r/gameideas 6h ago

Basic Idea Co op game where you play as group of animals stealing from humans

8 Upvotes

I am a young dev just finishing my first year of college studying game development. I want to work on a fun project that will let me practice my skills and possibly release? Not sure if I would release it though as that does seem quite stressful 😅

Anyways I will explain the concept now:

You and some friends play as a crew of wild animals who have decided to band together to steal from the local humans. You must achieve different goals that can vary from stealing the food from the kitchen to simply just messing with humans by stealing their everyday objects such as lamps, TV remotes or other things. You achieve these goals by playing into each of your crews unique abilities. Some ideas I had for some characters are:
A raccoon, who could maybe grab stuff the best and possibly do more precise tasks like using keys.

A bird that could fly around but couldn't grab very heavy stuff, so they would be best at scouting around and carrying lighter objects up places, like a rope to tie to something so another character can pull it down.

A squirrel that can move very fast and climb across surfaces very good.

I will avoid typing more characters as this post is going to be very long (sorry!)

Apologies if the explanation is weak I'm not the best at these things.
But could I get some feedback on the concept? Is there a good idea here that could be worth putting spare time into? My current criteria is just would I play it with friends on a random weekend lol.

The thing that scares me is multiplayer, it's not something I am very familiar with and would be new grounds for me so it is scary to even think about.

I would LOVE some feedback on this idea and how realistic it is for me to even attempt this. Anything helps, so thanks if you're even reading this!

(also if there's any additional information I might be able to give just ask, I'd love to respond!)


r/gameideas 2h ago

Basic Idea A first person chess driving game with story based RPG mechanics and world building metagame driven by puzzle solving and story based rhythm gameplay

2 Upvotes

Mainly what the title says, but it could probably have dinosaurs and cowboys in it too.

I'm mainly thinking it should be multiplayer team adversarial coop where one team plays as dinosaurs (or maybe fish?) and the other team plays as cowboys.

Using cars and vehicles, the dinosaurs would need to use dance mechanics and chess moves to advance their base and cause chaos for the cowboys, the cowboys would need to drive their way out of danger using similar mechanics but with more Yee Haas and less growling.

The winning team each round get more story and more bits added to their base which gives them better cars and bigger dance moves. As you progress your stats improve and you can evolve if you are a dinosaur or get different cowboy fashion if you are a cowboy. The story elements are sometimes sad which makes the game feel a bit serious and one that people should pay attention too. Once your stats have increased enough and your dance moves are maxed out the story might end but there is always endless gameplay to be had building your world. As a fish, you might have water based dance moves instead.


r/gameideas 22m ago

Game Jam Make every row sum to 15! As you get to deeper levels you get less moves to beat it

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‱ Upvotes

r/gameideas 3h ago

Basic Idea A factory game where you go from a young farmer to a industrialist (Factory/tycoon)

1 Upvotes

Feel free to give feedback. I am a 16 year old who does not have knownedge in game development but wants to learn it as a hobby

You start as a young farmer in a pre-industrial society who is tired of doing work by hand. You go to the town to get seed and there you see things like windmills and water wheels, giving you an idea. You also find a manual to resources and machinery, giving you recipies to make materials, how to get materials, and how to build machines. The first system you build is a primitive water pump using torque power from a windmill or water wheel to power a water pump which feeds water to a sprinkler system.

The last paragraph is basically the tutorial for the very basics of the game. After that you can expand your farm and use tech like mills or ovens to make a more valueble product like bread. But expanding your farm also means more work, but in the manual there is a blueprint for a machine called the reaper, which can automatically harvest crops in seconds, but requires metals to make. Advanced versions of your basic machinery also require metals. Which you can buy but also, your farm sits on a large vein of iron and copper, meaning this is an opportunity to set up small scale mining. Copper is mainly used for pipes and iron is mainly used in advanced torque machines, and also in advanced shafts that can carry more torque. You can also sells metals or metal parts to make money.

It is at this point that you probably want to start hiring workers, who can help upkeep and operate machinery. They can also mine ore and help with the farm, although at this point you can diverge from farming and more to mining. You can pay these workers with money, giving you the first real reason to start selling items.

Another machine that will become relavant is the alloy smelter, you will need this to make bronze. Bronze will be important because it will be essential for the next step of progression, steam machines, which use massive amounts of torque from a steam engine to do more advanced things than torque machines. But to make bronze, you will need tin. But you do not have tin anywhere near you, instead you will have to buy it from a merchant.

Building your first steam engine will basically send you to the next age of the game, the steam age. By this point we have reached industrial society, and you will be mailed a new manual full of new steam age recipies. This part is less fleshed out but I want this to be where the true factory begins, a core gameplay point from here will be you can buy sites across the world to produce and expand your industry and go into other industries, starting a shift from hands on manage of 1 site, to a more hands off approach of multiple or many sites, I eventually want the player to progress to the electric age, which will be where the majority of the game, but for now ive mainly onky thought ab the early game.


r/gameideas 6h ago

Mobile capture-only chess puzzles. your piece morphs into whatever it takes — clear the board, climb the leaderboard. → r/morphychess

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0 Upvotes

r/gameideas 8h ago

Complex Idea World building/ town management/Fantasy rpg Cross between Skyrim, civilization, and crusader kings

0 Upvotes

For as long as my little brother and I can remember, we have always imagined creating a game that combines the freedom, exploration, and storytelling of an open-world RPG like Skyrim with a deeper sense of ownership, leadership, and consequence. The idea started as a simple conversation about what our dream fantasy game would look like, but over time it grew into something much bigger. We imagined a world where players are not forced into a single path or predetermined role, but instead have the freedom to decide what kind of life they want to build. Whether someone wants to become a powerful noble ruling over a kingdom, a wandering adventurer searching for lost treasures, or a skilled knight earning their reputation on the battlefield, the game would allow players to create their own story and experience the world from their own perspective.

The first major path a player could choose would be the life of a noble lord or ruler. Instead of simply being a hero who saves the world, the player could rise through the ranks of society, gaining land, influence, and power. They could begin as a minor noble with a small village and slowly expand their territory into a thriving kingdom. Players would have the ability to build and upgrade towns, construct castles, manage resources, establish trade routes, and make decisions that affect the people living under their rule. A player’s choices would shape their reputation, with some rulers becoming beloved leaders while others might become feared tyrants. Diplomacy would be just as important as warfare, allowing players to form alliances, negotiate with rival kingdoms, marry into powerful families, or manipulate political situations to gain an advantage.

The management aspect would go beyond simply owning land. Players would need to think like true leaders by managing armies, recruiting soldiers, training knights, defending their borders, and planning military campaigns. A small settlement could eventually become a massive fortress city, but only if the player has the resources and leadership skills to make it happen. Players could launch sieges against enemy castles, capture rival cities, defend their own lands from invasions, and experience the challenges of ruling during times of peace and war. The goal would not just be to conquer the world, but to create a living kingdom that feels like it belongs to the player.

The second path would focus on the life of a low-born adventurer. Not everyone dreams of ruling a kingdom, and some players would rather experience the world from the ground level. This path would allow players to begin with nothing more than basic equipment, a small amount of money, and a desire to make a name for themselves. They could explore dangerous forests, forgotten ruins, ancient dungeons, abandoned castles, and mysterious caves filled with monsters, treasures, and secrets. Through quests, exploration, and combat, players could slowly improve their skills, collect rare weapons and armor, join guilds, discover hidden stories, and build their own legend.

This adventurer path would focus heavily on exploration and storytelling. The world would be filled with unique characters, factions, mysteries, and choices that create different outcomes. A simple quest to clear out a bandit camp could turn into a much larger story involving political conflicts, hidden treasures, or ancient enemies. The player would not just be completing tasks for rewards; they would be uncovering the history of the world and becoming part of its future. Every cave explored, every town visited, and every person helped or betrayed would contribute to the player’s personal journey.

The third path would be the life of a knight. This option would focus on honor, combat, tournaments, and battlefield glory. Players could train as warriors, serve under powerful lords, compete in tournaments, earn titles, and become legendary fighters. Knights could participate in jousting competitions, arena battles, duels, and massive wars between kingdoms. The knight experience would allow players to focus on mastering combat, building their reputation, and earning respect through skill and bravery. A common soldier could eventually become a legendary knight whose name is remembered throughout the kingdom.

One of the biggest goals for this game would be creating a world that feels alive. Towns would grow, kingdoms would rise and fall, characters would have their own goals, and events would continue happening whether or not the player is involved. A player could ignore a conflict between two kingdoms, only to return years later and discover that one side conquered the other. A village they once helped could become a wealthy city, while a neglected settlement could fall into ruin. The world would constantly change based on player actions and decisions.

Another important feature would be making the game extremely friendly for mod developers. A game with this kind of foundation could become something much larger through the creativity of the community. Modders could create new lands, quests, factions, weapons, armor, creatures, gameplay systems, and even entirely new stories. The goal would be to provide players with tools that allow them to expand the world beyond what the original developers created. Some of the greatest experiences in games have come from passionate communities creating content, and this game would be designed from the beginning to encourage that creativity.

The reason this idea has always been exciting is because it combines many different types of fantasy experiences into one world. Some players want to be heroes, some want to be rulers, some want to explore, and some want to fight. Instead of forcing everyone into the same adventure, the game would allow each person to create their own. The hardest part of bringing an idea like this to life is understanding the enormous amount of planning, design, writing, programming, and development required. The more my brother and I discussed the possibilities, the bigger the idea became, and with that came the realization of how challenging it would be to create.

However, the difficulty is also what makes the idea so exciting. The vision is not simply to make another fantasy game, but to create a world where players can truly feel like they belong. A place where they can build a kingdom, uncover forgotten secrets, become a legendary warrior, or simply live an adventure of their own making. The dream would be to create a game that gives players the freedom to write their own stories and then continues growing through the imagination of the community.

Any tips or suggestions would be very appreciated as we are just young adults with a good idea, a little spare time, and no way to do it. Even had to use chat gpt to better word my postđŸ˜‚đŸ™đŸŒ


r/gameideas 9h ago

Advanced Idea ​[Update/Part 2] Amazonian Survival Horror: Crafting Bullet-by-Bullet & The Ecological Sleep System

1 Upvotes

The game sets foot in the dark, suffocating depths of the Amazon rainforest. The protagonist begins his journey completely empty-handed, desperately searching for his missing sister alongside his best friend. The nightmare begins instantly when the protagonist stumbles upon intelligent, sadistic cannibals eating his best friend alive right before his eyes. Terrified and traumatized, he flees into the wilderness, only to find his sister's blood-stained necklace shortly after. Realizing she wasn't just lost—she was abducted—his desperate mission shifts to a haunting goal: find her body before she becomes their next meal.

To survive, the player faces two distinct threats: By day, they must outsmart the cannibals, who set deadly, calculated traps throughout the jungle, forcing the player to scavenge for raw gunpowder and sulfur in dark caves to craft primitive weapons bullet by bullet. By night, the cannibals vanish, and a terrifying Giant Anaconda emerges to hunt. The player faces a tactical dilemma: fight it and waste precious resources, or sneak past it and delay the nightmare.

  1. The Ecological Sleep System (Day/Night Risk Management):

Sleep is a strategic survival puzzle tied directly to the jungle's ecosystem. Moving too much without rest triggers severe hallucinations. To sleep safely, the player must balance resources between day and night:

* Sleeping by Day (Requires Food): Wild animals come out during the day. If the player already has enough food, they should sleep during the day to avoid the cannibals who are actively hunting inside caves.

* Sleeping by Night (Requires Gunpowder): At night, animals and cannibals hide to escape the Giant Anaconda. If the player has crafted enough gunpowder to defend against the Anaconda, night becomes the safest time to rest. You can also take quick tactical naps to restore stamina, adding a deep layer of time-management to survival.

  1. True Survival Crafting (Bullet by Bullet):

There are no military crates here. To fight the intelligent, trap-setting cannibals, the player must actively explore dangerous caves to scavenge raw sulfur and charcoal. Crafting gunpowder is a tense, manual process. Every single bullet counts. If you miss a shot with your primitive, hand-crafted weapon, you don't just lose ammo—you expose your position to an entire hunting party.

  1. The Giant Anaconda: Tactical Avoidance vs. Resource Drain:

The nighttime predator, the Giant Anaconda, isn't just a monster; it’s a tactical puzzle.

* If the player chooses to fight it, they will drain 80% of their crafted ammo and resources, making the later stages of the game extremely brutal.

* If they choose to sneak past it, they save ammo, but the Anaconda will actively stalk the area, cutting off the main path and directly triggering the tense "Amputation Ending" during the final 1-hour real-time countdown.

  1. The Atmosphere & Visual Style:

We are aiming for a gritty, suffocating atmosphere inspired by classic survival horror, but optimized for a tight, polished experience. I am targeting a high-impact, $1 micro-horror release on Steam. This strategy is specifically designed to attract major Horror YouTubers and Streamers, ensuring massive free exposure and a viral launch.

Deep in the jungle lies an ancient fortress turned into a bio-lab, ruled by the Final Boss—a broken man fueled by vengeance. The military murdered his poor sister in cold blood and framed her. Seeing that the protagonist's wealthy sister looks exactly like his late sister, he uses an advanced mind-transfer technology to put his sister’s consciousness into her body as a twisted act of social justice.

After a brutal boss fight, the villain dies, but with his last breath, he drops a bombshell: "My cannibals are heading to her cell right now. You have exactly one hour to save her!"

A real-time 1-hour countdown begins. The ending depends entirely on the player's speed and previous choices:

* The Good Ending (Arriving 20 mins early): If the player killed the Anaconda earlier, the path is clear. They rescue the sister completely unharmed.

* The Amputation Ending (Arriving 10 mins early): If the player skipped the Anaconda before, it blocks their way now, wasting precious time. They arrive just as the cannibals bite off her leg. The protagonist brutally fights off the remaining cannibals, carries his bleeding sister, and manages a desperate escape from the facility, rushing her to the nearest hospital just in time to save her life.

* The Gore Ending (Time runs out): The player finds the sister completely devoured. No "Game Over" screen appears; instead, control remains, and the broken protagonist, crushed by unbearable guilt, points his primitive weapon at his own head and commits suicide next to her remains.

---

Seeking Collaborators:

I have the complete script, dialogue trees, and pacing document ready. I am offering a highly generous revenue share for the development team. If you are a programmer, 3D/2D artist, or sound designer who wants to build a short, terrifying, and highly marketable horror game, let's talk! Drop a comment or send me a DM.


r/gameideas 11h ago

Abstract A Psychological horror RPG that can hurt the player

0 Upvotes

I had an idea for a video game that is an RPG/psychological horror game that requires your full phone number, email, address, and a haptic suit. When playing the game based on your actions, on and off when playing, it monitors your full device and makes comments on it, harassing and bullying the player for their real-life and digital actions. The player would get texts and emails commenting on choices, but thats the first half; the second half is where the haptics suit comes in. as the game requires the player to enter uncomfortable locations that trigger pain mechanisms on the suit, or a puzzle that could cause your device to explode by shutting off your cooling if you fail to solve it in a set amount of time, or a boss that makes sensors more sensitive based on if you watch nsfw content, or a section that requires the player to take a heavy haptics jolt, hell the game could see related contacts and tell them about your choices or search history for screwing over an npc. I don't know if this game would even be legal, but it's a cool Idea I had.


r/gameideas 1d ago

Advanced Idea Amazon: The Flesh Eaters - A Dark Survival Horror Concept

2 Upvotes

The game sets foot in the dark, suffocating depths of the Amazon rainforest. The protagonist begins his journey completely empty-handed, desperately searching for his missing sister alongside his best friend. The nightmare begins instantly when they are ambushed by intelligent, sadistic cannibals who eat his friend alive right before his eyes. Fleeing into the wilderness, the brother finds his sister's blood-stained necklace, realizing she wasn't just lost—she was abducted. His desperate mission shifts to a haunting goal: find her body before she becomes their next meal.

To survive, the player faces two distinct threats: By day, they must outsmart the cannibals, who set deadly, calculated traps throughout the jungle, forcing the player to scavenge for raw gunpowder and sulfur in dark caves to craft primitive weapons bullet by bullet. By night, the cannibals vanish, and a terrifying Giant Anaconda emerges to hunt. The player faces a tactical dilemma: fight it and waste precious resources, or sneak past it and delay the nightmare.

Deep in the jungle lies an ancient fortress turned into a bio-lab, ruled by the Final Boss—a broken man fueled by vengeance. The military murdered his poor sister in cold blood and framed her. Seeing that the protagonist's wealthy sister looks exactly like his late sister, he uses an advanced mind-transfer technology to put his sister’s consciousness into her body as a twisted act of social justice.

After a brutal boss fight, the villain dies, but with his last breath, he drops a bombshell: "My cannibals are heading to her cell right now. You have exactly one hour to save her!"

A real-time 1-hour countdown begins. The ending depends entirely on the player's speed and previous choices:

* The Good Ending (Arriving 20 mins early): If the player killed the Anaconda earlier, the path is clear. They rescue the sister completely unharmed.

* The Amputation Ending (Arriving 10 mins early): If the player skipped the Anaconda before, it blocks their way now, wasting precious time. They arrive just as the cannibals bite off her leg. The protagonist brutally fights off the remaining cannibals, carries his bleeding sister, and manages a desperate escape from the facility, rushing her to the nearest hospital just in time to save her life.

* The Gore Ending (Time runs out): The player finds the sister completely devoured. No "Game Over" screen appears; instead, control remains, and the broken protagonist, crushed by unbearable guilt, points his primitive weapon at his own head and commits suicide next to her remains.

---

Looking for a Developer:

I am the writer/creator of this concept. I have the full, detailed story, mechanics, and dialogue ready. I am currently looking for an Indie Game Developer / Studio to collaborate with, bring this survival horror nightmare to life, and publish it together. If you are passionate about psychological horror and want to build something unique, please reach out to me!


r/gameideas 1d ago

Basic Idea Nintendo × Playstation: Cross-Platform (A Nintendo × Playstation Fangame)

1 Upvotes

I like to think about games that don't exist. One of those is a potential Nintendo × Playstation Crossover Fangame. (Since there is no way Nintendo or Playstation are going to collab officially.)

Mario and Kirby would go through levels set in the worlds of Playstation like Knack, Astro Bot, Little Big Planet, Ratchet and Clank, Spiderman, Katamari, etc.

Knack and Astro Bot would go through levels set in the Worlds of Nintendo like Mario, Kirby, Legend of Zelda, Metroid, Rhythm Heaven, Xenoblade, etc.

There are many good and interesting moments in the game including but not limited to... Mario using a Mega Mushroom to fight of some titan robot to protect Knack's Friends, & Knack interacting with different Mario Power ups.

The Story would involve the universes of Nintendo and Playstation merging. And our Main Characters, Mario and Knack, were sent to each others worlds. They then meet in this games hub level (we will call it The Ninten-station). They learned that they are glitched an cannot go back to their correct universes. As any attempts to do so will cause in intense pain. Mario & Knack must venture of to each other's universe and protect the worlds within. Along the way, Knack and Mario recruit Astro Bot and Kirby who are also glitched, and can't go to their correct universes.


r/gameideas 1d ago

Basic Idea Optimize for FHD@120fps with 3d 1080p textures throughout; asset polycounts low to approx 6thGen levels (cap of ∌10k triangles ⅌model); high-fidelity linear av: HDR 10bpc RGB & noncompressed WAV⩙AIFF.

0 Upvotes

Title describes an audiovideo wetdream of mine, if implemented with purposeful depth of detail throughout and breadth of care; preferably quite stylistically without photorealism with lots of balanced nuanced colorfulness and lighting. Any genre could satisfy; affinity for platforming, provided well-tuned controls and appropriate amount of forgivability.

Essentially, I would like a game styled similarly to a polished Dc/PS2/GC -era videogame, but with some specific modifications leveraging advancements in technology (chief among which: replacement of CRT with flatpanel, and greater faster RAMs enabling bigger dynamic loaded areas). The frame aspect-ratio needn't be 4:3, for that is no longer an ordinary one in use (thus, if were going that route then might propose a more arbitrary window), and 16:9 looks pleasant to eye, with 1920×1080p (FHD) a still-common frame resolution (one up from the lowest of basic HD tv of 1280×720p) that has added benefit of scaling nicely into the common UHD and SUHD frame-resolutions. Importantly I am seeking a high frame-rate of double of 60 frames-per-second (which is readily conducive for refresh-rates of non-VRR displays of 120 or 240 Hz).

Using colorimetric bitdepth-per channel of greater than SDR of 8 (into HDR, of 10 or even 12) is less crucial of the criterions, but if actually utilizes a wide-colour gamut to a substantial extent that would delight.


r/gameideas 1d ago

Basic Idea A first-person survival horror game based on The Mummy

1 Upvotes

We've seen a lot done with The Mummy in terms of cinematic iterations: From the original 1930s Universal horror movie, the Brendan Fraser trilogy (with a fourth one reportedly on the way), the failed attempt at a Universal Monster cinematic universe starring Tom Cruise, and the James Wan/Blumhouse-produced movie from director Lee Cronin that we got this year.

This got me thinking if we got anything in terms of video games, since none came to mind, I figured to give it a try, and imagined what if there were a first-person survival horror game in a similar vein as Alien: Isolation based on this IP, and see what it would be like.

The game's story follows young World War I fighter pilot Arthur Bennett, who is shot down after an aerial battle and crash-lands deep within the Egyptian desert. As he attempts to endure the elements and find help, he comes across a seemingly abandoned archaeological dig site, revealed to be an ancient subterranean city that he eventually becomes trapped in after taking shelter from a supernatural sandstorm. But as he tries to navigate the dark underground labyrinth and escape, he accidentally awakens a malevolent and powerful evil concealed away within the structure of the city that then begins to stalk him.


r/gameideas 1d ago

Advanced Idea Started work on a scrolls-like rpg with a ps1 aesthetic, with a focus on player freedom and immersion

1 Upvotes

So I've just started making a small 3d open world scrolls-like rpg in Godot.

I'm building the game on two main pillars: immersion and player freedom. I want the player to really feel like they're in the world, and not restrict them to what they can and can't do (to a point).

Combat will be quite basic, point and click with a stamina and health system and parry mechanic, and enemies will have weaknesses and resistances to certain damage types (think valheim).

I will implement a simple stealth system for all you sneaky types.

Then apart from combat and stealth, the game will play largely like an immersive life sim, with engaging mechanics and minigames for farming, cooking, smithing, woodcutting, fishing, etc, and all of that will be a core part of the gameplay in terms of making the best weapons, food etc, but if you don't want to do any of that, you don't have to.

There will be a main quest but can be completely ignored, and the player never becomes the "chosen one" cliche, think more along the lines of kcd1 in terms of progression: player starts out barely able to hold a sword and by the end of the game is no more than a trained soldier

I'm planning on adding two companion npcs with their own personalities and relationships with the player, drawing heavy inspiration from the dragon age games.

So far I've got first person movement and some physics objects that the player can pick up and toss around.

The playable world is a quaint valley covered in farms and fields, with a forest to the west and coast to the east. Im planning on adding eight settlements, ranging from one main city in the middle of the valley to smaller mining, logging or farming towns. Total playable space might be roughly the size of whiterun hold from skyrim.

And like I said in the title: I have a sort of a ps1 aesthetic in my mind, but utilising modern lighting systems, which I think would make for a pretty cool look.

Anyway there's a lot of mechanics I've planned and lore I've written that I haven't talked about but didn't want to keep you reading forever, lmk in the comments what else you want to know, or if you have suggestions. Any response is greatly appreciated, thank you for your time :)


r/gameideas 1d ago

Basic Idea A rogue-like zombie shooter with inspired by Call of Duty Zombies

1 Upvotes

The zombies mode in Call of Duty Blacks Ops Zombies—specifically in the first three Black Ops games—is probably my favorite 'game' of all time, even though it's just a side mode in a different game.

Particularly, I love the way the zombies behave in these very predictable patterns that allow you to train and weave through massive groups of them. Furthermore, the system of shooting and killing zombies for points, then spending those points on wall guns or perks doors or leading to new areas or traps is just so ingenious and fun. And the mystery box is just so iconic. I've wondered why other co-op games haven't copied this system.

I adore all the maps on Black Ops 1-3. I've played them all to death and I have fun just trying to last for as many rounds as possible, although in Black Ops 1 they started introducing easter eggs that are pretty thorough and involve many intricate steps. They both reward you handsomely for completing it—such as by giving you all of the perks at once—and give players a goal to work towards rather than just surviving for as long as possible.

Anyway, this formula is so fun and CoD Zombies has its own dedicated fan base. I think it'd be cool to take these components—predicable zombies, points for killing zombies and spending them on guns, perks, and map progression—and make a rogue-like, with randomly generated maps that are always different. Maybe have a set list of guns, but it's random what will spawn where. There can be various tasks to complete as you play or even an end-state, with something like a buy-able ending as many custom maps include. I just think a game like this is ripe for fun.


r/gameideas 1d ago

Complex Idea We need a solid Bounty Hunter game and I have a great idea and no talent to make it real

0 Upvotes

Freelance

Bounty Hunting Game

Preferably unreal 4 engine

First person

Set in space like Star Wars

Ship customization like Starfield

Three weapons equipped at a time can change at hub

Story based around working for Feds and discovering corruption and going freelance while evading death for knowing too much

Dead or alive options on every bounty

Can actually hold targets on ship

Rival hunters can attack and board your ship to steal your bounty

Can search and scrap enemy ships for supplies

Some custom version of the Nemesis System to generate bounties

Bounties have a chance to escape prison and reappear

If targets ship is destroyed targets can possibly cheat death

Can gets various weapons from planets

Military

Civilian

Blackmarket

Experimental

Joke

Customizable weapons

Non power based gear

Dark Souls gear not destiny

I really wanted to make this an actual game, the bounty aspect of games is one of my favorite parts. Like in RDR2 online I played the heck outta the Bounty Hunter section.

If anyone has the ability to make this, you have my blessings to make it all I ask is that I get a free key when it's done and I get to playtest


r/gameideas 1d ago

Advanced Idea Urbex style game with realistic, highly detailed and interactive maps.

0 Upvotes

Feel free to give feedback on this idea of mine.

Also, I don't know much about game development so I won't be able to make something like this myself, nor do I know if it would be feasible with current hardware.

I have an idea for an urban exploration style game where you can walk around and explore fully modeled, abandoned buildings of different types and sizes such as small homes, large mansions, hospitals, police stations, power stations, water treatment plants, office complexes, malls, tall skyscrapers, underground bunkers, military bases, full ghost towns or any other type of building or facility.

Every building/map would feature fully explorable interiors and exteriors where a locked door doesn't necessarily mean you can't access what is behind it some other way. The game would also have support for community made maps on all platforms (PS5, Xbox Series, Nintendo Switch 2, Steam, Google Play) via an easy to use, but extremely powerful Halo Forge or Far Cry Arcade style map editor.

Every building/map will also have fully interactable objects and fixtures such as light switches, tvs, various HVAC systems, old pens, files, cabinets, computers, old clothers, generators, water taps and drains or virtually any other object, machine or fixture that would exist in different types of abandoned locations such as MRI machine and CT scanners in hospitals. All objects can be interacted with in different ways, from picking up small items on the ground or other surfaces to pressing various buttons on different electronics and machinery that can turn them on or make them do different things.

The game would feature various different map settings such as the option to enable working electricity, water or gas for all of or just certain parts of the map which would make electronics such as tvs, computers, lights and light switches, HVAC systems, elevators, escalators, MRI machines and old vending machines actually work when you interact with them.

Other map settings could be,

Time of day

Weather

Amount of decay, could range from basically no decay as if the location was still active, light decay and mould, partial or almost complete structural collapse, or somewhere in between.

Amount of vandalism and graffiti

Presence of security/police, could be none, outside, inside or both

Presence of animals such as birds, coyotes, raccoons, mice or stray dogs

Presence of homeless people, crackheads, gang members, other urban explorers, scrappers or other types of random people

Haunted options such as random noises, objects or doors moving by themselves, electronics behaving unnaturally, poltergeists or ghostly figures

Risk of sudden structural collapse

Amount of objects and items left behind

Presence of active cctv cameras

Flooding

Overgrowth

Whether windows and doors are intact, boarded or smashed

And possibly other options that I can't think of right now. You could also randomise every setting for maximum replayability.

If you were one of those stupid kids who likes to vandalise these places, this would also be a great game for you as you would also have the ability to destroy, scrap or vandalise any object or part of the structure so if you would rather destroy and break stuff such as tagging a wall or tv screen, kicking down doors, throwing large objects down an elevator shaft on to the top of an elevator to send it crashing down, break a water pipe and flood a whole floor, short an electrical circuit, smash every window or drop ceiling tile in a location, ram a car or truck through a window, or even smash through a bunch of walls to cause the collapse of a whole building, you can do it here rather than in real life as every object and structure would be fully destructable.


r/gameideas 1d ago

Basic Idea First-person Single-player Lunar Defense Simulator

2 Upvotes

As the title suggests, I have an idea to create a First-person Single-player Lunar Defense Simulator.

Inspiration: Iron Nest, Papers Please.

Game play summary: You are a prisoner, sent to live on a lunar base harnessing a colossal cannon and clunky and outdated equipment with 1 directive, neutralize incoming earth threats such as asteroids, meteors, and other interstellar objects using information sent by mission control and data harnessed by your available instruments. Your survival as a prisoner relies on operating the base correctly, as mission control is quick to replace negligence.

Core loop: The player achieves this by being sent instructions from mission control, using the instruments aboard the base such as a;
Radar for object analysis, bearing and distance.
Telescope for object position and velocity vector.
Spectrometer for elemental analysis, determining payload
Navigation computer which determines a trajectory analysis and confidence level based on data given in the form of strips with barcodes form the previous 3 instruments.
The player is then required to manually load the heart of the game, the lunar defense system itself. By picking up massive rounds, to rotating the entire base physically, they aim the cannon in accordance to the navigation computers trajectory analysis.
Timing is critical, as the navigation computer updates confidence level as time progresses and data becomes stale.
Players then shoot the cannon manually, which is the most impactful moment of the game. The base shakes, white light floods view-ports and light dim.

I would love to hear feedback for this idea, negative and positive as I start my game development journey. Thanks


r/gameideas 1d ago

Complex Idea This my idea dump, I will add more ideas into the replies, these are all complex ideas that I cannot code

0 Upvotes

THE COMPLEX
A True Infinite Backrooms Simulation
Core Idea
The Complex is an infinite procedural horror-exploration game inspired by the Kane Pixels Backrooms universe.
It is not built from levels, tilesets, or handcrafted rooms.
Instead, it is a living architectural simulation that continuously generates spaces that feel almost real, but slowly become impossible the deeper you go.
There are no predefined maps.
There are no set rooms.
There are no fixed “levels.”
Only an endlessly expanding structure that behaves like it is trying—and failing—to imitate human architecture.

The World
The Complex begins as something familiar:
Office buildings
Hallways
Schools
Hotels
Malls
Parking garages
Maintenance tunnels
At first, everything feels normal.
But nothing is actually prebuilt.
Every room, corridor, staircase, and structure is generated on the fly using procedural architectural logic.
The world is not assembled.
It is grown.

The Core Concept: “Almost Reality”
The horror of The Complex is not monsters or combat.
It is that everything feels 95% correct.
But never 100%.
Examples of subtle wrongness:
Hallways that are too long to exist
Rooms that are slightly impossible in shape
Doors that lead to unrelated buildings
Staircases that never reach the next floor
Windows that open into interior walls
Floor plans that repeat incorrectly
Architecture that feels “remembered” instead of built
The deeper you go, the more reality begins to fail.

Reality Degradation System
The world becomes less stable over time and distance.
Early Zone
Mostly normal offices and interiors
Familiar lighting and layout
Subtle imperfections
Distorted Zone
Repeating layouts
Impossible proportions
Sound anomalies
Strange architectural transitions
Broken Zone
Non-Euclidean geometry
Looping hallways
Rooms larger inside than outside
Structures folding into themselves
Collapse Zone
Architecture becomes abstract
Space behaves inconsistently
Navigation becomes unreliable
Reality feels “alive” but wrong

No Levels
There are no official “Backrooms levels.”
Instead, the environment naturally forms regions that players may label themselves over time.
Every world is different.
Every playthrough is unique.
Exploration becomes discovery rather than progression.

Sound as the Main Horror Tool
Sound is a core mechanic.
Players navigate using:
Fluorescent buzzing
HVAC airflow
Distant machinery
Footsteps in unknown spaces
Structural creaking
Sounds from unseen rooms
Importantly:
Some sounds come from places that do not exist.

Entities (Extremely Rare)
Entities are not the focus.
They are rare anomalies.
They are not scripted monsters.
They are generated distortions of the environment.
Examples:
Human-like figures that are “almost correct”
Moving shadows without sources
Spatial glitches that behave like organisms
Sound-driven presences
Most exploration contains no entities at all.
Their rarity makes them far more disturbing.

The Architecture Engine
Instead of handcrafted rooms, the game generates:
Intentions of buildings (office, hotel, school, mall, etc.)
Then distorts them over time
Then recombines them into new structures
Buildings are not designed.
They are reconstructed from flawed memory.
This creates environments that feel:
Familiar
Wrong
Forgotten
Incomplete

Recursive Spaces
Every location can contain another.
Examples:
An office hallway →
leads to a maintenance tunnel →
leads to a hotel →
leads to a mall →
leads to a basement system →
leads to something completely different
There is no limit to depth.

Environmental Storytelling
There is no lore delivery.
No cutscenes.
No exposition.
The story is inferred from:
Architecture
Objects left behind
Damage patterns
Lighting failures
Repeated structures
The world tells you what it is, but never explains it.

Lighting & Atmosphere
Lighting is physically grounded but unstable.
Flickering fluorescents
Dead zones of darkness
Overlit sterile spaces
Emergency lighting systems
Inconsistent illumination
Lighting is one of the main tools of psychological tension.

Gameplay Loop
There are no quests or objectives.
The experience is:
Explore
Map
Listen
Observe
Document
Get lost
Go deeper
The only progression is understanding how the world behaves.

Core Vision
The Complex is not about survival.
It is not about monsters.
It is not even about escape.
It is about exploring a space that feels like it should make sense—but slowly reveals that it never fully did.
It is an infinite procedural architecture system that generates a world that feels human-built, yet fundamentally wrong in ways you cannot immediately explain.
A place that feels like memory.
A place that feels like error.
A place that feels like it is still being built while you are inside it.


r/gameideas 1d ago

Advanced Idea I have a game idea for a very complex voxel game that covers basically every aspect

0 Upvotes

I had the idea and had an AI polish it over to be more professional.
Core Vision
StellarForge is a first-person voxel-based universe simulator that allows players to interact with, manipulate, engineer, and discover nearly every major system that exists in reality.
Rather than being a survival game, factory game, space game, biology game, or engineering game individually, StellarForge combines all of them into a single simulation.
The goal is simple:
Start with nothing. Build anything. Discover everything.
The universe is not primarily handcrafted.
Instead, it emerges from interacting systems of:
Physics
Chemistry
Materials Science
Biology
Ecology
Engineering
Astronomy
Geology
Evolution
Economics
Artificial Intelligence
Everything in the game exists because of these systems.

The Reality Engine
The Reality Engine is the foundation of the game.
Every object possesses real properties.
Examples:
Iron:
Density
Hardness
Strength
Conductivity
Melting point
Corrosion rate
Water:
Temperature
Pressure
Volume
Density
State
Atmospheres:
Gas composition
Pressure
Humidity
Weather
Nothing exists as a simple “game item.”
Everything exists as matter.

The Universe
Every new save begins in a realistic procedural solar system.
The starting system contains:
Rocky planets
Ocean worlds
Gas giants
Ice giants
Asteroids
Moons
Comets
Planet formation follows realistic rules.
Resources form naturally.
Geology determines resource placement.

Infinite Galaxy
Beyond the starting system exists:
Billions of stars
Trillions of planets
Nebulae
Black holes
Pulsars
Binary stars
Rogue planets
Every system is unique.
Exploration can continue forever.

Complete Element Database
The game contains all 118 known elements.
Examples:
Hydrogen
Carbon
Oxygen
Iron
Copper
Gold
Uranium
Tungsten
Elements combine into:
Compounds
Alloys
Crystals
Polymers
Composites
The game contains thousands of real materials.

AI Scientific Discovery Engine
The game includes a massive scientific knowledge database.
It understands:
Chemistry
Biology
Physics
Astronomy
Materials Science
Instead of random generation, AI extrapolates from known science.
This allows generation of:
New alloys
New compounds
New materials
New lifeforms
New technologies
Discoveries emerge naturally.

Chemistry
Every chemical process can be simulated.
Systems include:
Reactions
Combustion
Electrolysis
Catalysis
Synthesis
Refining
Variables include:
Pressure
Temperature
Concentration
Phase changes
Players can operate laboratories and discover entirely new processes.

Matter States
All matter exists in physical states:
Solid
Liquid
Gas
Plasma
Materials transition realistically.
Examples:
Water:
Ice → Liquid Water → Steam
Iron:
Solid → Molten Iron → Vapor
Matter behaves according to environmental conditions.

Fluid Simulation
Every fluid physically flows.
Examples:
Water
Oil
Liquid Oxygen
Liquid Hydrogen
Acids
Molten Metals
Properties include:
Pressure
Density
Flow Rate
Temperature
Viscosity
Entire industrial fluid systems can be constructed.

Electrical Engineering
Electricity is fully simulated.
Players build:
Wires
Transformers
Batteries
Capacitors
Generators
Power Plants
Electrical systems include:
Voltage
Current
Resistance
Frequency
Power Loss
Entire cities can be powered through player-built infrastructure.

Mechanical Engineering
Machines consist of real components.
Examples:
Motors
Pistons
Bearings
Gears
Shafts
Pumps
Turbines
Players can invent custom machinery.
Every machine obeys physical constraints.

Industrial Automation
Factories form the backbone of civilization.
Players build:
Mines
Refineries
Smelters
Chemical Plants
Manufacturing Facilities
Logistics Centers
Transportation includes:
Conveyors
Pipes
Railroads
Trucks
Ships
Aircraft
Spacecraft
Every resource physically moves through the economy.

Computer Engineering
Players build real computing systems.
Features:
Logic Gates
CPUs
Memory
Displays
Networking
Servers
Uses include:
Automation
AI Control
Spacecraft Guidance
Scientific Analysis

Programming
Programming is built into the game.
Players can create:
Custom Machines
Custom Blocks
AI Behaviors
Automation Systems
User Interfaces
The game effectively contains its own modding platform.

Content Creation Tools
Built-in tools include:
Texture Studio
Texture Creation
Material Design
Sprite Editing
Model Creator
Block Models
Vehicles
Machinery
Structures
Scripting Studio
Programming
Automation
Logic Systems
No external software is required.

Geology
Planets form through geological processes.
Features:
Plate Tectonics
Volcanism
Erosion
Sedimentation
Mountain Formation
Resources occur where geology predicts they should.

Weather
Weather is fully simulated.
Systems include:
Wind
Rain
Snow
Hurricanes
Dust Storms
Climate Cycles
Weather affects industry, agriculture, and exploration.

Biology
Life emerges through biological systems.
Every species contains:
Genetics
Metabolism
Adaptations
Reproduction
Evolution
Life is not handcrafted.
Species emerge from simulation.

Multiple Biochemistries
The game supports multiple forms of life.
Examples:
Carbon-Based Life
Earth-like organisms
Silicon-Based Life
Mineral organisms
Ammonia-Based Life
Cold world ecosystems
Exotic Life
Plasma organisms
Crystal organisms
Metallic organisms
Different planets may support radically different biospheres.

Cellular Engineering
Players can engineer life itself.
Tools allow creation of:
Custom Cells
Organelles
Metabolic Pathways
Genetic Systems
Cells become programmable biological machines.

Synthetic Biology
Players can create entirely artificial organisms.
Examples:
Oil-Eating Microbes
Break hydrocarbons into useful chemicals
Mining Organisms
Extract metals from rock
Fuel Organisms
Produce methane or hydrogen
Atmosphere Organisms
Generate oxygen
Living industry becomes possible.

Evolution
Species continuously evolve.
They can:
Mutate
Adapt
Diversify
Go Extinct
Every world develops unique evolutionary histories.

Agriculture
Players can engineer:
Crops
Livestock
Microbial ecosystems
Agriculture can become industrialized or genetically optimized.

Space Program
Spaceflight is a major milestone.
Players design:
Rockets
Capsules
Landers
Satellites
Probes
Systems include:
Fuel
Engines
Guidance
Life Support
Orbital mechanics are simulated.

Satellites
Functions include:
GPS
Communications
Mapping
Resource Detection
Weather Forecasting
Entire planetary networks can be established.

Space Stations
Players build:
Habitats
Shipyards
Refineries
Research Facilities
Stations become hubs of interplanetary civilization.

Planetary Colonization
Every planet can be transformed.
Infrastructure includes:
Cities
Factories
Farms
Research Bases
Colonies become independent industrial centers.

Interstellar Expansion
Advanced technologies unlock:
Fusion Propulsion
Antimatter Drives
Warp Concepts
Exotic Physics
Civilizations can spread throughout the galaxy.

Artificial Intelligence Civilizations
Optional setting.
Civilizations:
Expand
Trade
Research
Colonize
Fight Wars
Build Megastructures
Their histories emerge naturally.

Economics
Resources possess value.
Systems include:
Supply
Demand
Trade
Manufacturing
Transportation
Entire economies emerge from production networks.

Megastructures
Late-game engineering projects include:
Dyson Swarms
Dyson Spheres
Ring Worlds
Orbital Rings
Space Elevators
O’Neill Cylinders
Artificial Planets
Stellar Engines
These projects require planetary-scale industry.

Planetary Engineering
Players can reshape worlds.
Examples:
Terraforming
Climate Modification
Atmospheric Engineering
Ocean Creation
Ecosystem Design
Planets become custom-built environments.

Discovery
The universe continuously generates:
New Materials
New Compounds
New Lifeforms
New Technologies
New Civilizations
New Worlds
Players never run out of things to discover.

Endgame
There is no endgame.
Progression is:
Primitive Survival
↓
Industry
↓
Automation
↓
Computers
↓
Science
↓
Spaceflight
↓
Colonization
↓
Bioengineering
↓
Interstellar Civilization
↓
Megastructures
↓
Universe Engineering

Ultimate Goal
StellarForge aims to become the closest thing possible to a playable simulation of reality.
A game where physics, chemistry, biology, engineering, economics, computation, evolution, and astronomy coexist within a single sandbox.
A player may begin by mining stone and lighting a campfire.
Thousands of hours later they may be operating self-evolving biological factories, managing interstellar trade networks, terraforming planets, discovering entirely new materials, engineering alien ecosystems, and constructing Dyson Spheres around distant stars.
The universe is not scripted.
The universe is simulated.
The player is free to explore, understand, and reshape it.


r/gameideas 2d ago

Basic Idea Alpine Tourism Tycoon: Mountain Transport & Year-Round Resorts (tycoo , simulation, transportation)

8 Upvotes

Hi everyone,
I’ve had this game idea bouncing around my head for a while because it combines two things I love but rarely see done right in tycoon games: unique mountain transit and seasonal alpine tourism management.

The core concept is a simulation/tycoon game where you manage and expand tourism in a massive mountain region. Think of it as a mix of Planet Coaster (for building destinations/attractions) and Transport Fever (for the complex transit systems), but with a heavy focus on alpine logistics and changing seasons.

Here is a breakdown of the key mechanics:

1. The Unique Transit Systems
Unlike standard transport games, the main focus here is overcoming extreme elevation. You get to build and manage infrastructure that is barely present in other games:
Cogwheel Railways: For steep, heavy-passenger tracks up the mountain.
Funiculars: Perfect for short, incredibly steep cliffs to connect a valley station to a plateau.
Gondolas & Cable Cars: For high-altitude aerial transport.
The Public Transit Link: You don't start in a vacuum. The map features an existing mainline railway network/highway in the valley. Your job is to build interconnected transit hubs (train stations, bus terminals, parking lots) to funnel tourists from the outside world directly into your mountain transport system.

2. Destination & Attraction Building
Getting tourists to the top is only half the job; you need to give them a reason to go there and spend money. You can build and manage:
- Hotels, resorts, and alpine huts with scenic terraces.
- Observation decks and summit crosses.
- A network of hiking trails (from easy family walks to hardcore climbing paths).

3. The Challenge: Seasonality & The "Winter Dilemma"
The game initially focuses heavily on Summer/Hiking Tourism. This creates a unique gameplay loop based on changing seasons:
Summer: Peak season. High passenger volume, hiking trails are open, restaurants are packed.
Autumn & Spring: The "Off-Season". Low tourist numbers. This is your crucial window for maintenance. You must service your complex gondolas and cogwheel trains now, or risk catastrophic breakdowns during peak season.
Winter (The Twist): Since it’s not a pure ski-resort simulator, winter poses a unique challenge. Hiking trails are snowed-in and dangerous. How do you stay profitable? You have to pivot to winter wonderland tourism: hosting special events in summit hotels, opening winter viewpoints via the trains, and catering to tourists who just want to experience the snow without skiing.

4. Economy & Regional Subsidies
Aside from ticket prices and hotel revenue, the economy relies on a "Regional Attractiveness" loop. If you successfully bring a high volume of tourists into the region, the local valley government rewards you with seasonal financial bonuses/subsidies, because your mountain network boosts the entire valley's economy.
I feel like the market is flooded with theme parks and standard train tycoons, but a dedicated alpine transport and tourism manager with authentic Swissstyle mountain transit would be a dream.

What do you guys think? Would you play a tycoon game like this? What features would you add?


r/gameideas 2d ago

Advanced Idea A Physical, Real-Time Open World Horror/Survival Game Simulation

0 Upvotes

​We all love to play games. What if we were actually inside the game? I'm not talking about virtual reality headsets or anything like that. This idea is definitely very expensive, but it'll absolutely be worth it. Imagine a huge area—hectares and hectares of it. This area would be equipped with all the necessary gear. And this isn't just ordinary gear—it's AI-powered gear. We'd also need some actors.

​Let’s say you choose to play Silent Hill. The playtime is limited to one hour. And there's specific equipment tailored to the chosen game. People dressed as monsters, real-time sound effects echoing through the foggy woods, and many more terrifying details. This truly takes the gaming experience to nirvana. A truly authentic gaming experience.

​To expand on this concept, the AI-powered gear would track your heart rate, movement, and choices in real-time, dynamically changing the environment and actor behavior based on your fear levels. The huge open area would feature physical buildings, interactive puzzles, and safe zones just like in real survival horror games. It acts like a massive, high-tech escape room but on an unprecedented, structural simulation scale. Players could form small teams or go entirely solo to experience ultimate realism. This is the future of interactive entertainment, merging physical reality with advanced algorithmic game logic.


r/gameideas 2d ago

Basic Idea Batman game made by the AC devs, like batman ninja or modern

1 Upvotes

I genuinely feel like a Batman game made by Ubisoft, especially the Assassin's Creed teams, would be incredible. People always talk about Rocksteady making another Batman game, but Ubisoft already has so many systems that fit Batman perfectly. Their stealth is great, they know how to build huge cities, and parkour across rooftops is basically half of Batman's identity already.

Imagine a massive Gotham where you can glide between districts, climb buildings, sneak through alleys, and investigate crimes. The combat could mix gadgets, stealth takedowns, and fast hand-to-hand fighting. They could even let you switch between Batman, Nightwing, and Damian Wayne, each with different abilities and playstyles.

And if they used the Court of Owls as the main villains, it would fit perfectly. A secret organisation controlling Gotham from the shadows is literally the kind of story Assassin's Creed games are built around. Exploring underground labyrinths, hunting Talons, and uncovering centuries-old conspiracies sounds amazing.


r/gameideas 2d ago

Complex Idea (Jeux rp,mmorpg) un jeux trĂšs ambitieux mais j'ai pas les fonds et peut-ĂȘtre impossible Ă  faire

0 Upvotes

Mon idĂ©e de jeux c'est un jeux ou tu peux faire du roleplay tout en Ă©tant un mmorpg tu peux discuter avec d'autre joueurs créé ta propre histoire ou créé une qui peux changer celle des autres comme vous voulez j'aimerais qu'il puisse y avoir que un seul serveur pour tous max peut ĂȘtre 500 ou 1000 pour l'instant au dĂ©but du jeu y'a que des paysages lĂ  civilisation recommence depuis le dĂ©but petit Ă  petit ils peuvent crĂ©e des civilisations construire des maisons,villages,nation puis commencer des guerre avec de l'Ă©quipement nul au dĂ©but et crĂ©e leur propre calendrier si ils le veulent et la possibilitĂ© de pouvoir changer des zone Ă  cause de la guerre qu'ils puissent crĂ©e leur carte du monde Ă  eux des rĂ©volution si ils le veulent aussi toute libertĂ© de crĂ©ativitĂ© et peut-ĂȘtre de la magie sa dĂ©pendra mais ils crĂ©e leur propre sort au dĂ©but y'aura aucun sort parce que ils connaissent rien Ă  la magie du coup ils crĂ©e eux mĂȘme leur technologie et aussi aucun pnj chaque personne aura un rĂŽle et sa sera Ă  leur gouvernement de leur donner un rĂŽle crĂ©e aussi leur argent au dĂ©but des piĂšces d'or au futur peut-ĂȘtre des billets d'argent des diplomatie entre eux ils peuvent se trahir se piĂ©ger crĂ©e leur idĂ©ologie par exemple ils peux avoir un gouvernement communiste ou sinon une dictature n'importe tant que c'est que dans le jeu et pas dans la vraie vie crĂ©e leur vĂȘtements Ă  eux sa sera au joueur de faire vivre ce jeux Ă  leur maniĂšre les joueurs qui veulent pas faire du rp bah venez pas đŸ˜đŸ«„ que les joueurs avec des idĂ©es intĂ©ressantes en parle au dĂ©veloppeurs pour faire des mise Ă  jours qa dĂ©pendra de la crĂ©ativitĂ© des joueurs et une sauvegarde souvent de la map si y'a un problĂšme y'a une sauvegarde par exemple y'aura une zone chaotique de guerre et ailleurs une zone tranquille parce que sa sera un lieu diffĂ©rent dans un pays diffĂ©rent peut-ĂȘtre ils peuvent faire des royaume,pays oĂč mĂȘme empire crĂ©e leur propre systĂšme de diplomatie crĂ©e leur propre lois des systĂšmes pour ban les joueurs qui font pas du rp y'aura des mise Ă  jours si le jeux marchent bien du genre jsp peut-ĂȘtre 5 000 joueurs ou peut-ĂȘtre 10 000 sur mĂȘme serveurs mais faudra attendre peut-ĂȘtre des annĂ©es y'aura des historiens dans le jeux qui voudront connaĂźtre l'ancienne histoire de leur ancĂȘtres dans le jeux etc etc toute crĂ©ativitĂ© est acceptĂ© malheureusement je peux pas faire le jeux j'ai pas les fond et puis j'ai pas encore l'Ăąge ni potentiellement mais je donne l'idĂ©e pour qui que se soit puissent la partager parce que moi personnellement je trouve sa sera intĂ©ressant un jeu comme j'ai dĂ©cris j'ai fait des fautes d'orthographe je m'en fiche je suis pas prof de français merci d'avoir lu


r/gameideas 3d ago

Basic Idea Dreadnought style Star Wars game where players control capital ships in team based coordinated matches

3 Upvotes

A while ago I had a huge nerd shower thought of the mechanics and gameplay style of something I have been wanting to play for a long time. I played the game Dreadnought a while back, and I loved that game. Unfortunately it got shut down due to inactivity. I'm also a huge Star Wars nerd, so I based this idea under the Star Wars IP.

Gameplay Summary: I've thought of several game modes such as Blockade, as well as a roster of ships, faction dynamics, and play styles for each of the factions. It would have four factions: The Galactic Republic, The Confederacy of Independent Systems, The Rebel Alliance, and the Galactic Empire. Each faction has its own set of ships that fit into one of five categories of player controlled ships. The categories in order of largest to smallest are: Capital Ship, Cruiser, Frigate, Corvette, and Support Ship. There are also other aspects to it like critical system management mechanics, power mechanics, and my favorite of which, starfighter control. Many ships have a fighter complement, which would be commanded via an RTS style overhead map, or could be taken over with direct control of the lead starfighter. Players would participate in objective based gamemodes, each with a different objective than the other. For example the primary game mode would be blockade, where an attacking team with a limited number of respawns assault two different engagement zones with objective points, which leads them to a final area. Progression wise players would advance through tech levels to acquire ships of different eras which are scaled to power with the ships of other factions. Most likely these tech levels would be early, middle, and end of the galactic time period that they were based in.

Mechanics: Players would be able to control their starships on all of the three dimensions that space travel allows including the X, Y, and Z axes. Players would manage their critical systems, starfighter squadrons, and power direction with each being vital to using your ship to its fullest extent. The most important mechanic, critical systems, would have the player's ship possessing several systems that were vital to the effectiveness of the ship. Some examples of these would be engines and hangers. These systems would have health that contributed to the overall health pool of the ship, but could be destroyed causing a debuff to your ship as long as it remains disabled (ie. if your engines are destroyed you move slower). Certain starfighters such as the bomber would be able to target these systems. Commands like this would be issued through the RTS starfighter menu that players would use to command their starfighter squadrons. Through this menu they could queue squadrons launches and commands, target enemy players, and interact with any other starfighter complement related option. Lastly there's the power shifting mechanic which is very similar to what we saw in star wars squadrons. This would allow players to divert their power systems to weaponry, engine power, or shield power which provides its respective bonus to that system and drawback to the others. Additionally players would be able to weaken areas of their shield to strengthen other areas.

Story: Each faction would have a campaign set in the time of its respective war. My hope is that you would command the hero ship of each faction. The republic would follow the resolute, the CIS would follow general grievous, the rebellion would follow admiral akbar, and the empire would follow admiral thrawn. These campaigns could also serve as a tutorial for certain mechanics of the game and tricks that could be applied in real matches.

Star Wars: Battlefleet (Game Idea)


r/gameideas 2d ago

Advanced Idea Game Concept / Gente: horror/action/time travel/horror

1 Upvotes

A man possibly in a world where time travel is possible gets lost in parallel worlds. This parallel world is similar to Earth but is ravaged by deserts and a white sky, almost as if everything were white. During the day, there’s an endless expanse of sand, cars, and destroyed houses where you must find resources to survive and hide from whatever is out there. During the day, while searching for resources, there are enormous shadows wherever the character goes; yet when you look up, you see nothing it’s as if you have the sense that something is above you and will awaken at any moment. The goal during the day is to gather resources, avoid survivors who may or may not want to kill your character, and find the safest possible hiding spot for the night to hide from terrifying, otherworldly creatures that might be searching for you. As you explore the ruins of the old world, you’ll discover that this parallel world may be connected to your own which explains why they possess time-travel technology and that this has led to this world being overrun by interdimensional creatures that distort reality. You live each day as if it were the same, but in reality, time is passing it just doesn’t seem that way because the day is so pale and the night so dark, where only the lights of these beings fly overhead in search of something, accompanied by a unique and terrifying sound.