I would like to make an historical game called "1066" about nobles and warriors from western and nothern Europe.
No magic, no healing, no orcs.
I wouldn't use classes in the traditional way but where you are from will affect how your character are.
Players would specc themselves for skills instead of using a class, for people not likeing stuff like that there will be a few templates you just can pick.
No levels as such either but a tier system with 5 tiers as well as you can earn more points for your speccs.
Combat would be rather different from regular games as well. Instead of autocombat would there be an autoblock. The different attacks would be based on real actual combat manuevers and every 2 seconds you do your attack and based on what you, your opponent(s) and possibly allies close to you do it will calculate damage based on what everyone did.
The combat quickbar will by dynamic and refresh itself depending on what you did last turn and in some cases what your opponent did (if he gives you or feigns an opening).
There will be quests but not so many as in most MMOs and only huge and epic quests, no ratkilling.
As for PvP there will be war between nobles, each guild will represent a noble family sworn to one of the high npcs, like Harold Godwinson and Willhelm the Bastard. A Guild can also declare war on a rival guild but keeping up the war will cost resources as time pass. When a large noble (like Wilhelm) go to war will it be against one or more opnonents to get about equal number of players on both sides.
Each guild will get a fortified town that can be upgraded with fortifications, stores and similar things. Crafters can either sell stuff at their local marrket, rent a store from the guild and at one of the larger markets that occur one day a month at the realms capital.
Crafting will be rather advanced and a guild will own a few resources, some can be gathered and some will have to be traded or plundered from other guilds. Players can also own farms for animals (hides, mounts, meat and so on) and plants.
Mounts will be mainly for mounted combat, not for transports.
On the advisement of my lawyer I had better not divulge this information.
hahahah my idea is so large in scope that I'm SURE no developer would even care to steal it:D nobody would steal it because no publisher would be insane enough to fund a project of that size:p even if there WAS interest in developing it, no developer studio has enough combined talent in the different genres the game calls for to give it a good effort:)
I would estimate the game costing somewhere around HALF A BILLION dollars to develop so FEEL FREE to steal my idea:D
I'm a little late to the thread, but here is my idea if anyone's interested:
All characters are capable of learning spells. Rather than having classes, you choose some perks or talents as you level up, with unlimited ability to respec. However, the perks never grant you abilities; they're only passive bonuses. Each character has a ranged auto-attack and perhaps the ability to switch between offensive and defensive stances, but no other conventional abilities or spells.
Spells are earned by completing quests and dungeons, or as random drops from monsters. You learn a spell as soon as you get it; you can never trade them. Spells don't cost any mana, however... once you have learned a spell, you can only cast it once. Ever. After casting the spell, you never have access to it again and can never relearn it. Naturally, the game would have to have several thousand spells available, some far more powerful than others. They could range from a very basic effect—Frost Bomb: Deals 300% of your base damage (cold) to target enemy—to highly complicated and situational effects—Blessed Silk Strands: Removes all debuffs from self and target ally, and grants 50 hp/sec regen and immunity to debuffs for 10 seconds. Deals 500% of your base damage (holy) and silences and slows (40%) each enemy between target and self for 10 seconds.
Being skilled with the game would depend upon a combination of a large number of factors. You'd have to know what the majority of your spells do, and which ones are worth having at the ready. You'd have to know how when it's worth expending a spell that you consider valuable (and you'd need a reputation as someone who is willing to make that contribution). You'd have to know which perks to take to best synergize with the spells you plan on potentially using. And you would have to pay attention to what your party members are doing in an important fight; if they use a spell that you're not familiar with, you have to be ready to capitalize on it.
The fun part is, there's really no upper limit on how powerful a spell can be, because each player's only going to use it once at most. Even something like a full party rez would be acceptable, or an AOE that hits for 50% of current health (even usable on bosses!), or a 5 minute buff that quadruples your attack speed. The game then even has a built-in death penalty: if you use up a spell and then fail to defeat the enemy, that spell was just used up for nothing. Unique encounters such as the last fight of a dungeon or a long quest chain could be made hard enough that you can't conceivably win with just basic attacks, and have no choice but to spare a few spells in order to win.
(And hey, when an expansion eventually comes out and you want a lot of the ex-players to return, why not drum up a ton of interest by wiping everyone's Used Spells list clean? But you could never offer this option any other way... not as a cash shop item or anything like that. The one-time-ness of the spells is too central to the gameplay.)
I don't think there's a lot of demand for a game like this so I don't envision it ever being made, but it would be pretty original if someone did make it.
I've read allot of them and most of the ideas, all of these "How I would make a game" threads on this website, would require a dungeonmaster.
What is a dungeon master? Well in pen and paper RPG the dungeonmaster creates house rules, interprets a loose ruleset, bends the rules, changes the rules mid game, and makes up new rules whenever and for whatever; which would give you a blue screen of death of you tried to put that to a computer program.
Comments
I would like to make an historical game called "1066" about nobles and warriors from western and nothern Europe.
No magic, no healing, no orcs.
I wouldn't use classes in the traditional way but where you are from will affect how your character are.
Players would specc themselves for skills instead of using a class, for people not likeing stuff like that there will be a few templates you just can pick.
No levels as such either but a tier system with 5 tiers as well as you can earn more points for your speccs.
Combat would be rather different from regular games as well. Instead of autocombat would there be an autoblock. The different attacks would be based on real actual combat manuevers and every 2 seconds you do your attack and based on what you, your opponent(s) and possibly allies close to you do it will calculate damage based on what everyone did.
The combat quickbar will by dynamic and refresh itself depending on what you did last turn and in some cases what your opponent did (if he gives you or feigns an opening).
There will be quests but not so many as in most MMOs and only huge and epic quests, no ratkilling.
As for PvP there will be war between nobles, each guild will represent a noble family sworn to one of the high npcs, like Harold Godwinson and Willhelm the Bastard. A Guild can also declare war on a rival guild but keeping up the war will cost resources as time pass. When a large noble (like Wilhelm) go to war will it be against one or more opnonents to get about equal number of players on both sides.
Each guild will get a fortified town that can be upgraded with fortifications, stores and similar things. Crafters can either sell stuff at their local marrket, rent a store from the guild and at one of the larger markets that occur one day a month at the realms capital.
Crafting will be rather advanced and a guild will own a few resources, some can be gathered and some will have to be traded or plundered from other guilds. Players can also own farms for animals (hides, mounts, meat and so on) and plants.
Mounts will be mainly for mounted combat, not for transports.
hahahah my idea is so large in scope that I'm SURE no developer would even care to steal it:D nobody would steal it because no publisher would be insane enough to fund a project of that size:p even if there WAS interest in developing it, no developer studio has enough combined talent in the different genres the game calls for to give it a good effort:)
I would estimate the game costing somewhere around HALF A BILLION dollars to develop so FEEL FREE to steal my idea:D
I do have an idea. It involves a revision of the kind of mechs you see in mechwarrior, procedurally generated content, etc.
I'm a little late to the thread, but here is my idea if anyone's interested:
All characters are capable of learning spells. Rather than having classes, you choose some perks or talents as you level up, with unlimited ability to respec. However, the perks never grant you abilities; they're only passive bonuses. Each character has a ranged auto-attack and perhaps the ability to switch between offensive and defensive stances, but no other conventional abilities or spells.
Spells are earned by completing quests and dungeons, or as random drops from monsters. You learn a spell as soon as you get it; you can never trade them. Spells don't cost any mana, however... once you have learned a spell, you can only cast it once. Ever. After casting the spell, you never have access to it again and can never relearn it. Naturally, the game would have to have several thousand spells available, some far more powerful than others. They could range from a very basic effect—Frost Bomb: Deals 300% of your base damage (cold) to target enemy—to highly complicated and situational effects—Blessed Silk Strands: Removes all debuffs from self and target ally, and grants 50 hp/sec regen and immunity to debuffs for 10 seconds. Deals 500% of your base damage (holy) and silences and slows (40%) each enemy between target and self for 10 seconds.
Being skilled with the game would depend upon a combination of a large number of factors. You'd have to know what the majority of your spells do, and which ones are worth having at the ready. You'd have to know how when it's worth expending a spell that you consider valuable (and you'd need a reputation as someone who is willing to make that contribution). You'd have to know which perks to take to best synergize with the spells you plan on potentially using. And you would have to pay attention to what your party members are doing in an important fight; if they use a spell that you're not familiar with, you have to be ready to capitalize on it.
The fun part is, there's really no upper limit on how powerful a spell can be, because each player's only going to use it once at most. Even something like a full party rez would be acceptable, or an AOE that hits for 50% of current health (even usable on bosses!), or a 5 minute buff that quadruples your attack speed. The game then even has a built-in death penalty: if you use up a spell and then fail to defeat the enemy, that spell was just used up for nothing. Unique encounters such as the last fight of a dungeon or a long quest chain could be made hard enough that you can't conceivably win with just basic attacks, and have no choice but to spare a few spells in order to win.
(And hey, when an expansion eventually comes out and you want a lot of the ex-players to return, why not drum up a ton of interest by wiping everyone's Used Spells list clean? But you could never offer this option any other way... not as a cash shop item or anything like that. The one-time-ness of the spells is too central to the gameplay.)
I don't think there's a lot of demand for a game like this so I don't envision it ever being made, but it would be pretty original if someone did make it.
I've read allot of them and most of the ideas, all of these "How I would make a game" threads on this website, would require a dungeonmaster.
What is a dungeon master? Well in pen and paper RPG the dungeonmaster creates house rules, interprets a loose ruleset, bends the rules, changes the rules mid game, and makes up new rules whenever and for whatever; which would give you a blue screen of death of you tried to put that to a computer program.
I think its to risky! cause original means have no markets! maybe a modification are more than enough!
Okay. I don't have any details, but:
Cyberpunk MMOFPS. Punks versus Corporation!
As long as i can fight for the corporation i'm in!
Fere libenter homines id quod volunt credunt.
Among those who dislike oppression are many who like to oppress.
There's an indie one in development... forgot the name though.