Take control as a lunatic and bring mayhem to the streets. You start on the road, cause traffic rage by blocking drivers or attacking the cars, this would cause drivers to get out their car and fight you. Defeat the drivers and score points. Pick up weapons and fight the endless drivers till you die.

Note some drivers will have weapons, some will be in a group (if you stop a lorry an army of immigrants will swarm you). You fight till you drop. Upgrade your lunatic by improving his stats (speed, strength, endurance,durability) as well as changing his appearance. Remember cars are still moving so they can hurt you, as well hurt the other raging drivers, and stopping cars will involve skill, as standing in front of a car would simply damage you.

This idea could be developed further by having a multiplayer mode and team up with other lunatics online and fixed time mode where lunatics will try to score the most points over a fixed period, think leader boards. Graphics would be simple, like an overhead view. Think old GTA games.

http://www.wwki.com/wp-content/uploads/sites/758/2016/05/road-rage-2.jpg

More submissions by HarisonKilgour for MDS GDV110 - 'One Game a Day' Assignment

The player makes a deal with death in exchange for a few more years with a loved one. This deal involves the player functioning as an intern in the currently understaffed Department of Death, where the reapers do such rushed jobs that failed reapings are frequent. As a result, lots of lost souls linger on earth, tied by some purpose, unable to move on. As the game goes on, more of the character's backstory will be revealed.

Story-driven puzzle game. You are a low level reaper intern tasked with cleaning up the lost souls from failed reapings. Problem: they didn't give you any tools to forcibly reap the souls, so you need to convince the souls into moving on. You figure out what dialogue to use to convince them by gathering evidence of their past lives around their home.

I remembered this old flash game where you play as a commodities trader which has a basic random up/down trading system and you get commission based on every 'year's profits. There is also an extremely basic social system where you click on people in bars to see what they tell you to trade in.

Idea:

The Player character would be a stocks trader (day trader/portfolio manager), the game would consist of buying and selling stocks on a fictional stock market and the compensation would be commission on profits similar to the flash game. You would be promoted within your firm or demoted/fired depending on your performance and could also get head-hunted by other firms if you are very good.

The game would also have a social aspect to it as well, where you could go out with co-workers, get invites to private clubs etc. This side of the game can directly affect the promotion/success potential of the work side since, as the saying goes, it's not about what you know, its who you know.


Photo:http://pertincleripo.etowns.org/stock-trading-game-strategies-867831.html

Plague inc but about saving endangered species.

Game play: The basic screen is a world map. There are X major locations where endangered species live. each location has a "health bar" that shows how well the specific species is doing. You have a tight budget to fund re habitation/re population/mating programs, to raise the health bar for a location. Tapping on a location pops up a small menu of actions you can take such as building parks for the animals to live in, uniting male and female animals so that they reproduce, fighting off poachers, etc. These actions are all represented by mini games (tap the poachers, steer two animals together by swiping in the direction they should go, build a complete fence in short amount of time. etc). Playing these mini games costs money and can raise/lower the health bar, according to success in the mini game.

Having good health bars increases your continuous funding, when a species is almost extinct you get a one time donation for money.



http://cdn.akamai.steamstatic.com/steam/apps/246620/ss_9a5c4d45543113ad9de9d9b928f6fadf1fa17d25.600x338.jpg?t=1461094201

You play as Anittas, a Hittite slave newly taken from north of ancient Egypt, where you are initially destined for a life in the fighting pits. However your initial destiny to sate the gods of Egypt with a sacrifice of blood is cut short when an extremist group in service to Set, the Egyptian God of the Wastes and Destruction. You become imprisoned and bound by a mystic tattoo which binds an ancient Egyptian spirit to your body.

Most of the game will focus primarily on a linear story line, though 'alternative quests' can be discovered for new items and rewards. Similarly to Dark Messiah there will be loot, but most of it will be catered towards different and unique player combat styles, while others will be locked behind a basic but useful skill system. Players will be able to sneak around in Egyptian-themed environments and fight various monsters from both Egyptian myth and the mythology of surrounding areas (your first 'boss fight' will be with a Minotaur who gets let loose in the arena during the opening chapter of the game). And players will also be able to visit various places in Ancient Egypt, such as the Faiyum oasis, Memphis, Thebes, the Valley of the Kings, and more.

https://mostafabdwy3000.files.wordpress.com/2014/06/egyptian-fantasy-land1.jpg

The hunt is a first person game where you play in a (3D) maze environment against an opponent who you have to hunt down and kill.

When you kill your opponent, you just keep running around as if nothing changed, but in reality you just disconnected from your previous opponent and the matchmaking system seamlessly found a new one who came into your game and now you have to kill him, but the game doesn't give any indication that it is a different person, to you it seems like your previous enemy re spawned. While you queue for an opponent, you just keep running around in the maze.


Winning rounds will also give you random rewards such as new weapons and ability's, you can either choose to keep the reward and use it in the next round or you can continue with the equipment you already have. You must choose wisely though as what ever you choose to keep your opponent will get given equipment with the same stats, so you can either risk keeping a high damage weapon and letting your opponent have the same chances, or you can choose nothing and leave it all up to skill with hand to hand combat.When you die, you see a list of everyone who you killed and who killed you.

For added fun, have procedural generated levels, where each player starts in their own level and when you kill someone you "invade" theirs.

https://forums.unrealengine.com/attachment.php?attachmentid=24255&d=1422921252

A space themed MMO where each server is a procedural generated planet. A driving factor of the game is resource collection, and as resources are depleted on one game server, it is closed down and new ones are opened. The player keeps their progress between servers. This would give a sense of heightened immersion and realism in the game world as each world is actually affected by the player.

The player will never be bored by the game world as there is always more to explore and each world is different. The game worlds should be playable for at least a few months as to allow players who enjoy exploring to get a good chance to explore a single world before it is shut down and should only be closed down after its player base is long gone. This is similar to No Mans Sky but different in several key ways.

There should be large player bases on single worlds so it is a multiplayer experience. And the players actions permanently affect the game world, unlike where they are deleted in no mans sky. Space travel is also not a major aspect of the game, everything is played on the planets' surface.



http://wallpapercave.com/wp/OhUUgi7.jpg

'Through the Hero's Eyes' will be a RTS which takes the same concept as games such as Warcraft and Age of empires, but this game is played in VR. At first thought it may seem a bit strange having a RTS in VR but the main concept would be to be a sort of 'God' looking down onto the battle field over your troops and enemies. The main role of the VR would be the ability to move your soldiers into certain positions on the battle field at the beginning of the round. There will be different races that you can choose from such as elves, humans etc.

When you are in game there will be a beginning phase where you will have twenty minutes to gather resources and train troops. In this phase you will have to gather gold, wood, food etc to prepare as many troops as you need for the oncoming battle. Then the battle phase begins and you must command your troops like in 'Age of Empires' birds eye view, using your VR controller to position them in correct format.

Each race has a main hero which during the battle phase the player can switch to this character and play as him/her along side your fellow troops in first person view, using your VR controllers as your hero's weapons. As you try to overtake your enemies you will power up your god points which once fully charged you can switch back to birds eye view and use your VR controllers to command special ability's such as lightning, fire, earthquakes etc.


http://cdn.wccftech.com/wp-content/uploads/2015/04/ss_ad101c399356944164afaa4b6827d564619e7928.jpg

This game will be alot like the game "Spore Creatures"

Species is 3rd/1st person Online RPG where you with your friends play for newly appeared species with incredible ability - to obtain dna from other species you eat.

Apart from "Spore" you won't be able to choose "complete" palm and place it right to the hand. You'll need to place bonds, muscles, skin and then connect it with nerves to brain (which can be replaced with better one, combined together or placed anywhere in the body).

Your brain will have computational limit so you wont be able to place 10 arms with "simple" brain. Higher stats biological materials may require higher stats brain(s) to operate (such as stomach, eye, heart an so on). Also material will have weight so you would need to place stronger bonds and bigger muscle in order to place heavy shell.

In some cases you'll need to eat some number of same species to obtain dna (like villagers) in other one (boss, dragon etc).

That's about customization.

Game play - as in any other team player online rpg (just like Borderlands) - loot. Quests, dungeons, open world and so on.


http://s2.thingpic.com/images/Yk/VVTuZScQaJNLuU1Uf9ePQbMd.jpeg

A major science facility has conducted an experiment in which they genetically engineered half-human, half-animal hybrids. Once created, these mutants were kept in captivity, heavily secured, and experimented on to see just how powerful they are. How intelligent is this one? How far and long can he run? How does she respond to electrical shock? They pushed these animals to their psychological limits daily. Its great for science, but not very good for the subjects.

Nobody cared before, but now, as the mutants reach their late teens, they begin to realize just how unfair their treatment is, and want to escape it by any means necessary. You begin as Dmitri, a half-dolphin who is smart enough to know that he needs to break out, and as he finds other mutants, convinces them to help him, and breaks them out of their confinement, you gain the ability to play as them as well. It'll take all of their abilities to get through the tough security that they've been put under, especially when security guards and scientists discover their escape attempt and take up arms, and some of the other mutants even help the scientists to re-capture you.

Gameplay Mechanics:

  • Combat
  • Puzzles
  • Platforming
  • Character switching.
  • You play as one character at a time, but can give the others generic commands like Follow, Stay, Attack, etc.

Basically a game where you train an AI to fight. You would design the character then it would develop through it's fights and training. (Or possibly some random events out of fights) You would have little influence, besides telling it some very basic strategies like going for hits on the head for more damage, or focusing on the chest for a higher chance to hit.

Fights would be the AI choosing moves that it knows at random, but with some influence from the strategy you picked. You could fight with randomly generated characters or player made ones. If you lose, you might have to wait a few minutes to a few hours to recover, depending on how badly you failed. The fights would be either tournaments or 1v1 battles.

You could also make groups with other people, to train with them for better results, fight them with almost no chance of injury, host your own tournaments for group members, or even have fights between entire groups. Along with custom made arenas. Custom characters and arenas could be used in group tournaments or training, and the rewards for beating a player made character would be decided based on player ratings for how hard a fight was.


http://270c81.medialib.glogster.com/media/66/66704b1cb6c61f96fd09f2fad3fc79511ef7023992ee46e68c18083c4da162d1/000-fight-jpg.jpg

This game will be much like the game "Hitman" but Instead of playing a hitman dispatching your targets, you play the target. And your objective is to evade the assassin or even try to kill him/her.

Just like Hitman, it would be level based and there would be multiple ways to reach your goals: the use of your environment, find weapons, set booby-traps, etc. Also, you would still have to go unnoticed because If you kill your would be assassin and then you simply exit the level, your actions would carry over to the next. This allows other assassins to be more aware of your typical movements, the likelihood of start location in a level, etc. The more careless you are the more assassins come for you.

You could even try and put them against one another or accidentally cause them to off each other. You might kill an assassin yourself and that assassin just so happens to have a sibling who comes after you, not for the money but for revenge. Like a lot of games of this day and age, your actions and choices effect the outcome of what comes next. To make things even more daunting your assassins would all have their own technique. Some won't mind a public execution. Others prefer it to be private. You could be standing in the same room as the killer, and they see you but their could be too many witnesses and nothing to suggest your death was an accident. You could find citizens knocked out/killed and naked so you know now your killer is disguised. To help you identify your targets you'd have someone helping you. Not a friend but someone who's out to make money like anyone else.

http://static.blog.playstation.com/wp-content/uploads/2016/02/24759548015_774301be10_z.jpg

An IPhone app which has the same mechanics as Cookie Clicker, but its a post-apocalyptic game where you start a company that kills zombies. For every zombie you kill, you get money that you can spend on machines that help killing. However, you've gotta keep a good balance in production, because kill to slowly, and the zombies will appear everywhere and destroy the planet, making you have to start over again. Kill too swiftly, and there will be no zombies left to kill.

For the buildings, I don't think they should JUST help you, increasing the killing rate. There could be a machine that actually CREATES zombies, so there would be more to kill. This way, different machines could alter the game greatly. These might seem like a lot of things to keep track off, but remember, this is taking a game genre that requires pretty much no skill, to making it strategic and puzzling.

The player basically starts off with a good balance so it is all about maintaining that balance which is easy if you are the one controlling how many are killed and made. You have to use money to produce weapons which you sell in a store. When producing the items, you can choose the quality of them and what type of items to make. So each item would have some kind of stats (damage, fire rate, quality, ammo capacity). So once these items are produced they would be placed in your store which you could set the price of.

http://www.iexpats.com/wp-content/uploads/2016/05/zombie.jpg

You are the king of a kingdom and you have to listen to cases that pass through your courts. At the end of the day your advisors compare your peoples loyalty and their hate for you for either executing good people or letting bad ones go.

The more loyalty you have the more people will join your kingdom and the more people will pay taxes (which can be changed price wise, but be warned too much taxes and people will be angry and leave) Then you may upgrade your castle and town with the taxes you just collected and build up in a RTS style way. Could add other things like enemies to fight during the RTS portion and having wars etc.


http://i.dailymail.co.uk/i/pix/2012/02/20/article-2103642-11D1DA72000005DC-734_634x477.jpg

A multiplayer game where each player is sitting in a kayak, canoe or dinghy with an oar or a pair of oars of the appropriate style for the boat. Multiple players may share the same boat, forcing them to work as a team, or be by themselves, making teamwork with other boats optional. Other than players that share the same boat, there wouldn't be set teams, but rather alliances that players can make with each other when they mutually want to. If a boat has two riders, the player in the back of the boat makes alliance decisions for both of them.

The goal of the game is to knock other players into the water by hitting them with the oars, ramming into their boat or splashing water. Last person or alliance still dry is the winner. Different boats would have different advantages. Kayaks would be really maneuverable and come with double-sided paddles, but also be small and easier to flip.

Canoes would be large and powerful for ramming, but they always have 2 riders (while kayaks and dinghies could be for one or two people) that have to work together to get anywhere. Dinghies would be harder to flip and easier to paddle quickly, but the paddles would have limited range of motion due to being attached to the side of the boat.

http://www.exmooradventures.co.uk/wp-content/uploads/2013/10/DSCN0858.jpg


The graveyard shift will be a first person simulation game where you will be the worker of a fast food restaurant. You will working on a Friday night while everyone is out on the town partying, at first business will be slow but as the night goes on things turn messy, people will begin turning up by the dozen rotten drunk from partying all night. You will begin to be bombarded with orders but as you are the only worker you must take orders while trying to cook all the food at the same time.

As you progress through the levels more people turn up and of course each one more drunk than the last. As the orders build up and you start slowing down customers become very stressed and angry. You will then have to try take orders, cook the food and deal with drunk angry customers. As the customers get more stressed they will begin to do stupid things that drunk people normally do such as vomit everywhere, start yelling, screaming and fighting. You will have to deal with these people all while trying to run the restaurant.


http://www.takepart.com/sites/default/files/styles/large_responsive_desktop/public/James-franco-mcdonalds3.jpg?itok=r_n6tY_Z



In this game you play as an amateur tattoo artist, you will be the owner of a newly bought tattoo studio as you strive to become the most successful tattooist out. This game will be a first person simulation game, you will be able to buy more equipment as you make more money and the better you get at tattooing the more good rep from customers you get, leading to more customers and more money. This game will be played on a VR system and the VR controllers will act as the tattoo gun, and you will have to steadily draw the tattoo onto your customers with the controllers. As you gain experience you will be able to level up your attributes such as stability and will be able to learn more complex tattoo designs which bring in more money. The better the equipment and attributes the better the tattoo, leading to happy customers and a lot of money.

http://www.skindeeptattoo.com.au/home/wp-content/uploads/2014/10/SD_TattooGun-620x620.jpg

Medieval Blacksmith is a crafting/survival game, where you play as a blacksmith who must create the perfect weapon to survive the night. At the beginning of each round you will have five minutes to craft the weapon of your choice such as a sword, axe, and a bow, only using the materials you have gathered from other rounds. The crafting process consists of forging each part of the weapon out of various materials separately such as the handle, hand guard and blade, in the five minutes you have been given. The better the forge the stronger and more durable the sword.

After you have completed your sword or you have run out of time, the round will begin and hordes of ogres and goblins will begin to charge on you, you must use your newly crafted weapon to hold them off. While killing the ogres and goblins they will drop items such as gold and different materials that you can use to craft a stronger weapon for the next round. You can also use gold to buy rare materials from the store at the start of each round. Also if your sword is strong enough to make it through the round you will be gifted with stronger materials for the stronger enemies ahead. So the better the forge, the more loot.


http://cdn.halloftheblackdragon.com/reel/wp-content/uploads/2013/01/forging-iron.jpg

MDS GDV110 - 'One Game a Day' Assignment

Media Design School's GDV110 students come up with a game idea a day.

daily from 2016-07-19 to 2016-09-09