Voxel space ships
You breach space ships, then attack other players/npcs
Grapple like Pathfinder in Apex
Implement single player, but keep networking in mind. Right now, do a ssuper hot type of game but in space where you must crash land into ships and either eliminate enemies, rescue a hostage, or defuse a bomb or some other hting where you must do some sort of objective. Then make a p2p networked version.
Implement space ship gameplay, where you have a nano-suit meter and a health meter. When in a vacuum, your nano suit goes down. Uses a heart system, like Legend of Zelda where half hearts and hearts represent how many hits you have left.
Gambit mode type
F2P
Hordes of zombies litter the map
Killing them drops souls
You must run back to your base and deposit them, which then allows you to level up your character
Deposited souls eventually unlock a 'boss' at your nexus, increasing the zombie count near by
Whichever team defeats their boss first wins
Always able to kill players, and then steal their souls
Make decision making the priority, not necessarily mechanics
Playable on mobile, xbox, switch, pc, ps4, cross platform
Make autochess like game, except procedurally generate everything
All player actions occur simultaenously
Completely separate graphics + gameplay logic (to allow for servers)
Each player has 60s to make a decision
30s to perform action one (executed first)
30s to perform action two (executed second)
All abilities use ranges/lines/spheres as there's no skill involved
Use a d6 system like warmachine
Instead of drafting, you "upgrade" a character
You can respec them, controlling their starting position as well as rules for what actions they take (like Dragons Age origins)
Make the fight shift a battlescape, procedurally generated. E.g if someone loses, it shows the battleground as shifting backwards. This changes the map and adds benefits/other things.
Use a 'souls' like economy, where each time a unit dies, they lose experience. Experience unlocks new abilities.
Demo:
real time based Warmachine fight
1 commander
2 units
cool down based
use demo assets
Secondary:
Find other 'units'
can evolve them
procedurally generated everything?
Roguelike
IDEAS: Real time, twin stick controlled Simulation is deterministic Implement RNG system Roguelike Procedurally generated, herringbone wang tiles Spore like gameplay creation Core loop: Kill things, grab souls, deposit souls. http://www.chrishecker.com/My_liner_notes_for_spore https://en.wikipedia.org/wiki/Development_of_Spore
FPS Space Sim w/ Voxels
Voxel space ships You breach space ships, then attack other players/npcs Grapple like Pathfinder in Apex Implement single player, but keep networking in mind. Right now, do a ssuper hot type of game but in space where you must crash land into ships and either eliminate enemies, rescue a hostage, or defuse a bomb or some other hting where you must do some sort of objective. Then make a p2p networked version. Implement space ship gameplay, where you have a nano-suit meter and a health meter. When in a vacuum, your nano suit goes down. Uses a heart system, like Legend of Zelda where half hearts and hearts represent how many hits you have left.
Gambit mode type
F2P Hordes of zombies litter the map Killing them drops souls You must run back to your base and deposit them, which then allows you to level up your character Deposited souls eventually unlock a 'boss' at your nexus, increasing the zombie count near by Whichever team defeats their boss first wins Always able to kill players, and then steal their souls Make decision making the priority, not necessarily mechanics Playable on mobile, xbox, switch, pc, ps4, cross platform
Make autochess like game, except procedurally generate everything
Demo: real time based Warmachine fight 1 commander 2 units cool down based use demo assets
Secondary: Find other 'units' can evolve them procedurally generated everything? Roguelike