Author Topic: Game ideas that never came to fruition  (Read 13817 times)

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SirCmpwn

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Re: Game ideas that never came to fruition
« Reply #15 on: September 19, 2010, 01:44:00 pm »
I'll post screenshots soon if you like :P

Offline DJ Omnimaga

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Re: Game ideas that never came to fruition
« Reply #16 on: September 19, 2010, 01:48:22 pm »
Cool :D

I wonder how it look like :)

Offline Hot_Dog

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Re: Game ideas that never came to fruition
« Reply #17 on: September 19, 2010, 01:58:05 pm »
Quote
Didn't you also have a few S.A.D-based games as well, one being for the contest and the other one in xLIB, that never came to fruition?

True.  Still, the storyline for the contest one will be in the S.A.D. campaign.

Offline DJ Omnimaga

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Re: Game ideas that never came to fruition
« Reply #18 on: September 19, 2010, 02:00:42 pm »
That's good at least :)

Offline ztrumpet

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Re: Game ideas that never came to fruition
« Reply #19 on: September 19, 2010, 02:06:21 pm »
Escape: (Right after Drifter, so August 2009)
http://ourl.ca/3860
This was my first attempt at an RPG and involved using seeding rand to store every room.  Not only did this not work, but I also spent forever trying to find patterns in random numbers before I stopped.

AI Chess: (During Drifter dev, so around Summer of 2009)
I'd still like to finish this, but it's so low on my priority list that I doubt if it's ever completed.  I have the options menu and gameplay minus AI done.  This was meant to be like Nitactu's AI Checkers.

AI Connect 4: (Spring of 2010)
TIBD had a contest for Connect 4 and I meant to enter.  I had problems with checking to see if you won, so I shelved it for a while and never went back to it.  I have the main menu and gameplay minus checking to see if you won and AI done. :P

Donkey Kong: (Spring of 2008)
This was my first attempt at a graphical game.  I failed.  Hard.  It's since been completely deleted.

Pong: (Spring of 2008, right after Donkey Kong)
This was my second attempt at a graphical game.  I wanted to make Pong on the graphscreen.   I failed hard on this too.  It's also been completely deleted.

Yup, these have all been developed to a point and then forgotten.  I still may make AI Chess though, if I ever get an idea on how the AI would work. :P

Offline Hot_Dog

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Re: Game ideas that never came to fruition
« Reply #20 on: September 19, 2010, 02:19:13 pm »
I would have loved connect 4.  :) Oh well

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Re: Game ideas that never came to fruition
« Reply #21 on: September 19, 2010, 02:30:12 pm »
Escape seemed interesting. I think I heard about it before. Randomized dungeons, right?

Also if you finish chess AI, please finish Elmgon and the other projects first :P

Offline Builderboy

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Re: Game ideas that never came to fruition
« Reply #22 on: September 19, 2010, 03:28:51 pm »
Its sad to see all these concepts that were never really realized. :(

AI Connect 4: (Spring of 2010)
TIBD had a contest for Connect 4 and I meant to enter.  I had problems with checking to see if you won, so I shelved it for a while and never went back to it.  I have the main menu and gameplay minus checking to see if you won and AI done. :P

Hey i have an actual complete connect 4 game finished that i made for that contest :D Maybe we should combine ideas, help eachother out, and release the best connect 4 game ever ^^

Offline TsukasaZX

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Re: Game ideas that never came to fruition
« Reply #23 on: September 19, 2010, 03:42:31 pm »
TI-PeT (TI-Personal Terminal)
Ancient bugger from back in my naive youth meant to be a RockmanEXE PET for the calc. Intended to learn ASM for the project so it never really proceeded beyond innumerable concept images. Was eventually canned when I gave up on learning ASM. If I ever learn ASM, I might consider reviving this mummy of a project.

TI-PeCm (TI-Persocom)
Anime variant of TI-PeT based off of the Chobits series. Not really sure what all this was supposed to be but I ditched it eventually. I might remake a Persocom sim on the calc for lulz.

A billion+1 other graphical shell concepts
Again, ancient buggers from back in my naive youth. Canned for the same reason as TI-PeT. All of them. No need to try making 'em anyway. DoorsCS 7 is the only shell the 83+/84+ will ever need.

Golden Sun 8x
An RPG that would take place in the realm of Weyard from Golden Sun. Not really sure of the plot anymore. The project was canned because of incidents surrounding Camelot (or was it Nintendo?) CaD'ing (Cease-and-Desist'ing) a GS fan project.

Final Fantasy A+ 8x
Another RPG that was meant to be a fan homage to the great flash animation Final Fantasy A+. Not really sure why I canned it. Probably was afraid the author would send me a CaD.

Megaera: The Chaos Tree
A real RPG about a mysterious 'chaos amulet' and the strange events surrounding it that occur every 1000 years. Canned because I couldn't do sprites well nor could I get the movement engine working.

Metroid: Return to Maridia (INDEFINITE HIATUS)
Not really canned, but I don't know if I'll ever attempt working on it again. The movement engine proved to be too hard for my skill level at the time and I'm still not certain I could pull off collision detection with enemies.

Mahou Shoujo Lyrical Nanoha: Battle Lightning
I originally intended to have two Battle games that play out the events of Mahou Shoujo Lyrical Nanoha from Nanoha's perspective and then Fate's perspective. Decided against it.

DiChromatic
A side-scrolling space-shooter type game where your ship swaps between being white and black to avoid colliding with white and black energy barriers. Canned because I couldn't figure a way to generate a moving level that was (a) spontaneously generated (because it was a survival game like FTunnel or Fall Down, you couldn't just STORE an infinite level to read from :P) and (b) navigable at a decent speed.

There are probably more that I'm just forgetting right now. x.x;
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Offline meishe91

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Re: Game ideas that never came to fruition
« Reply #24 on: September 19, 2010, 04:42:21 pm »
DigiPet Idea
Some of you may remember me starting a topic about this. Never really got anywhere with it. No code was made. One, because I think it was/is beyond my skills and, two, the guy I was trying to get info from about the virtual pets wasn't really replying and such.
Spoiler For Spoiler:



For the 51st time, that is not my card! (Magic Joke)

Offline FinaleTI

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Re: Game ideas that never came to fruition
« Reply #25 on: September 19, 2010, 05:38:23 pm »
TI-PeT (TI-Personal Terminal)
Ancient bugger from back in my naive youth meant to be a RockmanEXE PET for the calc. Intended to learn ASM for the project so it never really proceeded beyond innumerable concept images. Was eventually canned when I gave up on learning ASM. If I ever learn ASM, I might consider reviving this mummy of a project.
It's funny, I had the same idea once. Now that I know Axe, I'm tempted to try it again.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline MRide

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Re: Game ideas that never came to fruition
« Reply #26 on: September 19, 2010, 05:43:58 pm »
-Telepath RPG: meant to be a port of a cool flash game, in hybrid BASIC, and I even made some of the tiles for it, before I realized that it was going to be huge, and I probably did not have enough expertise to finish it.

-Pica-Centro for Axe: An interesting mastermind like game, that I had written in BASIC, but wanted to port to Axe.  I became fully aware of the differences when I tried to compile it.  The program got erased in a mem clear.

Offline shmibs

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Re: Game ideas that never came to fruition
« Reply #27 on: September 19, 2010, 07:37:53 pm »
Pokémon Gray:
originally an xlib enhanced game which was then ported mid-dev and then ported again mid-dev to axe. i had movement, text display, all the tilesets, and a considerable amount of the battle engine done before i just gave up on it because A:there are too many pkmn clones and knock-offs in the works already and B: i got bored of recoding things over and over and never actually getting anywhere new.

Robo (or something like that):
a sidescrolling puzzle game in celtic-enhanced basic which featured realistic gravity and decent speed. the user played as a little robot dude who lost both his girlfriend and his memory somehow and is trying to find her. with the help of a few friends along the way(whom are playable and each had different attributes), he beats up the meanies who are trying to take over the town and saves her from the scrap-metal plant. scrapped because i started axe, didnt feel like remaking everything, and lost my familiarity with basic.

a few meager pics of these two can be found here

oh, and
A.S.S (Awesome Shell System)
a crappy basic shell from my first year of coding that i actually completed, but wisely decided against uploading
« Last Edit: September 19, 2010, 09:03:59 pm by shmibs »

Offline nitacku

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Re: Game ideas that never came to fruition
« Reply #28 on: September 19, 2010, 08:11:47 pm »
Protocol.
This was a joint project between me and 3 other people, but it never was completed because it's difficult to coordinate efforts and ideas through pm/irc. I might revive this project though, now that Axe is available.


Offline Deep Toaster

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Re: Game ideas that never came to fruition
« Reply #29 on: September 19, 2010, 08:20:25 pm »
TI-PeT (TI-Personal Terminal)
Ancient bugger from back in my naive youth meant to be a RockmanEXE PET for the calc. Intended to learn ASM for the project so it never really proceeded beyond innumerable concept images. Was eventually canned when I gave up on learning ASM. If I ever learn ASM, I might consider reviving this mummy of a project.
It's funny, I had the same idea once. Now that I know Axe, I'm tempted to try it again.

Strange, I just had that same idea yesterday...