Hmmm... anyone?
by abc · in Game Design and Creative Issues · 08/06/2004 (4:00 am) · 30 replies
Okay, here I am...
I'm wondering if anyone has a simple but yet very cool game idea, I'm out of ideas :(
I want it to be a unique idea but I guess my fantasy suck.
Soo... does anyone have a good and unique idea for a game?
I want to make a 2D game with cool physics, just because 2D and physics rock.
And yes, I am doing a 2D game with physics right now. But I want to have another project that I can work on when I don't feel like doing anything for the first project :)
Thanks for any help!
// Alexander Bussman
I'm wondering if anyone has a simple but yet very cool game idea, I'm out of ideas :(
I want it to be a unique idea but I guess my fantasy suck.
Soo... does anyone have a good and unique idea for a game?
I want to make a 2D game with cool physics, just because 2D and physics rock.
And yes, I am doing a 2D game with physics right now. But I want to have another project that I can work on when I don't feel like doing anything for the first project :)
Thanks for any help!
// Alexander Bussman
About the author
#2
08/06/2004 (9:10 am)
Hey thats the exact formula they use to come up with charcter names in final fantasy
#3
I find creating the game story is extremely easy; George has a good example of how you can just string together just about anything and make it sound like a story.
The actual idea for the game; That's a lot harder. In fact, I really can't answer this other than to say, maybe you should just put on some music that fits the sort of game you want (relaxing puzzle, up-beat arcade, etc.) and then just doodle on a blank piece of paper.
I've come up with several ideas that way. Unfortunately, you really can't tell how fun they are until you rig up a very quick prototype and then give it a shot.
I've also had ideas in my dreams, but I rarely can remember them well enough to sketch them down afterwards.
08/06/2004 (9:28 am)
Well, are we talking about the game STORY idea, or the game idea itself?I find creating the game story is extremely easy; George has a good example of how you can just string together just about anything and make it sound like a story.
The actual idea for the game; That's a lot harder. In fact, I really can't answer this other than to say, maybe you should just put on some music that fits the sort of game you want (relaxing puzzle, up-beat arcade, etc.) and then just doodle on a blank piece of paper.
I've come up with several ideas that way. Unfortunately, you really can't tell how fun they are until you rig up a very quick prototype and then give it a shot.
I've also had ideas in my dreams, but I rarely can remember them well enough to sketch them down afterwards.
#4
That might be very fun :)
Thanks for your help
08/06/2004 (9:37 am)
Maybe I should do something like that.That might be very fun :)
Thanks for your help
#5
08/06/2004 (10:08 am)
Sid Meier's approach to game design is pretty useful --- you don't start with a genre. You start with a topic. Some topic that interests you (his example is usually Pirates, which is one of his many classics). Then decide what is FUN about that subject, and then decide how to capture those fun parts in a game.
#6
08/06/2004 (10:14 am)
Intressting, it seams like there are a lot of diffrent methods to come up with a game.
#7
08/06/2004 (6:04 pm)
Hmmm. Sid Meier's approach seems difficult. I guess mine is just for retards. ;()
#8
08/06/2004 (6:25 pm)
Hey that makes me feel bad because I'v don that before too :(
#9
2 were created out of pure fun and wackyness.
3 were created from visions in my dreams.
2 others are done due to friends wishes for a better game of that genre.
1 is due to and on behalf of my idol, Shiguru Miyamoto.
What's your inspiration? ;)
08/06/2004 (6:26 pm)
3 of my designs were created on behalf of how I percieve the gameplay.2 were created out of pure fun and wackyness.
3 were created from visions in my dreams.
2 others are done due to friends wishes for a better game of that genre.
1 is due to and on behalf of my idol, Shiguru Miyamoto.
What's your inspiration? ;)
#10
Hmph.
08/06/2004 (8:33 pm)
Stupid Shiguru Miyamoto. Taking all of the good ideas.... (Mario, Zelda, etc.)Hmph.
#11
Players could even make their design "on the fly"
There would be cool element s to the game like fireworks(particle effects) to add interest.
08/06/2004 (10:04 pm)
I thought a game with Domino's that fall in order would be cool. A player could set up dominos and then they would cascade in increasing complexity.Players could even make their design "on the fly"
There would be cool element s to the game like fireworks(particle effects) to add interest.
#12
Going through training, at the rifle classes, first aid, close order drill, rifle drills.
and shooting at the rifle and pistol ranges, with open sights, with adjustble rear rifle sights for windage and elevation, for each range, 200 yds., 300 yds. 600 yds. Where clicks of windage or elevation, would change bullet hits at the bulls eye down range. with the DI confirming same through a spotting scope.
An Obstacle Course, copied from MCRTD, where each recruit would run, jump, crawl, climb, swing on a rope, slide along a rope. etc. timed or otherwise.
Map reading and compass use, to get from point A to point B. in the field, During mock war training, between platoons or companys of boots.
Classes to learn each weapon, and fire same, at it's own range.
Keep stats of each recruits progress through training with bio's and or service records. For final inspection, and graduation, and or promotion to Pfc, with awards badges for rifle and pistol scores.
Based on the Recruit Training manual, a data base that DI's could actually use, and as a tool to train/teach with.
What do you think? For the Mac OS 64-bit CPU's !
08/07/2004 (9:19 am)
How about a game where the player adopts a character model, close to his/her build and a skin for same, as a Recruit in MCRTD Boot Camp- Parris Island, S.C. or Advanced Infantry Training at Camp LeJunne, N.C. after basic Boot Camp.Going through training, at the rifle classes, first aid, close order drill, rifle drills.
and shooting at the rifle and pistol ranges, with open sights, with adjustble rear rifle sights for windage and elevation, for each range, 200 yds., 300 yds. 600 yds. Where clicks of windage or elevation, would change bullet hits at the bulls eye down range. with the DI confirming same through a spotting scope.
An Obstacle Course, copied from MCRTD, where each recruit would run, jump, crawl, climb, swing on a rope, slide along a rope. etc. timed or otherwise.
Map reading and compass use, to get from point A to point B. in the field, During mock war training, between platoons or companys of boots.
Classes to learn each weapon, and fire same, at it's own range.
Keep stats of each recruits progress through training with bio's and or service records. For final inspection, and graduation, and or promotion to Pfc, with awards badges for rifle and pistol scores.
Based on the Recruit Training manual, a data base that DI's could actually use, and as a tool to train/teach with.
What do you think? For the Mac OS 64-bit CPU's !
#13
And also, a Mac only game would be cool.
But I always try to make my code cross platform (since I think that's THE way to do it), but since almost no big company is doing cross platform code... why should I? :)
08/07/2004 (10:18 am)
It sounds pretty advanced, but it would definitly rock if I made a game like that.And also, a Mac only game would be cool.
But I always try to make my code cross platform (since I think that's THE way to do it), but since almost no big company is doing cross platform code... why should I? :)
#14
08/07/2004 (10:35 am)
Solo, that is a cool idea, I think. It would also be not-too-hard (famous last words) to do the core 'gameplay' which would just be a rigid-body physics simulation. I don't know if the game would be fun or not, it is tough to tell. I think it needs a bit more fleshing out, but it's a good start.
#15
It sucks, but kind of gives you an idea of what it would be like.
08/07/2004 (11:03 am)
There's a game (in Japanese ONLY... I think) called No One can Stop Mr. Domino. (On the PSX i think)It sucks, but kind of gives you an idea of what it would be like.
#16
I really love puzzle games, so now I'm getting somewhere... I should do some kind of a puzzle game :)
08/07/2004 (12:51 pm)
About the domino thing, I cannot really find a way to make a such game fun. But it would be "not too hard" to make. I wonder if it is a way to make a domino game fun... hmmm.... maybe if I make some kind of puzzle that needs to be solved with a limited number of "bricks" (don't know if that's the right word).I really love puzzle games, so now I'm getting somewhere... I should do some kind of a puzzle game :)
#17
Just some brainstorming for you! :)
Good luck with your persuits.
08/07/2004 (5:13 pm)
You could always try a chain reaction style dominoes game. Maybe have a little guy 'racing' the dominoe effect? Or how about just alot of dominoes, a selection of contraptions and stunts, and a huge or limited area for players to setup a custom dominoe run? You can even use special effect dominoes (magnetic, lead, floating, etc.)...Just some brainstorming for you! :)
Good luck with your persuits.
#18
Maybe a combination of all the above ideas plus the traditional Dominos game mode. I know when I was a kid(kid? I may still be one), the only thing I did with dominos is set them up and watch them fall. I never learned the real game. LOL.
Anyway, from what I notice, some of the big names in computer games succeed , not necessarily by how fun a game is, but how well it's crafted. Components such as graphics, animation, particle emission and other effects. This is what intially grabs a customer. Also, making it user-friendly, yet challenging.
If the people are having fun making a game, I think the players will have fun too!
Oh, one other idea for a game. -------Does anyone remember the old Milton Bradley game "Operation?" The player had to use a pair of tweezers that were hooked up to a small DC current and had to "operate" on a cartoon man. Players picked up cards to specify the operation. For instance, "Breadbasket" or "Funny Bone." The "parts" were imbedded in the playboard surrounded by a metal fringe. If the player hit the metal tweezers to the fringe while retrieving the "part" they would set off a red 'nose" lightbulb and a buzzer.
Could this concept be used in computer game with success?
08/07/2004 (8:47 pm)
@All, ------neat ideas for fleshing out "Domin-Knows!"Maybe a combination of all the above ideas plus the traditional Dominos game mode. I know when I was a kid(kid? I may still be one), the only thing I did with dominos is set them up and watch them fall. I never learned the real game. LOL.
Anyway, from what I notice, some of the big names in computer games succeed , not necessarily by how fun a game is, but how well it's crafted. Components such as graphics, animation, particle emission and other effects. This is what intially grabs a customer. Also, making it user-friendly, yet challenging.
If the people are having fun making a game, I think the players will have fun too!
Oh, one other idea for a game. -------Does anyone remember the old Milton Bradley game "Operation?" The player had to use a pair of tweezers that were hooked up to a small DC current and had to "operate" on a cartoon man. Players picked up cards to specify the operation. For instance, "Breadbasket" or "Funny Bone." The "parts" were imbedded in the playboard surrounded by a metal fringe. If the player hit the metal tweezers to the fringe while retrieving the "part" they would set off a red 'nose" lightbulb and a buzzer.
Could this concept be used in computer game with success?
#19
08/07/2004 (8:56 pm)
I'd say a domino game like the incredible machine would be great!
#20
I remember the incredible machine, well... it was a really great game!
08/08/2004 (12:15 am)
This will be intressting and I think that it will be very fun too.I remember the incredible machine, well... it was a really great game!
Torque Owner nibbuls
Look at any object in a room. The first thing you see. Say it's a refrigerator. Remember that while you look for a second thing. Easy Mac. Ok. The Refridgerator Union left for war, knowing to return with nothing more than disease and famine. Their enemy was macaroni and cheese. The mission was codenamed: Green Macaroni Down....Dah duh DAH!!!
Just do that type of thing, and make a quicky game off of that. Who knows, maybe you'll even get a fan or two. ;)
That's how I came up with Life as a Mop...