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/vr/ - Retro Games


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1953148 No.1953148 [Reply] [Original]

Retro game development ideas!

If you could develop your own game for any system, what would you do?

I'm thinking of a turn-based tactical diesel-punk RPG on Gameboy; effectively Metal Gear Solid: Ghost Babel meets FFT in 8-bits.

>> No.1953159

Metroidvania on Sega 32X+Sega CD

>> No.1953175

>>1953159

This so much.

>> No.1953180

>>1953148
One thing I'd always wanted to do was make a PS or PS2 turn-based RPG with a really extensive job system. I'd want certain job trees restricted by character to keep them from becoming too similar, like in FFV.

Weapons would operate on a STR / DEX balance system. The amount that a character's STR and DEX affects the final damage will be determined by their weapon type, so certain weapons will get a big bonus from STR (claymores, battleaxes, hammers, etc), while others will require more skill (DEX) to handle (daggers, short blades, thrown weapons, rapiers, etc). STR and DEX would affect all weapons, but there would be a split per weapon type, like 70/30 STR/DEX for broadswords, 30/70 for daggers, and 90/10 for battleaxes. What could be equipped wouldn't be stat-restricted, though.

Aside from that, I'd want an ability system in place where you had a certain number of ability slots per spell / skill to customize them. Like an ability that increases the power of healing spells by a certain percentage, one that adds a status cure effect to them, things like that. But equipping abilities to spells will increase their MP costs, so you have to balance out added effects with cost.

For physical abilities, I was big on the idea of having multi-hit attacks with a certain percentage chance of activating. Like "Momentum" or something for heavy weapons, which gives you a moderate chance of landing a weaker second (or third!) strike for free when attacking normally. Things like that. And of course, selectable attacks from an ability menu.

Skills would improve as they're used, capping at a certain rank. Spells of a certain family would lead to new spells once their rank increases enough. Maybe increase a spell's MP efficiency and power / effect as it's used more, as well. Unlock more ability slots for the spell, etc. Weaker spells would have more slots available. Something to keep spells from being ranked up just by dumping points into them. That's always bugged me.

>> No.1953435

>>1953180
Very well described. How you describe Ability slots is much like the Materia system in FFVII (which is one of the best magic systems in a game)

>> No.1953442

Rythm game for the MegaDrive.

>> No.1953457

>>1953442
>Rythm game for the MegaDrive.

Toejam & Earl 2 had that as a minigame.

>> No.1953458

>>1953442
I'll do you one better.

Capcom takes the music from a buttload of their arcade fighting games and turns into a rhythm/fighting game like Bust-A-Move. You could pick characters from Street Fighter, Darkstalkers, and the Capcom side of MvC (including assists).

We would call it Capcom Fighting Jam

>> No.1953478

I would probably make my own RPG similar to Front Mission or Tactics Ogre, but instead of each unit being a single soldier, I'd make it a small squad like Warhammer. I also wouldn't do permadeath, but instead make it more like how a lot of RTSes are where you will wind up taking casualties and instead have to rely on medics and between battle services to replenish your forces. You could also appoint named sergeants and lieutenants to those forces for a power boost, but losing them in combat would have bigger ramifications than just losing generic soldiers.

I started trying to do this idea in Quake 1's engine, but with Zenimax now owning it, I don't want to take a chance and hope Carmack's license is valid.

>> No.1953497

I'm not very creative, so my game would be a pretty generic RPG on the SNES with a Dragon Quest like setting and art style, but it would be linear like EarthBound. You'd only have two party members permanently, but you'd often get temporary third party members.

Instead of turn based combat I'd probably want the combat to be a bit more like Legend of Zelda, your party is controlled by an AI, like Kingdom Hearts, but you can switch to them on the fly with L and R.

>> No.1953592

>>1953148
MMO action RPG with tight, difficult, and precise combat for SNES using XBAND updated for ethernet

>> No.1953597

>>1953592
Speaking of XBAND, did you know they were planning (and I use the word "planning" here loosely, as I don't know how far they made it) to make XBAND for the N64 and PSX? I remember looking around on their old site via archive.org and they expressed interest in developing it for more systems.

And yes, I know the Sega Saturn uses it.

>> No.1953665

>>1953148
I'd love to see a 16 bit turn based JRPG taken to disgustingly over the top lengths and proportions.

We're talking:

>100 hour main quest
>another 4-5 hundred hours of side quests
>side quests of tons of varieties like: tournaments, monster hunts, farming, territory conquering, town founding and building, guild management, base management, open, stock and manage a shop in-game, the list goes on. Literally anything you could think of.
>30 or so playable characters, most of witch optional, all of whom having full backstories and plot driven side quests that resolve their involvement with the plot
>stat, weapon, skill and team attack customization for all characters
>thousands of skills to learn
>Disgaea style stat and level caps
>elements from games like Saint's Row, were you can have a home base and fill it with tons of shit like vehicles, weapons, ect
>game would effectively be a fully realized world that you could do anything in, and NPCs would react to your deeds (so if you burn a city down, they 'll talk about it and may run from you. Or if you save some foreign king, some will praise you while others may attack you because they hate the king. Ect.)

All this would have to be on an insanely sized cart, but I think it could work. I don't I'd ever play another game for the rest of my life if something like this ever got made.

>> No.1953752

>>1953665
>All this would have to be on an insanely sized cart

Actually, game data can be very small. The only big things about games are music/samples and the graphical assets.

>> No.1953758

A Star Wars Battlefront game for the N64 with a level editor

>> No.1953939

>>1953497

>You'd only have two party members permanently, but you'd often get temporary third party members.

It reminds me Star Ocean 2.

>> No.1953954

>>1953665
>I don't think I'd ever play another game for the rest of my life if something like this ever got made

How could you play the same game over and over and over? I love some games, I probably have like 300 hours clocked on Mike Tyson's Punch Out from childhood to now easily. Hundreds of hours on other select games (most non-retro)

I don't want to play the same game over and over. Variety is the spice of life.

>> No.1953992

I'd make a time traveling game Adventure-RPG mashup that takes place across multiple gaming consoles from different era, from Atari 2600 to Dreamcast.

Each console would present a different time period, with the SNES/Genesis representing the 'present' and systems before or after that representing the past and future respectively.

Your job is to gather clues between these different time periods, unlocking more parts to the game as you discover more 'clues' (which you have to type in via a password). In an attempt to bring down a megalomaniac mastermind.

>> No.1954000

>>1953992
That's cool actually.

>> No.1954006

>>1953665
It's "etc."
I keep seeing you post this in various threads and it's beginning to upset my autism.

>> No.1954030

A Predator Game on the same vein as Turok 2 on the N64

Something like this


D-pad Up changes the ammo type
D-pad Right and Left selects the View mode kinda like how Metroid Prime switches view modes
D-pad Down makes you invisible
L button make you crouch, if you hold it, you will hear a sound that means you can jump higher[R is jumping]. This button is kinda only useful for crouching though, becuase holding R will give you the big jump

Holding A is the weapons ring, you can only hold 8 but you can swap them between missions
B is for alt fire or changing a weapon's fire mode[kinda like what Perfect Dark does]
Maps are big and the hub equivalent would be returning to your camp to replinish health/ammo/armor

>> No.1954131

>>1953992
>>1954000
I agree, that does sound cool, and I would definitely buy a game like this

>> No.1954218

>>1953148
I'd port GTA V to the Genesis. The Genesis can't handle all of that do to system limitations, you say? Have you forgotten about the blast processor? And 16-Bit graphics? Remember, Genesis DOES what NindenDON'T.

No, but I would like a mindlessly violent driving game in which you could steal cars and shoot things.

>> No.1954285

>>1954218
Carmageddon 2 + Syphon Filter

>> No.1954647

>>1953597
yeah the source code for the SNES and genesis version was also released to the public , so the idea of someone updating the tech for modern broadband isn't too farfetched. I imagine would catch like wildfire in the retro community. Don't know if the development time would be worth it. I'd pay prolly max 200$ to play a game like that

>> No.1954667
File: 640 KB, 553x673, Alien Soldier.png [View same] [iqdb] [saucenao] [google]
1954667

A balls to the walls VISUALSHOCK! SPEEDSHOCK! SOUNDSHOCK! NOW IS TIME TO THE 68000 HEART ON FIRE! Alien Soldier sequel/clone on the Dreamcast that utilizes a system similar to the risk/reward explosion counter found in Bangai-O to make boss fights even more tense/satisfying.

>> No.1954674

>>1954218
Grandtheftendo and the Retro City Rampage NES demo proves that older systems can do GTA stuff.

I'd imagine one on the Genesis would be decent.

>> No.1954740

ok ok hear me out
ok
listen
a game where Spiderman and Wolverine fight and Magneto is there too also Sonic and Bomberman

In 3D

>> No.1954796

Remake of Earthbound for the Atari 5200.

>> No.1954808

>>1954006
Yeah but "ect." is for people who say "ecksetra".

>> No.1954817

>>1954808
"&c." master race reporting in

>> No.1954827

>>1954817
>&c
That abbreviation is the reason I stopped reading Cloud Atlas.

>> No.1954892

>>1953148

Dark Souls style game for snes

Lots of weapons and armor that change your appearance, nice fluid combat, cool environments. It's definitely possible.

>> No.1954897

>>1954674

Yeah, and GTA1 was ported to the gAmeboy color.

Don't believe me? Look it up. It's pretty cool. The maps and the missions are all perfectly recreated

>> No.1954898

>>1954892
Appearance changing your first point?? Lawd

>> No.1954924
File: 70 KB, 711x527, They Live Beat Em Up.png [View same] [iqdb] [saucenao] [google]
1954924

Made this a while back, think it could have been awesome.

>> No.1954939
File: 83 KB, 790x773, 7c9.png [View same] [iqdb] [saucenao] [google]
1954939

>>1954674
>tfw BriPro will never finish ROM City Rampage

Well, even for a demo it's mighty impressive.

>> No.1955053

>>1954898

So what? I didn't list them in any particular order.

>> No.1955063

>>1954897
>Don't believe me?
Not only do I believe you, I have experienced it first hand. I have played more GBC GTA1 than I care to admit. It's a shitty game, but very impressive that the majority of the PC/PSX game was ported to the GBC.

>> No.1955276

>>1953148
I thought Battle of Olympus for the NES was optimal for the system. I'd try to milk that cow again with a similar system, but base the story in other myths. Maybe a few levels in Chinese, Egyptian, and Norse myths.

I guess that 2007 Loki game tried that on PC. I'd be happy with anything that had similar gameplay.

>> No.1955316

First person open world co-op survival horror on PC. zombies need not apply.

>> No.1955318

>>1953442
Tectoy had guitar hero on the megadrive in brazil

>> No.1955349

What I want is an action RPG with a Battle System kind of like Tales of Phantasias, but with tighter controls over your character (maybe a bit magical popn like), and a setting that doesnt rely on (much) fantasy (think earthbound).
I'll probably start developing it when I'm done with exams in a few weeks, although it wont be for a retro console because programming for them isnt fun at all (for me at least).

>> No.1955391

I also have my retro turn based rpg idea that I am writing down in a notebook from time to time but today I'll discuss another idea.

I'd make a game (most probably set in space) where you would travel across planets, space stations and such in an open area. It would be non-linear, and depending on where you go the storyline would change and you would have different aims (a bit like Fallout). When landed it would be an isometric/top down game (think of Hyper Light Drifter) and every place where you land would have different purposes (shop, forge, town, hub, garage, plot spot, etc) but would mostly be dungeon style levels. Those levels would be a bit like Metroid levels but in 3 dimensions. The space travel levels would let you free roam except for some sections that would play like a space shooter (space levels like you have the dungeons "on-foot"). The ship and the "on-foot" gear would be customisable. There would be different ship types and you could buy or build and attach different elements (following a system as if you were building a PC). Your customisation options would depend on the loot you get.
The setting can be different but I think the one that fits better is space.

I also had another really cool idea about a multi-generational RPG with character creation based on the Zodiac (traits of the parents and place and date). It would span like 3000-5000 years and most of the stuff would be procedurally generated. The day I had this idea I was walking on the street and I can't remember the particularities :( (I thought it in a way that was simpler than what it sounds).

>> No.1955403

>>1953148
I can and have the hardware and knowledge but my artistic skills just suck and programming with placeholder graphics isn't motivating enough.

I have a platformer on my mind for NES, with the kind of story as Pokemon Mystery Dungeon but you just play as Lucario.
Levels and way how scrolling works will be similar to SMB3, status bar on the top.
A xboxheug score counter for surprising reasons.
(Power)Level, you start with 3-10 and maximum will be 100 and works the way as in the original Pokemon.
4 (special) attacks with limitations as in the original, along with normal punches.
Complex controls, but i make sure that it will make sense.
Cutscenes better than Ninja Gaiden.
The difficulty will be above Castlevania and Battletoads combined.
Programming tricks that will give players and hackers nightmares.
Raster effects you saw in 16-bit games, i will try to do so.
I have something like MMC3, 512kbyte PRG, 256kbyte CHR and battery backed 8kbyte SRAM (as cartridge) on my mind.

I have great things on my mind but not the time and my customers on my job really suck with their stupidity, i often come home trying to get a clear head and then it's so late that i need to go to bed for tomorrow.

>> No.1955416

In the year 20XX, humanity has fucked the planet up so hard that the governments of all countries decide to release a gas all over the world that has the power to completely reset human memory.
You wake up in New York without even knowing how to walk or talk, and you get out of your home trying to survive and learning new "skills" the more you explore this pre-apocalyptic wasteland and witness the rebirth of humanity in its good and bad sides.
Eventually as you progress with the game you end up in a secret bunker that contains a huge amount of atomic bombs and shit. You also see a video where the whole memory resetting thing gets explained to you. there is a huge red button and, based on what you have seen and done throughout your journey, you can decide whether or not erase humanity from Earth.
Action RPG, I guess.

>> No.1955438

>>1955416
Could be cool,
but to have a big impact the game should be completely speechless, so that your decision at the end is only influenced by what you have experienced for yourself.

>> No.1955702

>>1953458
>a rhythm/fighting game like Bust-A-Move.
You've never played Bust-A-Move, have you.

>> No.1955762 [DELETED] 

>>1953148
A strongly PC style RPG for the SNES or PC engine and sega CD.

>> No.1955771
File: 37 KB, 550x400, Septera.jpg [View same] [iqdb] [saucenao] [google]
1955771

>>1953148 (OP)
A decidedly PC style RPG for the SNES or PC engine and sega CD.

>> No.1955783

>>1953148
I've always wanted to make a NES demake of something modern, just for fun. My 6502-fu will never be good enough.
something like Katamari or SoTC on NES would be funny though

>> No.1955792

>>1955702
Or it was supposed to say Bust-A-Groove.

>> No.1955843

>>1954924
>>1955316

I was thinking of both those ideas mixed.

>SP or Coop.
>At the beginning only a few people are infected/swapped by replicants.
>There is no hope at big cities because normal people treat you like crazy or criminals if you go killing the infected/replicants.
>But small villages are probably easier to be full infected/replicated.
>The "enemies" act like normal people and you need some sort of special item to check if someone is normal or not, and you can't spam it.
>If "they" know they have the upper hand, they will act like a swarm to try to kill you and the other survivors.
>At the beginning you can see them killing/infecting lone humans in alleys, clawing on walls at night to enter at houses through windows.
>You need social skills to convince people that you aren't crazy, to make them join you, or barter with them at the later mid/end game.
>The game begins at the start of what is happening, so the mechanics and feeling of the game changes thru the game, so it's not the typical "you are in the middle of nowhere and you have enemies that run to you so you kill them or run from them".

>> No.1955852
File: 68 KB, 500x591, 1372858247334.jpg [View same] [iqdb] [saucenao] [google]
1955852

>>1955843
I forgot to add:
>They just act/move/walk normally when they pretend to be human, but when they act like non-human, they crawl, or move in a grotesque way but quickly.

>> No.1955905

>>1953992

It's sort of been done already. Look up Evoland.

>> No.1955923

N64 action/boost game
>Mario 64 character control
>DMC/Bayo/Ninja Gaiden 2 combat
>Metroid atmosphere
>Zelda-esque progression

F-Zero: Rising
>story follows Captain Falcon's bounty work as you catch and fight mercenaries, assassins and space pirates as you travel to multiple planets aboard the Falcon Flyer
>as you progress you uncover that Black Shadow is actually putting out tons of mercenary/trafficking work to distract you from a top secret project organized on some very hostile hub planets
>upon arrival you find ancient ruins from an ancient war based people (similar to Meso-American civilizations)
>pushing through highly volatile native species you uncover a beacon of power glowing ominously and fight Black Shadow himself
>during the fight the beacon glows until all the room is blinded allowing Deathborn to appear to Captain's surprise and they manage to over power you into the beacon
>you progress to stop their experiments and now in addition to increasing/improving weapons and gear, you purchase different medicines to retain control of yourself

If I had more time the idea would be less Metroid sounding and more original. Either way I've always his lore and power back story expanded. Also it might need to be a GC game given the amount of content.

SPOILER: you were intended to be ritually sacrificed to bring life to a demigod of blood and war, but having withstood the process out of sheer will, the being took some of your energy and manifested itself in your image...

>> No.1956050

>>1955923
Please come up with a less cliche Hollywood bullshit title than ": Rising"

>> No.1956140

>>1956050
>implying I would actually want that title

Of course I would want something better, it was just a placeholder. On that note, got any ideas?

>> No.1956184

>>1956140
Falcon of the Stars

>> No.1956713

>>1953159
Someone should tell the Pier Solar guys

I don't know if there are enough 32x out there to make it worth it

>> No.1957568
File: 14 KB, 250x236, ought to.png [View same] [iqdb] [saucenao] [google]
1957568

>>1953159
>>1953175
>>1956713
They're way too rare, they probably produced well under a million.

Make it feasible, so equally weird and similar, but that's actually been produced enough. So...

Chrono trigger aesthetic RPG, with FF5 style job system or Dragon Warrior 3 type switchable classes, and FF5 fusing together pair of worlds or FF6 style scorching world or DW3 style real world referencing world...

...optimized for AMD K5 or K6, with Soundblaster16 at modeX 360x360.

>> No.1957609

>>1955905
Evoland had a really cool concept. Too bad the game ended up being shit.

>> No.1957946

Hi I'm this same guy
>>1955391

I remembered now a dream I had. It was an arcade 3d game. You were inside a cockpit. You rode a vehicle which had 3 forms: car-like, running mech, swifty starship. Each mode played differently. The cockpit moved in three possible axis synced to the gameplay. There were two CRTs (apart from the main game display which was a quite big LCD) where you could communicate with pals playing co-op with you (in other cockpits) or game NPCs. It worked this way. You could press a button to communicate with someone in your team or everyone. Inside the cockpit there was a camera and a microphone and your image was being sent to the CRTs of the other cockpits and vice versa. It would display also other stuff like big red glowing warning signs (with dramatic alarm as well and more red stuff glowing inside the cockpit) and maybe HUDs. The dream was a blast because the gameplay was frenetic and I could feel the movement of the cockpit (the car skidding, the mecha jumping, the ship diving, the crashes, the shots, etc...).

I am not exactly sure how the gameplay would develop in the sense of what would you make switch forms and how the co-op (or competition) would be handled. I think in the dream it was structured as a space shmup game in the sense that a lot of enemies were coming from you. I think I could freely change form but I don't know if there was a clear purpose to (maybe just level design)

>>1957568
Also, the games I described above (not this arcade) would ideally be (in it's best form) for a PC in 320x240 resolution with 256 color mode using palette rolls, but I would like to see in many other platforms.