Game Brainstorm
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Game Brainstorm |
My game Ideas
1. My first game idea, I want to focus on the game genre of roguelike. The games that influenced my interest of this are Enter the Gungeon and Binding of Isaac. I am a huge fan of these games because they're simplistic, 8-bit and really fun to play. The major thing I like about these two games are the fact that once you die, you are put back to the start where you go through the whole thing again but as well as that there's just so many things you can do.
Roguelike is a sub genre of role-playing video game characterised by a dungeon crawl through procedural generated levels, turn-based game play, tile-based graphics, and permanent death of the player character. Most roguelikes are based on a high fantasy narrative, reflecting their influence from tabletop role playing games such as Dungeons & Dragons. The player generally has to explore the dungeon to reveal its contents, similar to a fog of war. Many roguelikes include visibility elements, such as a torch to provide illumination to see monsters in nearby squares, or line of sight to limit which monsters are visible from the player's position. Dungeons tend to be connected by stairs; lower dungeon levels generally are more difficult than higher ones, so that an underdeveloped character will have difficulty progressing too fast.
I would absolutely love to create a game that is similar to these two for maybe a mobile aspect. I am in love with 8-bit characters and the dungeon-like scenarios.
Sources: https://en.wikipedia.org/wiki/Roguelike#Gameplay_and_design
Roguelike is a sub genre of role-playing video game characterised by a dungeon crawl through procedural generated levels, turn-based game play, tile-based graphics, and permanent death of the player character. Most roguelikes are based on a high fantasy narrative, reflecting their influence from tabletop role playing games such as Dungeons & Dragons. The player generally has to explore the dungeon to reveal its contents, similar to a fog of war. Many roguelikes include visibility elements, such as a torch to provide illumination to see monsters in nearby squares, or line of sight to limit which monsters are visible from the player's position. Dungeons tend to be connected by stairs; lower dungeon levels generally are more difficult than higher ones, so that an underdeveloped character will have difficulty progressing too fast.
I would absolutely love to create a game that is similar to these two for maybe a mobile aspect. I am in love with 8-bit characters and the dungeon-like scenarios.
Sources: https://en.wikipedia.org/wiki/Roguelike#Gameplay_and_design
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Enter the Gungeon Game-play |
2. Another game genre I am really interested in working on is simple Tower Defence Games. Growing up I would always come home from school and instantly jump on websites such as Crazy Monkey Games and NotDoppler. These were where I played some of the most famous flash games such as Bloons Tower Defence and Plant Vs. Zombies. These games are very simple but really addicting. The idea of progressing and upgrading yourself as you complete tasks and quests really attracts me to work on a game like this. Tower defence (TD) is a sub genre of strategy video game where the goal is to defend a player's territories or possessions by obstructing the enemy attackers, usually achieved by placing defensive structures on or along their path of attack. This typically means building a variety of different structures that serve to automatically block, impede, attack or destroy enemies. Tower defence is seen as a sub genre of real-time strategy video games, due to its real-time origins, though many modern tower defence games include aspects of turn-based strategy. Strategic choice and positioning of defensive elements is an essential strategy of the genre.
Sources: https://en.wikipedia.org/wiki/Tower_defense
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Bloon Tower Defense Gameplay |
3. I have always had an interest in Open-World Games. Games such as Garry's Mod and Sims series are similar yet unique. I would like to design a game that focuses on giving the player the power to do whatever they want and create worlds. Minecraft is very similar to this in the way that you can build what you want and ultimately do what you want in the world. An open world in video games is a virtual world in which the player can explore and approach objectives freely, as opposed to a world with more linear game play. While games have used open-world designs since the 1980s, the implementation in Grand Theft Auto III set a standard that has been used since.
Video games with open or free-roaming worlds typically lack the invisible walls and loading screens common in linear level designs. Generally, open-world games still enforce many restrictions in the game environment, either because of absolute technical limitations or in-game limitations imposed by a game's linearity. Examples of high level of autonomy in computer games can be found in massively multiplayer online role-playing games (MMORPG) or in single-player games adhering to the open world concept such as the Fallout series. The main appeal of open-world game play is that they provide a simulated reality and allow players to develop their character and its behaviour in the direction of their choosing. In these cases, there is often no concrete goal or end to the game.Sources: https://en.wikipedia.org/wiki/Open_world
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Garry's Mod Gameplay |
4. The final type of game that I want to focus my brainstorming on is Platform games. My first idea and this idea works in kind of the same way. I want to mainly focus on 8-bit characters but platformer's have always interested me that they can be so simple and yet so fun. Games that have inspired me to focus on this genre are Limbo and Hollow Knight
A platform game, or platformer, is a video game genre and sub genre of action game. In a platformer the player controls a character or avatar to jump between suspended platforms and avoid obstacles. Environments often feature uneven terrain requiring jumping and climbing in order to traverse them. The player often has some control over the height and distance of jumps to avoid letting their character fall to their death or miss necessary jumps. The most common unifying element of games of this genre is the jump button, but now there are other alternatives like swiping a touchscreen.
Sources: https://en.wikipedia.org/wiki/Platform_game
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Hollow Knight Gameplay |
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