Author Topic: help me decide what game to make  (Read 1706 times)

Hi I know this could technically belong in games or creativity but idc this thread gets more traffic
If you don't know what isometric turn based strategy game.es are, check out

Xcom
Invisible inc
advance wars

I just finished a basic isometric turn based engine today that supports movement, abilities, complex ai, map generation. I want to move forward with a prototype tomorrow but I'm blank on ideas mostly and I don't want to spend a week designing an unfeasible prototype just to cut the content entirely and design a totally different strategy game. Anyways here's my idea

Shadow turn based game
A roguelike dungeon crawler with horror theme elements inspired by games like silent hill. You control a small squad that must reach the end of a non-linaer generated map with tight corridors and rooms. Utilizes an intense fog of war system with limited visibility and field of view. Enemy ai is designed specifically to take advantage of the lack of visibility. Some enemies will stick to shadows and try to flank isolated players, or might sit and wait in choke points for you to get close, etc. Items like flashlights help you gather more information on your surroundings and enemy telegraphs

Anyways I'm looking for unique ideas on general game concepts. I'd ask destroyerofblocks but he's offline so yeah. If you have an idea try to explain it and the various motions players and enemies go through in terms of the mechanics
« Last Edit: March 24, 2018, 06:03:21 PM by thegoodperry »

(ironic) (epic) anime dating sim


Shadow turn based game
A roguelike dungeon crawler with horror theme elements inspired by games like silent hill. You control a small squad that must reach the end of a non-linaer generated map with tight corridors and rooms. Utilizes an intense fog of war system with limited visibility and field of view. Enemy ai is designed specifically to take advantage of the lack of visibility. Some enemies will stick to shadows and try to flank isolated players, or might sit and wait in choke points for you to get close, etc. Items like flashlights help you gather more information on your surroundings and enemy telegraphs
This already sounds like an awesome game to me.

This already sounds like an awesome game to me.
thx. I'm really skeptical about the idea because the fog is basically a limitation on gameplay and that limitation scares me into thinking I won't be able to design enough meaningful features to keep the game entertaining.

One solution I had was to make maps bi-directional so you have to reach the end and go all the way back, but since levels are non linear you could take a different route back. Also with this I could probably add items that allow you to plant light sources, which would either restrict enemy spawning or reveal enemy positions. So part of the challenge would be planning your light source positions so when you backtrack you have a better chance of surviving

Still the game idea seems dull and hard to work with in my head. If someone has a kick-ass idea I'd want to know before I start iterating on Shadow turn based.

i still like the idea of another isometric turn based strategy game

i loving love the advance wars series and i hated it when intelligent systems just said "forget it, we're making waifu sims instead of actually good strategy games"

so i support the idea of the isometric turn based strat game
just remember to handicap the ai the same way as the player (for balance, i guess)


just remember to handicap the ai the same way as the player (for balance, i guess)
the mode of handicap I have currently in place is a bit unique. All ai decisions are guided by a scoring system that reads every point within movement range and adds up various factors that make it better or worse. (Example: tiles close to targets add 10 score, but a tile that is close to too many targets subtracts score, so ai is more inclined to avoid big groups and instead single out isolated players)

The difficulty changes how likely the ai is to stray from the optimal decision. So on easy mode, enemies might choose less optimal points to travel to, while on hardmode the ai will always choose the best outcome to ensure maximum utilization of it's mechanics

Plus difficulty increases enemy spawn (the base amount of enemies per level is 25. They are numerous but very weak mostly)


Make the next Dark Souls.

Make Kotor 3 and Koa 2

why half this thread dont have any forgetin avatars



gta birds eye view but reverse