How did we get here?

1) A competitive board game where you start with a Cleric/Theif/Mage/Warrior. They start between a location(Tower/temple/town/dungeon) and the main quest line. The main quest line is similar to a regular board game where you travel squares with a dice roll and hit difficulties along the way. If you don’t have your characters go and level up at a location, they might not be powerful enough to do the main quest line and be KOed and have to be level 1 at start again. So the whole game revolves around if you want to race to do your main quest line before your opponents, or if you want to sit back and level up for later. The Tower is where the mage can throw spells out at other questors. The Town is where the thief can rob and gain you gold. The temple allows for your cleric to heal your guys remotely and level up some. The dungeon obviously is where you can acquire lewt and experience. Each character can be moved by themselves or they can form a group.

2) Intergalactic Bounty Hunter – I wrote an RPG I played with my friends in Jr High and Highschool PNP. I’m thinking of publishing the rules. I’m also thinking of making a procedurally generated universe where planets are actually the full size of planets using random seeds. I was thinking of letting players make their own towns and space hubs.

3) My arc for one of my games was to eventually allow you to rule a castle and kingdom sim. I’ve found via market research that people who want to do a castle sim are less likely to want to leave their castle on adventures. So if I was to do a castle sim, it’d probably be smart to have the entire game about it instead of letting you go on adventures. But I still think having adventures as an option to some is good. I just think maybe I should do castle sim earlier than later.

4) A hockey game. It’d be like any other side view hockey game. The trouble is that it’d require wifi and could not be played on the go so there’s less market. It’d have controls for touchscreen and controller play. That all sounds boring, but where it’d be cool is in the matchmaking. After each game, you can choose who on your team you’d want to play with again or who not to play with again. This way you’d eventually be playing with people you like and jerks can be on the other team.

5) A collectable card game of a hybrid between magic the gathering and Hearthstone with no art. I have a unique system, and you’ll be allowed to bring three decks to customize when you play. 1 is resource deck and the other two is up to you. Each turn you draw one from resource and one from the other two.

6) World War 2 and 1/2. This is a game I designed when I was like 7 years old some 30 odd years ago. Basically its simply a big 2d map with resource nodes you capture with army vehicles. It was fun way back in the day, and plays a little like Risk, but I’m not sure if it would be good today.

7) Redo the old Commodore 64 lemonade stand

8)A game like Katamari Damacy which is competitive where the bigger roller can grab opponents up and KO them. An alternate version would be like a Pac man competitive game, where you grow as you eat dots, and then slowly shrink when you’re not eating dots… The bigger Pacman wins. I think it’d work because if you chase someone when you’re big and they run away through some new dots, they could get bigger while you shrink. It could be a bunch of cat and mouse

9) A game where you play as a turret operator like starwars did in the Millenium Falcon. You’d be looking out the side of the screen at stuff that flies by and you’d need to aim at it and time it for the range it is at.

10) An actual Xwing vs TieFighter style remake with bad 3d models to start out with. It’d be a moba where you’d need to dog fight your way through capital ships shielding their main space fortress. As you defeat automated craft and your opponents, you’d gain scrap and tech to upgrade your ship. It could have a cross over tie in with cell phone users who could shoot turrets out the side of your ships.

11) A procedurally generated game like Zelda. I have the art assets ready. I’d have to make the random level making code, and maybe a few new bosses.

12) Ecology- This is a puzzle game where you have 100×100 levels like Zelda and you need to kill off all the monsters on the whole board. Many monsters spawn more monsters, so the solution is sometimes to introduce a monster that can eat the other monsters and deal with them later. Or maybe wall off and corral the monsters. I’m not sure how a game about killing off all of a species of a monster would fly though.

13) A plain education app. The more free education apps out there, the smarter the world will be. You never know if you’ll educate your future doctor.

14) Money Fighter- This is more of a joke on F2P games than anything else. You attack your opponent using virtual goods. One of the ultimate attacks is Unicef Penny drop, where you drop a pallette of unicef pennies on your opponent and it actually gets donate to the poor.

15) A game like tekken open world that is also a MOBA. I have the code for this, but I need to learn Blender to do 10 3d models for the fighters.

16) A pokemon style platformer. You pick up pokemon and can melee by attacking with them, or throwing them at the monsters. Or dropping it and letting it attack. It’d be comical, and parodying the fact that pokemon tries to be cute, but you’re actually pitfighting animals. The game would have a unique scrolling element where the middle 1/3 of the screen is normal, but as you go off to the sides, the scalex is less. This means you’ll be able to see way further than most other platformers. I wanted to do this since Sonic 1 where I wanted to run without memorizing the level.

17) Fatty Bird. A game like flappy bird, but you eat insects and get fatter and harder to fly. This would have to rely on comical sketches. A bird dropping attack would let you lose weight. You could dive bomb to kill enemies at the bottom or to cannon ball into water for bonus points and making a tsunami if you’re really big.

18) A dual axis twin shooter that requires a gamepad. The tech would be as you shot monsters, they lose bits and pieces of pixels. If you got to their center, they explode in a pixel explosion.

19) Area 52:A card game like war, but skill elements added.

20) Dog Fort- Not sure exactly how I’d want to go about doing it, but making a game off the Dog Fort meme. It’d require lots of pictures of animals and good 3d modeling.

21) Team pong. A soccer field with pong paddles is made. You play your position with other players and AI. There would be extra balls in play so you don’t get bored at your position. Just thinking of this game bores me however so I probably won’t do it.

22) Starfighter General: A master of Orion 2 remix for mobile.

23) Final Fantasy meets Roguelike- I have the art for this. You’d explore a random dungeon and combat is like FinalFantasy. You can find NPCs to come along and have a party of size 50+ to do combat with if you find a big enough army.

Anyone have any preference on what game I should make next?

Edit: Thanks guys for patiently reading and telling me what you’d like. It does help me decide.

From a post 6 years ago: https://old.reddit.com/r/AndroidGaming/comments/3dqts9/of_these_games_i_was_thinking_of_making_next/

Guess we should make an android build sometime.

Foundation patch coming

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Other games and gaming related information, click pictures if you’d like to know more:

Throne and Crown, a Zeldalike
Triangle Mania, a unique puzzle game with strange strategies.

Battlemon, GPS pet collection game

#1 IN THE WORLD at Starcraft/Broodwar/Warcraft3/Diablo2 Hardcore/Command and Conquer3/Starcraft2 2v2. GOAT.
Before Pinky and The Brain, The Parapalegic Mice Team existed, and I told everyone in my school for weeks in hopes someone knew someone at WB/Disney/HB to make a tv show of two mice taking over the world. Next Year Pinky and The Brain was out.

1) 10-1000x things rendered with new DOTS/ECS UNITY tech that unlocks more than just one core that most video games use: Parallel Processing done right.

2) Networking that pushes the envelope where no networking has gone before. People laugh at this like it is impossible to innovate, but I marketed it to Midway in 2003, and they laughed too. Meanwhile it was working in house as a Tekken style(3d fighter) MMO with part of what today is known as rollback code. Midway’s manager was mocking what is today’s standard thinking rollback and such was impossible. Infinite action players same zone, limit only by video card and other hardware, networking ain’t a limiting thing anymore.

3) Lore/Game Mechanics based on a custom TTRPG (Intergalactic Bounty Hunter) that most everyone liked more than any RPG. RPG rules are based on Wasteland from the Commodore 64 set in space. The space flight is the spiritual successor of 90s DOS Xwing vs Tiefighter hits that everyone was disappointed ended. I had to make my own RPG, Dungeons and Dragons armor not reducing damage did not sit well.

4) First MMO designed for late game. Everyone enjoys mmos until power capped and then get bored.
There is no power cap to begin with(just a log log logarithmic progression), but there are many many many other end game design elements to make it so want to keep playing end game! The grind is there, but better and more fun things are around too! You can build up a super big fleet and it get destroyed to pieces and you start over again. You have a power floor level that you can’t go below so you’re always building permanent power, but temporary spikes of power surges and galactic dominance for fleeting moments give a rush. The larger the fleet, the larger the fleeting moment.

5) Easter Eggs: Will contain literal Easter Eggs. You find an Easter Egg in a quest. Then you hide somewhere in space. Every day it isn’t found by another player, you get a daily reward that increases. When they find it, they get an instant reward! Then the egg comes back to you. Enjoy. Go find some place obscure in the game, space is big.

6) Space Dungeons: Competitive zones with different rules, find em, dominate em, and can you find the clues around space to find the one which will be dropping special event rewards?

7) Resource Trading like Elite, but also factory building like Factorio and Satisfactory. Your economy and drones can build stuff up, but make sure no pirate, NPC or player tries to sabotage your supply chain. There will be illegal substances like fictitious drugs and contraband weapons which you can profit from greatly, but you risk your cargo being scanned by a random and getting a bounty on your head.

8) PVP bounty system. Everyone can PVP at all times. Stakes are low if your ship explodes. If you get attacked without declaring aggressive mode or an opponent to duel, the aggressor gets a bounty on their head in accordance with the damage dealt to you. If this bounty gets high enough, and they get caught, they will be put in jail. When they log on for the next few hours or days, their character can play only in jail, and visitors come see him and such. Enjoy roleplaying being a prison inmate, or just use a different crew member on your account. Developing many crew members is a thing for when you fly capital ships.

9) Grand Space Opera-> 4x emperors around you trying to conquer the galaxy like Master of Orion on a 500 billionish system scale! They ain’t even players at first, just NPCs waging war. Who’s side will you choose? Will it be based on morality or space bucks? Ok soldier of fortune, what it will be? Do it for the money, until you realize money doesn’t mean anything living under a totalitarian empire.

10) Omnipotent roleplay: Earn your right into a a movie anime by great roleplay! Live game masters in about 6-12 months after the content updates roll through. We bias people with Founder’s RP tokens some and good manner role players who stay in character(we have chat logs and even game logs). This promotes good role play even when not live GMing. Who doesn’t want to bring their friends to a movie and surprise em with their own character in it? So stay in character for a better game! https://www.starfightergeneral.com/live-role-play/

Punky-Pulpy action, Levels, stats, skills, talents, items, fleet amassing, and great apocalyptic space plots, trippy Lewis Carrol level Mad Hatter humor along the way. It’s really weird to see how this synergizes from a game design standpoint. Players naturally want to level up and power up… That’s the twink min maxer in all of us. So when humor, plots, intrigue, or NPCs getting your blood boiling to action vs them happens, you get stoked, rewarded, happy and tossed off your axis. Then when resolved, you look back and get serious about powering up. The core of a RPG gamer is always powering up, it is something we can’t get rid of, but the core of a game designer is to get you out of a spreadsheet mindset temporarily… And then you appreciate both more. So tacky humor, along serious pulp action and serious leveling up game mechanics… It is like a symphony of fun.

Game made by a soul gamer out for the player’s best interest. 150,000 hours experience #1 in many online ladders world. I don’t care about money. I just want to play games and help the poor and sick. I want you to have faith in the spirit of love.

Are you down? Cuz I need help, like crowd source and pray for me to get this out faster. If you don’t help me, it’s still coming out.

or

Get and Play Starfighter General for Free (type of morally good free that doesn’t exploit or abuse players and gives all the content available).


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