I have game idea, please make it for me...
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I have game idea, please make it for me...
... I will work with you to tell you my idea and I will beta test my game, you will have full ownership of my game idea as long as I get to play it for free (either it is open source and everyone plays for free or you provide me with a legal copies of any released versions of my game)... any takers?
I expect the amount of time it would take for someone to make a working prototype of my game to be about one month of part time development if done by someone who knows what they are doing. Due to the simplicity of the concept I expect any type of technology could be used to implement but it would be best if you knew something that would do mutliplayer online and the idea would probably work "okay" as a cellphone/tablet game.
I could do it myself but I am a terrible programmer and I'm lazy.
I expect the amount of time it would take for someone to make a working prototype of my game to be about one month of part time development if done by someone who knows what they are doing. Due to the simplicity of the concept I expect any type of technology could be used to implement but it would be best if you knew something that would do mutliplayer online and the idea would probably work "okay" as a cellphone/tablet game.
I could do it myself but I am a terrible programmer and I'm lazy.
Re: I have game idea, please make it for me...
Just put out the idea, afterall ideas are worthless in this day and age, its execution that counts
Re: I have game idea, please make it for me...
Meh:
Basic Premise:
Take the "core concepts" of a civilization game and apply the "Desktop Dungeon" treatment to it... boiling it down to a quick (10-30 minutes per match) strategy game.
BIG UGLY VERSION:
Most things are handled by "tokens", there are:
Settle Token - start a new city
Attack Token - used in combat
Defence Token - used in city defence
Conquest Token - used in claiming cities
Turn Token - various uses, advances turn counter, perform a trade, needed for conquests.
The map is initially hidden and you click on spaces that are hidden to reveal the adjoining tiles (so your initial view is actually 7 tiles.
You start with a "settle token" which can be used to establish a city on one of these 7 available tiles... you can defer this action until you've explored a bit... hoping perhaps to find a better place... but you'll be burning turns by doing so.
cities, like in all civ games can build "enhancements" and will grow in size... unless the city is "stalled(not enough food production from surrounding citizen assigned tiles to support grows)" it will grow 1 population per turn... it's size will be directly related to its current population... when you get a citizen you can assign him to a space within the borders of your city... you start as size 1, and then grow to size two on your next turn... then size 3 at 7, size 4 at 20(or whatever)... you can reassign citizens at any time but they only "produce" at each ÔÇ£turnÔÇØ.
When a barbarian settlement is exposed it will start stealing random tokens.
Other playerÔÇÖs (and barbarian) cities can be raised with attack tokens or captured with enough Turn, Attack and Conquest Tokens.
otherwise stuff works like a civ game, cities produce culture and production and money etc... or whatever... research is common to all cities etc. (though tech tree and available city enhancements are paired down)
you obtain token by spending production... the cost of tokens depends on your tech and city enhancements etc. You can only buy one token per turn per city.
I expect the average game to only have 2-3 player started cities.
game is won by eliminating all other players or having the most "cultural influence" when the last map tile is explored.
edit: forgot to mention the part where each tile you reveal is a "turn" taken.
Basic Premise:
Take the "core concepts" of a civilization game and apply the "Desktop Dungeon" treatment to it... boiling it down to a quick (10-30 minutes per match) strategy game.
BIG UGLY VERSION:
Most things are handled by "tokens", there are:
Settle Token - start a new city
Attack Token - used in combat
Defence Token - used in city defence
Conquest Token - used in claiming cities
Turn Token - various uses, advances turn counter, perform a trade, needed for conquests.
The map is initially hidden and you click on spaces that are hidden to reveal the adjoining tiles (so your initial view is actually 7 tiles.
You start with a "settle token" which can be used to establish a city on one of these 7 available tiles... you can defer this action until you've explored a bit... hoping perhaps to find a better place... but you'll be burning turns by doing so.
cities, like in all civ games can build "enhancements" and will grow in size... unless the city is "stalled(not enough food production from surrounding citizen assigned tiles to support grows)" it will grow 1 population per turn... it's size will be directly related to its current population... when you get a citizen you can assign him to a space within the borders of your city... you start as size 1, and then grow to size two on your next turn... then size 3 at 7, size 4 at 20(or whatever)... you can reassign citizens at any time but they only "produce" at each ÔÇ£turnÔÇØ.
When a barbarian settlement is exposed it will start stealing random tokens.
Other playerÔÇÖs (and barbarian) cities can be raised with attack tokens or captured with enough Turn, Attack and Conquest Tokens.
otherwise stuff works like a civ game, cities produce culture and production and money etc... or whatever... research is common to all cities etc. (though tech tree and available city enhancements are paired down)
you obtain token by spending production... the cost of tokens depends on your tech and city enhancements etc. You can only buy one token per turn per city.
I expect the average game to only have 2-3 player started cities.
game is won by eliminating all other players or having the most "cultural influence" when the last map tile is explored.
edit: forgot to mention the part where each tile you reveal is a "turn" taken.
Re: I have game idea, please make it for me...
Coming from a moderator, I hoped this would be a sticky about teaching newbs it doesn't work like that. Turns out you're serious.I have game idea, please make it for me...

Re: I have game idea, please make it for me...
I'm not sure if "serious" is the correct term for it... I did want to actually see if anyone was interested but I also framed the post in such a way as to ensure people knew that it was a faint hope and that if discussion happened to devolve into why this kind of this doesn't happen if no-one jumped at the chance, that was okay too.zwzsg wrote:Coming from a moderator, I hoped this would be a sticky about teaching newbs it doesn't work like that. Turns out you're serious.I have game idea, please make it for me...
The real truth is that I would very much like to be involved in developing games but I lack a "positive feedback" infrastructure to allow this to happen... people like zwzsg and smoth seem to have build in self-motivation and a number of other small projects are managed by a group of real-life friends... and back in school you just had to be in the same class as the right kind of nerds and this kind of thing became self sustaining...
so, I set expectations super-low and see if I drum up someone... meh...
Re: I have game idea, please make it for me...
The secret is: Stop talking and just do it.
Re: I have game idea, please make it for me...
back in gradeshool I programmed a number of simple QBasic and VisualBasic games with friends as collaborators despite me just being the idea and graphics guy... being that I have a bit of a programming brain I could frame my ideas as almost pseudocode and look over their shoulders as they were programming, providing useful input... I used to watch my friend robbie code and when he got stuck he would explain the problem to me and we would be able to discuss a solution.zwzsg wrote:The secret is: Stop talking and just do it.
I've even worked professionally as a programmer, me doing the interface layer and debugging the data access layer code.... so despite my "terribleness" at programming I feel I am a decent candidate for collaboration on short enough term projects to maintain my interest.
Re: I have game idea, please make it for me...
SinbadEV wrote:back in gradeshool I programmed a number of simple QBasic and VisualBasic games
SinbadEV wrote:I have a bit of a programming brain
Then you have more than the required skills to start making your own games.SinbadEV wrote:I've even worked professionally as a programmer
So stop waiting for contributors and keep making simple games, gradually moving toward better and better ones.
The key to motivation is to realise that only you can make it happen. You have all those nice ideas in your head. It is your duty to code them. If you don't, no one else will. All your genial ideas! They'll be wasted if you don't act, now! Every time you do not code a game, you are robbing the world of it. Think of your responsability!
Re: I have game idea, please make it for me...
Ok, Im interested. Please send me full specs and I will send you time and price estimate.
If someone wants to make this for free please contact me too. I will supply you with endless stream of ideas i would like to play :)
If someone wants to make this for free please contact me too. I will supply you with endless stream of ideas i would like to play :)
Re: I have game idea, please make it for me...
How about no
- SwiftSpear
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Re: I have game idea, please make it for me...
That kind of game could probably be made in one of those "make your own game" engines. It's a pretty basic idea.
Re: I have game idea, please make it for me...
i can use paint
Re: I have game idea, please make it for me...
OMG I knew what this was going to be about after reading the topic!
Re: I have game idea, please make it for me...
Have there been any recent invaneces?
Re: I have game idea, please make it for me...
Actually the idea is good. I can see it working. Maybe if I stop being lazy I'll make it.
But how would the token system work? What if I attack and someone else defends? Does the attacker win, or the defender, or does nothing happen?
But how would the token system work? What if I attack and someone else defends? Does the attacker win, or the defender, or does nothing happen?
Re: I have game idea, please make it for me...
I haven't worked out all the kinks.Hoi wrote:Actually the idea is good. I can see it working. Maybe if I stop being lazy I'll make it.
But how would the token system work? What if I attack and someone else defends? Does the attacker win, or the defender, or does nothing happen?
Defense is automatic and only cities can attack or defend, if I attack with insufficient attack tokens I will destroy as many defense tokens as the opponent has.
To "destroy" a city you spend attack tokens to destroy all of the opponents defense tokens + 1 to destroy the target ( when you build a defense token you decide at that time to assign them to one of your cities and can move them around in some way [maybe spending turn tokens or something])
To capture a city you would need to spend attack tokens to eliminate defense + enough a certain number of turn tokens depending on how far away the target is + 1 conquest token.
Re: I have game idea, please make it for me...
So what if I only build defence tokens with one or two settlement tokens in between? Will I win a cultural victory?
Re: I have game idea, please make it for me...
Unless you are crushed by an opponent who decides to build nothing but attack tokens...Sabutai wrote:So what if I only build defence tokens with one or two settlement tokens in between? Will I win a cultural victory?
Also: I have lately been considering having attack and defence tokens be one token used for either purpose... but then have cities have a "base" defence... so if I have 10 attack tokens in my city and a base defence of 5 you would need to spend 16 attack tokens to raise my city... you would ALSO have to have 6 attack tokens to cause me to lose one of mine because my "defense" would prevent the first 5 damage.
Re: I have game idea, please make it for me...
I like you sinbad, you are a nice guy, and thats why im gonna do your game after the journeywar- only condition is you hand me back a similar sized favour.
Well i always was into masonary, statues, ancient geek ones, italian (david) that stuff. Now i feel inspiration tingling, but well i fear the transpiration, and therefore, all you have to do is carve my idea:

for a monument into mount rushmore. Make it Lincoln size. Post Pic as result here and i will start my part of the deal immmediatly.
Srsly, trollin aside. Why dont you make a boardgame. Boardgame doesent need grafix, boardgame doesent need programming, boardgame is game design pure. Know some gamedesigners, who quite pc- entirely, moving forward to pen&paper.
Sinbads Game -Game of the year edition is entirely possible. (And i would even do the boardgraphicks for real.)
Well i always was into masonary, statues, ancient geek ones, italian (david) that stuff. Now i feel inspiration tingling, but well i fear the transpiration, and therefore, all you have to do is carve my idea:
for a monument into mount rushmore. Make it Lincoln size. Post Pic as result here and i will start my part of the deal immmediatly.
Srsly, trollin aside. Why dont you make a boardgame. Boardgame doesent need grafix, boardgame doesent need programming, boardgame is game design pure. Know some gamedesigners, who quite pc- entirely, moving forward to pen&paper.
Sinbads Game -Game of the year edition is entirely possible. (And i would even do the boardgraphicks for real.)
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Re: I have game idea, please make it for me...
what is the ratio of vertical offset to radius for the second row in a hexagonal latice?
edit: to say it another way:
if I have a right triangle with a width of x and a hypotenuse of 2x what is the formula for it's height
wait...
a^2 + b^2 = c^2
a=x and c=2x
x^2 + h^2 = (2x)^2
so wolfram says h = x.(sqrt(3))
edit: to say it another way:
if I have a right triangle with a width of x and a hypotenuse of 2x what is the formula for it's height
wait...
a^2 + b^2 = c^2
a=x and c=2x
x^2 + h^2 = (2x)^2
so wolfram says h = x.(sqrt(3))