Well for starters what I want to do is a 1st person shooter/RPG. Set in a future/fantasy setting in big urban environments. Basically a FPS with a customizable character as it will be more shooter than RPG. I want to incorporate some original idea's as well as some older ideas. If anyone is familier with Shadowrun you sort of have an idea of the settings, style of shooter/RPG I'm thinking of.
Yet there are some things I'll have to get working first. Such as real weapon physic's. Such as bullet drop, velocity, etc. I hate games where the bullets move slow. Example I put the crosshair's on a guy 50 feet away and fire. As I fire he steps sideways, and I miss. I think many games slow down the bullets simply to make cool effects. Sort of eye candy vs play candy lol.
A big bite off the block I know maybe too much. I'll start with a small version of it like just a simple shooter, and work my way up.
I also want to lock it all up where your offline character is the same as your online character. So you have to build up your character offline. That I think will make online play more interesting. As a shooter with every character built up differently. I also want more than just shooting also. Such as Hacking which is very interesting in Shadowrun. Where it will keep the shooter engine, but be in a virtual world inside the game world.
Such as the player plugging into a terminal, and then it boots him into basically an altered level. Instead of weapons, and items he has programs of various degree's of quality. His computer will limit his abilities, and it can be lethal. Being an RPG players will be able to make money, and buy better gear etc.
Also things like body enhancements where when triggered it will allow a sort of Max paign effect of slowed time. Only it's not really slowed your moving faster. Yet enemies can have it too to varying degree's. Thus if you don't they would be super fast, and if you do, and they do it's like the speed doesn't change at all.
It's a lot I know, but I plan to take little steps. I'm focusing more on gameplay fun factor than hot graphics or effects. I think a game thats simply fun to play will long outlast a game that is just fancy.
I want magic in the game as well. Vehicles too. Yeah I know I'm crazy it'll probably end up being a third of what I want. I've got it all locked away in the brain bucket though. I've just got to lay it all out in an orderly fashion, and then figure out how to make it happen. I've already begun on concept art, and 3D modelling of the art. Nothing I'd want to show as I'm still working on them. Trying to keep the polycount as low as possible. Using more texture for details. When I first started modelling I was trying to model in every detail which makes poly count extremely high. When most detail can unoticibly be added in the textures rather than with poly's. The hardest thing will be when I start trying to do people, and creatures. Car's, bikes, aircraft, guns, etc. All seem much easier to me. First I do a 3-view concept drawing. I then scan, and scale the images seperately. Import them as a background into milkshape, and begin shaping the poly's to fit. I also have a digital tablet with a pen which I can draw concept art directly in digital with. Although I still prefer the pen and paper method.
The hardest part will be coding in my damage system. I hate health bars, and hit points. It'll have some form of notifying the player of damage but it will be vague. Something like a face picture that changes at varying levels. Some sound cue's.
Anyway I'll stop or I'll get on the idea train, and this thread will end up being my game rough draft, and 100 pages long.
He who stands on toilet is high on pot!