Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

DarkBASIC Discussion / We have the technology!

Author
Message
Macdooth
23
Years of Service
User Offline
Joined: 28th Mar 2003
Location: United Kingdom
Posted: 7th Apr 2003 12:37
It's one thing having the means to create a game or program, but it's another to spawn a unique idea. I always try to think of the basic elements of a game and then create something new, there's always the option to make ANOTHER role playing game, or ANOTHER first person shooter. I would be interested to know what other peoples thought processess are? How do YOU come up with a unique game? Is it brainstorming? Do you question your target audience?
Hell IVIonkey
23
Years of Service
User Offline
Joined: 1st Apr 2003
Location: Outer Limits
Posted: 7th Apr 2003 12:55
For me:

Take a crazy yet memorable dream you've had, twist it around a bit, and make a game about it.

One of my strange ones was about a racetrack floating in space... with a severed eyeball chasing me. Anyhow, I adopted it a bit, removed the sillyness, added a flying car, and added dreamlike special effects, and now I have a really nice work in progress.
Glennyboy
23
Years of Service
User Offline
Joined: 26th Feb 2003
Location: United Kingdom
Posted: 7th Apr 2003 13:51
1) Take a concept and turn it on it's head

I had an idea about some kind of 3d RPG-esque kind of game where you were a ghost. So, your obstacles aren't walls or locked doors anymore. I like the idea of giving the player an illusion of freedom. Like on Devil May Cry: tall walls and high halls are no longer just for decor, you can bounce around and really use all that space.

2) Look at the "give and take" factor

Every good game is about balance. I define simple but superb gameplay as Burnout 2. It's just driving. Really fast. But they've put in a series of factors for you to balance: taking risks to increase your boost bar, deciding when to use your boost, and the simple stuff, like deciding just how much speed you can get away with on the next corner. There's practically nothing to it, but man, is it fun. So, for any good game I see it as the player deciding what to do, and making sure the game doesn't decide it for them. ie If the player has a choice of a slow firing pistol or a huge gatling cannon, it's no choice at all. Whereas if the player has a choice between a gatling cannon and high-powered rifle, it's not quite so clear cut. High rate of fire versus low rate of fire but more powerful shots. It becomes a preference thing. Much like Halo does it, actually. You run along, see weapons strewn all over the floor, and have to decide for yourself what you find better in different circumstances. Even something very simplistic like Rez has got that decision-making element: do you play it safe and pick off enemies as you see them, or go for the bonus and try to target eight before they go off the screen.

indi
23
Years of Service
User Offline
Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 7th Apr 2003 14:00
convert years of roleplaying into a set of interactive rules

MikeS
Retired Moderator
23
Years of Service
User Offline
Joined: 2nd Dec 2002
Location: United States
Posted: 8th Apr 2003 02:16
I get my ideas from playing peoples custom made maps in warcraft3,neverwinter,and other various games.

Then I simply build off of them, yet when i finish the idea you would've never guessed where i had gotten the idea.
(This just happens when you eliminate the bad and add something good.)

I also like to add something origninal.

For example:
The demon lord is gonna take over the earth, so heroes have to fight him.

This idea has been done so many times it's boring, yet the producer can make the game worth buying if he adds something that will make the game worth playing.Such as a totally unique fighting engine, where players can transform into blah blah blah.

But I hope you get the picture of where my ideas come from.

-Clans of our Galaxy Delayed-
-Galaxy Championship in the future forecast-
As soon as I get webpage we will find out more.
Dr DooMer
23
Years of Service
User Offline
Joined: 22nd Dec 2002
Location: United Kingdom
Posted: 8th Apr 2003 02:31
Wow - everybody thinks about their games so much more than me!

My earlier games were just a result of messing around with Python-esque humour in TGF, until I came up with something fun to play. Then, I'd rebuild from scratch, adding more depth and better graphics.

As for my latest, it was a simple case of: "I want to make an email game, perhaps a bit like X-Com..."

"I am a living, thinking entity who was created in the sea of information."
Kanzure
23
Years of Service
User Offline
Joined: 19th Feb 2003
Location:
Posted: 8th Apr 2003 02:37
I haven't developed a major game, I simply think, "What type of game would you make if you were in the 80's and had only QBasic?" - I say a small 2D RPG. ...


Now for my major thought process for the "cool" games..<cough>... Its mostly a mixture of modifying something already out their and very fun to play, but not as popular, like not many games similar. Its impossible to make a Banjo Kazooie/Tooie and/or Mario type game because, yes, they MAY be very original, but you have no true way to messure up to such great RPG Adventures. Then just to add Hell IVIonkey's weird dreams ..

Maybe I should adopt that style of planning - dreams!

~Morph
Owner of MultiCode.NET and Multi2k.NET.
Nothing is something, and something is then nothing. Life is an illusion.

Login to post a reply

Server time is: 2026-06-11 15:09:25
Your offset time is: 2026-06-11 15:09:25