Unreal Engine Game mechanics ideas

Dr_Kek

Member
Oct 15, 2020
221
184
Hey there, clearly not the only one that come with this kind of topic.

but lately, i've been wanting to make an adult game, but i always run into the problem of the vision:

i have some ok ideas for stuff, but it feels always a little shallow, or not really knowing how i will implement it in an adult game.

things like: you go in a undercity with two factions at war, autonomaus tanks roaming the street and you scavenge stuff etc, sounds cool but eh, its missing some stuff i think xd.

a rpg-lifesim in some 1984 esque neo-noire comedic underground society, inspired by brazil.

a game where you drop in a colony and complete objective stealthily or gun blazing before a timer run out

and quite some more, i feel all my ideas are missing some pieces and i cant settle down with anything. so if you like those stuff and have something that pop in your mind on how to improve those ideas, or totally new one.

i think i would make all these games in 3D, not realistic graphism cause i just dont have the skill to pull that off, nor those PS1 graphism xd, maybe more akin to star wars the old republic graphism, in a different style for sure depending on what game i decide to do. (dont really know how tolabel these graphism, its not detailed but not too little)


anyway, thanks for coming to my ted talk :)
 

CaptainBipto

Well-Known Member
Sep 20, 2018
1,124
1,084
The ideas that you pitched sound like you are looking for make some type of stealth/survival/shooter style game.
The first things that come to my mind, based on that assumption, are that you want to implement some type of base building AND a crafting system.

A way to recruit companions wouldn't be a bad idea either. You can have an armory/weapon smith, a sensor system/stealth tech, a medical bay/doctor, and an intelligence broker/analyst (street contacts vs spy equipment). That way people could invest 'points' into armor, weapons, detection,avoidance, healing, toughness, and a way to determine enemy strengths/weaknesses or enemy analysis (base layout,enemy types).

The crafting system would be used to build equipment/technologies that your companions (or specialized research buildings) create for the player. Harder hitting weapons vs faster firing weapons, heavy armor vs camouflage/detection, better healing mechanism or an innate toughness.

I think that as long as your graphics are not on par with graphics from 2005, you probably won't hear a lot of complaints. There will always be some 'genius' that will whine about graphics not being AAA quality, but for the most part I think (and therefore could be wrong) that most people will be fine with decent quality graphics.
 

Dr_Kek

Member
Oct 15, 2020
221
184
The ideas that you pitched sound like you are looking for make some type of stealth/survival/shooter style game.
The first things that come to my mind, based on that assumption, are that you want to implement some type of base building AND a crafting system.

A way to recruit companions wouldn't be a bad idea either. You can have an armory/weapon smith, a sensor system/stealth tech, a medical bay/doctor, and an intelligence broker/analyst (street contacts vs spy equipment). That way people could invest 'points' into armor, weapons, detection,avoidance, healing, toughness, and a way to determine enemy strengths/weaknesses or enemy analysis (base layout,enemy types).

The crafting system would be used to build equipment/technologies that your companions (or specialized research buildings) create for the player. Harder hitting weapons vs faster firing weapons, heavy armor vs camouflage/detection, better healing mechanism or an innate toughness.

I think that as long as your graphics are not on par with graphics from 2005, you probably won't hear a lot of complaints. There will always be some 'genius' that will whine about graphics not being AAA quality, but for the most part I think (and therefore could be wrong) that most people will be fine with decent quality graphics.
thanks for sharing your thought, for base building, if i ever add this mechanic to my future game, i think it would be more of a upgrade, lets say i go with some kind of rpg-lifesim whatever. a house where you can purchase upgrade would be more like it.

im not all convinced by the idea, but its something to keep in mind, thanks