Get Yer Nerd On! Lets share video game ideas :D
17 years ago
General
C'mon you've all got ideas for the greatest game ever, or at least one you'd love to play. I like to design em for fun and sometimes profit too. However I do want to set some ground rules.
If the description involves "do anything with anything anywhere" and "total freedom in a massive totally interactive world" I'll just smack you and tell you to go interact with the real world sometime.
Lets try to keep the ideas realistic.
To get the ball rolling here's one of mine.
Title: Juggernauts
Idea: You control a village full of little people who harvest resources and produce food. Set up just like the settlers series of games in that you have to create resource chains and process materials into usable or better forms. You can not only build these little cities but you can also build massive walls to protect them. Now these little people are at war with other little people and none of them are particularly handy in a fight. Instead they're all really clever builders and work together to build enormous warmachines called juggernauts. The player starts by building a scaffolding structure and scaling it to what size of warmachine they want to build. Then they enter a construction mode where they use building blocks and such to assemble a custom warmachine. Once designed and confirmed the citizens start to deliver resources to the scaffold and start to assemble your creation.
Once finished you can control the juggernaut in an RTS fashion and send it against the opponent.
An important feature is that all pieces can be scaled up and as they scale up their stats and price also increase. As a result as the game progresses and infrastructure gets better your ability to make larger warmachines increases.
Physics for smashing stuff and fire are a must. Game is set in a medieval/steampunk world.
I'm interested to hear what you guys think and what game ideas you have too :D
If the description involves "do anything with anything anywhere" and "total freedom in a massive totally interactive world" I'll just smack you and tell you to go interact with the real world sometime.
Lets try to keep the ideas realistic.
To get the ball rolling here's one of mine.
Title: Juggernauts
Idea: You control a village full of little people who harvest resources and produce food. Set up just like the settlers series of games in that you have to create resource chains and process materials into usable or better forms. You can not only build these little cities but you can also build massive walls to protect them. Now these little people are at war with other little people and none of them are particularly handy in a fight. Instead they're all really clever builders and work together to build enormous warmachines called juggernauts. The player starts by building a scaffolding structure and scaling it to what size of warmachine they want to build. Then they enter a construction mode where they use building blocks and such to assemble a custom warmachine. Once designed and confirmed the citizens start to deliver resources to the scaffold and start to assemble your creation.
Once finished you can control the juggernaut in an RTS fashion and send it against the opponent.
An important feature is that all pieces can be scaled up and as they scale up their stats and price also increase. As a result as the game progresses and infrastructure gets better your ability to make larger warmachines increases.
Physics for smashing stuff and fire are a must. Game is set in a medieval/steampunk world.
I'm interested to hear what you guys think and what game ideas you have too :D
FA+

Idea: You're standard RPG with a new mix thrown in. You control the main character Vyse who sails the skies with a group that changes over time. You go in search of the Moon Stones to stop a evil empire from bringing back a destructive power that was sealed away thousands of years ago. Of course sailing through the skies you're bound to get into a few ship to ship battles where you destroy the enemies vessel. Upgrade your ship with defensive items and new weapons. Enhance you're destructive power with Super Moves by obtaining moonberries. The game is set in a fantasy world as most RPG's are.
Racing game liek most big racign semi simulators but now you can disasemble a car down to its chassi and engien to its core components and rebuild em to a super machine.
other is a RTS management survival horror with asmal group to command to try live a zombie infested world.
For the car part it was made allso ocne... but badly and after thinkign about it so long and toht why haveint none done it again.
allso after play nuts and bolds i woudl lieka proper game one buid everything oneself, and sitnead of get one new peice after every levle one get a entier bluepring box with tosn of parts so one can buidla new unit but allso can build something from scratch... yeah you may notice i have a patern of wanan build things
It was fun doing melon races in gmod :D
A small group of arctic explorers lose their supplies and shelter and find the ship run aground and half covered in ice.
It has been missing for half a century.
They manage to get on board and explore it eager to find left over supplies.
And slowly discover the horrible secrets that led to the ships icy fate.
The combination of a once luxuriously beautiful but now decaying place and a dark disturbing Lovecraftian plot would be very nice.
Idea: You play a disgruntled Asian sales representative riding a flying fish while shooting pancakes out of a cannon at Norwegians with confidence issues. You play though various environments ranging from the concrete maze of Wall street to the tombs of ancient Egypt trying to save your... erm.. princess or something. and it all ends in a fiery climactic slap fight against an angry bear.
What do you think ^^
http://nigoro.jp/game/rosecamellia/.....secamellia.php
You would conquer planets and build your civillization, ala Alpha Centaury or Sim City, build defense, explore the other planets and build space stations and whatnot. If you get attack or attack somone then you have a RTS game ala Star Wars Empre at war for gorund battels with base bulding and all, while space battels are fought Homeworld stye with huge fleets.
Between all that you can make diplomatic contacts, explore psace, meet other races etc. The intresting would be that you can create your own race and build your own uniqe weapons based on a system of hulls, chassis, weapons and armor. So you can build carriers or star destroyers, tanks and all the other stuff. You can alos sell em or buy gear from other races so you can mix and match your army.
Of course you cant build ultimate weapons, its all based on the stone, paper scissor game, you can always find a way to blow up your enemy with the right equitment. For managing your vast empire, you can put AI controlled Prospectors or Delgates into the sectors who defend you or alarm you. Larger empires can simpy swallow the smaller ones, because they are under protection in the first tbuild up pahse and you can also alliy yourself into powerful Organizations and so on to protect you from the others.
You can either rule the empire with a iron fist or be democratic and call out a republic or whatever you wish doing.
Its really complex but has everything a game needs: resource managment, charas, space and ground battels, colonization customization of your tech, diplomacy etc.
idea: a card based game in which you must send your officers forth to take control of lands and face your foes. each player starts controlling one land and must fight there enemy every time a officer is beaten the winning player gains one land with more lands players can send out more officers or units to reinforce there officers or use tactics or even summon the power of gods lands come in 7 types
cavern depths, wet lands, wood lands, no-man's lands, hill sides, ruins and holy land
differant cards can be used only if you have cirtin land types the game goes untill one player has won all there lands (vary by game 3 to 8 ) or if if plays can no longer draw a card then who ever has the most lands wins.
officers: officers are the main cards they face the other players officers for lands each player has a elelment, a force, and a skill the element shows which land you need to use them
dark = cavern depths
water = wet lands
wood = wood lands
fire = no man's land
earth = hill sides
metal = ruins
light = holy land
force shows how much damage a officer can use and skill shows how much damage a officer can take before they can not fight any longer.
units can be added to your officer to help them, raise force, skill or give them a power of some sort
tactics are tricks used to out wit your foe switching officers hurting a enemy destroying land even are all ideas of things a tactic can do.
god cards are by far the most powerful... and costly in order to use a god card you must remove one land with the same element has the card from the game more so you will have to discard a officer and unit of that element but once this is done the power of a god card can change the whole game each element has one god
darkness/cavern depths: goru the many, all dark element officers deal 2X force and deal damage before the other players officers
water/wetlands: murri the cunning, all none water element tactics no longer work
fire/no man's land: razle the hateful, all none fire officers have -2 force and skills
metal/ruins: ellia the creator, look through your deck for any metal cards and put them in your hand then the other player discards all metal cards
light/holy land: beiliu the heroic, all officers you have regain 2 skill at the start of each round
wood/wood lands: xiang the brave, all wood officers you have gain + 3 skill
earth/hill sides: kcor the mighty, all earth officers you have gain +2 for every hill side in the game
i'm still working on all the officer, tactic and unit card names and so on but this is the back bone of it all
I figure a slightly futuristic or older time period (Not cybernetic, but maybe steampunk would work) would be good for it.
We didn't flesh out a lot of details, except that we'd try for 2.5D (That way it's side scrolling but allows for a 3D world so it's not just walking down one straight path the entire way).
Admittadly, those are all awesome. But they're still uncommon. =p
But I agree that this genre has been very neglected of late.
A horror combat racing game where your vehicles are biomechanical creatures, looking very much like the creations of HR Giger.
You could upgrade them with specialised vat bred organs and parts or even crossbreed strong "vehiclecreatures" to create better ones.
Being a mix of a mechanic and a mad surgeon.
Part of it would be racing part of it would be recources management, making sure you stable of creatures iss well fed and cared for, new upgrade organs are bought or bred etc.
Creature weapons would be based on organic things, like claws or poison or acid.
I actually got this idea from a bizarre dream i once had of a formula one car that was also a pterodactyl.
Idea: VS style fighting game with DA or FA artists as playable characters.
Tagline: "The first casualty of war is innocence."
Genre: Combination first and third person shooter
Synopsis: You play a soldier during the first world war who has just arrived from basic training on the front.
As I said before, you're a soldier fresh out of basic training, whose ideas of war are clouded by patriotism and honor. Soon, you face a harsh reality and need to learn to fight in the hellish trenches, and get accustomed to life on the front.
The game starts off with you having no idea what war is like, and you have to fight off not only the enemy, but you have to overcome your first bout with shellshock, and have to learn to fight hand to hand in the trenches. As the game progresses, you become more hardened, and things like fatigue and shellshock have almost no effect on you. This is as far as I've gotten so far with my idea.
That's not a game of course, just a element I'd like to see in a much broader game, possibly a SRPG (which would allow area of effect to play a large strategic roll in designing spells as well). Would be cool if it could be complemented by a strong melee customization feature as well for weapons perhaps.
Wait, no, I think that's already been done
Also the chainsaws are on fire...
Also the gun is purple.
all i have are my crappy, plotless homebrew's. ...though i do aspire to one day make great things
Idea: Design your own religion! Will you create a genuine force of peace and unity or a money-grubbing cult fueled by hate and ignorance? Choose tenets and positions, deal with rival creeds, and spread your influence!
You play as a pretender god and try to spread your influence over the world and be worshipped by all. Thus ascending to godhood.
Not quite a social simulation like what you're talking about tho :P
I was basically making layouts,designs,and conceptual art.Unfortunatly,the proyect was cancelled...at least they payed me .
The idea was really original and funny:
Your work as a player was to take control over an ecosistem,lets say, an african savanah.You got herbivores,predators and of course,carrion-eating.
You got a timeline of one year with 4 seassons,wich affect the amount and quality of the vegetal life,wich is the herbivores food.If you don´t make the predators hunt the herbivores,their number grows until the food isn´t enough for all of them,so they will starve and die.If a predator kills a prey and the carrion-eating don't eat his corpse,this one decomposes and spreads diseases,killing all,preys and hunters,etc.The weird part is that the character designs was made in a crazy cartoon lookin style (that was my part of the job).Would be very funny to see it finished.
Personally, I've thought a combination of "taxi" game and cooking game would be fun. Like, you're this food delivery company in this city and your business' claim to fame is that you cut down on delivery time by cooking the food IN the vehicle on the way to deliver it. How it would work out gameplay wise is that you'd have the driving section, and then when you arrive at the destination it would flash back and you'd do the cooking part of the game, with every bump and turn you made while driving hindering your efforts to cook! Or, in two player mode, you could do the driving while player 2 cooks simultaneously.
... ... *paranoidly waits for every idea in this journal to be stolen without credit by some mysterious korean free-to-play gaming company*
Set it up as a first person view inside the taxi with the dashboard covered in cooking tools. Use the wii controller to work the food and the nunchuck to steer. Or have 1 person do each job and play as a team.
But yeah, it'd probably be good on the Wii. Cooking games are just better that way!
In further detail, I'm thinking the driver would be a young, energetic guy.. probably his first or second job. The cook would be some former 5-star chef who was disgraced after an unfortunate incident (hair/bug in someone's food?) and this small business was the only ones who would hire him after that. The boss lady back at the office would probably me your typical young female entrepaneur, who keeps the boys in their place. ;P
I've given this some thought. I knew how I wanted it to feel, and end, before I decided on the spcifics, and worked backwards, of sorts. The plot is pretty much a deconstruction of the generic modern FPS plot.
You play as an android, a super soldier on an earth in which humanity is dieing out. Throughout the whole game, he says nary a word, conveying personality and emotion through his actions. In the beginning, he starts loyal to his creators, and must fight off the aliens, a three-gendered insectoid race (One is the queen, one the males, and one the drones, with some variations of the latter) whom have caused the men to become so few.
Your comrades believe themselves firmly to be right, and you follow their command. Despite their proclamations, their idea of defense is to slaughter their enemies arbitrarily. On one of these raids, the android is separated and damaged, and taken in by a small alien who knows not what he is, or of his purpose, and repairs him.
Slowly throughout the game, you realize the new world's order is not necessarily a negative thing. The life has become more diverse as plant life starts creeping over man-made structures, and the aliens, though occasionally violent, have their own motivations beyond 'threat.'
Your avatar, the robot, begins to feel more affectionate for this alien, refusing to leave, and brandishing him a traitor to the humans. He gets more isolated, for many aliens cannot forgive his past atrocities, and slowly accumulates damage that cannot be fully repaired by the alien technology. By the end, he dies protecting the alien he's bonded with, still forever known as a traitor amongst humans and a scourge amongst all but the aliens he aided. In doing such, he becomes much more than a soldier, at least personally.
You play in a city and refugee of humanity, over a hundred years taken back and teeming with plant life, now resembling a jungle; a vision of the apocalypse I've yet to see.
It's an FPS that presses running and survival more than randomly killing things, at least in the later levels, and holds onto a strong level design as challenge opposed to flooding a room with enemies. In some respects, it has more to do with a platformer than an FPS in that regard. It also allows, and even encourages, using the environment to your advantage, for instance, topping the remnants of pillars or stairwells to impede enemy progress. Despite the emphasis on the bonding between the android and the alien, I want it to be light on escort missions, those that are their have the alien riding on you and act simply as a shorter life bar.
And yeah, that's my idea. =p
This kind of narrative could be really neat and the ending structure has already been pioneered by fallout.
I didn't even think of multiple endings. Though, I would need some sort of incentive for players to continue playing if I made damage permanent... Hmm...
Perhaps adding RPG elements, a la Dead Rising. And in making such, the game would unfortunately have to be short, and the levels nonlinear, else people would be annoyed having to replay areas. But it could work, and prove very effective.
For incentive to keep playing, It's not so much how many pieces you have left, I think. because if you die you'll probably have few pieces left, and thus would have to start again. Perhaps for accomplishments I could add a form of experience, that would improve your initial parts in a new game....
It's sort of a "do anything anywhere ever" thing except for one limitation. See, you start off with a planet, and you choose what kind of planet; mostly jungle, mostly cloudy, watery, blah blah blah. Then, you have a selection of species. You select which will become the dominant species on the planet.
But then, you make /one/ change.
Only one. You choose to modify either the planet or the populace. You can do stuff like increase their hunger drive, add testosterone, or make them refuse to eat a certain thing. You can choose to make the cloud cover that consistently covers the planet open up now and again to incite curiosity, or force the planet to self-destruct around the time that space travel becomes possible for the species. You only make one decision, though, and then you have other people online do the same with their planets and their species.
Then, you fast-forward by millions of years, working through the evolution of the species. Once one of them reaches spacetravel, time slows down to decades, and you can see what your species has turned out to be in personality, appearance, and technology.
Then, you see how they all interact.
There's no set method for "winning". If you create a warmongering race, and they wipe out the universe, you've won just as much by creating a race that starts up an immence commerce system with that race on top. After another ten million years, it gives you statistics on who did what and who came up on top in different manners. The goal is to create a race that is the most successful.
-Loading-
You win!
But seriously, I really like games where you can just watch things go and only make minor changes to the world. Sim earth actually allowed for this kind of gameplay and a sequel could be absolutely amazing.
Mine would be a rather "old fashioned" spyro game set after "year of the dragon" ignoring "ETD" and "AHT" as well as the Legend series
Setting:
The Dragon realms like in the first game however with updated areas, some bigger and maybe some additional areas added (like a world based on
Dragon shores from the end of Riptos Rage)... they would still be split in diffrent worlds however the levels would be connected to the
corresponding hub as well as some beeing reachable from eachother
There would still be warp gates thought to act as shortcuts between them, in fact some levels couldnt be reached at first by either the gates
or by foot and have to be "cleared" from the other end first... the hubs themself could also have a connection between them however some had
to find other ways to reach them (think of dream weavers for example since it´s basicly a floating island)
Spyro:
A few years have passed since his last adventure, he´d be a it older however still a youngling and with sparx... he'd have gained some more
wing power allowing him to actually fly a bit to actually having free flight everywhere "unlockable".
I dont know about the other elemental breaths however i found them a bit unneccesary, i'd personally like to keep with the basics spyro had,
headbutting/headdive and torching (i'm no fan of combat systems really)
Character wise he'd also be more like in the previous parts, he was just to jerrk-ish in the later ones, i'll explain how he's the hero here
in the next section
Story:
It's been a while since spyros last adventure and he feels bored so he starts looking around if anything interesting is going on... and in
fact it is as he discovers a group of bad guys and thiefs as they discuss something, he amnages to take some out but some escape to report to
their "master" (one of the Big Bads who's revealed during the game) who decides since they where discovered they have to strike now
Suddenly bad guys start popping up all over the dragon realms but whats worse something happens to the magic in the lands, it seems to fade
and magical items everywhere are stolen... this affects the dragons as they somehow lose their ability to fly... Spyro however has a small
exception, since he´s still small and "lighter" than the others he can still kinda fly on his own
The dragons with most experience about magic are of course the magic crafters so this would be the first place to go but the problem is
reaching them high up in the mountains, since most other dragons are used to simply fly there and the warp gates between the worlds suddenly
stop working due to the fading magic there are only paths build for smaller creatures... well spyro is small so he can use them as well but
they are heavily guarded by the bad guys and bosses who oddly seem to profit from the loss of magic... well since spyro seems to be the only
one able to do this and most of all since he was bored and looking for action anyway he takes the quest.
It could also in later areas contain Gnastys world who could be a suspect but turns out his realm has the same problems
Attacks:
The classic attacks, torch, charge, headdive
Flame breath could this time be in a way effective against metal armors too as it can "overheat" them by repeatly blowing fire on them, think of the "ventilator chests" in STD (enemies make a "hot hot hot" dance distracting them from further attacks or their armors fall off)
Maybe also have some controll over how he uses firebreath, button tap is a fire blow (wide spread, short range), holding fire is like a flame thrower (thin spread but wider range)
Aside that spyro could still swallow and spit objects like rocks, bombs, bottle rockets and such and have diffrent flame breat "powerups" like
Superfire: (for comic effect maybe after eating something hot like a pepper)
-bigger range/wider spread
-can "overheat" metal armors in one blow
-additionally spyro runs a bit faster
Fireball: (Swallowing something like a "lava rock")
-LONG range
-Explodes on impact
-Can kill small armored enemies and blow armor off bigger enemies (and of course kill them when unarmored)
Mega-Fire: (Swallowing a "plasma ball")
-Several flares that target nearby enemies
Electric ball: (after swallowing a battery)
Change your firebreath into a electric sphere that zaps enemies in the path it travels
Also the charge attacks could have "powerups" as well
Charged horns:
-Cause a small "explosion" (or shockwave) on impact
-Knock over bigger enemies, blow off armors
-If you do a head dive it cause a small shockwave, close range can kill smaller enemies and direct hit on top of a big one can "flatten" him
And of course the speed up strips that let you do a supercharge which can instant-kill pretty much all regular enemies
Environment:
As mentioned i'd love to have the classic dragon realms formt the first game update and as big connected areas maybe as a big island or at least a fully acessable part of a bigger continent only seperated by impassibly high mountains (at least in game unpassably high)... the setup could work like:
Artisans:
Costal region in the south-west of the realm almost like a peninsula, there are some areas going smoothly into the sea but most are sharp cliffs and castle like walls
Peace keepers:
North of Artisans seperated by cliffs and only acessable through some canyons, it only has a fairly small beach area (like in the first game when you first land there)... it would be pretty much in the center of the realm only bit more south than magic crafters, the hot climate there would come from the walled off location, volcanic activity and the deep cracks and chasms running through the land (making cliff areas like cliff town)
Magic crafters:
North and slightly west of peace keepers going up in high mountains, they can explain what's happening to the magic and also help you to progress to dream weavers by building a huge ramp and long speed strip
Beast makers:
Just north-east of magic crafters, beach region in the north large lakes and rivers from mountains passing through the area, borders with peace keepers and seperated by swamps, tar pits and mammoth tree forests (as seen in "tree tops")
Dragon shores:
This wasnt in STD but i imagined it would make a nice water based area for the game (the first only had none of those because spyro couldnt swim) beeing set just south-east of beast makers, the amusement park could make for a nice (optinal) mini game area maybe after finishing the main game and it would feature some underwater areas... the dragons there could have mostly adapted to swimming using their wings like flippers
Dream weavers:
Most eastern region of the dragon realms just above some islands and sharp mountains rising out of the sea it hovers above the clouds, however beeing a rather "surreal" place it can have some rather unusual aspects as well (like mountains in the middle of the clouds)... this area could show one of the most drastic results of the magic loss as many areas start to fall and drift apart and some crazy stuff happening like random daytime, weather and climate changes
Gnastys World:
A island set a good deal east of the dragon realms beeing mostly surounded by harbors, like seen in the original game it's more mechanized having industrial areas... additional areas here could be deep mines (the gnorcs need a place to get their metal from after all)... here the magic loss could too show some drastic results as the machinery starts going crazy (the gnorcs not beeing bad guys this time)
"The unkown island":
North-east of Gnastys world beeing something like the final area of the game, surounded by thick fog it was simply not visible all the time
West beyond dragon realms:
Not sure about this area, it would depend on how the dragon realms are set up... if they'd be an Island it would be water of course, if part of a continent there could be high mountains or it just goes into a endless desert and wasteland that even the dragons keep away from
Waters around the realms:
The nearer coasts are safe but deeper waters are dangerous specially for small dragons, don't swimm out too far... could hide secrets however
Extra areas:
Of course between the lands there could be some small extra areas not particularly belonging to any of the main areas which are reachable via hidden or unlockable passages or "unlocked free flight", could contain hidden treassures and generally some "crazy stuff" or extra missions/mini games
I'm not sure if dynamic weather and daytime change should be in the game as some areas may need a certain mood to work but stopped time probably wouldnt work too well with connected worlds
Collectibles:
Gems:
Of course gems, they are a staple of the series, not sure though what you use them for and of there should be a limited or unlimited amount... a possible use could be buying some "powerups" (kinda like in AHT) like taking extra hits so there would be a incentive to get them
Magi-gems:
The thiefs stole most of them, they can be used to activiate magical items like gates and some machines... the inhabitants of the dragon realms still have some and can give them to you in exchange for a favour... or if you ask nice enough
Dragon eggs:
Once again the poor eggs are target of thievery as well (they could serve as something like "magic batteries" so they are valuable to they thieves), like in AHT they could serve to unlock secrets/fun stuff
Mysterious gem splinter:
Left behind by defeated bosses, dont serve in-game purpose really but more story wise
Puzzle Objects:
Keys and key items
Pickups:
Some small stuff you can get during the levels
O = Used once and gone
# = Can be used a number of times
T = Vanishes after a certain amount of time
Butterflies: O
Self explaining to every spyro fan really :P
Rocks: O
Spyro can spit them on enemies to take them out from a distance or at rather unreachable places
Bombs: O
Same as rocks only they explode taking enemies out in a small radius and able to kill big enemies
Small bottle rockets: O
Fly more or less straight foreward when aimed or target the nearest enemy when spat randomly
Batteries: #
Lightning ball
Hot peppers: T
Give superfire
Lava rocks: #
Give fireball
Plasma ball: O
Mega-Fire
Other possible objects:
Watermellon - Spit seeds - #
Big diamond - Can be spat and picked up again as it doesnt break - O
Coal - Spat like the rock but sets things it hits on fire - O
Chewing gum - Spyro can blow a bubble that lifts him up a bit and reach high ledges, pops after a few seconds - O
Ice (like blocks of ice, ice cream or anything frozen) - Turns firebreath into ice breath, can freeze any enemy - T
Of course there could be other items as well like the squeaky ball in YOTD to lure the dog you use as puzzle or fun objects (like a frizbee you can take and spit somewhere)
Unlockables:
Dragon shores amusement park:
Beating the main game, contains minigame collections and replay boss fights
Free flight:
Can be unlocked by beating the game
Take extra hits:
Buyable at any time, can be bought 2 times to increase to 4 and 5 hits
Butterfly jar:
Once bought can be refilled anytime by chasing butterflies when sparx is at full power, holds 3 butterflies but needs to be manually opend by selecting it, buyable any time
Underwater "fire" breath:
Allows you to spit "fire" underwater instead of just using charge attacks, not really neccessary so it could serve as a buyable extra (kinda like when you unlocked permanent fireball in RR/GTG)
Fun cheats/extras:
Unlockable by collecting dragon eggs
Cutscene viewer:
Available anytime, a cutscene becomes reviewable once it was played
Other characters:
Not sure about other playable characters, while they add some spice they can also be annoying sometimes like Blink from AHT, i hated playing his levels... maybe if it's handled like you CAN play a area as another character but also visit it as Spyro (like "hey want me to help yu out there?")... however i'd like to see some of the previous characters reapear specially Hunter and mabye Elora (she didn't get much spotlight lately after all)
Abilities:
Spyro:
-Gliding
-Flight, after a small charge spyro can actually fly a short distance instead of just gliding
-Double-jump, in mid jump spyro flap to gain some higth, can alos be done during a glide
-Hang onto edges... ohh yea i hated JUST missing a edge and see spyro slide off into a void so lets have him grab onto a edge and pull hismelf up or drop deliberatly
Sparx:
-Gem radar
-Gem grabber
-Possibly go on some solo missions like fyling through keyholes and find a key to let spyro into an area, he could fire small fireballs that dont kill regular enemies but fooder creatures... additionally he can "sneak" by enemies by crawling which is still easy as he can crawl on walls and roofs as well
Other additions to the game:
-Maps are deffinetly a neccessity, i played Banjo-Tooie a while back and the large areas got so confusing i wished for a simple map
-OPTIONAL mini games... yea mini games are a nice addition but i hate HAVING to play them in order to continue so at least make them optional for the main game
-Skill points, they're still fun to figure out ^..^
-There should be some dragons/gnorcs hanging out in the worlds of course and actually able to give you some advice like if they saw thievs
-Infinit/no lifes, having limited lifes can just make things tedious so there's no "game over"... however doing that without making passages artificially harder by turning them in trial and error (i'm looking at YOU, AHT, especially blink)
-I think Sparx shouldn't have a real voice, I liked how they had him buzz his text in YOTD and just subtitled it
-As nice as real time shadows are I'd rather have Spyro have a DROP shadow that's always below him to make jumps easyer
There hop i didnt blow anything up now ^..^;
- Inflate too big without enough elasticity causes your character to pop
- Players can pop one another if a character is inflated enough and beyond some sort of point
- Players can forcefully inflate other players, but this will deplete their inflation reserve
- Popping causes elasticity to drop
- You can only carry so much at a time
- The bigger a character inflates the harder it becomes to moves around in smaller spaces and walk in general, so some stock piling of resources is required
- Players must protect their resources from other players
- Also, each level would have some sort of randomly located super stash, find it and a player has a good chance of wining, but not a guarantee
- Sizes can vary quite a lot from normal person size to say bigger than macro or maybe even a city if all resources are used on one character
That's about all I can remember. What do you think?
And what about skills and attacks that level based on use? :b
shit was so cash
The game would run on a set story line. However, each area is vast so that there is more than one way to get to your main objective. This would also effect the out come of the game depending on what you do/ have to do. Also, every environment would have enough destructible material to make anyone giddy. Walls, tables, stairs, almost everything could be destroyed.
There's only been a few things that I would want to incorporate into the game that came from past drafts of the comic. Particularly the confused aliens, the Galvatins, and a psychotic comedian who wants to posses the powers of a one million year old relic that turns him into a fifty foot killing machine. The Galvatins are a must because they are completely confused on their role as aliens. The biggest joke is that their kind impregnates the males of other planets to reproduce. What makes a desirable host is one who's body has enough trans fat to feed the little martian babies. Jake loves food and beer which makes him a target for the aliens. So constantly, the Galvatins keep trying to abduct him. This, even though you would be able to switch between the two characters, is where Kelsy has to chase them down. Sometimes in the middle of a mission where you might have to concentrate on both chasing them and trying to keep your prime target from killing you.
That's kinda it in a nut shell. What ya' think?
I'm not sure if it would ever get pulled off right but I love that setting so much.
My idea would probably be something like a a cyberpunk (Snatcher, ShadowRun, Blade Runner, etc.) game complete with a vastly large and stacked city. You'd also have a few characters (with their respective scenarios) to choose from. You could be the classic Blade Runner-style detective who's solving a mystery (Snatcher), a hacker who wants to crash the city's master network (The Matrix, Deus Ex), a criminal who wants to slide himself up the ranks all the way to kingpin, or a vigilante (or not) cop who wants to clean up the city's problems once and for all (?). The means you achieve said goals will determine the end result. However, there would be no "BAD" endings for the most part, just different ones.
You can, of course, choose from an array of vehicles, weapons, and other gadgets (some more hidden than others). Some you can just buy, others you'll have to search for in the city depths or the black market.
If anyone could pull that off, it would be amazing to play! :3
One is Stars!, which was a fairly detached and graphically unintensive turn-based strategy game. A lot of fun, although if you really want to start splitting hairs and getting down to the numbers it can be very involved. But the graphics were such that it could (and even might?) run in Windows 3.1. But you could be managing hundreds of individual fleets (for the sake of simplicity, a fleet is anything from a single ship to 256 of mixed types.) You could also pack a few hundred kilotons into a mineral packet and fling it at an under-developed opponent world to wipe out the population. But everything had to be planned out ahead because it was literally turn based, making it like chess on crack.
The other is Homeworld 2. Fully 3D space-based RTS You could zoom right down to the closeness of a chase cam on a wing of fighters, or zoom all the way out to take in the glory of your entire armada of capital ships slugging it out with your opponent. Unfortunately due to engine constraints, the maximum number of units is rather limited, and the battles move rather slowly. It did introduce an interesting RTS concept in that you auto-harvested all resources from a map when you finished that "stage" and kept the resources when you started the next battle. You could also scavenge the remains of larger ships that had been destroyed for resources.
Something in between would be nirvana for me :p
Idea: Think Animal Crossing meets Dragon Quest. You are a citizen in a small rural town on, say, the far outskirts of the world's kingdom.
This world offers a wide and near-endless assortment of adventures to have, quests to complete and an abundance of monsters and baddies to slay, but the game would offer you no "world in peril" motivation to do so. Instead, your motivation would be your town. The goal would be to better your town's standing in the kingdom and raise the quality of living for it's inhabitants through your adventures.
There are several ways this could be done, all with their own pros and cons. You could discover that the bones of a monster unique to your town's area of the world is especially good at the crafting of weapons. While this gives your town a unique export and a much bigger commerce flow, this may attract bandits bandits that threaten to harm your villagers, or poachers that may hunt the monster to extinction. There's also the increased circulation of weapons to worry about, which may ramp up the frequency of armed/violent crime. Inversely, if your town's focus is more on, say healing herbs with little to no weapons circulating in the economy, they may be more susceptible to bandit raids.
The town's place in the world would be randomly chosen, thus the setting and ecosystem would be unique to each town's experience, making each town different in how they grow.
You would control a single customizable player character in your town. You have no control over the townsfolk's buying habits, focuses, and wealth other than the jobs you do, the discoveries you make, and the loot you bring back from your adventures. You start your life in the town with nothing but a few essentials and a sum of gold to your name. You could use the gold to buy a sword and start off hunting monsters for money, or you could buy a few seeds and a patch of land to start growing valuable food for the village, the choice is yours and there would be many more things to choose from. This, I think would give the player a sense of involvement in their town.
Of course, there's always the option of being involved in a negative way. You could steal and thieve from the townsfolk, robbing them of income and living essentials until you are caught or your crimes take an almost irreversible toll on the town, crippling the economy into a state of poverty. You could continue this way, roaming the land, ruining towns and people for your own profit. Word of your actions may reach the ears of other prospective criminals and you may find yourself inducted into a newly formed bandit clan. I'd like there to be much more possibilities, allowing the player to play however they want and make their own story.
Gameplay itself would take place from the third person, employing a single-button system much akin to the Fable II system for combat, but moves and spells should be much harder and time-consuming to learn, thus encouraging players to invest their valuable time in spells and abilities that would compliment their own style of play. Interaction with townsfolk would be almost like a dating sim, allowing you a number of reactions to each string of dialogue with them, allowing you to build influence and have each townie think of you in a unique way.
I could go on, but I think I've said enough... or maybe too much by the looks of it. @ .@;; I'd also like to employ a form of multiplayer, but I'll leave that for another time, maybe.
But one thing I'd like to do is make a mod based on Shawntae Howard's Extinctioners, maybe using what they're doing with Dawn of War 2 and give the players command of the Extinctioners, a Hunter company, and maybe a clan of human rebels to balance things on the homo sapian side. Like in DoW 2 you have a commander (who represents you) and several squads headed by sergeants with distinct personalities, all level up in a RPG style.
The campaign(s?) would stretch from Alden all the way back to Earth (which is a ecological wasteland in the lore) as the human rebels fight to leave Earth and gain a foothold on Alden, the Hunters struggle to maintain their position and complete their master plan, and the Extinctioners fight for their freedom.
If you were to look at the server list for the current iteration of Battlefield (2142), you'd see a whole slew of servers and thousands of people doing the exact same thing in little pockets here and there. But what if each of those servers were a different location across Europe (or around the world even) that were important places during WWII? What if what happened in each of these different places affected the rest of the "world?" What if you don't like FPS titles? There's two whole other games that still have an effect on the same world that the FPS players are immersed in! You can take up the job of the pilot of a B-17, take off from Britain and make the long trip to a target over enemy territory, with hopefully other players to take up the job of P-51 escort. So unlike Battlefield where all the planes are on the same, horribly cramped play map, the FPS players wont know when an air strike is about to occur or where it will hit. However, just as the aircraft affect the FPS players, the FPS types can take up arms with AAA and take potshots at any aircraft seen flying over their map.
Obviously things would be sorta scaled down from their real life counterparts, because only the most hardcore sim-head will actualy want to sit around for hours getting between Britain and Germany. Similarly, if the battle is won on one map in FPS mode, you don't have to make the days march to the next server, that would be seen as part of the loading screen.
Yes, it's rather involved, but as someone who's favorite part of the old BF games was flying and submarines (the latter of which hasn't been seen since the original game), I think this is the best answer to the deluge of generic WWII fps' and uninspired BF sequels.
The idea for winning is a lot more epic than I described it as and basically a player who goes through with it will not want to play the game that way ever again (if they even want to play the game at all ever again) so whatever rewards there are for a second play would be decidedly more low-key and probably casual-oriented. I'm of the mind that "play the same game again, but slightly more overpowered this time!" does not constitute replay value and I think most people agree. I'm open to the possibility though.
If I say too much more about KoL, I'll sound like an advertisement, but I will mention that there's an obscene amount of content, so while the core quests don't usually change, others can be wildly different. Plus, the different classes play in pretty different ways, making "super awesome" equipment (Like my Stainless Steel Slacks, perfect for Moxie characters like a Disco Bandit or Accordian Thief) for one character nearly useless for another (such as a Muscle class, like the Seal Clubber or Turtle Tamer, or even a Mysticality class, like Sauceror or Pastamancer).
...Did I mention that KoL also doesn't take itself seriously? ^_^
I'll keep things simple here: I'm working out the play mechanics of a DSV Nautica card game. I've got the basics, and I think it'd work best in flash. I've tried producing a furry collectable card game in actual collectable card format in the past (Y:TCG) and it was a logistical nightmare, so yeah, next one's in Flash - problem is, I don't know Flash that well. If you'd like to talk a bit about it on messenger, we can. =3
I'd want a MMORPG like thing, but instead of all this fantasy Orcs Vs. Humans ect. crap it'd be in space. There'd be no walking around or anything, instead the entire game takes place in your ship. There'd be the two factions that are gunning for each others throats and a third that plays the double agent. The game would mostly revolve around getting money from your factions goverment for killing the opposing factions team members or mining minerals from a asteroid. The combat wouldn't be macro's but entirely real-time, sort of like the Star Wars Rouge Squadron series.
And no, EVE online doesn't count, thats Microsoft spreadsheet: Sci-fi edition.
Of course this is something only a major game maker could do...
Though that also had the crappy macro based combat.
However the game you envision is on the horizon http://www.jumpgateevolution.com/
Story - The story starts out 100 years after the war on the Machine Lords home world of Machina where an archaeological expedition funded by the Earth Empire is taking place in order to find out how the Machine Lords technology work, during the expedition two archaeologist end up discovering Sabien's Regenerating Chamber which he has been stuck in, after they realize Sabien is still alive after 100 hundred years, they manage to get him out but as soon as they do a strike team who were hidden in orbit just encase the expedition turns up something they shouldn't of attacks and starts killing everyone who were apart of the expedition, it's at this point you take control of Sabien where after you take care of the strike team you learn of what happened to your people and after that you start your quest for revenge against the Earth Empire.
Gameplay - Gameplay pretty much play like any FPS but in this game instead of finding weapons you build them by finding or buying parts and also you can customize the look of your weapons and you can make attach add-on to increase the power of your weapons also parts can be used to upgrade the weapons you have but there one drawback to all this because in order to use certain parts and some weapons you may end up building you have too be a certain level which means there a level because it wouldn't be much fun if you could build the most powerful weapon right of the bat and also in order to build your weapon you have to do to places called Machine Shops these places also serve as your save points and also besides the man story you can do side quest in order to earn money so you buy parts and ammo from Fabricator and how you get side quest is by going to Hub worlds where gather information and buy parts and ammo and the only limitation with the weapon building is your imagination.
For the longest time, my "pet project" was an online Tactics-style RPG, with as much player customizations as I could work in. The idea would be to distribute the server as well, and let people manage their own communities, kinda similar to the MUD scene today. All stats and skills would be bought through XP gained, instead of having set amounts to gain levels. Skills could be customized, generating new effects even (There was an idea of allowing players to actually use a scripting language to do all sorts of things, like even create new damage types), and players could also create boards to fight on (that could be scripted to do things like have a "glass bridge", where Sound damage or too much Weight can shatter it, leaving "broken glass" on the tiles below it, etc).
--
Nowadays, my "pet project" (May or may not steal the title from a previous, similar pet project, "Patsy's Revenge") has been a side-scrolling platformer/adventure game. Basically the unholy union of the new Castlevania games combined with the fast-paced-ness of the better Megaman games. The focus is mostly on the plot with this one, though parts of it will likely be dropped to make it appeal more to the general audience. *grins* The original idea is that a random human guy winds up having an alien skunk-girl practically land in his lap. She's on the run from a galactic government, officially for being a "runaway slave", but really only going so far after her because she has crazy-fun nanotech in her. You try to help her out, but nearly get killed in the process. She gives you a transfusion so the nanites will heal you, and runs off. The nanites, of course, exist mostly to provide justification for all those wonderful platformer abilities (like being able to survive hits, heal easily, run faster, etc...)
The problem is, they do their job a little TOO well, turning you into an identical twin of her, leaving you to be captured in her place. The player is led to assume that she did this intentionally, to create a fake to take her place so she could escape, so there gets a lot of tension built up about how she "stole" your life, set you up, etc, and you hunt her down for revenge/a cure. Of course, being an exact copy, makes for a fun, even-match recurring boss. ^_^
So, the "human" part would be essentially a tutorial, while the game proper begins with you having to escape from slavery, getting a ship and a rag-tag crew and liberating anyone you can.
If time, space, and energy permit, I'd like to do branching storylines with this depending on the player's actions. Possibly teaming up with the original, possibly teaming up with the Galactic people, possibly doing your own thing. Haven't decided. Will almost definitely do multiple endings, at least one of which involves actually getting to turn back, and at least one involves settling down with a cute male skunk. ^_^;;
Anyway, like Castlevanias, it'd have RPG elements like stats and equipment and such.
I'd like to have a sort of sidequest "mission" system in. The idea of having a ship full of characters that could have their own probably somewhat basic) stats, and be sent to do missions for money, items and reputation, sounds pretty awesome. And, of course, being able to do missions yourself, playing them out regularly when you just wanna run around and kill things without worrying about plot.
I've got a lot more in mind on this one, but between the constant evolution it's undergone, and the fact that all my notebooks are in another room, I'd almost have to be asked something to say more. (And even if I could say more, I'm sure I've done enough.) So, basic summary: Castlevania meets Megaman and attempts for Epic Plot.
--
Something I'm actually working on at the moment is a lot less... ambitious. Essentially, I'm going to rip off the idea for Ikaruga and put it on the DS. Ikaruga is a game made by Treasure, for the DC and GC, famous for being one of the first commercially successful Bullet Hell games. The main idea is that there are two types of enemies and shots, Light and Dark. Your ship can switch between the two, and you absorb the shots of the color you match, but the opposite kills you. So basically, Bullet Hell on DS, with color-flipping fun. I'm going to experiment with an idea I haven't seen before. Instead of trying to estimate a "gap" between the two screens, or skip the gap entirely as though they were joined together, I'm going to overlap a small area, so the top of the bottom screen is also on the bottom of the top screen. Ideally, this will make it easier to track shots visually as they pass from top to bottom.
--
Other random ideas never got much more than a small blurb. Such as "Magi Racers". Gran Turismo with magic. That line and the name are nearly all the notes I have written down, but this is what's in my head: Street-racing magicians have gotten so "in tune" with their cars that they can use them as foci for magic. When you buy or build cars, it will have a certain number of slots that you can use to enchant (with used cars possibly having some filled, with it being hard or impossible to remove/replace them), and during the race, you can use spells that your character knows to help win the race (Like throwing fireballs at your opponents, creating ice slicks, walls of stone, or who knows what). In addition to cash for winning races, you gain Mana as a sort of xp, which is used to power up spells or enchant cars.
--
One I'd LOVE to build and produce is actually for arcades. Originally written down as "Initial D meets Steel Batallion". (Yes, a lot of my game ideas are in the form of "X meets Y". Doesn't mean they can't be FUN.) If you've ever seen those "Beach Head 2000" machines, with the force-feedback chairs you sit in, yeah. I want to take that, add more controls (maybe), add a card reader, and let you pilot giant mechs in Mechwarrior style combat, using cash to upgrade/customize your mech, and the card lets you keep it between games and take it to other locations. Most arcades aren't going to be internet-enabled, so no online deathmatches, probably. But still, seems like it'd be pretty awesome.
--
Anyway, sorry to completely spam the journal with an OMG XBOX HUEG post, I get carried away. ^_^;;
I've been wanting to get into game design and programming as far back as I can remember, playing stuff on an Atari 5200 and an old Heathkit PC running DOS. *grins*
The puzzle game is pretty simple, similar to Pyo pop (also known as pyo pyo and Dr Robotniks mean bean machine) though it differs in many key areas of gameplay. Ill post more about it when its done, hopefully within 8 weeks if I keep on schedule =)
Very futuristic. 5 interstellar races investigate a planet who suddenly appeared out of nowhere. The inhabitants of said planet are long gone. Only their robot's survived. They are aggressive and shoot down the explorer vessels of each race.
They now have to survive on the planet, fighting against the left over robots as well as the other fractions.
What I thought would be different from other games like this, is the limited personal recourses. The ships only had a small amount of people (~100-200), so each casualty weights heavy (as it won't change during a whole campain). Building a zerg-army of infantry won't do you any good, because you'll run out of people to drive the stronger vehicles soon.
Also the races would have totally different fighting options.
-) One fraction for example is very good at working with organic lifeforms. All their buildings, weapons, vehicles would be bred artificial lifeforms. Thus they regenerate automatically and are very mobile (meaning even buildings can stand up and move if necessary).
-) Another fraction is very good at stealth and used that as their main asset.
-) There needs to be of course the strong brutes that just focus on firepower.
-) Then there'd be the humans. Their advantage is high efficiency when collectiong recourses (They learned to use their recources well, because they lived on a polluted planet with depleted recources very long ;) )
-) Lastly would be an aquatic race that is at advantage in and near water, but at a disadvantage if there isn't any there.
Other than that it is straightforward. Collect recourses, build and army, defeat the enemy :)
The game is set in a medieval environment during the Black Plague. Your character is a boy infected with the decease and he grows black abscesses all over his body. He has to run trough a maze-like village as he is chased by Death. If Death catches him you lose of course. As his purulent boils grow, he can use them as weapons to infect other villagers which will be chased by Death instead, giving Johnny time to run away. But he must be careful, because infected villagers explode after some time shooting guts around that will make Johnny's health go down if he is inside the blast area.
You have a health bar and a pus bar. If the health bar reaches zero he dies. When he shoots pus from his boils the pus goes back to zero and he needs to recharge it before he can use it again. He can regain health by eating the corpses of other villagers that are already dead and laying around. There are also rats all over the place that will give him a small amount of extra pus if he steps on them. In addition of all that, the Spanish Inquisition is also after Johnny and they have set gruesome medieval traps all over the village. If the Inquisition captures him he will be burned at the stake or impaled.
The graphics can be styled after the Medieval "Dance Macabre" paintings.
http://www.edqvist.co.uk/OllesBlogg.....s/DSC_0364.JPG
http://www.istrianet.org/istria/arc.....ance-sl38a.jpg
http://i49.photobucket.com/albums/f.....bein-death.png
And A idea I had way back when Pokemon was the hotest thing around. A Pokemon MMO would of been cool.
But what game I would really love to see, would be an Ironclaw game made by Bethesda Game Studios
Gist: You are a man riding a velociraptor. Win by coming in first or eating all your opponents. The end boss is Samuel L. Jackson riding a bear.
I would LOVE a game that just placed you in the full arc of diasters, from beginning to end and have the goal to take shots, get in close and live that danger:>
It be rad with the ability to switch out different lenses, filters, cameras, stands, you could edit them and...and this really only interests me, doesn't it?
But every game just gives the brackets and the snap button, no focusing, no settings control, no filters, len changes (wide-angle, telephoto, macro) or different cameras. A Sony A350 behaves Soooooo much differently than a Canon 40D and I would love a game that gives me that.
But alright, closer.
They could even bring actual photographers from the field, ask them what they go for with shots, what's important. ANd of course, in this day and age, shots could be uploaded to a website to be voted on by the fans
Sorry I can't be more help. ^_^;;
Betting wagers + Giant city-stomping monsters = Kaiju Gambling.
The trick would be place your money on the monster that YOU think would win the fight, as well as placing a few bucks on on some scenarios that might play out, like the destruction of a certain building, or somebody's limb getting torn off.
T'was inspired by BBC's 'Monster Night' that they held some years ago.
its a final fantasy fight calibrated game, you start out with a mythical creature as a soul link(pretty much one gets hurt so does the other)it will start as an eagle that has feathers like gems, your home gets destroyed by magi and you set out on a quest to find out why, on the way you pick up more group members with different mythical creatures, after a certain level your taken into a questionnaire that determines what your creature will change into(still a version of a gemmed eagle but different types) and how your chari will react in certain scenes, the sub charis will be able to evolve theirs to though it is chosen through a random event which one they will change into, anyway, the game progresses and you eventually find the last boss who is a guy who has been trying to find a way to fuse with a mythical creature spiritually since he wasn't lucky enough to be a mythaliac when he was born, the experiment goes awry and he ends up physically fused with one so you have a final duke out with a huge half human half monster abomination which has set different evolves, after you beat it the first time depending on how you answered the questionnaire he will evolve into a different form and once you beat that you win the game, big cut scene and all the end ^^
Start off with some basic character creation, so you can make your own custom ninja, not just ape one of the main characters, and from there, start out with a few low level techniques/ninjutusu in the area of your expertise. You could specialize in one to three fields (but the more fields you choose, the less effective you are in each), or just be a generalist. From there, you get sent out on missions. You start with low level fare, mostly just a few messenger and bandit-killer runs, but once you've gotten the hang of things, and gotten a bit stronger, the game gets interesting. What a hunter nin does is track down and kill or capture missing nins, and that's exactly what you'd do. Read psyche profiles, look for clues and trails, ask or interrogate for information, and when you finally find your target, it's curtains for them.
A major part of this would be an RPG like strength progression. As you keep going, complete more missions, you get better stats and new techniques, based upon what you started out with. A specialist, for example, would eventually end up an absolute master of what they chose, and mediocre or weak in everything else, while a generalist would be a jack of all trades, master of none. Both paths would have benefits and weaknesses.
As an added curve, you could set yourself to come from one of the major clans. That means you get exclusive techniques, but handicaps to offset and balance these. For example, an Uchiha, who can copy techniques, would not learn any but a few tech's naturally. The Inazuka would have a canine partner, but be mostly limited to low level techs, or just one single progression line, outside their beast specialty. This would hold true for all the major ninja clans in the Anime.
I think one of the main stumbling blocks would be managing to rectify a properly elaborate combat engine with the level design necessary. it'd have to be a fairly massive open-world, including Konoha and all the surrounding cities and forests, as well as some more exotic locales for "the ones that get away".
Another issue would be the lack of star power. Sure, characters from the anime/manga could make cameos, but none of them would fall within the bounds of the main storyline, which means that it would be much harder to market to the "Fanboys" of the series, and not the actual gamers.
It'd be similar to SimCity, except it'd be more like watching an advanced ant colony. <_< The computer does everything it can with its given resources, and it's your job to either make things difficult or easy for them.
http://docs.google.com/Doc?id=ddqddrpf_81cbkp7ffj (Current presentation doc.)
http://docs.google.com/Doc?id=ddqddrpf_9ff8h7s (Old presentation doc.)
ever since I was young I have enjoyed the series of games, and while many different games of the series came out stretched across many systems (and while some good, some not) I never really felt that some had that same magic going on for it that the first ones on the Genisis did.
I doubt it would happen but it is something I have wanted to be a part of and even wanted to do the graphics for it =D
time and time again I have felt inspired to, and hearing some of the musics redone by project chaos ( http://www.ocremix.org/album/id/9/sonic-3-and-knuckles-project-chaos/ ) for example or things like the current direction of the series (not bashing it) has made the urge to see a re-envisioned 2d sonic the hedgehog even stronger :)
there also have been many starts to the series, including the satam series, archie comic series, video game series, and japanese tv series just to name a few.
One of my favorite, while maybe not easily remembered, is the pre-sonic 1 video game short comic inside of the first issue of Disney's adventure magazine. In which the evil Dr Robotnik (not egg man! XD) started out as a good guy studying the effects of the chaos emeralds under the name of Dr. Kintobor (Robotnik backwards).
He wanted to help the planet and believed the power the chaos emeralds had would help it greatly. The machine used to maintain the emeralds for study used a lot of golden metal rings to help keep the energy flow stable (the ones sonic collects). Sonic was originally a normal colored hadgehog who happened to have amazing speed and one day burrowed his way into Kintobor's underground lab. after befriending the little hedgehog and learning of his abilities he made sonic a pair of frictionless shoes so that he could manage running his fastest without creating the extreme heat keeping him from going real fast for a long time.
he later turned blue when the treadmill-like machine Kintobor had made to test his max speed blue up after sonic took it beyond it's limits, some of the cobalt metal had a reaction and basically painted sonic blue in the explosion.
Kintobor later turned evil when a drink later spilt on his machine which caused it to malfunction, resulting in another explosion, he covered sonic to save him but in turn was infused with some evil energy from the chaos emeralds and twisted him into the egg-like shake and colors known as Dr Robotnik.
Since then he was no longer a friend to sonic and intended to harm anything around him and his thoughts quickly turned to using his brilliant mind to destroying the planet, the rings inside of the machine as well as the chaos emeralds scattered across the land. and sonic then set out on a mission to collect all of the rings and chaos emeralds in hopes of rebuilding the mahine and hopefully find a way to reverse the effects on his friend. And thus started out the Sonic the hedgehog game for the Genisis. although for whatever reason all of the back story was lost and many people took the game for what it was. which wasn't bad, maybe they thought the beginning of the story was a bit cheesy <=)
but no matter the reason I would love to see a re-envisioning of the first sonic the hedgehog game using the original as a base, similar to it, yet being a totally new game with hd graphics and many new challenges and reasons to replay it =D Perhaps even giving a cause to collect every single ring (you know you didn't want to leave even one behind while playing it anyway =D)
But these are just my thoughts as to what I would like to see, perhaps it may never happen, but as a fan of the series I would just love to see something like this =D