This game was inspired by a friend who poses terribly and I love her for it.
In Model Selfie Simulator, you use QWOP controls to position a girl into a pose. Once the pose is set you must take a selfie, all under 40 seconds.
Start by picking a photo of a model in the stunning pose you wish to replicate. Once the photo has been chosen it sits up in the top right corner of the screen. The the clock starts ticking. You have 5 seconds per limb to arrange them using QWOP to control the limb. All limbs but your all important selfie arm are locked into position. Once this is done (well posed or not) you have 10 seconds looking through the viewer of a front facing camera to arrange your arm and take a selfie. Highest points will be scored by how closely your model resembles the pose you originally chose.
Featuring many well-known and sexy poses such as Squatting Awkward Dump pose, the ever casual Surprise Over Shoulder pose, Uncomfortable Baby Lamb in Heels pose, variants of the Awkward Side Twisted So I Look Slimmer pose, and many more.
included 2 images because they both make me very happy
http://f.tqn.com/y/humor/1/L/A/g/0/-/ps-selfie.jpg
and
https://s-media-cache-ak0.pinimg.com/236x/11/72/64/117264ddf0070df68c13f15ba27ed20f.jpg
The First Day is a survival horror game about the start of a zombie apocalypse. Rather than place the player into the post-cataclysm world typically taken by zombie survival games, instead the player must learn to navigate the initial realizations and ensuing panic of the population at large within the ground zero of such an event. With a realistic modelling of a patient zero and spread of infection, the player will have approximately the course of a day to manage to gather supplies, allies, and make their escape from a city rapidly being consumed by the infected. In this situation however, panic and mass hysteria will spread as fast, if not faster than the infection, potentially turning other survivors into deadlier enemies than the plague itself, meaning that the player will also have to figure out how to avoid as many people as possible while also recruiting help, as no-one can expect to survive a zombie apocalypse alone.
Themes:
Survival Horror
Realistic Basis and spread, Game will end on escape from the city or on player death.
Platforms:
Pc would be the best platform, with technological restrictions being less pervasive allowing for a more open world and larger scale city to navigate. This would also facilitate multiplayer well.
Target Audience:
With a Third/First Person perspective, and an action/horror/survival theme, The First Day will cater to an audience of people who like to immerse themselves within similar environments. It would be aimed at players of similar games such as DayZ and Unturned.
Reference:
http://blogs-images.forbes.com/erikkain/files/2016/02/Amazon-Zombies-1200x801.jpg
A management game where you play as a god-like entity constructing a galaxy. Your goal is to create a natural environment that is conducive to the development of a wide variety of intelligent life. You will not be able to directly design or customise the life forms of your galaxy, but you can design the details of the stars and planets, and use limited but regenerating resources that allow you to create useful spontaneous effects. Harsh environments will make lifeforms tend toward a hardy physiology, autocracies and conquest oriented societies, while lush, resource rich planets will produce species with vastly different attitudes by the time they are capable of interstellar civilisations. Furthermore, you will be able to influence their development and spread by deciding the gravitational pull of their native planets, with higher gravities requiring more advanced technologies from their species to escape into space. This will in turn mean that the species will be a more matured society when they spread beyond their home planet, but it also puts them at increased risk of their society or environment collapsing before they can take advantage of being an interstellar civilisation. The player will also need to pay attention to the lifetimes and paths of stars and black holes, manipulating them for the collective good of your galaxy. The ultimate purpose of your job is to nurture the development of a utopian galactic society, culturally and technologically sophisticated enough to ascend themselves to a state like yours.
Image source: http://www.artofbrandonmoore.com/blog/wp-content/uploads/2013/12/forgemaster-full.jpg
#22 (9/08/2016)
Space Taxi
Space Taxi is a VR taxi simulator game in which you play as a taxi driver that picks up customers from all walks of life from around the galaxy and you must successfully transport your customer from A to B while fulfilling their requests. Some examples of these requests would be to: drive faster, drive slower, do a space drift, do a barrel roll, etc. You are not given any reference to a map of any kind and must decipher your customer's directions and make judgements based on that. Space Taxi is designed to be a difficult and challenging game yet still being fun and comedic.
Mechanics: Different Clients, VR, Lack of Navigational Assistance, etc
Objective: Successfully transport your customer and keep them happy.
Target Audience: 12+, Male and Female
Genre: First Person VR Taxi simulation VR Game
Platform: PC (VR)
Image: ::: TAXI ::: by ABDULLAH-ALHASAWI - http://www.deviantart.com/art/TAXI-106090969
Let's take you back to the islands. In "I Have Crabs" you play as Toa, a typical looking island man, who lacks modern tools for crab fishing, so what else can he do but dive down to retrieve the crabs himself. Now, Toa isn't an ordinary man, his body has abnormally adapted to endure environments with less oxygen or no oxygen as well as the fact that he has also been able to withstand the colder temperatures at the seabed therefore, giving him an advantage with crab fishing as opposed to the other men on the tropical island of Barc.
In each round you (Toa) must dive into the ocean to the seabed and retrieve as many crabs as you can. Of course Toa will need to come back up for air, so you need to gather as many as you can before resurfacing and then return to the seabed. There will be a timer for each round, once the timer is up your round is over. If you don't catch enough crabs, you will have failed and Toa will be banished from the Island of Barc, however if you manage to meet the requested number of crabs for that round then you are rewarded with Crabby Cash (depending on how many you actually caught). This Crabby Cash can be used to upgrade Toa's skills; stamina, catching, swimming or even purchasing different costumes for Toa (festive costumes will be made available).
To dive, the player will be asked to tap the arrow button displayed on the screen. Followed by instructions on how to make Toa swim down (holding down the arrow button). When you reach the seabed, you will need to find as many crabs as you can. When attempting to catch a crab you must carefully time your attack. The crab will have a defensive attack to prevent Toa from catching it, but there will be a window of exposure in which (if you time it right) will be able to grab the crab successfully. If you attempt to grab a crab when it is in the middle of its defensive attacks Toa will be hurt and lose HP. There will be a gauge showing the amount of time Toa can last before needing air will be shown on the left (stamina). If this gauge is empty and you're not resurfaced Toa's HP will decrease rapidly.
Platform: IOS, Android.
Awful Image: By Me.
A 3v1 or single player game for smart phones/tablets.
3v1- 3 players as the moles, 1 as the whacker. Game shows the side view of three holes, each containing a mole which the players can slide up and down with a finger. Points for the moles are gained for the amount of time spent out of the hole, each time they are wacked the mole becomes stunned and cannot leave the hole for a cool down period.
The whacker gains a point for every time a player is stunned. They control a floating hammer using the same swipe technique to move the hammer left and right over the holes as well as up and down to whack the moles. Games would last a set time around 40 seconds to keep them short and fun.
While a fun game involving lots of fingers a 1 player mode could also be created with AI controlling the hammer and one person controlling all three moles.(for smaller screens) This mode would also be point based but ranked on higher scores rather than the CP whacker gaining points. The whacker would slowly gain more intelligence and reaction speed making the game hard as you go.
Image retrieved from- http://www.kinkysalonlondon.com/kinky-salon-londons-under-where-march-party/
This game would be a mash-up between the game 'Oh...Sir!' And 'Nidhogg' similar to Monkey Island's form of insult sword fighting. The game would be a 2.5D fencing game. The twist is that while you are playing you must simultaneously insult your opponent using the most inventive and absurd profanities you can possibly think of. Successful strikes and parries will reward the player with points, likewise with the number of insults exclaimed (extra for creativity). If a player wins the most out of the three successive rounds and/or receives the most points for technique and style then they will gain a token. Tokens can be redeemed for elite weaponry, armour, skins and new environments. There would be a section where you would be able to customise your game to have more flexibility in the number of rounds, players etc.
En garde.
Image source: http://cdn5.thr.com/sites/default/files/imagecache/landscape_928x523/2015/09/fencer-film.jpg
Sleep is for the weak! There is no time to sleep, work must be done! But you are running out of both energy and motivation very quickly. You must find and do whatever is necessary to keep yourself awake at your work station, but you cannot leave your seat, or risk being bludgeoned with a bigger work load.
The game is based entirely around your work area, which includes your desk, computer and an assortment of cluttered items. Both physical and digital work is piling up, and you must complete it all before the week is over. Interacting and using any items on your desk to keep yourself awake all while completing your work (Which includes doodling on paperwork and sending emails everywhere). Whether that be drinking coffee, throwing water on your face or going to such extremes as using a stapler to jolt you awake.
Controls would make use of Virtual Reality's motion controls.
-Game play Genre, Virtual Reality, Life Simulator
-Target Audience, VR users, those who either love or hate sleep
-Reference image from, favim.com
BANISHED is a third person action adventure game with a heavy focus on the combat. In Banished players will take control of a knight that has been banished from the seven kingdoms, due to dirty politics that framed him and falsely accused him of murder. Leaving his wife and kids behind, he takes the burden onto his shoulders, and leaves for the sake of his family. Months later news arrives to him that his whole family had been murdered. Feeling betrayed that the king had broken his promise, he sets out back home to take revenge.
In Banished players will be able to make use of a multitude of weapons and combos, to unleash the knights fury on to the seven kingdoms. Slaughter all in your path to make it back to the citadel. Players will also be able to use the knights "RAGE" to unleash deadly attacks and powers against all kinds of enemies that he encounters through out his journey. The game will try bring the same level of combat that the Batman Series uses, to sword fighting and chaining it along with powers to cause destruction and chaos on a massive scale. Exploring the land will also give players access to new abilities, that include using clones and manipulating the environment.
https://www.artstation.com/artwork/3al2m
A game about getting water into different places by using different frequencies of waves at different speeds. The game will primarily follow water created waves. The game would be a puzzle consisting on the player's getting certain amounts of water to different places by using force. Example certain levels will require the player to use the peak of the wave to get the water somewhere or to move a beach ball to a hoop or to throw a person in the water into an area and so on. Another way to use it would be making levels in which the player must bring down buildings or people into the water for example the mission might be create a wave that will knock x ammount of people off a giant boulder and so on. The game will display the characters from afar and then the player will be able to sort of create a trajectory the wave can take and control the force used by a power gauge. Other mechanics for the game moon gravitational pull "tides", moving platforms, turbines, pressure pumps, custom waves that would allow the player to do waves not physically possible. Without a story, for pc and mobile platforms.
http://proof.nationalgeographic.com/2014/05/27/paul-nicklen-swimming-with-monsters/
You come from a small town of only a few hundred people and as a small town there aren't usually a lot or opportunities to make a living.
You are struggling to make a living when you stumble across a rather wealthy-looking building on the edge of the next town over throwing a party. Tired and hungry you decide to go and check it out. To your surprise you see a lot of people all in fancy dress and you can't tell who anyone is… it's a masquerade party. You think to yourself, "there will be lots of full pockets there…"
You play as a small town thief trying to make a living. You must break into masquerade parties and navigate your way through and around people trying to remain unnoticed, of course finding a party costume would definitely help. You must pick pockets without raising party-goer's awareness of what you are doing. Beware of the guards as they have the right to ask you to remove your mask and see who you really are, a good-for-nothing lad who they will not hesitate to throw out onto the street.
Image source: http://blog.partydelights.co.uk/what-to-wear-to-a-masquerade-party/
Inspired by Gary Paulsen's 'Hatchet', you awake in an unknown land and must salvage your surroundings for survival.
The aim of the game is to eventually build a sustainable craft that is able to take you 10km above, across and below the sea. In super easy mode you are given 2 starter items of your choice i.e. engine and tool kit in addition to resources plundered from washed up debris.
In this survival game, the primary focus is building the vehicle that will aid your exploration and one day get you back home. Resources such as wood, iron and copper can be combined to create new parts and given functions such as 'rotate' to create movement. Exploration can only be conducted in light and if in a situation the character is away from the home when it gets dark he/she ends up washed up on shore amongst degraded materials.
You are encouraged to be creative with what material you use and where they are placed. Whether you decide to build something similar to a sponge that will glide down, absorb water and sink to the bottom of the ocean is entirely up to you.
You control a rain drop and have to guide it to the sea. Game would be a artistic experience, viewing everything through prism effects. Each time you start you are a different raindrop which takes you on different journeys, completely randomised. You start by falling, maybe onto a roof,dripping down into the gutter, into the internal piping and down through to a storm water drain to the sea. You might even find a leak as you go down though and guide the raindrop that way to completely change the journey, dripping down onto a cat who shakes and flicks you onto a sink. Or you land on a car and you try to hold on as you inevitably slide off the back, but if your lucky you might be able to land on another car or bounce off a sign, all in the hopes of returning to the large beautiful body of water that is the OCEAN.
Game is 3rd "person" so as to see the surroundings but to also see the physics affect the raindrop. Challenges include fans, heaters or dry landscape or if you start to shrink from heat you can recover your size by bumping other small bodies of water. Emphasis on art, this game is about small adventure on a large scale and to make everything look exotic and pretty, to a raindrop everything would surely be pretty novel so emphasis on that "tourist wonder"
Purgatory is psychological, supernatural thriller of a game. It also works as a cinematic experience. The player controls Roy James a small time detective who awakens in a small English country village with no memory of how he got there. The games core mechanic is Roy's perception. Perception is the act of seeing scenarios for what they are. Given the supernatural aspect Roy can see doors not on our plane of existence. Shoot enemies that dance around reality and weave reality around him to perform a series of useful techniques. The game plays in 3rd person and often has Roy use perception, to avoid complex scenarios rather than dive in head first. Over time more and more people start appearing in the small town of purgatory strange characters. Pick your allies carefully as not all these guests are as they seem. Game would be for more mature audience due to the content being mentally stressful more than anything else.
Image link: http://www.deviantart.com/art/Alan-Wake-Wallpaper-3-132987358
ah yes, the aspect of video sequencing that we all know and hate. the creator of unwanted tension and suspense and in alot of cases wasted time, but what if you could "decide what to do with the time that is given to us." what if you could stop disaster with the irrelevant block-of-entertainment that is presented to you?
this is a quick reaction game for PC (and maybe touch phones) based around the use of stopping time in a interdenominational universe within any video on your screen (within the game) where disaster is around every frame. you have two base controls, space bar: causes a brief period of buffering to the video. and mouse click and drag: to move objects within the video space.
your score is based on if you attend to the needs of whoever or whatever needs help in the video, each level (video) gets increasingly harder to navigate and there will be false alarms to throw you off, each time you pass a level you're given a little more time to buffer the next video, some videos will have multiple persons or objects to save and some will have less notice before the incident. dont be fooled though, this isnt just a "move the people somewhere else" game, get creative, there are many many objects (not as sighted above) you can interact with to produce different outcomes, special obscure combinations can grant you multipliers to your overall score.
your score is given a bonus based on how close to the disaster you can pause the screen. bonuses are also given for the more buffer time you have available after the level (ultimately giving you more buffer time for the future levels)
OC art: http://piskel-imgstore-b.appspot.com/img/70ba0554-5e1c-11e6-8372-775646f74fee.gif
Platform: PC
Genre: Strategy
You play an ex Nazi scientist, condemned after the war for your horrific experiments. Exiled from your country you continue your work in secret
You are given a library of human and animal body parts with which to build the perfect killing machine. More parts are unlocked as the player progresses. The game would have both a single player mode, with similar level design and goals as besiege (kill all the enemies) and a multiplayer mode. The multiplayer mode would be a deathmatch between two players creations.
The combat system would be reliant on a physics engine. Limbs and wings would facilitate movement, punching and kicking. There would also be the option to incorporate claws, stingers and poison with animal parts. You could even have the blood squirting eyes of the horned lizard or the self sacrificing ability to violently eject your bowels like a sea cucumber.
The art style would be 3D, cartoony and low poly with an exaggerated floppyness. The overall tone would be humerous.
9th August 2016
Thetis
Thetis Lake is the prime summer destination for residents of British Columbia. The air is warm, the sky is clear, and the latest tunes are cranking.
As you go to take your first plunge into the cool water, you see a small disturbance in the water off in the distance.
“Must have been a bird or something".
You leap off a ledge to find yourself a second later immersed in the murky green water.
Whilst making your way to the surface, you notice a small shape moving at the bottom. You manage to barely make it out to be a hand, flowing with the currents and next to it, a peering set of eyes.
Thetis is a horror/mystery game set in 1950's British Columbia. The game follows the tale of the Thetis Lake Monster, a fish-like humanoid that lurks in the depths of the lake.
Gameplay:
Viewed in a first person POV, the player have to wander around the lake in search of their missing friend after they disappeared while swimming in the lake.
The game provides a constant aspect of tension and fear for the player as they progress through the game. While exploring the lake, the player will discover clues and build onto stories of missing persons that have occurred around the lake. This will add to the story building aspect of the game and will tie into the overall explanation and whereabouts of the missing friend.
Platforms:
PC, Console
Target Audience:
Fans of 50's-60's Sci-fi stories will get a real kick out of playing Thetis, as it combines the artistic style of that generation of film with the tension of a immersive horror experience
Image reference:
(Australopithecusman, 2012)
http://vignette2.wikia.nocookie.net/cryptidz/images/9/96/Gilm.jpg/revision/latest?cb=20120405020600
GRAVITY
Another day, just chilling with friends on the 19th storey student lounge… when all of a sudden gravity turns sideways and you fall (that's right, fall) through a window and past skyscrapers.
Gameplay:
-One to four players, to see who can last the longest/ get the furthest distance without dying
-Dodge a vast assortment of buildings, bridges, rubble and trees as gravity randomly changes direction (at any given time)
-Fall through buildings that have had the windows smashed/ smash the windows yourself by coasting behind a piece of falling rubble and have a clear route to pass through.
-Falling in a straight line (not moving) will give you a speed boost, but will be harder to control
-A 3D mobile game, utilizing the top, bottom and sides of the touchscreen to direct your avatar as they fall.
End-game awards:
-Fastest speed achieved
-Most buildings fallen through
-Most objects coasted
-Furthest distance without touching ANYTHING
Image retrieved from: https://i.ytimg.com/vi/muyk4tpQIkM/maxresdefault.jpg
A game where you are late to work but you have to complete tasks while driving using VR. The game will use A and D mouse to turn the wheel of the car, W will control interaction and the mouse will control the left hand. The controls are meant to be slightly off and confusing to add to the difficulty and the fun of the game. The goal of the game is to complete the challenges as they appear before you get to work. The challenges include eating your breakfast by getting it off of your seat, unwrapping it and eating it. Another is answering a phone call and replying to a text by holding down Q while looking down to fill a bar. More challenges will include you reaching into the back seat and grabbing makeup, Cd's, aux cords, drink bottles and sunglasses. You will have 5 minutes before you get to work and must complete as many challenges as possible before the time runs out while not crashing.
Image Source - https://i.ytimg.com/vi/aOGuIzl8W_4/hqdefault.jpg
9 August 2016
Overview:
Snap Shot is a puzzle game in which you have to take photos of embarrassing moments because that is the kind of person you are. You play from a first person point of view and are given a view into a scene of people, with each scene being set in a different environment. You have to wait until the opportune moment for something stupid and embarrassing to happen and then take a photo in the moment. This can involve someone falling over, knocking things over or in general being a socially awkward mess. You cannot keep your camera up waiting for the moment to happen as that would be weird and makes the people act very self consciously. In order to speed up an event, you can orchestrate things to happen by placing objects into the environment. For example, you can put things in the way of a person's pathway and move things closer to a ledge.
Image reference: