Streak Club is a place for hosting and participating in creative streaks.
"Once, long ago, humans sailed the stars. They spread, settling worlds and moons, building Space stations the size of cities. But fate was against them, and the human race reached it's breaking point. It had spread too thin, and the resulting snap and contraction set in motion events that would be felt for thousands of years. Resource shortages cut ties to colonies, which withered and died alone in space. Stations were De-orbited in balls of flame, and many were simply abandoned, with those aboard left to fend for themselves. War ravaged the formerly peaceful earth, and it was looking ever more likely that the once bright flame of Humanity would be extinguished in a dark corner of the universe. However, when a prominent scientist invented what he called the Fray drive, which allowed for near instantaneous travel across vast distances using what was colloquially known as the "Spooky action at a Distance" effect, the same effect used by gravity, The remaining world leaders decided to try one last ditch attempt to save the species.
863 Huge ships were created, each dominating the skyline at several kilometers tall, and were filled with people, The best and brightest who were left. Accompanying them were advanced construction robots to build a new world. Each was equipped to the brim with all they could need, and were launched towards what were thought to be the 900 most likely-habitable planets left. The only thing left out was one of necessity. The ships had no way to communicate with each-other, or with earth. The risk that in it's final hours, the remaining residents of earth would attempt to hunt down these last hopes for salvation were too great, and the records were expunged of all destinations."
"It's been 1200 years, and the people of planet 81, Rea, are safe. The world is a veritable garden of Eden, with the size to sustain a population of billions. However, there is strife on the world. Many want to try to find the now nearly mythical Earth, and many do not want to risk the consequences. However, these factions are beginning to get violent. A war is on the horizon, and the planet will not survive. The president made the decision to start the Nomad program, which chooses the smartest and best fitting youth to explore the stars in small ships designed to ferry people between the ship and the planet, fitted with small Fray Drives. They searched for Earth, known to the computer systems that ran the ship as Planet ZERO"
"And you're one of them."
You play as Jack, the 16 year old son of the Secretary of Sciences in the New Rea Government. Sent out to search for the once great home of humanity, you travel between world in the third-person plat-former/brawler.
However, one one long dead world, you make a strange discovery. Other people.
A tenacious girl.
Her protective older brother.
A young child they managed to save.
Their planet had been dead form the start, and their ship had roamed the stars looking for a new home. Something had happened on board the ship, and led to them fleeing in an escape pod just as it jumped, forcing the pod to land of the desolate world, and leaving them with no way to find their home. They join you, and using the multi-directional dialog tree you can learn of their history and their beliefs, and become friends with these new acquaintances who join you on your quest for earth. Travel between stars and worlds, finding the beacons on each planet that act as star maps to the dead colonies, long since quiet. And eventually, after piecing together enough data, find earth, and save your people.
Each planet will have several semi-open world environments to explore as you move through the cities towards the central building, which housed both the former government and the now critical beacon. Interspersed between these missions are flashbacks to the life you lead before becoming one of the Nomads, with segments of school, the flight academy, friendships and eventually the launch that tore you away from it all.
The combat in the game is similar to that in ratchet and clank, with limited ranged weapons, and heavy melee influence using the bladed staff Jack carries. However, as you get closer to earth, the plot evolves to the President using the Nomad program to get rid of those he things will become a problem later, and when you don't die like all previous Nomads, he sends to life ship to hunt you down. The crew of this ship and his personal secret service try to kill you, to prevent you from finding earth and destroying the political balance of Rea.
When the player finds Earth, Jack crash lands in a stadium after being heavily damaged while saving the girl from Rea after being captured in an ambush. Walking out of the dust, the player realizes that the earth has recovered from the massive collapse that happened nearly one thousand years ago, and is now at approximately the level of technology we have now. The game then hints that in our own timeline of history, we once had much more successful civilizations in our history, and that the world he lands on is actually our own in the first half of the 21st century, not just an approximation of it.
The game would also be a commentary of how we use too much of the resources we have, and that we need to be more conservative with the few resources we have remaining.
The game then ends the same way ti began, with the ship entering a planet's atmosphere, except this time it is accompanied by many similar ships, and it is revealed that it is Jack returning to Rea to save the people who were sent to save the earth.
Inspired by an Idea for a book, and these images.
In order of display:
https://s-media-cache-ak0.pinimg.com/736x/23/83/96/23839632bbc9442e8d61f19e9eb3a9f0.jpg
https://s-media-cache-ak0.pinimg.com/736x/a7/8a/3c/a78a3c50e07f19512205fa3d250d3d68.jpg
https://s-media-cache-ak0.pinimg.com/736x/0f/1c/38/0f1c38cb34e27d56467e6916d58f6d49.jpg
"We saved you. We saved you"
It was all you could hear as a bright light flooded your eyes. You felt yourself lying on a cold steel table, as movement surrounded you. You don't remember what they're talking about. You had just been getting up from bed when everything went white.
The light began to subside and you began scanning the room, looking to see who was talking. A shadow leaned over you, and you strained to see them. You saw eyes looking back at you. They weren't human.
"They're gone. We're sorry. We tried so hard, but we could only save so few" It said.
But they lost you after the first words.
"They're gone"
It's been 700 Years since the Desolation, and the few humans left have taken their rite-full place in the universe. Numbering barely 100,000, in a universe of Quintilians, the human race is all but extinct. Spread across the stars, meeting one human in a lifetime is considered lucky to some, and meeting any more than that happens so seldom that it isn't even considered.
The saviors of us all, The Salvation, are tasked by the many factions unitedly as the searchers of the universe, cataloging and introducing life into the galactic community. They found Earth a day too late. They recognized the motions for the experiment at CERN, which would alight the atmosphere and burn the planet to cinders. Many civilizations had reached this point, and few had passed it without help. They called what nearby ships they could, and pulled as many people as possible away from the planet before it died.
However, as a Human mercenary guarding a research station on a long frozen and forgotten backwater, you hear stories of a crazed hermit, living in the ice-flows in the great planes. They say he's one of the Salvation. That they hunt him. That he knows things that could change the face of the galaxy. Meeting him will set in motion a chain of events that will change the Galactic map forever, and uncover dark secrets from the past that many want to stay buried. The Salvation, now the leaders of a UN-style confederation of Civilizations named the United Sentients, will put all their might into stopping the stories you know from being told.
Stories that would pit every being in the galaxy against them.
Trek across the stars in the FPS The Desolation, finding other humans and beings who can help your cause as you attempt to uncover the dark secrets behind the Desolation, and those who caused it. Use your army to take the fight to the Salvation, and the United Sentients, as you spread the message across the stars.
When you're all that's left to fight for the dead, do you sit back, or fight for the memory of ten billion souls?
When it comes down to it, it's either you, or no one. Ain't that a bitch.
Inspired by : https://s-media-cache-ak0.pinimg.com/736x/9b/f4/04/9bf404eebc53d9e84241a73cb7c6adff.jpg
You manage a growing concert venue, in the mobile game Stadia. Start out as a seedy bar, and eventually grow to become a multi-thousand seat arena, full of die-hard fans. You have to manage acts, and balance the want's of the people with potential income and fan-base, and the costs of the venture. As the venue and fan-base grows, so do the number and profile of the acts available for you to choose from. You then have to design the set's and stages to be the right layout for the band, with extra cash being rewarded based on accuracy to the requirements.
You can then monitor the audiences reactions through the performance, and modify the arena based on these results. The player will also have to choose bands that the people want to see, as the likely-hood of popular bands accepting offers after a failure of another band to make money is dramatically decreased, which will then need to be regained with smaller bands who the public like.
The game will be similar to Prison architect in terms of graphics, with an overhead view and menu system that is cell shaded.
Inspired by this image of Vector arena in Auckland : http://www.pullmanauckland.co.nz/gallery/Vector_Arena___Pullman_Auckland.jpg
Metropolis is a city management game with a deep level of management, set in the year 2377. Design full cities literally from the ground up in the google-sketch-up like design software, which allows the player to physically design every type of building they place in the city, and design multiple types to provide variety. The player earns money depending on the direction they choose to take the city, which is also heavily influenced by the location they choose in the randomly generated world, and the resources they have around them.
The game will have 5 areas at the start, which are 40 kilometers by 40 kilometers each. The player can choose any location for the town hall, which is then connected to the outside world by a highway. The player then chooses a broad tree of direction that unlocks new building slots and features to use in buildings. The trees are commercial, industrial or growth, and can be swapped at any time. there are also sub-trees to choose from, such as mining or logging, or manufactured goods and offices for specific trees. The cities are free to grow as the player chooses, as the population cap is non-existent, they could theoretically encompass the entire area.
The art style would be similar to the image provided, which is the inspiration for the style of architecture that is expected in the game, due to it's time setting.
Inspiration: https://s-media-cache-ak0.pinimg.com/736x/95/72/7a/95727ad6a6f0c69f562a8e7ca144bc59.jpg
You have Four minutes to live.
Two hundred and forty seconds.
Then you're gone.
And so is the guy next to you, and the person next to him, and the person next to them. In-fact, everyone's going to be gone. The meteor will see to that. It's already visible to the naked eye, shining like a second sun between the skyscrapers of Manhattan.
So, the big question. The question that everyone really wonders about, but hopes they never find out the answer to.
What do you do if you have four minutes to live?
Your wife is only a few minutes away, Are you going to rush to her, or are you going to just sit there and watch the world burn? It's your choice.
240, named for the seconds that the game takes to complete, is a first person game that takes place in a two-kilometer square area in downtown New York. The player is about three minutes from his wife, who is at home. The game can be repeated as many times as the player wants and at any point with the use of the R key. The player can also explore the area around them, taking their time as the world ends and society collapses.
Nearly every building withing the area will have modeled interiors, and most rooms will be enter-able. This allows for an unprecedented level of storytelling, with dozens of characters being able to be created and interacted with, each with a unique view and personality, juxtaposed against the end of the world. One save of the game would carry perhaps hundreds of play-throughs, and every interaction with the world carries over to the next play-through to save the player time. Open a door? It stays open.
Canonically, the game ends with the player comforting their wife in the apartment they own as the world ends.
However, if you look hard enough, and play enough times, you might just find the clues that lead to the secret ending, which results in you and your wife surviving.
Inspired by this image: https://cdn.artstation.com/p/assets/images/images/000/104/870/large/michal-sawtyruk-3.jpg?1402916672
Set in the same world as The Wall, Nightmare is a first person survival-horror game based around noise.
Set in an alternate world where the player never leaves the city in The Wall, The city eventually comes under attack from a horde of Nightmares, mutated humans that ravaged the earth 60 years ago, leaving few scattered and heavily defended settlements left. In The Wall, the player leaves one of these settlements and discovers a way to kill the remaining hordes of Nightmares, which have been hibernating.
However, in Nightmare the player never leaves, and in the confusion of the attack, a single creature breaks through the defenses of the city. Though the remaining mutants are repelled, the single intruder stays throughout the night, and begins a slaughter. With the survivors retreating to the bunker in the center of town the player must travel from the edge of the fortified town to the bunker before dawn, as at dawn the city will be cleansed with Napalm-traps to kill the creature.
The player must traverse the map in darkness, trying to conservatively use light, and acoid the creature. It can see, hear, and smell better than you can, and only silence can lull it back into a calm state. The game itself must be played with a microphone enabled, and any noises picked up directly effect the game, bu increasing the range that the Nightmare cans find you from. In Nightmare, it really does pay to hold your breath when you're hiding in a closet and it's in the room. It can also see light that you create, such as torches and flashlights, so you must use them sparingly and tactically unless you want a quick death. They can however, be used as distractions and traps in most situations, balancing the game. The creature, like that in Alien:Isolation, cannot be killed, as there are no offensive abilities in the game and the Nightmares are so adept at combat you'd be stupid to try if you could.
The Nightmares were inspired by this dead-space concept piece: https://s-media-cache-ak0.pinimg.com/736x/8a/a5/22/8aa52291c1069bcf3edcb0ebeb0eb912.jpg
"One day they came, the men in plastic suits. They came and built the wall. It was a sunny day, with children playing and pies on windowsills. They came in trucks, dozens and dozens of black vans and trucks. They said all was well. They said it was a precaution for an accident that had happened a few hundred miles away. Then they brought the cranes. They put up the concrete blocks, splitting the street in half. The last thing anyone saw of the outside was the faces of their former neighbors, now stuck, separated. People complained, tried to fight, and were beaten down and dragged away.They said we'd be fine.That we were the lucky ones. That should have been the first warning sign.
On Day 1, they finished the wall. They set up generators, stocked food and had constant streams of helicopters flying into the small town, a population of barely 5 thousand. The news acted like nothing had happened, no reports of any accident at all.
On Day 2, everything stopped. The helicopters, the internet, the news, and even the power. The generators came on, and kept the lights on, but that was all. Still we heard nothing from outside, even though the people we used to know so well were a mere dozen feet away.
On Day 3, the screaming started. Like the chorus of the symphony of hell, the screams came. First in the morning, continuing to grow throughout the day. Punctuated by gunfire from seemingly every direction at once, it was truly hell. And behind the screaming, was something else. Guttural. Howling. Haunting. Something primal. Something not human. A Nightmare.
That was the last anyone heard from beyond the wall."
It's Day 21,914, and in the Sixty years since that hellish day, it's been quiet. Some even say the nightmares are gone completely, that they all died the same way as those at the wall. Supplies are beginning to run low, and no-one save the Army has left the town in decades. You play as a 17 year old character of your own design. Choose everything from skin-tone, gender, orientation, personality and even voice actor from a list of possibilities, all which affect the game and your interaction with others in the world.
When your younger sister becomes ill, and the only medicine has long since been depleted, you make the decision to leave. Taking only two of your best friends, you sneak out through hidden areas of the city you know so well, and escape into the world. Leaving down the streets of those your parents knew, walking through the piles of bones and bodies, through the abandoned Army road-blocks and dead machines of war, you must explore the city and countryside in hybrid open area/linear missions, trying to find the medicine she needs. But you're not dumb enough to stay outside the city at night, surely. Surely.
The Army is also an enemy you will have to face. They will hunt you, and they will treat you like one of them, shooting on sight. But there's more to the story than just this, and the further you explore the more of the mystery will be revealed, until you find something so groundbreaking, you will never be able to return and live out your life again.
Use the dialogue tree to converse with your friends, make decisions and further the story by trying to convince those at home of what you've found.
The open world has many places to explore, and many secrets and stories to tell. Using the game's unique blend of Dying Light and The Forest's combat against the Nightmares, who are very much alive and hungry, you must find the medicine your sister needs.
You must save her.
You must save them all.
Inspired by this image: https://s-media-cache-ak0.pinimg.com/736x/cf/30/2a/cf302ad63ff282aac251d21b4ae125ce.jpg
Long they've gone to the storyteller. Children sat there, enthralled as he sat in his red chair, in his tiny apartment, telling tales from the depths of the wildest dreams of a mad man. He'd entertained them for days on end, years and years upon decades and decades. However, in all the years people went to him and listened, no one asked. No one even thought. Are they real?
The storyteller is an interactive story game in the same vein as Life is Strange, telling the story of the life of the Storyteller, through the tales he tells. The player takes the sole of the mysterious man, in the lead roles of his tales. Space explorer, pirate, dragon-slayer, spy, it is the player who lives the stories that are told. Each level begins with the man in his chair, telling the story to an ever-aging group of children. The game features QuickTime events, cover based combat and massive dialogue trees, all for the purpose of explaining the Storytellers life. The player is lead to believe that these are just stories and metaphors, but there are hints that there is something much more to this hidden throughout the game and the room in which the teller sits. The children will talk between stories, and the player sill control the dialogue of one of these too. They will act and respond differently depending on choices made in the "Stories", whether they be good or bad. These sections will be in first person.
The game progresses through these stories, explaining his life through his marriage, his childhood, his teenage years and his twilight years. The "Stories" can be played in any order, and are intended to be about 2-4 hours long each, with the possible addition of DLC. The game ends with one child chosen based on actions taken asking about his life. In the "good" ending it is the players child character, who bears a remarkable resemblance to the storyteller as a child (revealed in what will be the first time the player sees the child they speak as's physical body), asking if he is telling the truth about his stories, and that he wished that he could believe them. The storyteller then tells him there is nothing stopping him.
In the "Bad" ending, the children talk of how the stories are unbelievable, and leave, save for the child's character, who stays and looks around sadly, before leaving too.
Inspired by this image: https://s-media-cache-ak0.pinimg.com/736x/f2/1f/e1/f21fe12f33dc553c1c41b1313def7e3e.jpg
Mecha sees you take the role of the commander of an American Mech in an alternate 1932. After the germ,ans invade France in 1914, and conquer all of western Europe, the British campaign for American aid. After a terrorist attack by the Germans against New York using Revolutionary steam-powered Mechs, the Americans reverse engineer the designs and outfit their armies with them. They prepare to invade the German empire along the western coast of France, to free the people from the evil tyrants.
The mech combat itself is based around third person control, with limited first person segments for aiming over long range with the main gun. The game will also feature first person segments as the story is told through these and there will be smaller first person shooter segments in towns ans cities throughout France and Germany to provide flavor to the game. The player will be able to enter and exit the Mech without loading screens in some levels, allowing for Close Quarters combat in the Giant walkers within cities like Paris, while also featuring house-to-house fighting.
Inspired by this image: ?oh=9d6316cbc807a351a78c968c41f53115&oe=5671A9BA
In Hazard, you play as a construction robot working on building a high-rise building in New-New York. The game itself is a side-scrolling platformer, in which the player must make their way to safety. After an accident takes place on the construction site, and the player falls from the tower into the ground, they hit with enough force to break through the "Floor", which is actually the roof built over the abandoned ruins underneath, and is now trapped in the Dangerous ruins of New York.
The player must then platform their way out of the ruins by travelling through various famous places in new York, finding objects that tell the stories of those who used to live in the city, and those who died in it. The game would feature a painterly graphics style, with light colors, and use of bright colors to guide the player through difficult or dark areas. Light would also play a part,m with certain puzzles being in near complete darkness, relying on the players built in flashlight to navigate. Natural sunlight would filter through from grills in the "Floor" of the city, providing visual interest to otherwise grey and dead ruins. Plants would also sporadically feature, only in the light that shines through.
Inspired by this image: https://www.artstation.com/artwork/mech-design-2
"They say the edge is out there. The edge of the world. And you're going to find it"
Sail is a first person free-roam game where the player takes the role of a young explorer searching for the end of the world. You begin on your ship next to a massive landmass, which you can search and map to help guide your way. The player needs to hunt and forage to survive, and will be attacked by various creatures and wildlife, meaning they will need to craft weapons to survive.
The overall goal is to reach the edge of the world, where it is said that the dead linger, and find your mother, who was prematurely killed in an accident.
The player is dropped at the start of a pre-designed landmass nearly 100km long, and several hundred wide. The player then has the option of walking towards the edge, which is initially in an unknown direction, but is shown at night by aurora-like affects in the sky, or sailing, following the coast. The player procedurally maps the continent as they go, and is able to respawn at any previously mapped point if they are killed. The continent is scattered with different biomes such as mountains and deserts, which house different types of animal. There are also various types of ruins on the landmass, which are revealed through the architectural style to be those of modern day american cities in the North eastern states,The player succeeds by eventually reaching the edge of the world and saving their mother.
Inspired by this image: https://s-media-cache-ak0.pinimg.com/736x/66/ed/79/66ed799a06c14f810d197c0d61459818.jpg
You've heard the stories about the spirit world, everyone in the village has. But they're all a myth. Or so the priests say. But one day, when you wake up and find yourself in the strange, ethereal world of spirits, what do you do?
Spirits is a first person game for the PC.
In Spirits, the player wakes up in a room in the bottom of a valley, inhabited solely by spirits. The player is given the ability to communicate with these beings and learn their stories. The player can also explore the valley, which would be several kilometers long, and discover more in-depth things about these beings. The player is given a set amount of time in this valley to interact with the spirits, then they are taken back to their mortal village. They must then spend the day trying to spread the will of these spirits to the blasphemous villagers, or incur the wrath of these creatures. The player is then taken back to the spirit world the next night, where the spirits will reveal more to them and evaluate their progress.
As the game goes on, the spirits are revealed to be dark spirits, that have summoned the player to trick them into helping the evil spirits to escape into the mortal world. the player must then find and free the good spirits in the valley, before convincing the villagers that they were tricked. The player can also finds the good spirits initially, if they explore long enough.
The valley would resemble this: https://s-media-cache-ak0.pinimg.com/736x/9a/34/5d/9a345d97fde6416d11396ba675f82de8.jpg
Soldiers get hungry too, right?
Battlefields are tiring places, and people need to eat. That's where you come in. You're a battlefield Chef, and your job is to go around the battlefield feeding hungry soldiers. Set during World War One, you must traverse the war-torn fields and prepare food under fire for the hungry soldier. As the levels increase, and the war progresses, you will have to cook more complex food under harsher conditions.
Go from preparing toast under light sniper fire to preparing a full roast dinner under mortar and gas attack. The player must press a key to dodge incoming objects, while clicking on areas of the screen to progress with cooking. Points are awarded that allow the player to upgrade his or her utensils to further increase speed and variety in what they can cook. Each soldier will have specific tastes, but will be broad in their request, forcing the player to discover what they like the most by seeing their reaction to certain ingredients. The game would be in first person, and the player must physically traverse the battlefield under fire to reach each soldier, which will be in an open environment and can be completed in any order.
Inspired by this image: http://www.bl.uk/learning/timeline/external/worldwar1somme-tl.jpg
You wake up, breathing heavy. The last thing you remember is the Soyuz supply craft approaching to dock. It bolted forwards, much to fast, and then..... Impact.
It was a resupply mission. It's happened hundreds and hundreds of times before. And it just went wrong. Waking up in a small free-floating piece of wreckage, you must re-establish contact with the International Space Station, which you were previously on, and reach it to check on your crew-mates. Only when you get there, you realize the horrible fate that befell them. You were outside the station, in your spacesuit when it hit. They weren't. The oxygen inside was ignited by the explosion of the impact, creating a firestorm. Now you're alone in orbit with no way to contact earth, and you're on track to fall into the atmosphere with the rest of the station. Find a way home. Don't let their story fall silent.
Impact is a first person survival-game set in space. The player must manage multiple things as they play the game, including their air meter, the condition of their suit, food and water. The player will have a set time defined by the difficulty to find a way to reenter the atmosphere without being killed. They can scavenge items in the half-dozen cubic kilometer area to try to jury-rig a device capable of surviving the intense heat of the atmosphere. Alternatively, they can try to make the long, free-floating journey to the nearby orbiting under construction Russian space station and try to find materials or full pods there. However, this will take much longer though the materials will be of better quality, increasing the survival chances.
The player wins by entering their pod and surviving the reentry, eventually emerging in a grassy field with helicopters approaching in the distance.
The station would resemble this: https://upload.wikimedia.org/wikipedia/commons/d/d7/STS-133_International_Space_Station_after_undocking_5.jpg
Luna is a first person free-form game based in a Colony on the Moon.
After a radioactive meteorite crashes into the colony and begins turning people into ravenous zombies, you must journey from one side of the lunar city to the other to reach the escape pods.
The player is given very little guidance in this quest, and has no dictated method of travel. The player can try to use vents, back-corridors, rail lines, highways, EVA journeys on the surface, any means they deem fit in the large open world to reach their destination. They will also be able to carry out many different play-styles throughout the game, including an entirely stealth play-through, a non-combat style or a wholly combative style using found and hand crafted weapons.
the player will also encounter other humans in the map, and these humans will have varying beliefs and personalities. Some may be outright hostile, while some may be passive or be in need of help through small side quests. These characters will reward the player with aid in the form of a randomized gift, be it advice, a weapon, a map, or some other useful item.
The player will have a 2 hour time limit to traverse the roughly 5 kilometer line through varying terrain to the escape pods before the station is blown up to prevent the infection spreading. If the player fails to reach the pods in this time, they die. If they succeed, they see the meteorite being blown towards earth from orbit as the game ends.
The game was inspired by this image: http://vignette4.wikia.nocookie.net/startrek/images/4/43/Goddar_moonbase.jpg/revision/latest?cb=20120513082458
Retro is set in an alternate 1950's America, where a cloning project in 1952 caused the rebirth of the Dinosaurs in western America. Predictably, this was a problem for the human race, who are decidedly non-dinosaur proof. It is a first-person shooter with a comedic undertone.
You play as an average-joe named Joe, working as a fireman in 1957 Chicago when the Dinosaurs break free of the containment areas. The introduction sees the player running through the streets away from the creatures, before boarding a military train heading south east. The game skips to a year later, where the player is tasked by the army with shutting down the cloning device that is constantly creating new Dinosaurs. The player and their squad-mates must then trek from the east coast to the west in a lengthy campaign, helping towns and civilians who have managed to survive along the way, while fending off dinosaurs of varying species using state of the art lazer rifles.
The ultimate end of the game would be the player fighting with the some-how still alive man-dinosaur hybrid of the Mad scientist who, as the twist reveals, intentionally released the dinosaurs on the populace. The game would feature a large amount of comedy, as the premise itself is quite a light hearted one. The player would be able to choose from a variety of weapons to kill dinosaurs and bandits with, but the main players weapon would be their trusty lazer rifle.
The game would be very similar to X com in visual style, except for the non-isometric viewpoint. It would use a very happy and light color palette, and would feature mild levels of gore. The towns and cities would have a similar aesthetic to this: http://assets.blog.hemmings.com/wp-content/uploads//2014/01/PhoenixAZ1950s_1500.jpg
Volt is a lane-based infinite-runner for the IOS and Android operating systems. It uses a side-scrolling camera system and vert-shading to give it a very angular aesthetic.
You play as a spark traveling through a city on electrical wire. You can change between lanes by arcing, which is accomplished by tapping which lane you want to enter. The score is based on the distance traveled, but is modified by other factors, such as how close you can get to a broken line before arcing to the next, or hot long you can travel without needing to arc.
The player can also pass through transistors on the lines, which will give temporary score multipliers, and can be chained together. The lines themselves that the player can run down will wind with the buildings that the lines travel along. they will travel across streets in power lines, wind up and down buildings with 90 degree turns and occasionally split off, all depending on what area of the infinite runner the player is in.
The art style of the game would be similar to this: http://www.maclife.com/files/imagecache/futureus_imagegallery_fullsize/gallery/canabalt_0.png
Aces High, or AH, is an arcade flight simulator for the Playstation and Xbox consoles.
In the world of Aces High, the United states and Canada have bee conquered by a union of Asian Nations after the collapse of the Russian Federation.
You play as a former Colonel in the US air-force, who has begun a guerrilla war against the occupying nations using back-country runways as bases. Fly from a selection of aircraft, which can be unlocked through item discovery, against the enemy forces in combat against you. Choose your missions from a list of possible targets. Each of these targets increases the enemy'd frustration by varying amounts, which in-turn increases the difficulty of the missions.
The player will also be able to walk around the airfield they use as a base in first person between missions, which will provide visual feedback to the player as to how the rebellion is going. At the beginning, it will be empty and abandoned, with only you and your fighter jet, but as the game progresses, it will come to life with other pilots, your wing-men, soldiers and others rallying to your cause. The player will also have to defend this base towards the end of the game from an attack. The ultimate goal and final mission of the game would be to attack and destroy the main west-coast base in Seattle, which would involve sinking the enemy fleet and destroying the fortifications to allow for your soldiers to invade.
The game was inspired by this image: http://conceptartworld.com/wp-content/uploads/2011/12/Johannes_Voss_11a.jpg
BUDDI is a side-scrolling puzzle platformer where you take the role of the pilot of a battle-suit on a hostile alien world.
Your Battle-suit is called B.U.D.D.I, the Big Ugly Direct Defense Interface. He allows you to fight and defend yourself against the hostile creatures of the world. However, he's big. Like, needs new doorways big. This is where the puzzle element of BUDDI comes in. You must maneuver through the environment to reach the levers, switches and interactive areas that allow you to open the door for BUDDI. BUDDI himself can't move, as he's literally just a suit of armor without his knight.
You then have to reach him and move yourselves through the puzzle-areas before the timer runs out, or you're killed by aliens. The player them-self can jump high and climb small walls, but BUDDI can use a grappling hook built into the arm, and can take massive amounts of damage from the environment and fauna.
The graphics style will be a blend between retro-8 bit and modern graphics, mainly through the use of particle effects and dynamic lighting. The player's eventual goal is to reach the rescue ship and leave the alien world, to reach safety.
The game was inspired by this image, linked here: https://www.artstation.com/artwork/sidekick-bot
You are Neon, the son of the Chief of Police in the city of Bel.
And you're a Runner.
The Runners, long thought disbanded and dead, are a group of individuals with the power to channel pure electrical energy. Once, they used this power for evil and deceit, but now they are committed to saving what they once sought to destroy.
As the only gifted child born in decades, you're wanted. Needed. Hunted. The Runners can help not just you but the whole city. The whole world.
Balance your daily life with your duty to all as a savior to those in need, while trying to hide your true self from those who would do you harm. Use your father as a window into the organised crime of the city, stopping major criminals from harming those you care about. But be warned, dig too deep and you'll find a burden that no-one should shoulder. Will you manage to carry it, or will it crush you like so many others?
Use your powers to channel yourself through electrical conduits, down tunnels and out of objects such as televisions and radios. With the free-running of Mirrors edge, and the addictive combat mechanics of Assassins Creed spiced up with electrical attacks, the first person world of Neon will draw you in and never let go.
The open world of Bel is a thriving metropolis the size of New York, but it's gleaming skyscrapers hide a seedy underbelly that is no place for the average 16 year old. Switch in and out of the electrical world with ease as you complete quests given by those in need or those with a grudge. Help the police or hinder them as they try to stop the wrongdoers of the city their own way, and ultimately decide the fate of the city yourself.
Neon is aimed at the PC platform, as it's free-running mechanics and particle-heavy electrical effects may not be tailored towards modern consoles.
The Game was inspired by this image from pinterest. Link: https://s-media-cache-ak0.pinimg.com/736x/2f/66/25/2f66258e4107af01174486cf0daa74f0.jpg
WOH is developed for IOS devices.
In Wings of Heroism (Quite possibly the worst name for a game I've ever come up with) You play as a pilot for the rescue services in the western United states.
The game has a top-down view and has you control many different rescue vehicles at the airbase. The game takes place over the span on time after a major earthquake has destroyed many areas of the west coast. The player must rescue civilians from these areas by ordering and managing the aircraft and helicopters that they have at their disposal. The civilians that need rescue have a set time until they perish, so proper management of the flights is critical. The player can also drop care packages to allow the civilians to last longer if there is an issue with availability. The game's progression is based on these civilians, with the more that are rescued, the more resources the government diverts to you to help The player can choose the starting point of the base, with each area having buffs and drawbacks associated with it, and the ares around them will also be affected by these affects.
The image was the inspiration for this, it's of a US waterbomber.
Image source: http://www.fs.fed.us/fire/av_safety/photos/t27at-santa-anita-fire.jpg
"Trust me, it's less fun than it sounds".
In Super-manager, you manage a small but ambitious Supermarket. The goal of the game is to become a major successful nation-wide chain.
The player is given a massive scope of management, from the pricing of individual objects, what items you are allowed to and can buy to then sell, to their locations in the store and even the design of the store iteslf. The player is also given the ability to control actual staff, opening the door for a large variety of mini-games that could be used to improve certain aspects of the company, such as leveling up certain workers skills in their respective fields.
The player will also need to manage the help desk, and deal with any issues the customers have. The player can be fined and punished if they sell past-expiry food and goods, or treat customers badly. There is a reputation and trust system,. which is modified by advertising campaigns and the treatment of customers. It also affects the number of customers you will have. The eventual goal is to spread across your chosen country, and become the dominant supermarket chain.
Image source:https://upload.wikimedia.org/wikipedia/commons/c/c1/ASDA_in_Keighley.jpg
Oculus is an 8bit platform Game for the PC. It's puzzles are solely based on light and the perception of space.
The player can only view the world from one angle at a time, on any of the cardinal sides. These sides being North, South, East and West. The world is black, with only the map and the player being lit. The further objects in the level are from the player, the dimmer they are lit. The colour of each would change with the level the player is on. The goal of the game is to progress through each level to the exit. Levels are split into sections of 15 or so, which would be color coded.
The levels will all fit within the general shape of a cube to be visible on all sides to the player. The main mechanic of the game is memory, as they player must piece together the different views into a three dimensional map inside their head, then use this map to advance to the next level./ This would take practice, and would require a fairly robust tutorial system top teach the player how to take advantage of the system. They player would fail if they fall from the platforms, and would need to restart that section of levels to continue
There would be no real story to Oculus, but it would feature things like birds flying in-front of the camera to try to give it some level of visual interest. The game would also feature a lengthy orchestral score, to add a peaceful musical tone to the game. It will be designed to be played for short amounts of time, usually only one or two sections. This would allow the player to keep coming back for more.
The game was inspired by Antichamber, which also uses light in many of i's puzzles, and is the image attached.
The link for the image is: http://i.ytimg.com/vi/LIxXb8jKqmM/maxresdefault.jpg
YRASAY is a top-down arcade game with the graphical style of Prison Architect.
In YRASAY, you play as Satan, who's a bit bored. To brighten his day up, he decides to go piss some people off. You are dropped into a randomly generated public place full of people such as a mall or town street, and are given a person. With this picture and name you are given a list of their pet peeves, and your goal is to annoy and inconvenience them to the point of anger. Examples of doing this are to walk slowly in-front of them, use elevators as they run for them, purchase the last of a certain item they may be looking for.
Once the player succeeds is this mission, they are given a rank. This rank can be a standard rank from A to D, and is calculated by combining the results of various things them player did. Things like the length of time taken, the number of people other than the target that the player inconvenienced, the number of different ways the player used, e.t.c. This score is then ranked against both the player's other scores and a global leaderboard which can be narrowed down to specific sections.
The image attached is of prison architect, the model of the art style for the game.
Link: http://www.introversion.co.uk/prisonarchitect/images/ss5.png
Luggage man is a top down base builder/puzzle game, where the player is the manager of the luggage terminal at a major airport. They must design the paths, using multiple types of systems and conveyor-belts, and then proceed to sort the luggage coming in to it's new destination.
Luggage comes in waves as planes land, and must be sorted into categories by hand or machine. The categories include: Passenger, Industrial, Consumer and special circumstances. These packages need to be handled with varying levels of care and the player will be punished if they take too long, lose luggage, or damage fragile items. The player progressively unlocks better and new equipment as they chain together perfect streaks, and eventually unlocks the ability to automate the entire line. The player will lose if they lose too much luggage each day, or in a series of days in a row. The player is graded at the end of each day, which would be approximately 15 minutes on real time. At this grading, the player unlocks the items they have achieved the required streak to unlock. Eventually, the player will need to be able to multitask several inbound and outbound flight's worth of luggage at a time, which is why automation of certain tasks will be a near certain requirement as the facility progresses.
inspired by this image. Image link: http://www.airport-suppliers.com/content_images/supplier/Integrated_Solutions_Air_Traffic_Management_ATM_ATC_Baggage_Handling_and_Security.jpg
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Best streak: 14, Completion: 92%