A game like mirrors edge but multiplayer would be cool
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Got that idea myself once.
Check this out. Btw, its old, and buggy, and I have a much better version around somewere on my comp.
Here you go
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Well here's an idea that i never see anyone to fulfill complety... hmm there are some guys but.. they still developing.
Theres a lot of zombie shooters right? They are good but not showing zombie apocalipsys fully.
Well here's the idea.
We have town and some countryside territory. Zombies, walking on the streets and woods.Main player and his friends looking for each other.Toxic spreading little by little over town.No food, no weapons, no hope. Players can baricade themself, search for food, search for each other, but they eventually dying, from hunger, from toxic, from zombies, from each other.
Well something like that.I think there won't be a game or a mod that fully present feeling of death but from who or what and when.
What's needed realism, horror, instant death, no hope, score's like how much days you survived and what you done, 3d shooter, uncontrolled behavier(like if there's 50 zombies you'll be scared to shoot),toxic, woods,homes and flats(you can enter everywhere and secure home by using tools, planks, tub).
Well something like that... if you interested i have a lot of ideas, but i need specifications to give a good idea.
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i don't usually post in the forum but i really like this thread so...i like the idea of the tank game most but if you wanna go on with this check Die2Nite is a browser game made by some french that have some interesting ideas...you are in a town surrounded with zombies and with like...40 other guys, you can build something in your town or go outside trying to find supplies. The zombie will become stronger every day and you can became a zombie during the night if you eat something like rotten flesh or hit by a zombie so nobody in town can trust each other but have to cooperate to defend the town every night.
My english sucks...don't blame me...
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Nope, the Source Engine can't handle that big maps, but, still pretty big.
This is actaully a very good idea! I like it alot, and I might start some early process (Think-stage) soon!
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Well I'm flattered that my idea satisfies you)
As i said i got ideas and from your answers i see what could make the game even more unique.
First of all the player locations must be far from each other.Second microphone disabled(people can use skaype but it won't make it easy... sometimes it will even bad for them).Third make city to look the same except stores,beauty salon,car rent and etc.(it will confuse players and even those who use skype^^).
Well i can't stop... so ... Make some town areas witout light, in the wood it will be darken than in town without a light.
I know that many ideas will be turned down because it can't be done on source engine, some of them will be very hard at coding... But i got a good imagination and I can't stop it)
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I was thinking, why not take an entirely different route, why does it always have to be experience and levels? why not have something like that multiplayer Castlevania: Harmony of Despair or Monster Hunter for example where you only get better when you get better gear or make some yourself or where your abilities don't level up by experience but by using them more than others, that would make every character you make be a different experience, you would find or craft other things and advance other skills and unlock more from that specific skill tree by using the lower skills from that tree for example.
lets take a basic spell as an example in a magicka style system but with the added comfort of leveling up those spells: you would have a fireball and a darkness spell, you could either use them seperately or fuse them to create a new element called dark fire, which would enhance the demon skill tree, another example is you have a water and a fire spell you create a steam spell which would increase your steam skill tree so you can unlock those new spells as single handed ones usable without fusion if you use the fusions often enough.
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There are already too many fast paced action multiplayer games for the Source Engine. I'd really like a different approach.
I don't know if you are looking for a 2, 4, 16, 32 or 1983409587304 player game. Some years ago I've played a mod for UT99 which was just awesome, since you were able to play it singleplayer, coop (2-4 player) or team based (up to 32 players) without changing the maps. It was called "Thievery UT" and put the gameplay of the Thief series to a multiplayer game. It should give you some interesting ideas of what is possible in stealth coop play.
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Yeah, using a gravity gun to launch objects through portals would be fun but a nightmare to control. I cant even imagine how you'd do it with the Razor.
Protect the companion cube mode: Its too heavy to pick up yourself so you need the GG and escape through portals.
Monochrome mode: Each portal gun only fires one colour so you need to team up.
Maybe even time limits on portals?
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Never played it, but heard about it!
I don't know really if its possible, with the tools given for the "free" community.
The Vindictus team bought a license for the Source Engine, just like Nuclear Dawn and Zeno Clash.. (And Garry's mod actaully. But Valve gave it to Garry, for free.)
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Would love to see PvP medieval fantasy game with only little/not at all grinding and pay to win things... And I have always wanted to see an online game where for example spells would be cast with combination of mouse movement and buttons, and sword attacks could be done and parried by placing your weapon right way. No idea if this would be possible with source however.. Know much nothing about it.
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A Sweet game would be like mirrors edge where you can race other payers, co-op or pvp.
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Yeah, like time lapse?
I made a "Mirrors Edge" code test some weeks ago.
Notice, its buggy, and early. Took me like 1hour to code.. I have improved it alot since the video.
Here you go
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Well it's actually one of the most confusing things I've ever done.. But always had this hope that someday it miiiight get a retouch that.. Well.. Makes sense.
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Yeah, I know!
The only reason I diden't start on UDK, is because of my computer. It ain't running it good enough.
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A racing game and a FPS, two games but both at the same time, the FPS takes place on a raceing track, and you must dodge cars while doing battle multiplayer, and the racing game allows you to race admist a FPS game, imagine, you are playing a racing game and you can run over a friend while he plays another game
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Imagine being able to launch a missile in Battlefield and have it hit your online friend's car in say Burnout Paradise? This is the future
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Isn't that a quote from the parody Paul Molyniex(or whatever) on twitter?
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Also there is a game like this! EVE and Dust 514.
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Fast - and by fast, I mean FAST. Think Tribes or Nexuiz Classic.
If you could mix: AaAaAaAAA!!!, Nexuiz, and inMomentum, that'd be great.
I like my games to have complete freedom of movement. I'm tired of moving at the pace of a cripple in games.
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This sounds like something which would be hard to code but I enjoy games which have dynamic features, a good example was the game split/second which allowed you to build up boost, then activate events (at the cost of boost) which altered the track or could eliminate opposition. It might not have been totally unpredictable but it added an element of excitement because you could never be 100% sure which events would be triggered in each race. Now this is just an example, something similar could be added to different genres too. (Also an FPS focused on stealth which includes parkour sounds nice ;) )
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Racing game where you only have 2 speeds. 0MPH and 10,000 MPH. Did you just run over a little child? who knows? how does that make you feel?
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Imagine if in new Guitar Hero you play as a busker, you witness your city evolve as your music changes the decisions of people around you
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Imagine a videogame that knew what you had eaten that very day and went on to effect the story arc of the game.
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Persistence is the way to go in terms of best gameplay. Find a way to build a persistent metagame and you'll be ahead of the competition. Recent-generation FPS games have the leveling/unlock systems, TF2 and MMOs have item/inventory systems... be creative.
In terms of core gameplay mechanics, try and avoid the ultra fast-paced, adrenalin twitch-shooting of the Call of Duty series. Realism tends to build you a set of loyal fans but (as the Call of Duty example shows) may not appeal to the lowest common denominator, so find a balance.
I would dodge the issue of having to deal with combat pacing and balance by going for a co-operative focused game.
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Hey, I'm a developer for the Source Engine, the programmer/coder.
And I been wondering what would make the best multiplayer Source based mod/game?
Give me your ideas, and I might make something happen :)
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