I designed a 3D fighting game series recently. Won't go into too much detail, but it's got five button combat, set in the present day, the fights don't have rounds but instead long fights during which fighters can call up to three fight rests, you can jump and dodge by holding the guard button and inputting a direction, and moves can be comboed in with these actions. It has something similar to a special meter, but it's a dynamic system based on strikes landed, strength of strikes, time spent blocking and number of successful blocks (the game punishes you for just holding the block button continually), and uniqueness of attacks (punishes move spammers). Each fighter is divided into one of five styles; balanced, speed, agility, strength and spirit. Each character's fighting style is based on real-world martial arts, although some characters use hybrid fighting styles, and some characters show off some skills you don't normally see in fighting games - like a female Chinese Tai Chi master, an Israeli Krav Maga champion, a Brazilian Jujutsu street fighter and a Greek Pankration fighter. There's a ton more stuff to it but I'm too lazy to go into too much detail.
Other ideas I've had include a science fiction first person shooter about accelerated human evolution (the government developed advanced human technology, codename Man 2.0, but the main character is the prototype of the next level of enhanced technology, codenamed Man 3.0, which is also the working title of the series. One of the reasons for the rapid evolution is the desire for humans to advance to the same level as the alien races).
I also thought of a survival horror game based on parapsychology and psychic manipulation. A mass serial killer is on the loose, targeting all those who seek to discredit the practices of parapsychology, magic, illusions, miracles and others. Very little combat, more a puzzle and adventure game.
Finally, an Oblivion style open world first person RPG based in a large collection of islands (don't worry, no Wind Waker boring sailing. All the sailing can be fast travelled). The main story quest sees the player character become a captain in an army, first controlling a small squad of warriors and soon becoming the commanding general of an entire army. At this level the player can choose between leading at the front, which puts you in the firing line, or sit back and control the battle from the back, which introduces almost RTS style controls.
Yes, I spent quite a lot of time thinking about this stuff.
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