Author Topic: original ideas for gamemodes (or other mods)  (Read 3929 times)

preferably good ones, thanks

be creative. think of some good stuff.

i want to get back into the habit of coding and i've gotten a kick recently that helps a bunch. i just need ideas for projects in torquescript for some easy little fun things to make in an environment that already works properly for motivation fuel
and i mean "easy" by "i'm already quite familiar with this language"


As a helpful little thing, I'll provide some things that I consider "bad ideas".

"make a minecraft gamemode" - no. i cannot possibly get any inspiration to do this. too unoriginal and terrain generation isn't something i want to mess with at this time.
"make an X gamemode where you primarily shoot people" - unless you can provide an interesting mechanic involved in doing so, this is no different from most other gamemodes popularly in use
"make an RPG thing" - this is too ambiguous and you'd have to really know what you're doing to provide a good enough set of ideas to make me inspired to do it (for reference if you really want to try: http://forum.blockland.us/index.php?topic=198193.0 , note this only provides some information and i should really consider revisiting it sometime)
"make a weapon/item/vehicle/playertype" - give me a model (and animations if relevant) and a really, really neat idea, otherwise no
"make X small script for me" - most likely will be uninteresting and monotonous for me, but i may be in a generous mood or something

Also, feel free to have open discussions about an idea someone brings up (granted these discussions are contributing to the idea). This topic is to discuss ideas, so do so.

Another note, a good way to do your part in inspiration is to not mention any other similar projects already started/in development/announced/done in the past or present.
« Last Edit: March 03, 2013, 12:03:34 AM by otto-san »


How about a 1v1 tournament style gamemode, if a player dies he is knocked out and the victor goes through to the next round.

cubivore dm
may be wonderful if you're referring to the gamecube game

don't know enough about the game to do it and would have to probably buy the game to become inspired to make a gamemode of it

How about a 1v1 tournament style gamemode, if a player dies he is knocked out and the victor goes through to the next round.
that'd be interesting as a quicker one if someone were willing to make a nice build for it

i could work in some useless features that would make it worthwhile to spend time on it (e.g. a bracket view thing to tell who dunnit where what why)
« Last Edit: February 17, 2013, 01:00:22 PM by otto-san »

Wario-ware. do it. (Tiny 5 second games that you need to do in rapid succession)

Or something similar to ghost busters where theres ghosts (almost invisible) and busters or whatever that hunt down the ghosts.

Or a game where people are split into 4 teams and they need to use teamwork to finish a course.

Juuuuust some ideas.

Wario-ware. do it. (Tiny 5 second games that you need to do in rapid succession)

Or something similar to ghost busters where theres ghosts (almost invisible) and busters or whatever that hunt down the ghosts.

Or a game where people are split into 4 teams and they need to use teamwork to finish a course.

Juuuuust some ideas.
all great ideas

if someone made a gigantic list of game ideas for the warioware thing that'd definitely be good

if someone would expand on the ghostbusters idea a bit that'd be good

if there were some people that would be willing to make some of those courses that'd be good. in fact, that's probably my favourite one even if it's not extremely needing of coding. i've always wanted a gamemode that required teamwork because it's something normally seen in blockland


if you've developed your idea enough to do so, i'd prefer if you gave as much detail about the idea as possible
« Last Edit: February 17, 2013, 03:10:12 PM by otto-san »

I've actually already created Wario-ware and Teamwork, both using events.

Wario-ware, for blockland, would be like this: You start in an arena-ish place. Minigames would begin to pop up, not lasting longer than 10 seconds each. You can make it like elimination (Lose a minigame, die) or points (Beat a minigame, get a point. Most points at the end of the round wins!) After 20 or so minigames, there could a boss minigame, lasting a few minutes or so. Now, to the minigames. Some minigames include: Shoot the Target! Kill a player! Stand on a block! Solve a math problem! Destroy a Jeep!(Or any other destructable vehicle) Click the [Color] Block! Don't get knocked out! (Players have pushbrooms and the walls kill) Run to the other side! and all that jazz. Some minigames might need custom arenas to fit, like Run to the other side!. Here's an example of Wario-Ware. http://forum.blockland.us/index.php?topic=180956.0

Teamwork is again, 4 courses,a race, challenging co-operation between your teammates, such as:The Stack challenge (Players must stack themselves to let someone over a wall)
The Button Challenge (Players must each push a button at the same time)
The Pit Challenge (Someone must go down a pit to push a button)
All that jazz. Just build one course with very little bricknames (Using relays for events)
then duplicate the 1 Course and make 4 courses with it.

Ghostbusters is just it. A team of Near, or completely invisible players, (Ghosts) Who could run through a course, or survive for some time or something to win.
The Busters, who would probably have this weapon, or a spraypaint can in order to make the Ghosts visible, and possibly another weapon to kill them once they can see them. It'd add a bit of "I spotted a ghost! He's heading to [somewhere]" hopefully.

/wall of text of detail
You can change these ideas however you feel like.for 5 dollars per idea

if someone would expand on the ghostbusters idea a bit that'd be good
I've almost finished a Ghost Hunt game mode based off of the Luigi's mansion game on the wii u.

drug run

Team cartel wins if:
- Drugs are delivered to safe house

Team border patrol wins if:
- Time limit runs out
- All cartels are killed
- Drugs are returned to mexico

Equipment for team cartel:
- A few jeeps
- A headstart
- Different routes to take

Equipment for team border patrol
- A single humvee that doesn't sit at spawn
- A few traps, not enough to shut every route down
- Class variation (sniper, trap mechanic, infantry)
- A single surveillance helicopter (no weapons aboard)

It could also be cops and robbers if you want it to be more family friendly

-snip-
Yeah, it's too much like cops and robbers for me to be extremely inspired by the idea. Even though C&R isn't an extremely popular game type.


I've decided that I'll probably start on the Wario Ware gamemode. This thread is now also dedicated to ideas for games within that.
« Last Edit: February 17, 2013, 04:34:49 PM by otto-san »

"make an RPG-where-you-cut-trees-down-to-buy-upgrades-to-upgrade-your-speed-of-cutting-trees-down thing"
otto_guy's unlimited treecutting

otto_guy's unlimited treecutting
that is the best thing to vibrate my pixel processors these past fifty thousand ticks

that is the best thing to vibrate my pixel processors these past fifty thousand ticks
(youravatarherebutidon'tknowhowtogetitwithoutusingan imageuploaderandi'mtoolazytodothat)

other thoughts are

otto-guy's unlimited fishing
otto-guy's unlimited business
otto-guy's unlimited golf sim
otto-guy's unlimited dance party
otto-guy's unlimited need-for-madness-style death race where there are no guns and if you hit other cars with your own car it does damage to them and there are hoops that can heal you and ramps and checkpoints

oh do the LAST ONEEEE
« Last Edit: February 17, 2013, 04:49:44 PM by CharlesSpeaking »

I do also plan on releasing these if I finish them. As such, I'll make sure to have plenty of documentation on any API involved if coders want to add to them. I tend to make projects around the concept of modification.

just look at all the stupid useless prefs in dagon even though this is a terrible example in this context
Code: [Select]
$Dagon::BlindWhiteout = 0.5; //Whiteout value for blinded players.
$Dagon::BlindSched = 150; //Time between each iteration of the blinding loop.
$Dagon::UpdateUISched = 250; //Time between each iteration of the UI update for dagons.
$Dagon::ModeName[0] = "DEFENSIVE"; //Mode zero UI name.
$Dagon::ModeName[1] = "AGGRESSIVE"; //Mode one UI name.
$Dagon::CooldownName[1] = "Ink"; //Cooldown one UI name.
$Dagon::CooldownName[2] = "Tongue"; //Cooldown two UI name.
$Dagon::CooldownName[3] = "Mode Swap"; //Cooldown three UI name.
$Dagon::CooldownName[4] = "Propel"; //Cooldown four UI name.
$Dagon::CooldownTime[1] = 10; //Cooldown one timeout in seconds.
$Dagon::CooldownTime[2] = 1.5; //Cooldown two timeout in seconds.
$Dagon::CooldownTime[3] = 1; //Cooldown three timeout in seconds.
$Dagon::CooldownTime[4] = 1.75; //Cooldown four timeout in seconds.
$Dagon::TongueKillDist = 10; //How close a player has to be to be considered close enough to be eaten by a dagon.
$Dagon::TongueGrabDist = 300; //How far a dagon's tongue reaches.
$Dagon::TongueConeRad = 10; //Radius of the tongue search cone.
$Dagon::TongueFakeKillLen = 10; //Length of time bricks are killed when broken through with tongue.
$Dagon::TongueFakeKillSphereDiv = 1.5; //Number the vectorLen of a datablock's bounding box is divided by to get the radius of the brick fake kill search.
$Dagon::DefaultMode = 1; //Mode dagons spawn with.
$Dagon::PropelVel = 300; //Velocity added when propelling.
$Dagon::LeaveWaterVel = "0 0 -5"; //Velocity set to when leaving water.
$Dagon::PoisonDamage = 5; //Damage per each iteration of ink cloud poison.
$Dagon::PoisonTime = 1000; //Time between each iteration of the ink cloud poison loop.
$Dagon::PoisonLen = 10000; //Time the ink cloud poison loop lasts.
$Dagon::InkCloudRange = 12.5; //Range of the ink cloud poison loop in Torque units.
$Dagon::WaterMoveSpeed = 1.5; //Speed it takes to play the underwater movement animation on a dagon.
$Dagon::NumTongueGrab = 3; //Number of people able to be grabbed by a dagon tongue.
$Dagon::TongueBreakBaspleates = false; //If the tongue pull will break baseplates.
$Dagon::TongueBreakCubes = false; //If the tongue pull will break cubes.
$Dagon::StuffOutsideMinigames = false; //If dagon abilities work outside of minigames.

otto-guy's dance contest
apply for judge and three judges per contest
best dancer gets the prize money to buy prop items/anything else
yes

otto-guy's prison life
clickable things that improve your stats through vce variable
maybe a sleep stat where you have to click the bed before doing anything else