start selling Molecules.

Dreamcatcher is the second casual game I want to finish. It's bigger than Drawkanoid and more stylish, so I want to work on it properly and devote the time needed to polish it off right.

Void Escape needs more prototyping. The top-down hack and slash gameplay is fun, but it needs population with more weapons, weapon abilities and enemy behaviors. If I can randomly generate AI state-transitions the same way the enemy graphics are randomly generated, things might turn out really cool.

Professionally...

Just delivered a boardgame, commissioned to teach kids about road-safety rules and be fun at the same time. Should be hearing the first playtest results from that soon, so far it sounds like the kids had a good time with it, yay.

Math Attack is an ongoing process at the moment. Should finish the prototyping by midweek. Then it's time to start negotiations on what the full version is going to be like and what sort of budget we have to play with. I'd also like to prototype a few more maths-based ideas I've had, see if they add to the general educational theme or not...

-D

Gazza_N
26-11-2007, 08:32 PM
I have three major projects in progress right now, all in varying stages of development.

Deathbringer: Everyone knows this one. Giant Mech blast-a-thon with RTS-style upgrade tree for weapons. Huzzah!

Resonance: A story-driven isometric shooter/adventure game hybrid. Shoot things while solving item-based puzzles, and explore a complex post-apocalyptic world. It sounds kinda cliched, I know, but the back story is a little too elaborate to... er... elaborate on right now. Suffice it to say that said apocalypse is not nuclear, nor caused by an alien invasion, biological weapon, war, zombies, or an asteroid strike.

This one is still in limbo until I finish Deathbringer, but it gives me more time to refine the gameplay concepts, narrative, and story. I know it looks big, but if one man can make The Cleaner, I can make this.

Rockets!: Rockets! is on hold right now, but that isn't to say that it's dead (after all, I don't want Fengol harassing me with a chainsaw at the next DevLAN). It needs some minor interface tweaks, more missions, some balance fixes to the existing missions, and better graphics. I'm also planning on implementing something that I didn't quite get around to in the original - space flight. Launch your rocket in space, and use the gravitational pull of celestial bodies to manuever the rocket to where you need it to go. We'll see how that goes.

dislekcia
26-11-2007, 08:55 PM
Hey, I like the sound of that space idea there Gazza :)

-D

Thaumaturge
27-11-2007, 05:48 AM
The space idea does sound very interesting! It sounds as though it should make for a nice injection of novelty at a point well into the game, by which time players should be familiar with the standard system - a good idea, by the sounds of it. ^_^

Dislekcia, if I may ask, what are the concepts behind Dreamcatcher and Drawkanoid? A quick Google search turned up little more than "Arkanoid without a paddle" for the latter and a reference to "Nightmare juggling" for the former - enough to interest me a little more than I already was, but not enough to satiate, I'm afraid. :P


Suffice it to say that said apocalypse is not nuclear, nor caused by an alien invasion, biological weapon, war, zombies, or an asteroid strike.

HERESY! :P

Fengol
27-11-2007, 06:25 AM
Adventure Quest 2: The Return of Lord Deathskull - This is a multiplayer hack 'n slash RPG (read Diablo) with high fantasy elements from the AD&D games of the 80s I used to love and play. I also want to port this to the 360 because I think the console needs a repetitive, social hacker.

Medieval RTS - Title to change, this is a RTS cloning Warcraft 1 and I'm doing it primarily to get to grips with an AI

FuzzYspo0N
27-11-2007, 08:59 AM
Cool thread <hides my ideas> mwhaha

jk,

What im working on at the moment CURRENTLY :

Untitled trolley game : This game stemmed from a game called 2Extreme, i wanted to make a downhill racer type game with shopping trolleys. The idea evolved into making a destruction derby type "arena" game.
Details :: Multiplayer (with bots) game where you have to crash into each other, but its in urban terrain,parking lots etc etc :) the maps are balanced. where the winner of each round ALWAYS starts at a disadvantage, and the bottom feeder has the best starting place, etc.
Ill post some screen shots just now, but its primitive atm, im doing the physics first (ragdoll etc)
here is one lol map, its all dark and it doesnt have any shaders, but still looks pretty decent for the less priveledged...
http://www.owned.co.za/trolleys.jpg
its running in [ Alvaro F. Celis “afecelis” ] engine for quake3 test maps, to test the lighting of the lightmapper im using.

Network admin(untitled) : Game play is based on monitoring networks, you get a network choice in the beginning, each network having pros and cons, as your levels get further you start to gain points u can use to get more software and faster servers etc, allowing more time to learn about the network u on instead of trying to prevent attacks and "stupid user epidemic (SUE)" which has a habit of owning your time.

There are a number of "channels" you can play in, but its quite simplistic. You must manage the network, protect the network from attacks, protect the network from malicious mistakes, and you must also expand your networks.... The initial framework is happening...its running, but my aim is to make the game more modular first, as in, be able to manage site1.network and later have site2.network, both in a linear 2d map kind of style, but when u scroll the mouse wheel on each network you zoom in 2 a 3 dimensional top down view of each system...making it immersive. ill make a mock up and upload it here :)

The big one : This is my "feature" game im working on. I been working on it for more than 2 years to design the game play and concepts, and to implement the engine behind the game. The game engine itself is not limited to a game style, as u will see soon, meaning its completely modular in the sense of actual modules, each stored in a dll file of its own. making the game core ridiculously fast and small.

The game im actually making with it is a hacking simulator. I have been designing it over so long to adapt a non-teaching but realistic approach to a hacking game. The main game interface set is 2d but its got some shaders to make random stuffs. Also, the browssing/hacking networks part is 3d graphics, shaders the works. Its looking great. just refining any things before i release a demo...

An old menu (first edition of the demo which i cant release the gameplay yet) looked like this usin bloom/motion blur for the menu and hud effects.
You can download the really messy (and old school) source with all the files from http://old.owned.co.za to see how it looks running (note, requires pixel shader 1.1/2, and crashes if u cant run it. Its got 3 exe files to see different styles, some of which dont exit the exe properly(i kno, lazy fast release) and i dont intend to work on this menu ever again. feel free to contact me about using it if u really want to lol.
image too large for forums, look at it here
http://old.owned.co.za/shots.jpg

Anyway, a short gameplay description, "the internet inside a game". Imagine that? the freedom to roam networks, hack systems, steal money, software and peoples time. The ultimate in online freedom, but there is another side. Work for companies to do small jobs(anyone remember uplink?) as a freelancer, making money as you go, help stop cyberpunks, cross both the evil and the good side of the game. Think your really good? work for the police by day, hack the police by night. Why limit what you can do.

Multiplayer is EPIC, once iv built a huge ingame network(about 30&#37; complete +- 10MB xml lol), there is a multiplayer aspect to consider.Play against your friends in time races, co-op modes, and multiple types of games. Play online as a team, as a crew as a justice league. You choose. Do the missions, dont do the missions, follow the story line, dont follow the story line. You choose. Single player and multiplayer profile is the same, meaning if you play the story line, u get more skills and software.
Every computer/network u come into contact with gets added to your system as an item in cyberspace. This means, when u log off, unless you specifically "switch off" your network in game, your pc is still active on the internet and vulnerable to attack. But, if you arent online, training isnt possible etc etc.

The most intense part about the game, is the skill set. With a facet of skills ranging from social engineering, all the way to software development each skill helps u in a different way. Train your character in software development ONLY, which gives u the ability to create (u have to code in game,minimal scripting pseudo language) software of your choice,depending on yourr level. But then u focused on software ur knowledge of intrusion and intrusion detection sucks, leaving your intrusion security hud misty and unclear, makin it hard to catch an intruder. there are a million variarions to your profile, and each account holds its own player information...making it possible to build an army of networkable computers to use in mass attacks on mega servers and such, tho it wud take hellishly long.

This game is gonna kill me, its made me tear my hair out but its made me think about the coolest game i could ever imagine playing. so yea, its epic, its big scale but iv made many games, and i havent made a large scale game. with the framework in place, and the game data files being built, im working on the graphics for the non 2d part of the game, and once thats done, single player demo can be expected...

The list continues, i got a ton of minigames. which iv been working on for some time(yes its bad practice, but i actually do finish them over time)

Lol
there is my novel lol, im gonna be packaging all the conceptual art and full write up soon as well. So for those who see me trying to be active but dont see much cos im really busy (imagine) that i am working on this, as well as real life ftw. lol

edg3
27-11-2007, 09:19 AM
winter of zombies
A top down shooter based in the year 2010. With a zombie holocaust on your hands, the zombies seem to have taken all you clothes and possetions, and you have to mission around the nearby city to get hold of your stuff again.
Currently im reinstalling everything on my pc, so its on hold, but im ready to finish it off.

game.dev comp entries
Im very good at procrastinating, but i still plan to finish my entries off and polish them up nicely. I dont like the thought of having something only half done.

the text based game (MUD)
This is still in the works, but the main gameplay is almost complete, and the client is going to be reasy soon (hopefully).

I also have a few small ideas for arcade style games, but nothing solid that would catch on.

dislekcia
27-11-2007, 10:01 AM
Dislekcia, if I may ask, what are the concepts behind Dreamcatcher and Drawkanoid? A quick Google search turned up little more than "Arkanoid without a paddle" for the latter and a reference to "Nightmare juggling" for the former - enough to interest me a little more than I already was, but not enough to satiate, I'm afraid. :P

Drawkanoid is exactly that: Arkanoid without a paddle. Draw a line to bounce the ball. Like that post said: It's one of those exceptionally simple ideas that turned out to be awesome... I put together a prototype of possible gameplay for the DS over a year ago now, Dan took it through to E3 and apparently it got interest. Who knows, if I-Imagine hadn't gone into hibernation I might have had a game of mine out there already by now ;)

Dreamcatcher is a casual game where you have to fill dreams with "happy thoughts" of different colours in order to keep someone asleep. I haven't seen it's core gameplay in other casual games, so I'm hoping that I'm still early enough to be unique on that. As far as I can tell it's got the addictiveness down (I've seen people play the completely ugly prototype for over an hour at a time, even though the game doesn't level up or get more difficult). The setting lends itself to some interesting things happening, like Nightmares being spawned if you smash too many happy thoughts into the walls (that's the only way to get rid of thoughts of the wrong colour at the moment, heh), Nightmares head towards dreams and make them bad, waking the character up more.

-D

Gazza_N
27-11-2007, 11:10 AM
The space idea does sound very interesting! It sounds as though it should make for a nice injection of novelty at a point well into the game, by which time players should be familiar with the standard system - a good idea, by the sounds of it. ^_^

Hey, I like the sound of that space idea there Gazza

Good to hear! I was keen on the idea of progressively larger-scale launches that was given in the comp thread (it was Geo who presented it, as I remember), but just didn't get around to that. Even then, I wasn't thinking beyond low-Earth orbit. It was actually the idea of my ol' dad, who doesn't even play games, to implement orbital mechanics. Go figure. :P I still need to sit down and prototype an orbital physics system, but it'll definitely add to the game's educational content!


HERESY! :P

Which reminds me - it has nothing to do with the supernatural either. No demon invasions of London, Sorry. :P

I do have an incredibly spoileriffic outline of the premise - which reveals all the major mysteries with absolutely no regard to narrative or exposition - available for anybody who may be interested in looking at it. I'd vastly appreciate some critique, actually, although it'll pretty much ruin the game's storyline for you. PM me if you're tolerant of semi-hard Sci-Fi and interested in slagging other peoples' storylines. I'd really like to have someone other than my sister to bounce plot ideas off of. :P

dislekcia
27-11-2007, 11:18 AM
Which reminds me - it has nothing to do with the supernatural either. No demon invasions of London, Sorry. :P

I do have an incredibly spoileriffic outline of the premise - which reveals all the major mysteries with absolutely no regard to narrative or exposition - available for anybody who may be interested in looking at it. I'd vastly appreciate some critique, actually, although it'll pretty much ruin the game's storyline for you. PM me if you're tolerant of semi-hard Sci-Fi and interested in slagging other peoples' storylines. I'd really like to have someone other than my sister to bounce plot ideas off of. :P

It's shoes, isn't it? You've been listening to Douglas Adams. I can tell. Shoes are the doom of many a civilisation.

-D

Gazza_N
27-11-2007, 11:44 AM
*Drops Pan Galactic Gargle Blaster in surprise and slaps self with towel, completely darkening Peril-sensitive sunglasses.*

Curses. I knew I'd seen that somewhere before. Time for a rewrite, this time without the bird creatures and fairy-cake-powered torture device. :(

*Drink starts eating through desk*

dislekcia
27-11-2007, 01:50 PM
Curses. I knew I'd seen that somewhere before. Time for a rewrite, this time without the bird creatures and fairy-cake-powered torture device. :(

Touche.

I thought that was a reasonably obscure reference, turns out you already know all about the shoe horizon. *Pushes Button*

-D

Thaumaturge
28-11-2007, 05:35 AM
*laughs at the Hitch-hiker's Guide exchange*

Don't forget to push the Compu-teach's button before you go, Dislekcia. :P

Hmm... Well, if we're going there, then I want to know: where's my several-kilometer-high statue, eh?

Well, I suppose that I should try to earn it somehow... can someone point me to the nearest Nutrimatic machine, please? :P


Which reminds me - it has nothing to do with the supernatural either. No demon invasions of London, Sorry. :P

Aaaw... T-T

Well, I imagine that it'll probably be good despite this glaring lack. :P

FuzzYspo0N. your hacking simulator sounds very interesting indeed... and very big as well! Good luck with it! ^_^

Dislekcia, I very much like your two ideas - thank you for elaborating on them. ^_^

Gazza_N
28-11-2007, 08:09 AM
Touche.
*Pushes Button*

Please do not push this button again.

I must admit that fuzzysp00n's network simulator looks pretty good in concept. A bit like a reverse Uplink. Prototype plz. :P

*Goes off to drink something that is almost, but not quite, entirely unlike tea*

FuzzYspo0N
28-11-2007, 08:36 AM
lol, prototype bunnies!!! attack!!!

I was reviewing the game and its code and what the game does, and realised i have the engine almost ready to release a demo, so im building up the mini game files, and im hopefully gonna get my newer shaders to work in the new graphics shell. Im actually waiting for a release of the graphics engine im using but if im done with the demo in the current version, ill release a demo anyway.


A bit like a reverse Uplink.

Dunno wat a reverse uplink wud be :) but i used uplink as a motivation. Looking at that genre of simlutaion games it leaves an epic gap in games like that. Uplink was awesome, but it was repetive and got my back up with "tools" that are made of fail and unrealistic. Though, the game concept was incredible. Introversion.co.uk were my heroes. so i started designing a game that would give freedom in the minds of the player,,, kinda thing. lol


Drawkanoid is exactly that: Arkanoid without a paddle.

thats a cool game idea

Cyberninja
01-12-2007, 07:21 AM
Marble Mania: A maths game, for kids.

I'm planning on completely changing the game mechanic. This is due to the excellent advice I was given last time. I'm hoping to have the game completed by January.

All my other gaming projects will be on hold until I finish this game. :-)

Edit: I've been having alot of fun with this Raiden Flash game:

http://www.mediafire.com/?dmtpmt42cwj

Would love to create something similar in GM.

Chuluka
10-12-2007, 03:20 PM
I'm out of game making retirement and I've teamed up with my m8 F1ak3r to create a game for YoYoGames winter comp

Karuji
17-12-2007, 10:44 AM
Panda Quest my current wip has (thats hack and slash ;) ) rpg games with pandas and warthogs battleing it out for beer and minigames (your a panda of coarse pandas are the good guys and always win :) )

Ninja Sandwitch: Double Back Flip (if you were at rage then you will know this sounds familiar) ok im not trying to make this for a while cause its gonna be hard as hell to get it all right but ill tell you anyway its about a ninja panda delivery service (they sell sandwitches of coarse) and then everything goes terrible wrong dun dun dun . . . ok ill skip to the cool part now YOU MAKE ALL YOUR OWN ABILITIES!!! everything from a basic punch to the most intricate elemental spell or a back flip to dodge an attack you make them all (or if your too lazy ill program some in for you to buy but hey wheres the fun in that) just make sure your abilites work with the stats (aka a high int and no agi type chr is got gonna do a back flip he is gonna send some monster fireballs at some one) o did i mention the main races are panda's :)