Poll

Well?

2D Zombie survival platformer
2 (6.9%)
2D space fleet combat w/ economy and rts elements
7 (24.1%)
3D Sci fi game with gameplay of Dayz with rts elements and factions
20 (69%)

Total Members Voted: 28

What game idea intrigues you more?

Scorch | Respected Posting Frenzy
 
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Pls vote


Yu | Mythic Inconceivable!
 
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Almost always, with moderation
Better yet, a zombie game that could recreate any city of your choosing, then you could customize the setting with weather, population, weapons, how long the game extends, type of zombies, and even how fast the infection first spreads. Then you could play in said generated world.

For a complete and unique zombie game experience for what it would be like to experience a zombie apocalypse.
Last Edit: October 06, 2014, 04:22:20 PM by Yutaka


Naoto | Legendary Invincible!
 
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{zzz}°°°( -_-)>c[_]
Anything that doesn't have zombies.
Spoiler
Excluding a TLOU sequel.


Juuzou | Mythic Inconceivable!
 
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Naoto | Legendary Invincible!
 
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{zzz}°°°( -_-)>c[_]
Anything that doesn't have zombies.
So you do not want another State of Decay? I would love to see Undead Labs get more funding and create a larger world with smoother controls.
Meh. Watched let's plays of the first one. Didn't interest me enough to try it, so I probably wouldn't be too heart broken if a sequel never appeared :/

The genre has become the new 'modern military shooter'. There's nothing wrong with it on its own, but its been overdone to death. Dayz might be a little more tolerable since that's more about pvp, and the zombies play a relatively small annoying role in it.
Last Edit: October 06, 2014, 06:00:57 PM by 直斗


Scorch | Respected Posting Frenzy
 
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Anything that doesn't have zombies.
Spoiler
Excluding a TLOU sequel.
Way to derail the thread.
Last Edit: October 06, 2014, 06:42:58 PM by Scorch


Naoto | Legendary Invincible!
 
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{zzz}°°°( -_-)>c[_]
Anything that doesn't have zombies.
Spoiler
Excluding a TLOU sequel.
Way to derail the thread.
Not really derailing. Two of the choices are zombie games. You asked which we found more interesting. So talking about the zombie game genre doesn't seem offtopic at all to me.

If anything its provided the thread with free bumps. Not like I'm interrupting some thrilling conversation.
Last Edit: October 06, 2014, 07:01:45 PM by 直斗


Scorch | Respected Posting Frenzy
 
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Anything that doesn't have zombies.
Spoiler
Excluding a TLOU sequel.
Way to derail the thread.
Not really derailing. Two of the choices are zombie games. You asked which we found more interesting. So talking about the zombie game genre doesn't seem offtopic at all to me.

If anything its provided the thread with free bumps. Not like I'm interrupting some thrilling conversation.
The nerve!


g💚jira | Heroic Unstoppable!
 
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There's a massive, open, derelict ship. You awake on it and have no idea what's going on. There are no menus in the game, nothing. Booting up the game just takes you to a random room in the ship with a view of deep space in what seems to be a massive glass panel on the side.

I'm imagining the environment in the room tinged blue [artificially due to the color of the walls, but the color isn't so strong as to feel like paint]. The room feels weirdly busy from an architectural standpoint even though there's nothing in it- perhaps it's the room's curved shape or something. You suddenly find an HUD pop in, but there are no numbers or anything on it. Just a bar to the top left corner and a dot in the middle of the screen.

Pressing the start button on your controller pulls up a menu with a few pictures. Haven't really thought of them much, but one is a shaded in square that goes static if you hover over it. That's the "quit" button for the game.

Basically you start the game with nothing. Zip. Zero information at all. You get your HUD and that's it. There is zero textual or verbal communication throughout the rest of the game as well. It's just you, lost in a place that you're hopelessly trying to understand.

You explore the ship, and you encounter these really weird, Giger-ish enemies which sometimes even attack each other. You pick up weapons but have to keep track of ammo using visual indicators [that aren't ammo meters]. Like, say, what seems to be a pulse rifle or something might have an illuminated tube at the top that gets progressively dimmer as the ammo count dwindles.

There are all sorts of ways you can interact with the ship though. You don't know what any of the rooms' functions are as they're so alien in construction, but sometimes you might come across something that you'll deem to familiar not to categorize. Like, you might find a bunch of power conduits bundled up in a room. You might call this room the "power room" or something. Or you might find a room stacked with weapons, and call it an "armory." And maybe you'll even find a bunch of terminals or something that possess video recordings of prior events on the ship.

The ship moves. Like a living, breathing organism. It rearranges and realigns itself, changing the positions of rooms and hallways. And there seems to be a positive link with at least one of the species that pursues you and the ship itself.

Eventually you'll meet a gigantic organism in the ship. It's either a huge, massive organic mass making super creepy gurgling and laughing noises [think Gravemind except no ability to speak and with giant googly eyes that track you across the room], or a hulking robot that only makes whirring noises [also with giant red slit eyes that track you across the room]. This guy is actually the controller of the ship. He's been trying to kill you throughout the entire game and has been directing AI and shifting the ship itself [though you don't figure that out initially, it's through piece by piece investigation of visual stimuli- the same way you figure out everything else about the game's story].

In the end, you can end up interacting with the ship, finding a way to destroy it, or end up being killed permanently [I haven't figured that out yet].

But basically the rundown is this:

-No verbal/textual communication
-The entire game's story is pieced together, non scripted, and created by the player
-The AI of the central organism actively "plays" the game against the player his/herself
-As a result, the derelict ship is dynamic and always changing, making no two players' experiences the same

Goals:

-Totally eliminate gameplay/story segregation by having the story basically be part of the game
-Have everyone who plays the game try to decipher the backstory and the "why" themselves [or, more accurately, with the rest of the community online, thus fostering what could be a brilliant community of lore analysts]
-Have an actual, legitimate story tucked away, but have juuust enough shown that when the entire community manages to decipher the thematics of the story, they'll have a good, clear perception of what the backstory is
-Kick a$$, chew bubblegum, and constantly dispose of bubblegum

TL;DR: I had 15 minutes to kill so here's a small summary of the game I'd like to see made


Scorch | Respected Posting Frenzy
 
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There's a massive, open, derelict ship. You awake on it and have no idea what's going on. There are no menus in the game, nothing. Booting up the game just takes you to a random room in the ship with a view of deep space in what seems to be a massive glass panel on the side.

I'm imagining the environment in the room tinged blue [artificially due to the color of the walls, but the color isn't so strong as to feel like paint]. The room feels weirdly busy from an architectural standpoint even though there's nothing in it- perhaps it's the room's curved shape or something. You suddenly find an HUD pop in, but there are no numbers or anything on it. Just a bar to the top left corner and a dot in the middle of the screen.

Pressing the start button on your controller pulls up a menu with a few pictures. Haven't really thought of them much, but one is a shaded in square that goes static if you hover over it. That's the "quit" button for the game.

Basically you start the game with nothing. Zip. Zero information at all. You get your HUD and that's it. There is zero textual or verbal communication throughout the rest of the game as well. It's just you, lost in a place that you're hopelessly trying to understand.

You explore the ship, and you encounter these really weird, Giger-ish enemies which sometimes even attack each other. You pick up weapons but have to keep track of ammo using visual indicators [that aren't ammo meters]. Like, say, what seems to be a pulse rifle or something might have an illuminated tube at the top that gets progressively dimmer as the ammo count dwindles.

There are all sorts of ways you can interact with the ship though. You don't know what any of the rooms' functions are as they're so alien in construction, but sometimes you might come across something that you'll deem to familiar not to categorize. Like, you might find a bunch of power conduits bundled up in a room. You might call this room the "power room" or something. Or you might find a room stacked with weapons, and call it an "armory." And maybe you'll even find a bunch of terminals or something that possess video recordings of prior events on the ship.

The ship moves. Like a living, breathing organism. It rearranges and realigns itself, changing the positions of rooms and hallways. And there seems to be a positive link with at least one of the species that pursues you and the ship itself.

Eventually you'll meet a gigantic organism in the ship. It's either a huge, massive organic mass making super creepy gurgling and laughing noises [think Gravemind except no ability to speak and with giant googly eyes that track you across the room], or a hulking robot that only makes whirring noises [also with giant red slit eyes that track you across the room]. This guy is actually the controller of the ship. He's been trying to kill you throughout the entire game and has been directing AI and shifting the ship itself [though you don't figure that out initially, it's through piece by piece investigation of visual stimuli- the same way you figure out everything else about the game's story].

In the end, you can end up interacting with the ship, finding a way to destroy it, or end up being killed permanently [I haven't figured that out yet].

But basically the rundown is this:

-No verbal/textual communication
-The entire game's story is pieced together, non scripted, and created by the player
-The AI of the central organism actively "plays" the game against the player his/herself
-As a result, the derelict ship is dynamic and always changing, making no two players' experiences the same

Goals:

-Totally eliminate gameplay/story segregation by having the story basically be part of the game
-Have everyone who plays the game try to decipher the backstory and the "why" themselves [or, more accurately, with the rest of the community online, thus fostering what could be a brilliant community of lore analysts]
-Have an actual, legitimate story tucked away, but have juuust enough shown that when the entire community manages to decipher the thematics of the story, they'll have a good, clear perception of what the backstory is
-Kick a$$, chew bubblegum, and constantly dispose of bubblegum

TL;DR: I had 15 minutes to kill so here's a small summary of the game I'd like to see made
Hey, I'd buy it.


Jet Wave | Heroic Unstoppable!
 
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TL;DR: I had 15 minutes to kill so here's a small summary of the game I'd like to see made
What about a button map? I gotta know what button does what!


This sounds like a game where the people who can't figure it out say it sucks, and there will be a lot of people who can't figure it out.


g💚jira | Heroic Unstoppable!
 
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TL;DR: I had 15 minutes to kill so here's a small summary of the game I'd like to see made
What about a button map? I gotta know what button does what!


This sounds like a game where the people who can't figure it out say it sucks, and there will be a lot of people who can't figure it out.

Still haven't figured out the menus. Controller schemes pose a dilemma...

That's the plan XD! The problem is creating dynamic set pieces and "epic" encounters that break up the flow of the gameplay every now and then. That's the problem that plagues Destiny and its repetitiveness. As much as I'd like to have people just doing non scripted stuff all the time, it's not really possible to maintain player interest like that.


Jet Wave | Heroic Unstoppable!
 
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TL;DR: I had 15 minutes to kill so here's a small summary of the game I'd like to see made
What about a button map? I gotta know what button does what!


This sounds like a game where the people who can't figure it out say it sucks, and there will be a lot of people who can't figure it out.

Still haven't figured out the menus. Controller schemes pose a dilemma...

That's the plan XD! The problem is creating dynamic set pieces and "epic" encounters that break up the flow of the gameplay every now and then. That's the problem that plagues Destiny and its repetitiveness. As much as I'd like to have people just doing non scripted stuff all the time, it's not really possible to maintain player interest like that.
I say that's a problem because I get annoyed when other people can't get on my level.
>.>
<.<


g💚jira | Heroic Unstoppable!
 
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TL;DR: I had 15 minutes to kill so here's a small summary of the game I'd like to see made
What about a button map? I gotta know what button does what!


This sounds like a game where the people who can't figure it out say it sucks, and there will be a lot of people who can't figure it out.

Still haven't figured out the menus. Controller schemes pose a dilemma...

That's the plan XD! The problem is creating dynamic set pieces and "epic" encounters that break up the flow of the gameplay every now and then. That's the problem that plagues Destiny and its repetitiveness. As much as I'd like to have people just doing non scripted stuff all the time, it's not really possible to maintain player interest like that.
I say that's a problem because I get annoyed when other people can't get on my level.
>.>
<.<

I have no idea why, but for the first time ever, your username just reminded me of that super creepy JJ the Jet Plane show from way back when.

DO NOT GOOGLE, I REPEAT DO NOT GOOGLE

I JUST DID AND I THINK I'M GOING TO HAVE NIGHTMARES
Last Edit: October 06, 2014, 08:58:04 PM by GodspeedGojira!


Jet Wave | Heroic Unstoppable!
 
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TL;DR: I had 15 minutes to kill so here's a small summary of the game I'd like to see made
What about a button map? I gotta know what button does what!


This sounds like a game where the people who can't figure it out say it sucks, and there will be a lot of people who can't figure it out.

Still haven't figured out the menus. Controller schemes pose a dilemma...

That's the plan XD! The problem is creating dynamic set pieces and "epic" encounters that break up the flow of the gameplay every now and then. That's the problem that plagues Destiny and its repetitiveness. As much as I'd like to have people just doing non scripted stuff all the time, it's not really possible to maintain player interest like that.
I say that's a problem because I get annoyed when other people can't get on my level.
>.>
<.<

I have no idea why, but for the first time ever, your username just reminded me of that super creepy JJ the Jet Plane show from way back when.

DO NOT GOOGLE, I REPEAT DO NOT GOOGLE

I JUST DID AND I THINK I'M GOING TO HAVE NIGHTMARES
To avoid nightmares, I will do as you say and not Google JJ the Jet Plane.


 
Luis
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Either option 2 or 3.


 
Hahahaha very funny Zonda
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RIP ENDIE
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