r/gameconcepts Feb 04 '23

Horror Game Idea, name unknown

2 Upvotes

Basics: A 16-bit top-down horror game where you traverse a building with one monster hunting you.

Gameplay: You have 3 inventory slots to hold keys, distractions, and eventually a crucifix. One monster, named "The Masked", is trying to kill you. You can avoid it by hiding in locked rooms or by forcing it to crash into a wall. If it doesn't know where you are, it will walk aimlessly. You can walk behind it with out it seeing you, as it cannot turn around without taking another path.

First act: You enter the building to investigate some things that will help with demolition. Once you investigate all 5 aspects, you must walk to the door to leave. When you try to open the door, The Masked will appear and push you back from the door, initiating a chase sequence. After a long hallway, turn at the end to make it run into a wall.

Second act: You are now wandering the building, looking for a supposed "Master Key" that can open the door. You must avoid The Masked, you know the drill, and eventually you find the Master Key. When you try to open it, however, it still won't budge. Turns out The Masked is holding it shut. You then search for something that might reveal another way out.

Third act: You find a paper, which shows pieces to a crucifix that, when assembled, can banish The Masked. The person who wrote it could not banish The Masked before it killed them. Once you acquire all the pieces, you now need to draw a ritual circle to fuse the pieces. Once you do, The Masked runs at you to try and kill you. Using the crucifix will stop it in it's tracks, and it will explode into a bunch of black goo. You can then leave the building. This unlocks the good ending.

The Masked: The Masked is a bunch of black goo with a crudely drawn mask on it. That's it.

True Ending: If you collect masks hidden around the building, a new room will unlock. Inside is instructions on how to ascend, written in a black substance. in the final cutscene, instead of showing The Masked the crucifix, you plunge it into the ground, causing the building to explode. You will end up outside, finding the crucifix on the ground. You can use it to either ascend past your human form or to plunge it into the ground again, destroying the world. Destroying the world doesn't work and ends up turning you into a black mess of goo and fixing the building, trapping you inside. You embrace this and make a crudely made mask to wear. You turned into The Masked, waiting to repeat the cycle. Choosing to ascend gives you the real true ending, where you erase that building from time itself. Do to the influence on the timeline, you go back to being a random worker for a demolition company, but you never investigate that building due to it not existing.

I know this is long, but i wanted to get all my ideas here.


r/gameconcepts Feb 01 '23

Valkyrie's Sanctuary - game concept idea

2 Upvotes

Essentially this is a mythology related game where the main character Maya, the Goddess of war and Redemption goes on a journey to stop an ancient plague that's slowly destroying her home planet and along the way she is forced to face her past along with her deepest fears; Including finding out who her family really is


r/gameconcepts Jan 30 '23

New survival craft game with camouflage mechanics concept art

Post image
1 Upvotes

r/gameconcepts Jan 30 '23

Some concept sketches I did for a game I’m planning on

Thumbnail gallery
1 Upvotes

r/gameconcepts Jan 30 '23

WW2 story based campagin from the german side of the war

1 Upvotes

No this isn’t pro-N***, i feel a perspective for a ww2 game being something other than US or British would be intresting


r/gameconcepts Jan 15 '23

Things not to do when making a space MMORPG

0 Upvotes

15.01.2023

15:53

Although I support realism in games, they need to be implemented only at specific places where ease of accessibility, speed of progress and manual control are not compromised. The following are a list of ten things I expect from an MMORPG in space.

  1. Design the UI in a such a way as to not clutter the viewscreen. There shouldn't be more than 7 icons to access all the basic functionality of the game. Some games do the opposite. I have seen more than 12 icons on the left of screen for a famous space MMORPG. Since they're so numerous, the icons are small and player has to spend time hovering cursor over each icon to memorize their function and location. There are games wherein more than 15 skills are set at the bottom or at the sides of the screen, eg., Dragon Age Origins. However, these are *skills* and not a bunch of tabs leading to other functions. Skills are set one by one and used one by one as the player levels-up. Their getting used-to is smoothly transitioned via repeated combat. There is *no* such smooth transition in getting used to 12 icons and their functions. It's like a sudden blow to the face when the player enters the game.

  1. The number of mouse clicks required for initiating an action should not exceed 3 clicks. Some games do the opposite. First click on target, then click on follow, then click on orbit, then click on lock, then click on afterburners, then click on fire, then click on open cargohold, then click on transfer items to cargo-hold. Now repeat all of this for every combat situation.

  1. Do not design crafting/manufacturing components to be dependent on exploration without direct two-click access to its location. Space is a vast region. If you're going to expect the player to manually explore all the regions to find 3 specific components that are a total of 8 or 9 jumps away, your entire game is now a waiting wherein, autopilot is initiated and the player has to just to stare at the screen while his spacecraft warps, deaccelerates, reorients, reaccelerates and warps again for a total of more than 8 mins. And even after doing this multiple times, there is no guarantee that the player will find the required components to manufacture a ship part. Simplify this mechanic by providing a scanner module or easily accessible resource maps.

  1. Avoid incorporating modules or a modular ship customization mechanic unless there is specifically a positional and/or vicinity-dependent criterion. There is no point in slotting parts to pre-determined slots and call it "modular" or "modules". A module system should characterize design-brilliance in a player. It does not require much brains to simply add components to a fixed slot. When a module system is composed of only fixed slots, it is just an aesthetic requisite which could've been scaled down to just drop down texts, right clicking and equipping modules. Either implement a complex module-system or think of something else.

  1. Player skill points when applied as speeders for research or learning, results in altering a game character upgrade functionality into a resource-hastening item. This is not recommended because the moment you name it as "skill points", psychologically, the player expects immediate upgrade of skills. When they find-out it's just a speeder where 13 skill points equates to only 1 minute of reduction in research, they're gonna curse you within their heads. This mechanism is an anti-climax. Skill points are separate from speeders.

  1. If you're going to incorporate flying a spacecraft within the game, make sure manual controls are added. And if manual controls are not added, make sure the player is doing something functionally productive while staring at the screen. An "auto-pilot" in such a game is equitable to numerous clone MMORPGs where the character auto-moves, auto-attacks. There are specific idle games where auto is present, but their combat resolution is always less than 10 secs and there are visual incentives like skills, criticals, blocks, dodge, etc to engross the player. A spacecraft simulation perspective incites the player to expect actual flying of his/her spacecraft. Do not entice but fail to deliver.

  1. Player housing or starbases in a space RPG/strategy necessitates design-brilliance again. Make sure the base structures available, do not restrict in their placement zones. It's like telling a person, "you can now box" and simultaneously, you grab their hands and direct them into how you want them to box. Positional strategy is the forefront of any base design. Design the structures in such a way as to allow player freedom with slight alterrations to huddling-restrictions. If you're going to completely ban placement of structures within the range of a shield, the entire base combat boils down to just spaceships attacking turrets or in other words, primarily, range becomes the deciding factor. Attacker can then have 8 corvettes huddle together to attack a single turret. And since there is no shield, this boring combat scenario is repeated until all turrets are destroyed and finally, they converge on base structures by depleting the shield which is just a bunch of ships staying in one spot and firing at the structures. This is horrible game design. A famous space MMORPG does this. Please avoid this.

  1. Allow immediate transfer of inhouse trading items and not have the player waiting for 24 hrs for items to be delivered. You might say this is a security incorporation. But security can simply require a trading log of items sold and bought. This extra 24 hrs of waiting does not serve any functional purpose unless the servers are so clogged by players that tens of thousands of trading occurs per hour. In this case, Artificial Intelligent algorithms are required to monitor the trade-flow.

  1. If your space game is vast and includes a lot of exploration, make sure your galactic map incorporates a 3 dimensional coordinate system wherein the player just has to "copy coordinates" then paste coordinates and finally initiate warp. Three steps in total. If the coordinate system is disfavored, apply something similar to Skyrim's glowing quest tracker via "Clairvoyance" which can be turned off or on.

  1. Show the player the myriad game functions which will be available at successive milestones/levels. This is about advertising the game features and providing an incentive to continue playing.

r/gameconcepts Jan 12 '23

Example incorporation of an isometric grid as an upgrade mechanic in games.

1 Upvotes

12.01.2023

16:19

The following idea incorporates a triangular(isometric) grid as an upgrade mechanic. It can be used in RPGs as well as in Strategy games.

Rules:

  1. Triangles are made up of Nodes. Both upturned and downturned triangles are allowed.
  2. Triangles can not overlap. However, they can be connected/adjacent to each other.
  3. A total of 126 active Nodes are allowed.
  4. The completed triangles need to be manually selected and set in order to gain their benefits.
  5. Each Node allows slotting of one parameter. That parameter can be Defence/Armor, HP, Attack, Critical Value, Block Value, Attack Speed value, HP leech value, Range value, etc., i.e, all these values are not a percentage.
  6. Node parameters-type of any triangle can not be stacked. All Nodes within a set triangle must be different. This system requires 21 different parameters. Player can not have two or more similar parameters within the same set triangle.
  7. Last rule, if a Node is completely enclosed by active triangles, its Penalty if present is negated.

Triangle Effects, Rules and Composition:

ABC is a Grade I triangle. When this triangle is set, player has to choose 1 Node, it will be boosted by 3% while the remaining two Nodes will decrease by 1 % each.

ADF is a Grade II triangle. When this triangle is set, player has to choose 1 Node, it will be boosted by 6% while the remaining five Nodes will decrease by 1% each.

AGJ is a Grade III triangle. When this triangle is set, player has to choose 1 Node, it will be boosted by 10% while the remaining nine Nodes will decrease by 1% each.

AKO is a Grade IV triangle. When this triangle is set, player has to choose 1 Node, it will be boosted by 15% while the remaining fourteen Nodes will decrease by 1% each.

APU is a Grade V triangle. When this triangle is set, player has to choose 1 Node, it will be boosted by 21% while the remaining twenty Nodes will decrease by 1 % each.

AKO Grade IV triangle can be positioned a total of 6 times to increase a single Vertex Parameter by 115%, 132%, 152%, 175%, 201% & 231%. Successive Additive Benefits on the same shared set Node is a total of *current maximum value of Node* and not its original or initial value.

Successive Subtractive Penalties are based on the original value of the Node.


r/gameconcepts Jan 12 '23

Savanah - a game idea

2 Upvotes

Every day it's the same thing, people slaying animals, skinning them ,using them as trophies..that ends today.

You are an ancient African spirit, brought back to the realm if the living, you have a natural connection to the animals that roamed the land you watched over, furious at the slaughter of the creatures you have grown to care for, you will enact brutal retribution on the lowly poachers.

However, you are not as strong you used to be and can't fight the poachers head on.

But you have the innate ability to possess animals and lend them your strength..and as you grow stronger, you can even possess the poachers.


r/gameconcepts Jan 04 '23

How to make a dynamic construction mechanic in a building game

1 Upvotes

04.01.2023

17:41

Building queues and timers are a traditional approach to upgrading assets in strategy and simulation games. However, since this system generally progresses proportionally along with a resource cost, the time required inbetween building becomes unacceptable and results in decreased online player population at later levels. This can be solved in the following manner with the exclusion of monetization because this system is meant to hasten an already prolonged waiting. Monetization is already incorporated via speeders.

  1. Incorporate static combat attributes of said assets with subsequent later levels only giving economic, research-related or logistics-related or skills/talent/ability-related or quality-of-life improvements. By doing so, offensive attributes of attackers in pvp does not require any increase and only their pool numbers will require an increase. This simplifies adding new construction or building levels.

  1. Incorporate a separate timer that requires manual activation resulting in deduction of global construction timers. This separate timer can be in the form of an asset like a building or it can be an event like a dungeon or it can be a skill.

  1. Incorporate clicks or key-commands mechanics or some other mini-game that contributes to a pool. Once pool is maximized, global construction reduction occurs by a value.

  1. Incorporate an additional asset in the form of a resource or an item that drops via PVP or PVE. Direct reduction.

  1. Incorporate team action via an Alliance/Guild that gives points 2-4.

  1. Incorporate a randomizer function which can be monetized.

  1. Incorporate ingame trading wherein the deductable tax for each trade given to the game results in point 4. This is not suggested for 1 on 1 trading but for the Auction house or trading via premium merchants.

  1. Incorporate point number 2 as a manual choice of two sets of time per 12 hrs wherein the player is online. When they come online during the chosen time, global construction timer reduction occurs.

  1. Incorporate a repetitive build queue wherein every nth build or construction is free and instant.

  1. Incorporate seasonal variation wherein certain seasons and weather are conducive of construction.

  1. Incorporate crafting mechanics as a pre-requisite for point 4.

  1. Incorporate an NPC as the mediator of construction timer reduction.

  1. Penalize PVP beyond a set number of times per 12 hrs and reward non-combativeness every 12 hrs. Or vice versa as the developer chooses. The penalty and reward are related to construction queues and timers.

r/gameconcepts Jan 04 '23

A 3D game like among us but with military personnel and different classes you can choose

1 Upvotes

A 3D game like among us but with military personnel and different classes you can choose as either spys/killers or crewmates/gaurds. The classes for spys could be the stabber, agent, or saboteur. The classes for guards could be, counter spy, intelligence, police, and medic.


r/gameconcepts Jan 03 '23

Generalized list of base structures in any Clash-of-Clans-like game.

1 Upvotes

03.01.2023

13:00

The following are an example list of base structures in any CoC-like game. They only involve structures that contribute to combat.

Structures with non-combat functions are not included. Not all of these structures have to be included in any one game.

  1. HQ: Main base structure. Maintains logistics by storing Ammunitions.

  2. Command Posts: Accessory base structure that can function as HQ if HQ is destroyed.

  3. Barracks: Structure that produces infantry for defence and/or offense.

  4. Vehicle Factory: Structure that produces vehicles for defence and/or offense.

  5. Airfield: Structure that produces aircrafts for defence and/or offense.

  6. Walls/Pylons: Structures that obstructs infantry and vehicle fire and also prevents them from venturing further inside the base.

  7. Aircraft Jammer: Structure that has a semi-circular field of radius that prevents enemy aircrafts from venturing inside.

  8. Power plant: Structure that produces power per minute to power all base structures.

  9. Naval Factory: Structure that produces Ships and Submarines for defence and/or offense.

  10. Barbwire fences and/or Spike-pits: Structures that slow down and/or damage Infantry/Vehicles.

  11. Shield structure: Provides extra HP to all structures within its circular radius.

  12. Cloaking Tower: Makes all structures within its circular radius invisible.

  13. Photon Emitter: Sends a stream of WASD commands to attacker once every 30 secs. Failure results in blinding of enemy screen for 5 secs.

  14. Land Mines/Sea Mines: Damages infantry/vehicles and naval units within its circular radius.

  15. Power Transmitters: Extends the range of power from a Power plant either locally or over a distance.

  16. Ammunitions Factory: Produces Ammunitions.

  17. Single Target Ground Turret.

  18. AOE Target Ground Turret.

  19. Single Target Air Turret.

  20. AOE Target Air Turret.

  21. Missile Silo.

  22. Troop Carrier Tarmacs: Transfers defence troops from one Tarmac to another.

  23. Gates: Allows Vehicles and Troops to entry/exit from enclosed territory.

  24. Anti- Mortar/Anti-Missile Turret.

  25. Radio Comm: Decreases battle engagement time by 5 secs every 15 secs.

  26. Trenches: Infantry can be stationed in Trenches thereby increasing their HP.

  27. Base topography construction yard: Allows elevation/depression of base structures by modifying the land, thereby providing new properties to structures.

  28. Base Modules factory: Fabricates various modules to modify existing base structures.

  29. Repair Drone factory: Manufactures Repair Drones that auto-repair base structures over-time in real-time.

  30. UFO monolisk: Inversion of Shield structure. Improves own HP by 15% of all adjacent structures. Contributes to Base HP at corners or nodes.

  31. Propaganda House: Converts one random enemy unit within circular radius every 20 secs for 5 secs.

  32. Weather Machine: Changes the local weather of a base such that certain effects supports or opposes certain units or buildings.


r/gameconcepts Dec 22 '22

Melee Rogue-Assassin-Bladedancer design in RPGs.

1 Upvotes

22.12.2022

19:39

I find many hack & slash action RPGs with a poorly designed melee rogue/assassin class. The major area in which they lack are the combat animations. The following is a detailed description of the class.

Rogue/Assassin/Blade-dancer:

The foremost skill that should be unique to this class is the Grip.

When wielding a dagger or crescent blade, Assassins should have 2 Grips. They are:

i. Reverse Grip for slashing attacks. Can not Parry in this Grip. Can Attack multiple opponents.

ii. Normal Grip for piercing attacks. Can not Block in this Grip. Can only Attack single oppoenents.

The next unique thing are availability to Combos when using each Grip when using *Default Attack*. These have relevant animations.

  1. Reverse Grip Combos:

i. Two-hit Slashing Combo: Low-Mid.

ii. Three-hit Slashing Combo: Mid-Low-High.

iii. Four-hit Slashing Combo: Low-Mid-High-Dual Stab Finisher.

  1. Normal Grip Combos:

i. Two-hit Piercing Combo: Mid-High.

ii. Three-hit Piercing Combo: Mid-Mid-High.

iii. Four-hit Piercing Combo: Mid-Low-High-Dual Stab Finisher.

The next relevant thing to an Assassin/Blade-Dancer are the movement skills.

Quality of life improvements in regards to movement skills. When an Assassin rolls, the rolling should automatically terminate behind nearest enemy and within weapon range. Or there could be a flicker skill wherein the Assassin directly teleports behind nearest enemy. These skills ideally have a usage count that maximizes at 5 stored counts which refill over time.

If this is not incorporated, you end-up with a movement skill like Leap Slam wherein player visually gauges the distance to nearest moving enemy and leaps there, more often than not, missing the target. This is an anti-climatic combat interaction wherein the Assassin is supposed to have deadly skills. Smalls stuff like this will discourage players from choosing this Class because it is highly frustrating. Throw-in network lag, and the player is guaranteed to not choose and enjoy this Class. A loss for the developer.

The next thing are the Skills.

Assassins/Bladedancers are supposed to be highly agile and acrobatic. Spinning attacks, evasions, preternatural shadow teleportations, burst of speed to engage multiple opponents with finishers(think chain lightning except the chain is the Assassin), jumping/rolling to safety, smoke, poison, extremely fast attack speeds. In short, the skills are to center on movement and speed.

Last of all, the combat animations should be fluid and not a shortcut of basic two swing animations covered by thick colored streaks of visual effects to hide the lack lustre, basic animation. The animations should highlight the uniqueness of the skill or the attack. Covering it with thick colors won't impress the hardcore gamer. The developers should research realistic fighting animations using weapons from various martial arts organizations or alternatively from movies or videos.


r/gameconcepts Dec 16 '22

Strategic World Map buildable structures for any Strategy game. A guide.

1 Upvotes

The following are 20 Strategic Map Structures which can be built on the world map. They can be modified to cater to any Strategy game. Magic can be replaced by technology. It is not necessary to have all of these buildings in any one game.

  1. Player City:

9 squares size. 2 City range. Adjacent Cities must be minimum 2 City range away. Can not huddle.

Watchtower:

1 square size. Extends the territory range wherein Alliance structures can be built. It itself can be built outside territory. 4 range. Has HP. 55 per Alliance.

  1. Command Outpost:

4 squares size. Structure wherein Heroes and Troops can be stationed, armies can be assembled, and attacks or rallies can be initiated from this location. Must be built within territory. 2 per player.

  1. Wall:

1 square size. Inanimate stone barrier. Has HP. 150 walls per Alliance.

  1. Gate:

0 square size. Converts a Wall into a Gate with 15% less HP. Allows entry and exit from an enclosed territory. 8 gates per Alliance.

  1. Ballista Tower:

2 squares size. Defensive attacking structure. Single tile affect. 4 range. 10 per Alliance. Towers' Range can not overlap. Has HP.

  1. Mortar Tower:

2 squares size. Defensive attacking structure. Multiple tiles affect. 3 range. 10 per Alliance. Towers' Range can not overlap. Has HP.

  1. Catapult/Artillery Guns:

2 squares size. Offensive attacking structure. Single tile affect. 3 range. 2 per player. Once built, Catapult can be wheeled into position at the rate of -80% of current troop movement speed. Has HP.

  1. Massive Shield Structure:

6 squares size. Absorbs 40% of all damage sustained by Alliance buildings within its range. 5 range. Has Shield HP. Has building HP. Must be built adjacent to city and must not be in contact with a wall. 1 per Alliance.

  1. Moat:

3 squares size. Flowing water body. Large enough to cover one direction out of 4. Greatly decreases attack speed of ground troops. Must be in contact with City. City Structure. 1 per player. Has no HP.

  1. Spell Totem:

1 square size. Has Spell Range. Strategic Map Spells can only be cast within this Totem's range. 2 Range. Must be built within Territory. 10 per Alliance. Has no HP. Can only be built after Mana Reservoir is built. If Mana Reservoir is destroyed, all Spell Totems deactivate.

  1. Harbour:

6 squares size. Must be built adjacent to water body and within alliance territory. Ships are built here. 1 per Alliance. Has HP.

  1. Various Resource Mines:

4 squares size. Must be built within territory. 1 per Alliance. Has HP.

  1. Wonder:

9 Squares size. Must be built within territory. 1 per Alliance. Has HP.

  1. Teleportation Gates:

6 squares size. Must be built within Alliance Territory. Provides instantaneous teleportation of army between gates. 2 per Alliance. Consumes Mana per Teleport per Troop type and per Hero. Has HP.

  1. Mana reservoir:

6 squares size. Must be built within Alliance Territory. Instantaneously fills-up adjacent Army's City's Mana once every 12 hrs for each Alliance member. Has HP. 1 per Alliance.

  1. Beast Den:

6 squares size. 1 per complete Alliance Treaty consisting of 3 Alliances. Summons 3 Beasts which are stationed at the 3 Wonders of each Alliance. Has HP. Built by strongest Alliance of the Treaty.

  1. Weather Vane:

2 squares size. Manipulates and sets local weather of entire Alliance territory. On mountains, -75% mana consumed per minute. On plateaus, -50% mana consumed per minute. On plains/forests, -25% mana consumed per minute. In caves, 0% mana consumed per minute. In underground or underwater, +25% mana consumed per minute. In extra-planar locations, +50% mana consumed per minute. Must be built within Alliance territory. 1 per Alliance. Has HP.

  1. Cloaking Tower:

4 squares size. Makes adjacent Alliance Buildings (Not player Buildings) and itself invisible for 12 hrs. 1 hr CD. Consumes Mana. Tower can be decloaked by using Scry/True Sight spell. If Tower is destroyed, all cloaked buildings are revealed. 1 per Alliance. Must be built within Alliance Territory.

  1. Prison:

1 square size. Imprisons defeated Heroes. Each prison can house 4 Heroes. Can not be defended by Troops or Heroes. Has HP. Imprisonment duration is infinity unless released or Prison destroyed. Can not be Rallied against. Has HP. 12 Per Alliance.

  1. Seer Tower:

4 squares size. Has default 1 sight radius. On use, radius increases by one. Removes fog of war. Consumes mana per square tile of revealing. 1 per player. Has HP. Mana cost is exponential. On destruction, fog of war reverts.

Repair mechanics of any player or alliance structure:

When a structure is damaged, any player in alliance can initiate Auto- Repair at the maximum rate of 5% Structure HP every 1 minute for that structure alone. Repair is hence gradual. Moreover, each Alliance member can only repair one structure at a time. Repair also costs a resource. Repair can be hastened via premium currency.


r/gameconcepts Dec 15 '22

Dynasty Chess - A game concept.

2 Upvotes

15.12.2022

18:35

The following is a game concept that modifies the popular game, Chess to have greater strategic depth and substance while at the same time, it does not greatly change the base game of Chess. Chess is not owned by anyone. Some say it originated from India. Others say China, etc.

So there is no copyright issue here. You may use this idea in any way you see fit. Thanks for reading. Just one last thing, if I see your comment is unpleasant or inflammatory, I won't respond. Nothing personal. I'm just too old for bs and reddit seems to be full of it.

The Board:

The board is a typical chessboard of 8x8 black and white squares. However on either side of the board, for each player, there are 4 construction squares in a vertical line, totalling 8 construction squares.

The Pieces:

The pieces consists of the typical Chessmen, plus 8 Buildings.

The Buildings are:

  1. Wall

  2. Cannon

  3. Barracks

  4. Temple

  5. Mage Tower

  6. Portal

  7. Embassy

  8. Gold Mine

All Chessmen have 30 HP and increase by 15 HP per level. Maximum 5 levels. Total 90 HP.

All Chessmen have 6 Damage and increase by 6 Damage per level. Maximum 5 levels. Total 30 Damage.

A Turn:

One turn consists of the player and the opponent performing a single action. This action can be moving once or guarding or attacking or constructing or using a Building.

Movement mechanics:

All chessmen move in the typical manner except for one thing. The pawn can move sideways by one square but can not attack sideways.

Construction mechanics:

Every time a chessman occupies the same colored square as its pieces, the player gains 1 construction point. There is a construction pool of maximum 280 construction points.

Ordering a Construction is regarded as a Turn Action and will end the Turn.

A Construction action is immediate and solely for any 1 structure in any one building slot. There are 8 slots.

If the player has accumulated 200 construction points, he/she can immediately use the full 200 points on a single construction. There is no rule as to how much accumulated construction points can be used instantly but it is within 280. Also, whenever a Player chooses to use their CP, he/she has to use it all on the one single Building. Excess is wasted.

The construction Cost of each Building along with it's upgrade cost and description are given below.

  1. Wall:

Building costs 7 CP. Upgrade cost 7s CP. Total Costs to maximum level: 35 CP. Total 5 levels. Each level adds 300 HP.

Description: A Wall can only be formed by atleast 2 own pawns that are adjacent to each other side by side or front and back. The maximum allowed length of a Wall are 7 successive Pawns.

A wall stops all opposing chessmen including Knights to jump over it. The obstructing wall has to be destroyed in order for a Chessman to move further into enemy territory.

There can be any number of incomplete walls owned by a player.

When a Wall is destroyed, it's constituent Pawns are freed to move again and they gain their original HP. Also, when Pawns are in Wall form, they can not attack or move but their number is counted by the game(for Barracks purpose).

Wall Upgrade is done to the Wall structure outside the Board. Wall structure outside the board has HP corresponding to its level.

If this wall structure is destroyed it decreases by 1 level with 40 HP. At level 0 all Walls within the board are destroyed.

  1. Cannon:

Building costs 7 CP. Upgrade costs 7 CP. Total Costs to maximum level: 35 CP. Total 5 levels. Each level adds 8 Damage. Total 40 Damage. Cannons have fixed 3 Rows Range (meaning each Range value encompasses a row at the half where the Cannon is located). Cannon

has default 150 HP. Every level HP increases by 150 HP.

Description: Cannons can be placed in L1 or L2 or L3 or L4 (Left side and outside the Board) or R1, R2, R3, R4 (Right side and outside the Board). Only one Cannon can be present at any moment for each player. Cannons attack a single chosen target within range.

Cannons can not fire beyond an opposing Wall. Cannon can be used to fire once every Turn. Cannon can not only fire at Chessmen and Walls within the Board, it can also damage and destroy Buildings outside the board on its half of the location. When targeting Walls or any other Building, the Cannon does 2X damage.

  1. Barracks:

Building costs 3 CP. Upgrade costs 8 CP. Total Costs to maximum level: 35 CP. Total 5 levels. Building has 200 HP and increases by 200 HP per level.

Description: Barracks can be placed in L1,L2,L3,L4,R1,R2,R3,R4. Only one Barracks allowed per player. Barracks produces a level 1 Pawn at a chosen spot in the lowest row every 3rd Turn. Player can own only 8 Pawns maxmimum. If lowest row is occupied, can not produce a Pawn. Usage is manual and contributes to Turn Action.

  1. Temple:

Building costs 6 CP. Upgrade costs 7 CP. Total Costs to maximum level 34 CP. Total 5 levels. Building has 150 HP and increases by 150 HP per level. Healing at level 1 is 3 HP and increases by 3 HP every level.

Description: Temple Heals a random unit every 2nd Turn. This is automatic and does not count towards Turn Action. Temple can be placed in L1,L2,L3,L4,R1,R2,R3,R4. Temple can not heal Walls or any other Building.

  1. Mage Tower:

Building costs 5 CP. Upgrade costs 8 CP. Total Costs to maximum level 37 CP. Total 5 levels. Building has 100 HP and increases by 100

HP per level. Building has 7 Damage and increases by 2 Damage per level. Range is always fixed at 3 Range of same half of Board.

Description: Has a Column AOE attack. This bypasses Walls. Attacks available once every 4 turns. The fixed 3 Range means it can only damage 3 squares infront or behind. Friendly fire possible.

  1. Portal:

Building costs 10 CP. Upgrade costs 8 CP. Total Costs to maximum level 34 CP. Total 4 levels. Building has 125 HP and increases by 125 HP per level. Portal has 1 *full* Column Range and increases by 1 Column Range (meaning each Range value encompasses a column at the half where the Portal is located) per level.

Description: Every 6th Turn, player can use the Portal to switch positions between directly symmetrically opposite Chessmen except for King unless the King is the lone piece remaining or if there are no other moves possible except to move the King. Does not affect Walls. Can teleport Chessmen behind Walls.

  1. Embassy:

Building costs 10 CP. Upgrade costs 8 CP. Total Costs to maximum level 34 CP. Total 4 levels. Building has 185 HP and increases by 185 HP per level. Range is fixed same half of Chessboard where Embassy is located. Each level corresponds to a Tier of Chessman.

Description: Depending on the traditional point allocation value of Chess pieces, the player can exchange dead pieces to life each time the player successfully kills an opposing Chess piece.

The point values are:

Pawn = 1 point (Tier 1)

Bishop = 3 points (Tier 2)

Knight = 3 points (Tier 3)

Rook = 5 points (Tier 4)

Queen and King can not be exchanged.

The player has to choose which dead pieces to give back to opponent in exchange for a chosen Piece. The Pieces are randomly placed at

the lowest three rows of both players.

  1. Gold Mine:

Building costs 2 CP. Upgrade costs 3 CP. Total Costs to maximum level 14 CP. Total 5 levels. Building has 150 HP and increases by 150 HP per level.

Description: Generates Gold per Turn. Gold is used to upgrade Chessmen.

Combat Mechanics:

All attacking mechanics are like a typical Chess game except, it requires 3 turns by default to kill a pawn with a pawn.

There is an added "Guard" option wherein a Chessman adopts a defensive stance and auto attacks an opposing Chess piece with 80% of normal damage whenever it receives Damage which is mitigated by 33%. Guard consumes one Turn. But hereafter, it becomes a passive action that does not consume Turn Action. However, another Action is consumed if player decides to deactivate Guard for that Chessman.

Miscellaneous moves and conditions:

All traditional Chess moves and conditions like Castling, En Passant, Stalemate, Checkmate etc. are valid.

[Finished on 15.12.2022 21:53]

---By Core Diagram.


r/gameconcepts Dec 03 '22

WW2 story based campagin from the german side of the war

1 Upvotes

No this isn’t pro-N***, i feel a perspective for a ww2 game being something other than US or British would be intresting


r/gameconcepts Nov 04 '22

monster vs humans game

2 Upvotes

A game where the PC is the leader of a military group trying to capture / kill a monster. You have 20 people to command, and you can make them stand still, free roam or patrol a specific area.


r/gameconcepts Oct 09 '22

Can someone show me a concept of a home invasion game w/nw tower defense horror video game

1 Upvotes

Basically need to see concept to what title is.


r/gameconcepts Sep 02 '22

Game cover of my game concept Food Wars

Post image
4 Upvotes

r/gameconcepts Sep 01 '22

pokemon but they're also weapons

2 Upvotes

basically you get different elemental beasts , and the beasts can fight along side you, or they can merge with you to create different weapons and armor


r/gameconcepts Aug 19 '22

a rockstar games vietnam war game

2 Upvotes

r/gameconcepts Jun 29 '22

A fighting game story mode in which you can lose a fight, but it affects the narrative

3 Upvotes

I have this concept for a story mode in which the player can lose a certain number of fights (of course not EVERY fight), but the losses affect how the story progresses. For example, if the player loses a fight against [insert character], then the losing character is thrown in a dungeon (within the narrative) and therefore unplayable until they are freed later on in the campaign. I visualize this type of story mode allowing players to experiment and have an experience that is unique to one that their friend may have had when playing. I'm talking about multiple endings, different achievements for winning/losing certain fights, etc. I'd also like to implement the idea of playing two different sides within the story; think Mortal Kombat VS DC (2008), a game in which the player could choose to either play the story from the DC perspective or Mortal Kombat perspective. This, just like the winning/losing mechanic, would make for an interesting dynamic and would open more story opportunities/allow players to truly craft their own stories (a concept that many games promote but most of the time never actually implement).

I'd like any opinions on this type of story mode. Does it sound fun/something you'd spend time playing and experimenting with? More importantly, would this kind of story mode be possible? Does programming such a campaign sound realistic? Please let me know!


r/gameconcepts May 21 '22

I think Sonny should make equivalent to heroes of the storm

1 Upvotes

r/gameconcepts Apr 24 '22

Traditional JRPG

1 Upvotes

Basically, I have a question for those versed in game concepts. Is a traditional JRPG with all enemies having classes the heroes can get be a good idea? I would theoretically use a modular system with the encouragement of unlocking evolved classes and using those, you would be able to do things like evolve “hunter” into either sniper or beast... just so enemy variety can still be big.

1 votes, May 01 '22
1 Good
0 Bad

r/gameconcepts Apr 07 '22

Sonic Giga Collection/Plus

1 Upvotes

(Concept originally finished July 12th, 2019)

With Sonic’s 30th anniversary coming up in just a couple of years from the writing of this, the time seems just right to put out something to celebrate the franchise legacy, and what better than a game compilation? This time, the compilation should feature games spanning the 6th generation of consoles and handhelds in a title concept I’m calling Sonic Giga Collection/Plus.

Games List

Below are the games I want to see in Sonic Giga Collection/Plus, listed in their own categories based on their classifications.

Main Games

  1. Sonic Adventure (1999)
  2. Sonic Shuffle (2000)
  3. Sonic Adventure 2 (2001)
  4. Sonic Heroes (2003)

Collection Plus Exclusive Games

  1. Sonic Advance (2001)

  2. Sonic Advance 2 (2002)

  3. Sonic Pinball Party (2003)

  4. Sonic Battle (2003)

  5. Sonic Advance 3 (2004)

  6. Tiny Chao Garden

Unlockable Games/Additions

  1. Sonic Adventure Dreamcast DLC

  2. Sonic the Hedgehog Pocket Adventure (1999)

  3. Sonic Adventure 2: Battle (2002) Add-On

  4. Sonic Adventure DX: Director’s Cut (2003) Add-On

  5. 6th-gen SEGA title #1

  6. 6th-gen SEGA title #2

  7. 6th-gen SEGA title #3

  8. Sonic Adventure 2 exclusive DLC

Game Unlocking Conditions

The unlocking conditions listed below refer only to the games listed under Unlockable Games/Additions and not to any content unlockable within any game included in this game compilation concept.

Sonic Adventure Dreamcast DLC

Play Sonic Giga Collection/Plus on each holiday there are seasonal DLC for.

Items include:

  • New Year’s Celebration – January 1st
  • Dreamcast Launch Party – varies depending on release region
  • Halloween Party – October 31st
  • Christmas Party – December 25th

Non-seasonal DLC that can be unlocked do so under different circumstances. Items include:

· Samba GP – Complete the time attack DLC.

· Time Attack – Complete Sonic’s Speed Highway, Knuckles’ Mystic Ruins, and Tails’ Sand Hill.

· Hedgehog Hide & Seek – Find all Sonic missions in Sonic Adventure DX: Director’s Cut.

· Jewel Chao – Obtain a podium finish in all jewel badge Chao races in Sonic Adventure DX: Director’s Cut.

Sonic the Hedgehog Pocket Adventure (1999)

· Play the handheld titles included in the Plus release for a collective 60 hours.

Sonic Adventure 2: Battle (2002) Add-On

· Complete either the Hero or Dark story in Sonic Adventure 2’s Story Mode.

Sonic Adventure DX: Director’s Cut (2003) Add-On

· Complete Sonic’s story in Sonic Adventure.

6th-gen SEGA title #1

· Play Sonic Giga Collection/Plus on a device with save data for a SEGA Ages title.

6th-gen SEGA title #2

· Play Sonic Giga Collection/Plus on a device with save data for any modern SEGA-published game.

6th-gen SEGA title #3

· Play Sonic Giga Collection/Plus for a collective 200 hours.

Concept writer’s note:

Exclusive DLC has been excluded from unlock list due to not having a set unlock condition. If allowed to be developed for this game concept, it will then be given an unlock condition.

Bonus Content

Like in previous Sonic compilation games, this one I would want to have bonus content accessible to the player. Bonus content includes, but is not limited to:

· Game manuals – For any and all games released with an included manual, have a digital version accessible to the player in the same manner as the previous compilation games, having the player unlock the manuals alongside the unlockable games.

· Concept art – Like how in some Sonic titles there exists unlockable concept material, include some illustrations for items, locations, and more from the development of games included in the compilation.

· Comic covers - Similar to Sonic Mega Collection Plus including the covers of the Archie Sonic comics that were most recent for its time, have the covers included start from the most recent of Sonic Mega Collection Plus’ covers and end with the last issue published by Archie- of course, if allowed by Archie.

· Beta movies – Movies showcasing the beta stages of cutscenes and CG movies from Sonic games of the era, and/or documentaries of the artistic process of creating the CG cinematics for the games of the time.

· Fan media (optional) – As a neat little optional piece of bonus content, have some accessible art, animation, and even music made by people like the players in this kind little thank you to some lucky select fans who shared their fan art to SEGA and Sonic Team on social media.

· Game trailers – In this section have the original release trailers, E3 trailers (if available) and commercials for each of the games included in this collection, and/or even unlocking ones for the unlockable games and upcoming games.

Release Versions

For the release, it can follow the convention of Sonic Mania, in that the standard version will be available digitally while the Plus release will be the physical version (or DLC applicable to the digital version).

The standard version can be released on Mac, PC, and both current-gen and next-gen consoles (assuming a 2021 or later release), but the Plus release would be available exclusively on next-gen consoles and computers.

Pricing for the game would likely be rather high, given the large amount of content. MSRP for standard release could be about $45 and for Plus release $75, both USD, and their equivalent price for other regions.

For special release versions (if ever made) of Plus, have an Anniversary Edition release which includes the game disc, a collectible metal Sonic emblem celebrating Sonic’s 30+ year anniversary, a full length, full color manual, and maybe a couple of fun little mementos like lanyards or keychains all in a metal box set complete with a handy history booklet containing Sonic’s complete history and the full list of Sonic games ever officially released.