1. (Based on Taito's ARKANOID series and Atari's Breakout)
I would design a block-and-paddle game where you need to move the paddle left and right accordingly to direct the ball to hit the blocks. You would have powerups, certain difficulty settings, a custom level designer, and certain modes of play.
- Time Attack
- Brick Breaker
- Local Multiplayer
2. A cannon game where the cannon is drawn at the bottom of the screen to where a scrolling image or something of interest is drawn; perhaps a gradient to simulate a horizon. The user can move the cannon sideways, and is able to rotate using either the mouse or the arrow buttons. The game would be to shoot down a whole bunch of enemies that come and go, something like a mix of Raiden, Galaga, and maybe Atari's Missile Command.
3. A hard game based off of Flappy Bird, a very small and hard computer game to where it was taken off of stores because it infringed Nintendo's original artwork for one of their SNES games. I can't tell exactly where they came from, but I can tell that the bird had sprites based off of a Cheep Cheep, while the obstacles that people struggle to get around were Warp Pipes.
Mine would be some kind of hoverjet riding through different kinds of tunnels that get narrower and narrower until a potential minimal size, as well as placing these openings in different vertical positions. In addition, at the user's convenience, either a custom speed would be used, or that the user selects a starting speed and overtime, the speed increases.
This is after a series of Facebook comments I've exchanged with one of my acquaintances who was at my college. He states that with such a hard and simple game, making sure that there is a current score and best score, it would drive a lot of people's attention into it.
(EDIT [July 8, 2014]: It appears I was wrong on why the game was taken down. Someone on Facebook from the Indie Game Chat told me that the game was actually taken down because Flappy Bird received so much negative attention to it.
In addition, this idea will definitely not be used in my project, because I got word from the group saying that clones of Flappy Bird deserve negative reception as well.)
4. A rather boring text-based adventure that I would write the story first before I program it. There would be options to change the font used in this program, with a few predefined fonts, as well as how fast the text is printed character by character.
The stories I would write and then program on would involve those on fantasy, girl's stories, fiction, action, adventure, comedy, fables, classics, legend, realistic fiction, science fiction, suspense / thriller, children's literature, or comic novel.
5. A Bomberman-type game where a character can elimate enemies and obstacles with bombs. It would take place in several different thematic worlds across a storyline that the player can progress through as he plays. There would also be the option to play two players, assuming that the keyboard can respond to the various commands as needed.
6. A retro side-scrolling shooter. Inspired by Sanxion from a Finnish programmer that was released for the Commodore 64. Bit mapping and sprites would be used to develop the game, and of course, a storyline would be created so that way the game is more fun than just standing alone. Parallax scrolling would be used as well.
7. A game based off of Namco's ToyPop, only that I generate a theme myself, and I decide on how a player or two can interact with the characters to defeat certain enemies.
The story would be where two intellectually smart children, one night during the summer, where they are taken inside some magic portal into a world of overwhelming mathematics and physics. They find out that their beloved
The enemies would be things that are personified and have senses; rulers, pencils, erasers, pens, packs of paper, binders, duotangs, pocket folders, things you can think of. Desks are the sources of those materials these children must destory.
To advance a level, the children need to find the key to unlock the classroom door, because the
8. A Snake game.
There are at least two variants where I can develop one of them, but not both, because the second one takes more time than the first.
A simple polygon or token-like snake game where you have an area the snake is in, and you have to eat as much bait as you can. Each bait lengthens your snake by one unit, and you are given several points. If the snake hits a side wall, or overlaps itself, it's game over.
There are only four directions you can do, and you can't do diagonals: up, left, right, and down.
There will be seven difficulty settings, where each one has different speeds, and thus it is up to the player to decide which speed the snake should move across the given space in order to get the bait. There will also be a side option to whether or not the speed should increase overtime, and hence the difficulty is the starting speed. Otherwise, the speed is static, and the only challenge that loads overtime is the snake's length.
The difficulties are: Boring, Very Easy, Easy, Normal, Hard, Very Hard, Intense
There will be an option whether you want to have a time bonus for each bait, or not. What happens then is, you will be given a certain time limit to catch that bait and get the time bonus you want. Three bonus options are available: same limit but score multiplication based on difficulty, different time limits with same worth of points, and different time limits with difficulty-based score multiplication.
To add to the fun into this game, the player can enter their highscores. There are different highscore boards for different types of gameplay as depicted by the options; each board will hold 100 records, with the top 10 emphasized.
A more realistic top-down game where you can move the snake around in all 360° of rotation, where it is simply a series of dots, or even a paint stroke, to where when you turn, all parts of the snake turn in response as well.
The difficulties and how the scoring works is the same as the first choice. The game would have several different backgrounds and modes to how you want to play the game, so that way you are not paying attention to just a one-color or multiple-color tone background with a different-coloured snake all the time.
- Challenge Mode
- Time Attack
- Multiplayer (Classic, Challenge Mode, Snake Battle)
The backgrounds of the game would be built up of various themes, although it may be hard to draw. Sometimes it would be better to do pixel artwork than having to work on a fully-detailed artwork, because then there would not be that much work involved in creating spectacular sprites and backgrounds.
Highscores are also used the same way as first choice.
9. A top-down rail shooting game, with some basic graphical design and detailing. It's something like Raiden developed by Seibu Kaihatsu. Pixel art will be used to design the backgrounds and such; the advantage of this is, it will make the player think this is retro style, and in addition, because of its low resolution for the sprites and backgrounds, except for the user interface, not much space nor time is needed to load the resources and put them together.
10. A racing game involving simple polygons and easy-to-implement steering, although different types of polygons will have different statuses. It will be a top-down racing game with a lap time, best time, and race time.
The simple polygons include equilateral triangles, isosceles triangles, squares, pentagons, hexagons, some combined shapes with one another, and will have different liveries.
Modes of Gameplay:
- Single Race
- Time Attack
- Score Attack
- Free Roam
Difficulty settings, many courses, secrets, as well as shapes to unlock for racing.
In all the ideas described above, at least two modes are preserved: Profile, and Options.
The Profile Mode has the following options:
- Load Profile
- Save Profile
- Delete Profile
The Options Mode has the following options:
- Profile Options
- Performance Settings
- Game Settings
- Music Settings
- Sound Settings
- Graphics Settings
- Controller Settings
Music and sound is a must for the game to be developed. Music and sound that are licensed through the Creative Commons license or any other copyleft license shall be researched and used for the game.
Additional Touches to the game, assuming that the game is big enough that the player is interested in checking them out:
- Quotes from famous people around the world, including authors, advocates, philantropists, historians, and some other key people that can encourage the player to persevere on this game. By using these quotes and combining the meaning with my own from the game, it should make the player feel so influenced and such that they decide to tackle this positively, with a positive light and a positive feeling.
- Load custom music from your computer
- Change the font and styling of the User Interface
- Creating secrets in the game that the player can come across with at any time.
- Additional units to control the player has to unlock first.
- Achievements, sort of like Trophies in PS3 and PS4 games, and Achievements in Xbox 360 and Xbox One games.
- Fullscreen Display
- Different qualities of visuals for more efficient execution, since higher quality visuals involve more RAM memory, and thus the processors may not be able to change some specifics of them fast enough for fast-moving play.
- Loading Utility and other loading screens
- Credits Screen
I am open to comments and any suggestions you have for me. Please exchange contact with me about this and we'll see what I can do to better improve the quality of my game before and during development.
Once again, because we are using work that use the copyleft license and not created by me or anyone I'm hiring (I am too short of money to hire someone to do some work on this), I cannot run this game for profit. There would be another crowdfunding campaign I could work on, but the problem is, it'll take too much time to get the money needed, as well as ruining the schedule I have to finish preparing for University of Waterloo.
Please let me know what you think!
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