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#video game concepts
snowangeldotmp3 · 9 months
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stranger things: the game
max and lucas gameplay
nancy and barb gameplay here
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neotrix-09 · 5 months
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PIRAZZA
The Maddened Beast of Alchemy --------------------------------------
Working on concepts for different games,and I wanted to make more inhuman OCs (People bore me,) so I created Pirazza! I may make more on him later.
Fun fact; He was partially inspired by two songs...
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eckswizi · 10 months
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so i’ve had this concept for this game called Locomotive Works. the game is similar to OpenTTD and Transport Fever 2 in the sense that as the years progress, you unlock new technology and you can new and more interesting things. Except this time the game is focused on the actual rolling stock. the locomotives, the wagons, etc. as the years progress you get clients who come in asking you to produce rolling stock for them based on real life trains. depending on how developed your company is, each year you can design X number of new rolling stocks, and you can produce Y amount of them if that makes sense. Let’s say the year is 1860, you can design three trains, and you can produce 400 units total, whether that locomotives or carriages.
The game would be able to take place in several different locales: at the moment I am thinking the game would start as just the United States but if the game grows you would be able to do the UK, eastern Europe, Germany/Central Europe, Japan, and China, and maybe some others. Depending on where you start, the course of the game will be different.
The UK would allow for the earliest start (like 1830s) and you would be able to build locomotives of all different kinds for shipment across the british empire.
In Eastern Europe you would start late but following the first world war you would get a LOT of work, and expand really quickly.
In the USA, you can choose a variety of places to start, including the east coast, the south, midwest, etc. You can get different jobs as the game progresses depending on where you start. You can choose to produce trains generally for a lot of railroads, or choose to partner with a specific railroad for a guaranteed clientele and the opportunity to make more experimental trains.
The jobs you pick up are based on real life examples of rolling stock. You may be approached and asked to create a standardized steam locomotive that a railroad can buy in bulk, or you may be approached by someone with a crazy idea and you can gamble on the design. An example of this would be the Shay locomotive.
The actual gameplay would be the construction of the rolling stock. It would be a lot like Kerbal Space Program. You would be able to assemble trains based upon designs you have “researched.” In the case of steam locomotives, this would manifest in various kinds of water tanks, boilers, cylinders, wheel types and sizes, driving rods of various types, axles, wheel configurations, headlights, smoke stacks, tenders, and much much more.
As you assemble the locomotive, you get feedback from the game on what the he locomotive you have built can do. It will give you things like power, boiler pressure, tractive effort, top speed, weight, etc. These stats would come both as numbers representing directly what the engine can do, but also as a rating: good, mediocre, bad, or in cases like power, strong, mediocre, weak.
You may be commissioned to construct a locomotive with a specific weight, speed, and tractive effort in mind, or you may be commissioned to build the strongest engine you can that fits within a specific height, width, and length profile.
You would also be able to produce carriages, if you choose to diversify into that field. You could build passenger wagons, freight wagons, and even specialized wagons like ones used for nuclear waste. These carriages would be easy to design, and would be bought in bulk orders, and likely make up the majority of the “production capacity” for any given year. The carriages will not be as monetarily rewarding as the locomotives, but are a more stable source of income.
If you produce a successful design, clients may return in future years and simply ask for more of that type of train. You wouldn’t have to design anything new in that case. A successful design that is purchased over and over for years opens the floor to allow you to experiment with new and wacky trains.
As the years go on you can upgrade your shops to allow for more designs per year, as well as more production each year. Additionally, you would be able to purchase and research new machinery that would allow for you to build bigger or more complex rolling stock.
When I say research, I refer to an in game window that would be “research X, Y, Z?” and you click yes, and it takes an in game year or so to research.
Years would not progress until you choose to progress them. You can breeze through the years, or choose to make every year count to the fullest.
As the game progresses, you would unlock new “advisors”. You can only have three advisors at a time. The advisors would give you tips and tricks regarding the construction of rolling stock. Different advisors specialize in different things. Some specialize in experimental locomotives, while others specialize in passenger carriages or freight carriages. Some advisors can tell you whether the person who wants you to build something for them is trustworthy, or whether they want you to build a locomotive that won’t be financially successful.
This is a game idea i’ve thought up in the shower and at night and I’m finally putting it into words. I plan to add more to it. If you’re one of three people who find this post, I’m going to tag all of my posts regarding this with #LT’s locomotive works game. I plan to write more about it
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spines-tvo · 1 year
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Game character
So, I developed a few characters for video games (though they'll likely never actually be used.) This is one I haven't put anywhere online that I'm really proud of.
So, brief explanation; The world in question is a video game where, depending on who you save throughout the game can make the final boss easier or harder. You can save everyone, some people, or nobody. All that's in question is your morals, and while you might be tempted to save everyone, keep in mind you might have to fight them in the final battle anyways.
Now, the character I'll be talking about is... A real side character. He's a soldier for a large army. He's a low-ranking officer who's just sent out to fight you, alongside his other officers. And as you take down each and every one of his friends, he realizes a few things. Here's how I imagine the entire encounter going.
"Hoo boy... This person's pretty good."
"Why are we doing this? It's not even like we've been told to change our strategy!"
"Why am I fighting for this army? What are we even fighting for?"
"What's my end goal? What happens if I actually end up beating them?!"
"I'm not gonna beat them! There's no way! If I fight them... What's even going to happen?! Will they remember me? What'll they think about ME? Will they just see me as some random soldier, rather than as my own person?!"
"Y'know what? That's it! I'm out!" (He leaves the area.)
Then, throughout the game after meeting him, a random person begins requesting robotic components over the character's main method of contact, and if you do give them what they ask for, the final battle becomes easier and easier.
Now, as you may have guessed, the mysterious person is the soldier from before. And in the final battle, he's prepared an army of makeshift robots (that gets stronger the more parts you've given him.) Only around two or three robots would show up in the final battle to avoid it becoming overwhelming, but an infinite number could show up. In the final battle, a remixed version of the song that plays during the first battle around him plays, this time pumped up with electric guitar, and some hammer hits to emphasize the manufactured nature of the army.
I know I have a picture of him drawn somewhere, and I'll go find it, but for now, keep this post.
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prokopetz · 9 months
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One of those anime-style spells of fuck your shit up where the verbal component is a long monologue that name-drops a specific demon, except it goes into a weirdly personal level of detail regarding the relationship between the invoker and the demon.
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ai-dream · 15 days
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magentasnail · 7 months
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drawing is hard so i tried to illustrate my struggles as video game bosses
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53v3nfrn5 · 4 months
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Aya Brea of ‘Parasite Eve’ (1998) Art: Tetsuya Nomura
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Videogames I wish were real #97
A roguelike game that takes place in the world's biggest library, which has been overrun by monsters, where you play as a librarian determined to save it. You venture inside the library armed with your weapon of choice and two messenger bags you plan to fill with whatever books you can rescue.
After you clear the monsters in a particular section of the library, such as the Poetry section, you'll unlock a permanent buff that will last for the remaining of that run. For example: clearing the Travel section will help you map areas faster, and also unlock the bookworm railway system that will allow you to move more easily between certain parts of the library.
Besides section buffs, you'll also be able to learn all kinds of useful attacks and skills by finding specific books in the shelves, reading them and carrying them in your messenger bags. The more books you carry, the stronger your character will be, and the abilities each book will grant you will be on theme with the book, it's literary genre or one of its tropes: carrying with you a bestiary will allow you to quickly identify the weak points of monsters you've met before, a book with an enemies to lovers trope will allow you to turn a monster into a temporary ally that will fight alongside you, a botany book in your bag will let you gather medicinal herbs growing in the library, and carrying a potions book will allow you to prepare healing potions (more effective than just herbs), etc.
Not everyone believes the library can be saved, which is why during your expeditions your mission is not only to kill monsters, but also to rescue books and bring them to the new library. Since getting books out is one of your main priorities, starting your runs with your satchels nearly full of books that grant you useful abilities won't be very efficient, so you'll need to decide how many books you want to bring back with you to the library during each run.
Fighting monsters is dangerous, and sometimes you get hurt, but also, sometimes books get hurt, which why after some runs you might need to stop by your workshop to repair any damaged books. The hides of certain monsters are very sturdy, so using them to rebind books will make them more durable.
There is no respawning in this game. If your librarian dies inside the library, the next librarian that ventures inside might eventually find their body. If you're close to death and you have a particular book from the Travel section in your bags, you'll be able to use it to summon a bookwork that will take you quickly and safely back to the entrance with whatever books are currently in your bag.
You love your library, and you are determined to save it, armed with the greatest weapon in the world: knowledge (and a sword), even if it's one book at a time.
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mushramoo · 8 months
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did it very fast so I know it’s cringe and yucky etc but I want more first interactions between the Emilys and Aftons in game
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snowangeldotmp3 · 9 months
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stranger things: the game
nancy and barb gameplay
(or, the one where i have too much fun yet again with this concept)
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theslimeologist · 2 months
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Its viscerally upsetting that our preferences are apparently respected but we’re all automatically opted in for tumblr’s AI 3rd party “partners” to supposedly scrape our posts and content? L O L
BLOG SETTINGS -> VISIBILITY -> ENABLE “PREVENT 3RD PARTY SHARING”
If you’re on mobile *you must first update the tumblr app*
THIS MUST BE DONE FOR EVERY INDIVIDUAL PUBLIC BLOG YOU HAVE
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simonleclerc · 9 months
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season's roads
instagram.com/bonjoursimonleclerc
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vasart191 · 1 month
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Ranger General Sylvanas Windrunner
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prokopetz · 7 months
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Wizard RPG that takes the Vancian "spells are demons made of math that live in your brain" thing to its logical yet absurd conclusion and casts the player character's prepared spells as a Disco Elysium style internal peanut gallery that influences dialogue trees and makes fun of your decisions. I want to get relationship advice from magic missile.
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ai-dream · 9 months
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