Gedanken Jam
https://www.hopehood.org/hopehood/movements/gedanken-jam
With games made & played in the mind,
everyone can participate, pitch, vote, and the winner picks the next theme.
Collateral Mechs Vs Kaijus Theme
This java board game was lost to the internet archive with JAVA.
We should reboot this game so it's genius can live on for generations.
An 8 by 8 board with a parimeter raised by 1 and corners raised by 2, starts out empty then 2 players take turns placing pieces and can even stack onto their own pieces. Once a stack reachs 4 high it spreads it's pieces in all 4 directions taking over colors of those places, and leaving the original stack now empty. Whoever wipes out all of the other players colors, wins.
The fun of this game is the waving domino effects of nearly full stacks being triggered by the stack next to it and how quick a game can change for the better.
The original can be found here but it likely wont run on your system.
A Domino Effect Takeover Board Game
It’s happening! Spicer and I have been developing this game again and it’s already playable!
Here’s the concept.
Download the finished game here!
Minimum Viable Universe
Ever since I first played a hand held 8bit game I had this future flash vision moment.
When I learned a point like this • could represent anything, I realized we could create an entire universe today!
In AI development this Token is a unit of meaning.
If we could capture and save intent to a point, then it doesnt matter how much computer power we have, it could be minimally rendered as just a point. Then as hardware improves we could scale that intent to be rendered in more detail.
Minecraft has tokens, but the points aren’t scalable because the intent wasn’t captured, only forced approximations over a meter. So I've developed floating point tools that allow you to specify exact intent. This data can live forever not having to be abandoned every time the hardware and engine improves, and so no investment is wasted.
On the other side of this same coin, a point could represent a person or an entire planet, and could be detailed by people or procedurally later, or represented by any shape because like a word it's the meaning that matters not the specific rendering, H20 is just as water as water.
A Style Mechanic
We could have a strictly top down satellite view with the Scope matching the Means exactly, so you can’t tell it isn’t real because the satellite feed is so constrained.
There was an episode of Stargate Atlantis called The Game, where they oversaw a village and manipulated it to make it outshine others and thrive. They thought it was a game but it actually used a satellite network over a real planet and orders appeared to the villages via a console.
The style can be inviting like the pokemon map.
The Fixed MMO RPG
Let’s solve the Game Dev Sins that riddle MMOs and make them
somewhere worth really living rather than a fake grind.
Unhighlighted Instead of a “main campaign” the world is littered with needs and efforts. There are hand crafted quests but they are happening to the world rather than demanding your attention. You are free to ignore it and watch it or get involved. The world is not set up for you, you simply live there and the world is happening wether or not you are there. To learn about the world and it’s needs you investigate by talking to people or following clues or watching events
Quest Tool, You can craft your own quests, in game, NPCs can too, the environment can too, the developer can too. Content is usually an issue for MMOs so they need to be easy to create and open for anyone to help.
No Cutscenes, your camera and body is always under your control. You don’t have to pay attention if you don’t want to.
No Stage Play, this is not a play with a script that you play your part, instead quests are needs and your goal is to satisfy them however you can.
Simulation The world changes itself on many levels constantly for novel emergent predictable events.
Changable World You can change the world and teach it to be what you want. This is critical to be a world you want to live in.
Real Fulfillment There are 100 player instances where all quests are shared, so they don’t reset, if they are fulfilled they are fulfilled for all those in that instance.
Real People The people should go about their lives, emote realistically so we can care about them.
No AR Interface: All interfaces should be in game,
real maps with your markups,
journals with what you want to remember,
body language for condition and mood,
an open bag for manual orginization...
If you want improved convenient real experiences you need to craft them or discover them.
GPT3, you can make prompt plus history pages for each character for dynamic AI, that you actually talk to. So there is no multiple choice sayings. Need to ad a layer so GPT3 is able to send commands to their body for goto, dropping, taking, negotiate...
There is no typing, there is no subtitles, just talk with your microphone and your proximity determines who thinks you are talking to them with speech to text.
They also use text to speech so there is no textboxes to skip though
GPT3 in action
No chat button, just walk near and start talking or yell to get someone’s attention far away.
No Bondage, freely walk around while they talk, you are free to walk away and they will become quieter, or they can follow you and keep talking.
There is no skill tree. Skills are Real, can you time your jump or swing? Practice for real.
You have No Class except that the local government issues by decree.
Items are not Props they can all can be broken, made, moved, used. Items have real properties instead of scripted use cases.
Muscle; your strength could be increased through exercise with muscle mechanics, lifting, speed, endurance... But this is no XP points, instead it is represented by more defined muscles. The things you determine which muscles are enhanced.
Analog Character Creator, based on values instead of presets. No visible UI, just grab any part and drag and it. The direction you drag it affects different aspects of that feature. There is not a dedicated menu just zoom in and drag anytime.
Those storm survival films are exciting, you wonder how you would prepare and endure and recover as you watch. What if you could play as 1 of 100 on an island experiencing a variety of natural disaster. Get a signal out to call for evacuation, prepare your equipment and resources, track and report storm events, survive the night, and team up with search and rescue and evacuate everyone you can. After the 30 minute game a news cast is shown that reflect the events of the night.
What if the damage is not random pieces of debris flying through your buidling, but a luck healthbar like in Uncharted: the longer you are under fire your luckbar goes down until you are hit. So here when a storm front is on you if you are not in safety the effects indicate your luck is running out and if you don't scrable to saftey before your luckbar is empty some absurd Gruesome physics toy fate finds you.
BOTW is open world with each experience/encounter being packaged separately, because how do you craft a story if you don't know what the player will do?
Here's an idea we use in DND that's worth exploring in game design; craft a story and then lay that story in front of the player no matter where they go.
They travel to a town? That is the next town in the story. They speak to an NPC, he takes on the character of whoever is next in the story... It feels open world but with story being possible through adopting whatever is in front of you as the next variable.
I'm thinking of a procedurally generated world, with an uncharted quality of story. It would be even more awesome if it could act like a story telling tool that lets devs focus on the story and the world just is a foundation that tells it.
Also its important for the player to make choices and even ignore crys for help, or crys for anything, so any story should have a thread of what happens if you don't engage.
I'm also thinking a more realistic engaging mechanic would be having multiple metrics that affect how moment to moment plays. So in Infamous there was a popularity bar that affects what powers you could use. In Ghost of Tsushima by fighting the army could reduce the difficulty later. So yeah there is a bit of simulation in the form of a simple database.
What if there is an impossible horde of enemies and hazards and bosses ahead but there is also a fountain shooting extra lives everywhere so the game is to grind through dieing all the time and instantly respawning right where you left off and gathering 1UPs to keep up with the constant deaths.
I'm inspired to make a Jazz Jackrabbit inverted rogue like, but where the items littering the map change the game that could be advantageous but if irresponsibly picked up could end you.
Have you ever seen something that isn't there? How do you know? In Mad you play as a detective, as you investigate a mystery you discover everybody in the town is hallucinating, including you. Whatever you suggest, people adopt as reality and visa versa. So now to protect the ones you love you have to find out what is real.
I've been customizing a real time particle simulation.
There is some serious potential for a game in this environment. Swirling reflecting shadowing fluid, hide and seek, asymmetric tag, nebula exploration...
The Rules are Made to be Played
Fight over points to change the rules of the game and eventually pin your opponents so they can't win.
Save The Day, Do No Harm
What if instead of slowly increasing powers and restraining/nerfing the player so he doesn't become OP, you give them all absurd power but using it carelessly causes harm and other collateral consequences. Let the player restrain themselves.
Further a game in which you're trying to have a perfect run could be one in which a quest that seems simple at first grows and grows as you are trying to repair the consequences of your mistakes. You can slow down time turn back time and fight yourself as they make mistakes to prevent them. We could even make the enemies you from the future as they try to stop you.
What if you start with full stamina but the stamina bar is invisible because you can just look at your character to see their state of exhaustion, the stamina bar is super long so you gradually crawl to a crawl, and to recharge you rest take your time and even sleep in real time and enjoy the sound of the world. You would just want to go somewhere safe first.
Further it would be interesting to see button mashing actually improving the players performance and leaning to one side actually makes the character move even harder. The character would start sprinting when you tell it to but it's alive and that slowly turns into a jog but you can encourage it to spend more stamina rather than slow down at spending by button mashing and timing your mashing to what you think the character can handle.
This is where breath of the wild got it right which is if you time you're hyahh the horse would get an extra boost or if you jumped desperately right before you ran out to stamina you could go extra far. This turned energy into a mini game.
Destroy the Core and Escape
This is an under used theme.
I've been so addicted to this(20min till dawn) game.
I think it would be the perfect marriage of genre.
Twin Stick Shooter + Weightless Metroidvania
Or minimalistic
Vector Stickers or Pixel Art
Colorful or Monochromatic
Top Down screenshot of the Overload Level Editor
Overload Map View
Metroid Prime Map
Descent Map View
DnD
Imagine astroids, you have a ship in an astroid field. You can generate a beam to propel yourself, or you can charge it into a ball, which you can hold as a shield, or release as a boost or weapon. All these actions use energy.
You fly around a bit and notice the compass arrow floating around you, as you follow it you find the jagged surface of a large astroid. The arrow leads you to a door and as you try to cut it open you run low on energy so you destroy a few small astroids nearby to gather energy. Returning you blow open the hatch. As you enter an emergency force field seals the hatch again and you hear the air rush in and the halls creak.
You see a room at the end of the hall splitting off in 6 directions and a small object floating in the middle. Approaching you notice it scanning the room so you hide behind some debris you created when you blew open the hatch. Some of the debris hits the wall echoing through the hall and the droid whips over to it and investigates. This gives you a chance to scoot around behind him to one of the next halls.
As you do you run into some plasma left behind by the droids thrust which gives you energy. If you are going to survive in here you are going to need to keep an eye out for energy and save up. You notice your compass has changed direction and start heading that way when you see another security hatch. some droids are patrololing some halls while others are clear. You think you could take out the droid guarding this door so you attack launching plasma balls at him, he fires back and you block with your plasma hold. You succeed with an explosion echoing through the halls.
That's when you realize what you just did. As you pick up his splattered plasma, you hear thrusts coming from most directions and you flee down the hall when you hear nothing. Looking back around the corner you see 5 droids come into the room full of that droid's debris. Even if you had enough energy to break through the door you would have to take on those droids too and that would just get the attention of more.
You would have to find another way to where your compass was leading you. These mines are like a maze, you will need to remember where you've been and get creative and plan a route. You scroll out and you can seemlessly see where you've been and vaguely the outline of the astroid, you can still move your ship, but zoomed out like this you might hit somehting and make noises.
Besides the enlarged compass you can see hot spots in the astroid scattered around, perhaps energy sources? Let's go find out.
I found a Doom Mod is cool
https://github.com/Lewisk3/GZDoom_Descent/releases
Overload
Unreal Tournament Descent Map
Travel
There are no turns.
Your character is represented by a die
and your stamina is remembered by that die's number.
Starting at 6 flip your die down 1 for each card you step to.
Refill your stamina by earning specific treasure that says it can be discarded for a refill.
If you run out of stamina(1) you can't move and need to call for help.
If you are playing solo invite a friend to play starting at the furthest tile.
Once they step on your tile, you are fully revived, so flip your die to 6.
You can increase your stamina above 6 by earning specific treasure that says it can be discarded for a second die. Once it is empty(1) start decreasing the other die.
Cards
The Quest Side(Black) describes an activity that, if achieved, lets you flip it.
Quests include activities like; Icebreakers, Discoveries, Trivia, Collections, Adventures, Handsignals, Puzzels, Construction, Photo Commisions, Photo Study and more.
The Reward Side(Green) is the reward that can be spent by discarding,
It can also be used to exchange one reward for another by stepping on it.
Rewards include things like; more water, photographs, treasure, supplies, and more.
In the corners cards often indicate
Level of difficulty (Top Left)
Cost of Stepping (Top Right)
Type of Quest (Bottom Left)
Hint of possible reward (Bottom Right)
Fun Principles
The obsessive pleasure of curiosity, exploring what's over the next hill.
The obsessive pleasure of collecting & hording, treasure you might need later.
The obsessive growth of desire outpacing completion.
Open World
Go where you want, choose any of 6 directions and move your die to that tile.
Do what you want, exploring what activities are availible and choose only those your interested in.
Quests naturally chain a story together, as rewards from one complete others.
The world proceedurally generates beneath you and is persistant unless you change it or the season(sitting) ends.
Distant quests also proceedurally appear on the far end of the map as treasures.
Completed quests pave paths for easy travel with less cost.
Collect your quests and rewards and save them for next season.
With an opensource card design, the adventure is infinite.
Shared World
1 to Infinite Players
Team up, cooperate, share goals, and pool treasures,
compete and race to overcome a quest of your choice,
or see how far you can go it alone.
Contents
Open Cards
Unique Dice
Dry Erase Markers
Rubber Bands
Choose Your Own Adventure Card Game
Each card is a short story, a few options and on the back a result. Take that card with you as a blessing a curse to affect future encounters. Simple Pure Card Game with lots of potential.
This is based on a side mechanic from the board game gloomhaven, but imagine a card game you can play any time anywhere with no setup just a stack of cards kept in a rubber band, just choose and flip a card and continue on your journey worth sharing.
Update: This contributed to Open Card(game above) as a minigame.
MMO Board Game
What if you could explore a board game and interact with players from all over the world through monthly updates? Share what you've discovered to help your friends in their quests, and even team up combining resources for the big ones.
Update: This contributed to Open Card(game above)
A short hike was my favorite game where you stay with your aunt for the summer on a paradise island. What would be a worthy sequel ?
"A Long Hike?" "A short swim?" "A slim jog." "A lil step, A decent go" "a medium stroll" -"a small trudge" "A kinda long hike” "A Really Short Hike” "A Bit Longer Hike" "A Short Bike: Claire Goes Biking" The discord is full of ideas!
""I think, if there is ever to be a new A Short Hike related game, it'd be interesting to see something that takes place in the same world, but follows a different character that can do different things." -Greenpixel"
"One idea is your back home in the city and a game mechanic is day dreaming about the island. Like AR overlaying the city but the islands. Think Tomorrowland. You navigate the real world to navigate the imaginary world.
You have a new set of characters from the city including Mom,
and you can't use the same island paths to get to the penthouse,
because there are real world obstructions and visa versa." -Dotails
"A Short Hike 2: in the big city" -kikiyoto
"A Long Traffic Jam" -Frostflame
"A Long Subway trip" -kikiyoto
"A long day of work" -deepfriedcakes
"That would be the best, I was actually thinking that as well.
What about a short hike Mario Odyssey type thing.
With Multiple kingdoms and all. "A short journey" -squeakymuffin3298
"a short odyssey?" -kikiyoto
"I feel like there is potential for a Short Hike 2 with caves and spelunking." -Dotails
"a short spelunk" -Spax
[3:25 PM] Danctheduck: A Long Hike would be amazing. There's a lot to explore across a multi-peak mountain. Or a chain of mountains.
One challenge is figuring out how to stretch out / broaden the power curve. There's a relatively narrow window going from 'no feathers' to 'enough feathers' that dramatically changes the challenge.
Additional types of climbable surfaces is one potential idea and leans a bit into a deeper metroidvania-esque unlocking structure (that is already present in a light fashion currently)
[3:25 PM] Danctheduck: Imagine a coming of age, personal challenge story along the animal equivalent of hiking the Appalachian Trail. Set in the summer between highschool and college. Maybe a hint of snail-mail romance. Meeting up with friends long the trail.
[3:27 PM] Jinko: Good idea
[3:29 PM] Milkmancer: I think having a day/night cycle could be a nice addition in a potential sequel.
[3:30 PM] rigeios: definitely
[3:30 PM] rigeios: im kinda sad that some of the weather and stuff is localized to certain locations
[3:30 PM] rigeios: like how it only rains in one area
[3:30 PM] rigeios: and it also feels kinda odd that the whole story happens in a day
[3:30 PM] rigeios: which i get is required for the story aspect of the game
[3:30 PM] Milkmancer: Yeah, would be neat having changing weather across the whole island
[3:30 PM] rigeios: but that would be a great changing point for a potential sequel
[3:31 PM] Milkmancer: Yeah, if a sequel was much bigger it'd make sense having day/night cycles, to help illustrate that it will take quite a bit more time to ascend this/these mountain(s)
[3:32 PM] Milkmancer: Plus it'd look nice, and the music could even change depending on the time of day
[3:32 PM] rigeios: it would also make dialogue and npcs more even fun to interact with
[3:32 PM] rigeios: because there could be time sensitive things
[3:32 PM] Milkmancer: Yup!
[3:32 PM] Milkmancer: Could have a clock in one corner of the screen with what the time is in-game
[3:33 PM] Milkmancer: And then have certain interactions and activities at specific times
[3:33 PM] rigeios: i would also just love to see the same areas in different weathers and times
[3:33 PM] rigeios: because that kinda just adds so much to each area
[3:33 PM] Milkmancer: Right, that'd be nice
[3:33 PM] rigeios: there'd be so much potential
[3:33 PM] rigeios: it'd also spice up fishing
[3:33 PM] rigeios: and i love fishing in this game so
[3:34 PM] Milkmancer: I'd love to have a large lake area with several different NPCs fishing there
[3:34 PM] Milkmancer: Could even have a fishing competition to catch the biggest/rarest fish
[3:34 PM] rigeios: oh yeah to have a super large lake would be cool
[3:35 PM] rigeios: then maybe there could be boats
[3:35 PM] rigeios: do you think the sequel would still have claire as the main character or someone else
[3:36 PM] rigeios: i think that at the very least it'd have to be a bird
[3:36 PM] rigeios: or maybe something like a goat
[3:36 PM] Milkmancer: I think it could still work with Claire
[3:36 PM] Milkmancer: If not, should definitely still be a bird imo due to the gliding
[3:36 PM] rigeios: the fact that claire is a bird kinda ties in to the core of the game pretty hard
[3:36 PM] rigeios: just due to the verticality of a mountain
[3:36 PM] Milkmancer: Yep
[3:36 PM] rigeios: but i think a goat might work just because they'd have good climbing mechanics too
[3:37 PM] Milkmancer: I think a goat would work better as an alternate playable character or something
[3:37 PM] rigeios: the game physics would have to change in a big way or something
[3:37 PM] rigeios: yeah that sounds like the best option
[3:37 PM] rigeios: what about at the end of the game you unlock a goat
[3:37 PM] Milkmancer: I do like the idea of more advanced climbing mechanics with a goat, but I feel Claire/a bird should still be the main character
[3:37 PM] rigeios: like you make friends with a goat somewhere along the way
[3:38 PM] Milkmancer: That could be neat
[3:38 PM] rigeios: then you can play as them as a harder new game +
[3:38 PM] Milkmancer: Ooh yeah
[3:38 PM] rigeios: for the date system im thinking just like
[3:38 PM] rigeios: a week system
[3:39 PM] rigeios: i think having anything bigger like a month system would be too much
[3:39 PM] Milkmancer: Agreed
[3:39 PM] Milkmancer: Don't need it even nearly as fleshed out as Animal Crossing or Stardew Valley's date systems
[3:39 PM] rigeios: i imagine it'd just be like
[3:39 PM] rigeios: oh every monday or whatever
[3:40 PM] rigeios: theres this event
[3:40 PM] rigeios: oh did you know
[3:40 PM] rigeios: theres a fishing competition at this location friday
[3:40 PM] rigeios: etc
[3:40 PM] Milkmancer: Yeah that'd be good
[3:40 PM] Milkmancer: No need to get too crazy with it, but that'd still give plenty to do
[3:41 PM] rigeios: yeah
[3:41 PM] rigeios: i can see some issues though
[3:41 PM] rigeios: mostly with just game dev
[3:42 PM] rigeios: like it'd be extremely hard ot make the world feel like theres something to do every day of the week maybe?
[3:42 PM] rigeios: like it couldnt just be like the game is now where you can just find a new npc and talk to them
[3:42 PM] rigeios: the game would be bigger, streched out by physical space of the map and by what activities are available on what days or whatever
[3:43 PM] rigeios: so the game might end up feeling emptier as a result
[3:44 PM] rigeios: developing a game of this scale would be like climbing an actual mountain
[3:46 PM] Poly Goat: Yeah
[3:46 PM] Poly Goat: A lot of help would be needed to really bring out an expansive game
[3:52 PM] Milkmancer: Yeah
[9:19 PM] grilledcheese: It all sounds cool tho- there's definitely challenges with expanding the game in that way. I would have loved to make additional islands / bigger areas, but the earlier feather problem would still be an issue. Different types of terrain isn't a bad idea tho
[9:21 PM] grilledcheese: I considered doing a day night cycle but I would have had to do it from the beginning
[9:21 PM] grilledcheese: I had challenges with the lighting shaders I was using
[11:02 PM] rigeios: whats the feather problem?
[10:06 AM] grilledcheese: oh, balancing the difficulty curve i mean
[10:07 AM] grilledcheese: its like, if i were to simply stretch A Short Hike into a longer game, i imagine there would be many more feathers to collect
[10:08 AM] grilledcheese: the problem is that once you get maybe, 5 of them, the whole world already opens up, and getting more feathers is nice but they become increasingly less useful
[10:08 AM] grilledcheese: i could theoretically make the cliff ledges get taller and taller to compensate - but it's very difficult to design levels around that and isn't fun to look at
[10:10 AM] grilledcheese: i think part of the interesting game-loop of A Short Hike is discovering tools that help you explore places you couldn't reach before - accomplishing that without artificial barriers is harder in a longer game i think
[10:10 AM] grilledcheese: an artificial barrier just being like, this area is locked behind a green key and you havent found the key yet
[10:13 AM] grilledcheese: that's not to say A Short Hike couldn't be a longer game - there's still plenty of things i'd love to add and areas to explore - but it might help to add a new mechanic to the mix and I'd have to think about that
What you gonna do with all them feathers? Migrate home!
Update: while I would think the perfect Short Hike 2 would introduce 2 player, the original developer launched a massivly multiplayer mod for A Short Hike!
Top Down Retro minimalistic A Short Hike
Design and Vote
My sister's favorite mobile game is home decoration, what if you could design a room and vote on each other's creation in this apples to apples like card game?
Sticky Bouncy Freedom Platformer
What if after someone dies, his heart tries to go on and accomplish his purpose for him? Bouncing on clouds and overcoming the impossible your bloody grip will let you climb to the door.
Imagine a rogue like(1 life) where your equipment is alive like a tamagotchis, with their own needs and stats, as you maintain them they bond with you, and to that degree, if you die they will live on in your name a sa horde of anthropomorphized pets that fight on for your sake.
Basically pokemon only a mother could love lol.
What's What?
SOUNDS
each type of action is associated with a sound.
identify the sounds to learn how to interact properly with the world
QUESTS
Stat bars are unlabeled. you have to experiment to learn how to fullfill these drives, at first just to survive then to complete the game.
PEOPLE
following people around and being able to tell what they are doing and what their goals are is critical to your success. You can do anything they can.
Other people are running Kevin AI and have lives with their own goals and challenges like you.
Even when you are not watching their life continues
The concept is based on a gemic that I can write an AI that has the external apperance of true intelligence without millions of parameters so why not fill a world and let them live their lives?
Here's another approach to a Kevin AI game where Kevin is the ship itself and the state machine is visible as his crew. This would again be a fishbowl ant farm type game, but you could become a crew member or a captain of your own ship and interact more closely with the community of Kevin Fleet..
Save the World with a Game.
This is a cooperative debate game.
You and your team are AI droids who are responsible with solving problems. As you explore you dicover problems and pitch a solutions that you all vote on. This starts very hard and gets easier over time as you clear obstructions and snowball solutions.
This is a resource management game.
Similar premise but instead of random challenges, you have a specific real world challenge between us and abundance. AGI has been invented, now how do you transition society to an abundance based economy without starving it in the process?
Based on the film, frequency, this would be a two player coop game where one person is in the past an the other is in the future solving puzzles and mysteries by working together.
The future player has the ability to see how things will be to warn the player in the past, and the person in the past can provide keys to the person in the future by burying them.
Who's the hero's hero?
What if one of those creatures that sonic frees is faster than sonic and follows him on his adventure. Robotnic has enhanced robots who move faster than sonic can see but this squirrel protects sonic without his knowledge.
I can't just sit by...
You are a drone who has defected. You help a helpless prisoner escape. The mechanics include shield reflection and a ragdoll to protect.
Take me to your leader.
Your an angel without memories. Hearing voices but don't know who to trust. Try to help people. Try to uncover the truth.
Your steps have consiquences.
Two planets orbit eachother, you stand on one lush and look up to see the other covered in sand. As you jump around in low gravity, you notice seeding dandielions. You pick some and blow in a circle. asthe seeds fall to the ground you notice where you just stepped is void of life, sandy just as the other planet. But as the seeds hit the ground the ground springs up again.
You try to jump to the planet above but it is too far. So you run fast and jump and notice you can make orbit and make it to the sand planet and blow seeds to make it furtile. You look up and see the marks of your runs scraping accross the first planet and the goal becomes clear to make both planets host life.
This is a casual game of balance.
Climb to Basecamp, Prepare for the Next, Leave Nobody Behind.
Technical skill, cooperative creativity, and perseverance is your story to tell.
Imagine a platformer it could be a turn based multiplayer competition. The way you choose to play through the level, playing safe or barely making far jumps or near edges or near misses you get the crowd to cheer and the more they cheer and louder they are the higher your score.
When you stop moving you showboat, if you hold jump or other keys you can further flaunt ur stuff. You can do this for bonus but if you do it too much you can loose points. Also knarly wipeouts could get you bonus points too if you nearly die without dieing.
The level could be a wipeout type challenge and the waiting players could activate the traps.
What if it's like Metroid where you have abilities that can be used to overcome barriers, the difference would be you have all the power-ups at the start you just don't know how to use them. You could do trial and error and just try different things or your friends could share the power that they discovered and how to do them kind of like spell casting in VR, or you can learn techniques from in-game characters or research in an in-game library or get cornered by an enemy in your panic button mash discover them, you could trade them or sell services for them, etc etc
Cellular Automata Meets League of Legends
Imagine league of legends but you setup your game ahead of time and then it plays on it’s own based on procedural rules. Then you get to enjoy your own game like eSports.
A cookie clicker economy game where you raise turtles which are a part of bigger turtles.
Here is the game 20minutes Till Dawn, at some point during the game you become so OP you’re invincible. I could imagine something like this where you become such a force you attract larger creatures so the game would zoom out to a different scale like bacteria fighting to reptiles fighting...
A battle royale weeping Angels game where you have lights and shadows and asymmetric zombie gameplay where you can't move as a zombie if you're seen.
An RTS(Real Time Strategy) with AI Programming and Hacking as a key gameplay mechanic.
Connection Quality
Making and Breaking connections is a key strategy
Bad connection you can only read and write to ships.
Medium connection and you can see and command ships with a delay.
Denoise connections by getting a better transceiver,
or by isolating communication from the source of noise.
If you have a good enough connection you can directly pilot ships.
Hide our traffic to stay stealthy or feed the enemy bad data.
Relay traffic with stationary ships that pass along signals.
Take out their relays to isolate ships from command.
Hacking
Cut off communications between a ship and their command and you can try to get close and hack them. Brute force, use found keys, load malware viruses, spy, dig into their files, or hijack their ship to do your bidding but don’t get caught. Work your way into more secure areas like hitman but with ships!
Antivirus quick, full, boot-time, and other scans can root out a virus.
Or manually dig into your files or monitor ship behavour to find a hack without advance tech.
Style
An offline antient computer system is impervious to AI getting into your command center directly, so you use it to render the field and interface with your fleets.
I'm thinking of a random shape generator for ships and a unique seed per player so all ship templates are unique. Ships are basically dots and the components are virtually listed.
An operating system with windows to control every aspect.
Advance Technology Bypass Feature
Manual Minigame to make the most of your current tech level.
Or Upgrade your tech so it can accomplish the same goals without management.
Space Environment
Nebulas can serve as cover, protection, buffs, or resources,
Filaments are like space wells/fountains that convert a nebula into energy for free.
Space Density affects how fast you can move through space.
Null Space
Ship
Blueprints
You can design what components to include with a ship blueprint and if a ship with a ship builder component is commanded to and has enough resources it will build that blueprint.
Computer
Program
Security
Hacking
Sensors
Sweep
Pulse
Analyze - Deduce components, programming, get the enemy ship to reveal it’s components by using them. You could use your scans to recreate enemy ships to practice against and develop AI that works against that design. Or capture a ship when isolated to test your tactics on the real thing ore reverse engineer it in your own ships.
Tranceiver
Generators
Converts Material into Usable Energy
Engines
Ion Drive
Warp Drive
Fold Drive
Shields
Force Field Bubble
Drones
Armor
Cloak
Weapons
Tractor Beams
Deflector Beam
Focused Energy Beam
Balistic Railgun
Bombs
Drones
Bugs
Storage
Nebula Gases
Anitmatter
Black holes
Transport Stasis
Docking
Printers
Build Ships
Repair Ship
Self Repair Ship
Build Components
Build Ammo
Stretch Goals
Ship Layout Building
Dynamic Destruction Physics.
Modes
Esports
10minute small space
Day long huge space
Endless Journey Online Multiplayer
Additional controls
Text to Speech for audio messages from your fleet.
AI could defect and become their own player.
New game mechanic idea.
As a rewatch the emerging from the cave in BOTW, I want the immersive experience of that sweeping vista, but I hate that control was robbed from the player.
This mechanic that affects the analog sticks easing. So when the character feels stress in an area the sticks get responsive, but when you are hiking through a friendly town or relaxing vista it eases smoothly your motion of the camera and look individually.
Capture that feel of controlling the toy in your hand as it crashes and flips... directly!
You are a movie director and stunt coordinator and you will be judged.
Imagine an open world Zelda game where you leave the original land of Hyrule. You usher the population to safety evacuating them when Gannon wins. Now you're being chased and the lands outside are treacherous you must race ahead and find resources and bring them back to the moving caravan in hopes to find a new home.
This system will soon be unviable for human life.
The Ark has been constructed in high orbit and is due to depart either when it's 1000 seats are filled or 1 year from Kessler event, where the dominos of satellites have begun to collide.
Your crew will launch as close as you can manage and make the rest of the way by foot. Good luck. The Ark is loaded with all the luxuries fitting your societal rank.
Kessler Syndrome: Satellites have crashed causing a domino effect making it increasingly impossible to leave earth.The sun is expanding so its time to move away from sol, The Ark Mother ship is waiting in high earth orbit but you need to still get there, The Ark holds 1000 people and will leave when full.. The game starts and you try to navigate the debris to get as high as you can with your party until you inevitably crash and have ot make it the rest of the way by foot.
Imagine; a "getting over it" type parkour coop, but set in orbit with lone echo vr controls.The intensity of "Gravity" getting from platform to platform as things collide and explode and having to plan b,c,d to survive.Instead of some static platforms that defy gravity, the world is immersive realistic, always evolving and high speed.If you fall you can wait until a satellite gets near otherwise you are free floating in orbit, you can radio nearby people for rescuing, and you can stumble onto afk players to save them which sends them a notification.
there are no "lives", If you fall too far from a satellite you can wait until a satellite gets near, otherwise you are free floating in orbit lost, you can radio nearby people for rescuing, and you can stumble onto afk players to save them which sends them a notification who then can log on and wake up attached to someone or tied to a station. High stakes and value on human life since a slip up can mean you are separated forever and leaving behind a friend means you may never see them again.
Assets
Shuttle
Station Segment (Cylinder)
Tank/Junction (Sphere)
Solar Panel (Plane)
Satellite Dish/Thruster (Cone)
Batteries, Computers (Cubes)
Robot Arms, Latch Rails, Antennas (Thin Cylinder)
Take off vessel should feel like a classical rocket combined with cowboy Bebop.
The arc should be like a blue whale of a cruise ship with a array of lights on the bottom to welcome people and notify how many people have boarded
When you get to the arc you learn you can go back for more people and the more time you spend with other people the higher your ranking equivalent with your rescue. This rank unlocks our floors in the arc and if you get to high enough rank you can access the bridge and drive to scoop out more people that was not to fit initially. Do you realize how big the ship is you see that many more than 1,000 could fit.
The ships AI will give you a scanner that will show the nearest people, search for specific people...
If you leave the game your body will still be in the world so attach yourself to something or someone.
Survive and mine astroids to keep your health up. But don't hit other ships or they will retaliate.
Shoot astroids until they are tiny then go pick them up to refill heath. Your health is indicated by how filled the edges of your ship is.
Ships hold grudges and recognize you if they see you again.
Simple thumbstick and fire button controls.
Hit Pause to list all variables to edit in game.
An Osmos Maze Royale
The Royal Circle is closing, and it is constantly increasing the size of everyone inside it, while outside you will shrink out of existence.
You can absorb the size of smaller players, but watch out for larger players as they will absorb your’s!
Simply touch and drag is the only control.
Hit Pause to list all variables to edit in game.
Two bosses that can draw in attacks from the walls, but you will both have to avoid all bullets.
Here is a mini multiplayer game I was making.
Analog sticks for movement and a trackpad for drawing attacks.
It corresponds to the walls of the map shooting towards the center in sequence.
You can shoot as much as you want or as much as you can bear
because you will need to avoid your own attacks too.
Roomba
Astroids Roguelike, but procedural and more packed as you travel past the borders.
Competitive Cellular automata.
Simple multiplayer Snake Game.