Forum Minigame: Gamemaker

I realise I haven’t done a normal off topic thing here for ages so here’s one.

The Game(maker)

Over the next few days I’ll post a couple prompts which will include three things:

  • A game genre
  • A set of limitations
  • A set of un-limitations

And your job is to create a game concept, as crazy or a simple as you’d like, with the parameters.

Have fun, the best gamemaker gets cool bonus points.

The first prompt will be posted shortly.

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Day 1 - Gamemaker

Prompt: Create a game concept with these following rules.

Genre - Singleplayer Stealth/Action
This can be anything that fits into the genre, whether a heist game, assassination game, or anything else you can think of.

Limitations -

  • You must design this game for the Roblox platform.
  • You must include a unique mechanic not used by anybody else for this prompt.

Un-limitations -

  • When designing this game, consider that you have infinite contacts. You need something done? You know a guy who knows a guy who could do it.
  • When designing this game, budget isn’t a concern. Don’t ask where you’ve gotten the funding from, just appreciate that it’s here.

Baseline -
All other factors not mentioned, such as time, your target and potential audiences, mental strain and the like will apply as default, as if you were designing a real game (with intent to create).

Good luck!

I’ll make the game guys
Nvm it’s on Roblox don’t fricking dev on Roblox and this is coming from a game developer :skull:
ok fine I’ll try…

Shattered Floors - A liminal space horror game where you traverse through many unique escape room themed worlds in order to find and open a magic elevator. Each room as a special gimmick to it. Each floor can bring you closer or further to the real world. Think of it like the slowest version of Roblox doors. The rooms are procedurally generated and there are global and local entities. Oh and in the elevator you can pick some cards for buffs. It’s like an elevator game but better idk

I’d do this but WT has drained me of creativity :sob:

Wait why does this make me think of Taskmaster a bit

Have I got a fellow fan

Thief 2 (thief 1 was paid gamma from 5 years ago)

A game where your goal is to steal various object on one of few maps while also completong side objectives multiple time, each one being harder and hrder depend on the playstyle of your last mission. If you use guns then certain npcs will also have guns etc.

Unique mechanic is a memory system where certain npcs from last missions can remember your face and actions for extra difficulty

(No idea how it fits in roblox tho)

Party Crasher

A short game in which one can call for events to be triggered in order to eliminate targets within a set amount of time.

Taking place in a family friendly night club, one can point their character-bound camera at any object and press a keybind to trigger an event in relation to it. Be wary though! The impact of your actions will cause the party-goers to flee out of fear if too strong, failing your mission.


Should I have explained the design with pillars instead of a sales pitch?

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Oh I didn’t realize this was concepts and not actually making games, anyways:

The Game

Route 0, a horror game set in a more apocalyptic
USA where almost everyone is dead or dying and creepy lil guys roam the land

You would drive a old rusty car from California to New Jersey, picking up items on the way to upgrade your car and keep it working and avoiding monsters and aliens trying to find YOU.

The game would primarily take place at night, probably cause the earths rotation got messed up by a meteor that brought the aliens with it, with another meteor in the sky that gets gradually closer as time goes on. If you get to the end of the game, you board a ship, driving away from the continent and watching it get blown up by the second meteor (you end up dying too from the shockwaves and all that stuff)

As for dangers, most of them would be aliens and some would be cryptids, with everyone having unique behaviors and counters, but I’m gonna highlight Bigfoot cause it’s the only one I actually have a idea for:

Bigfoot would spawn somewhere in the Midwest, and would have a large territory it patrols. You’ll know when your in his territory when you hear three loud knocks against a tree, and from there the landscape would get gradually more wild, with crude traps set up on the road to catch you till you leave his territory. Bigfoot won’t immediately know your there, but if you make too much noise/get caught in a trap he’ll come running to you.

To counter him, you’d have to drive slow, turn off your lights, and if you catch any sign that he’s nearby immediately shut off your car and wait for him to pass. You can leave your car and hide in the woods if it gets stuck in a trap, but he’ll be on high alert after the first time he notices you and will constantly stay somewhat nearby, so you’d need to think carefully about what times to move and where to position yourself.

TLDR: Driving horror game where you avoid cryptids and aliens to try and get to New Jersey before a meteor crashes into the USA and kills everyone

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well i would never make a game in the first place cause im lazy as shit
BUT

so we know assasin’s creed and the funny assasinations and hay and stuff

we take this idea into a magic-high tech esque world, where most people rely on magic daily, and the assasinations range from basic “run up and stab” to agent 007 level 60D chess mindgames

for lore, you are a hired assasin on your another job when your curiosity leads you to discover VERY DETAILED files on yourself at your target’s place, which is a big head of the criminal underworld. knowing that you are being sniffed out, you need to balance taking contracts to survive and doing your own investigation. sometimes they overlap and a guy you intended to spy on will give you a contract.

opportunities are everywhere, but do you value your life, or your contract

also if it wasnt obvious the unique mechanic is essentially two storylines at once, one for your basic contract stuff which will eventually end up with some really dirty stuff like having to fight off a huge gang by yourself, or your own investigation which is a lot more quiet but you will struggle with funds and might need to do more than just assasination

and on how magic is used in assasinations, it is basically adding a randomiser to places, for example:
if you keep hitting basic apartments, they wont differ by security in terms of technology, but in terms of magic. one can only be “protected” by the key you need to enter and another might have 3 layers of protective magic you either need to break through or find a way around. the maigc protection also follows big heads but it could be done by anyone proficient

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Untitled SCP Game
(Not named after the “Untitled Goose Game” or whatever games, it just doesn’t have a name.)
Inspired by SCP: Valravn, SCP: Secret Lab, and Trepang2

Large chunk of text, hidden to not cause a text wall.

In this game, you play as a lone Chaos Insurgent, having been separated from your squad during a raid on the facility. As things return to normal within the facility - albeit on high alert - you’re tasked with sabotaging the facility from the inside, obtaining high value SCP items, and escaping with your life.

While the site itself does not line up with any on the document it contains both hostile objects and useful items. Objects such as a sample of SCP-610, a single pill of SCP-500, SCP-127, SCP-268, are stored here, alongside entities such as an instance of SCP-939, SCP-3199, and SCP-1048. The site is heavily guarded, boasting several tactical response teams (TRTs) alongside round-the-clock security patrols in most areas of the facility. The facility is located in southeast Spain, being built underneath a mountain with little entry or exit.

Gameplay primarily consists of sneaking through the different zones of the facility (12 in total), each boasting differing levels of security, infrastructure, and contained anomalies. You start in the seventh zone, with higher numbers being further from the entrance and lesser numbers closer. The more dangerous an object, the deeper it is. If you are detected by a non-combatant, they will either flee to the nearest security officer or freeze up in fear - you’re armed and dangerous, after all. If detected by a combatant, they will quickly report the incursion and open fire. This gives a short window to react to the immediate threat, however upon the report and no follow-up, a TRT will be deployed to the zone within 2 minutes and begin to sweep it. Multiple operatives will guard the checkpoints, while three squads will move independently and search for you. TRT members will shoot on sight and investigate sounds that are loud enough. If you remain undetected, the TRT will exit the zone, allowing for free movement once more.

Combat, if forced into it, is quick and deadly. Neither you nor the AI have high health, only being able to survive 2-3 bullets - headshots are an instant kill. It is to be avoided when possible, and if not, elimination of enemies before they can react is the best option.

Enemies not currently aware of your presence can be “taken down”, with unique animations depending on your equipped weapon. Such takedowns will not alert other NPCs and will be an instant kill.

There is less security in earlier zones than later zones, with the sole exception of zone 1 - the entrance. Security here is high, to the point it is impossible to leave without alerting someone. This is where breaches come in. Over the course of the game, you will be given the option to breach some SCP objects. Depending on the nature of the object, these could range from local security moving to a full site lockdown and deployment of all TRTs.

You are given a decently large arsenal - combat knives, tomahawks, a sledgehammer, pistols, rifles, submachine guns, and shotguns. Be warned - guns are loud, even with a suppressor. They will alert anyone within 2-3 rooms with a suppressor, don’t ask about without.

The main gimmick is the primary victory condition - while yes, you can go guns blazing and attempt to deal with all of the entrances security at once, it would be nearly impossible. Instead, a large-scale breach should occur. Something such as a 610 outbreak (as it infects MUCH faster in-game) or multiple 3199 instances breaching containment. This diverts a large portion of the surface security, allowing for a comparatively easy time escaping.

Another gimmick is the sabotage - across the zones (in 3, 6, 9, and 12 respectively) there are pivotal pieces of infrastructure for the site. Be it power generators or servers, it is your job to sabotage them. Destroying the generators will force emergency power and heighten security across the entire site. While lights will be off for a period of 20-30 minutes, TRTs will be automatically deployed to the surrounding zones - they have night vision goggles just like you do, so you still have to avoid them. After the time passes, the power is restored and the generators are fixed.

You’re an agent who is tasked to secretly steal/kill/do stuff without getting caught. In the levels, you’re able to call up someone who knows a guy who can help do a specific action, with you being able to pick from a variety of guys to call that each do their own thing. When doing so, your reward money is reduced for each guy you call, depending on what they do, and the goal is to complete each level with the most amount of money for yourself, while still accomplishing the goal. Certain levels may also have a budget, where you have a set amount of money that you can spend calling up guys without detracting from your score. These levels function less like “how do I optimize this” and more like “how do I make this work”. Unsure about what sort of balance there would be between budget and payout levels, or even if there should be a difference between the two.

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You fell for Randomness’ trap.

The two are in the same category as they relate to how you will hypothetically be making said game, allowing you to have full creative liberty (infinite funds and workers).

I would suggest making it a sort of thing where you have to “beat” a level multiple times to actually beat a level, or rather, complete the objective multiple times, and each time you do it, you would need to avoid the same npcs as they would remember you

I don’t understand what you mean. I used those two statements as inspiration for the game concept. They have no effect on the game itself except for saying you have no limits

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I really like this lol

okay so it’s the USA got it

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I can confirm

A game where you’re trying to rescue some people from like bandits or smth, if you get caught they put you in a cage and you can still escape and save the captured people. The only way you lose is if you get caught too many times so they just kill you or you attack the bandits and they kill you.

Apparition (Singleplayer Stealth & Action)

You are infiltrating a facility. You also have bad timing.

Survive, and leave no-one alive. (Or run like a bitch)


You are tasked with the mission of infiltrating a military installation and murdering everyone inside.
Simple right?
In and out, assassinate them all in the dead of night; when no one is armed and you have the cover of darkness.

Maybe it’ll take, what- 3-ish hours to finish the job?

Well there’s just one small issue.

It seems you have bad timing.

Really bad timing.

Multiple teams of agents are also raiding the base, and it seems they have no tact too- blowing up the walls via C4 in order to gain entry.

This locks down the facility, preventing you from escaping; which was your first course of action when you heard a deafening explosion. Especially since you came only equipped with a knife and your equipment- none of which will help you during a direct confrontation with the heavily armed enemy.

Well, well, well.

Shit.


Game details

The objective of the game is to escape, or alternatively, continue and finish your contract, except this time with a few additional targets.

You’ll have to pick up weapons and clothes from those fallen, unless you think a knife and your very suspicious outfit will be good enough to last you through this.

Be warned, however, as your enemies will be able to hear gunshots and explosions, moving towards them in order to kill whoever is there. They will also react to corpses and those downed, shooting downed NPCs and corpses if they look like they’re from a faction opposing them. (I.E Guards shooting the Raider’s corpse in order to make sure they’re dead.)
Conversely, if the downed/dead NPC looks like an ally, they will attempt to check their pulse and move them away from harm if still alive, applying first aid (and calling for a medic if they aren’t one).

This can be used to make enemies pick you up and heal you, or to trap bodies and corpses.

Enemies will usually move in separate groups of 5-7, each having a spotter, a commander, and a medic. Each person within a group will have a different role, look, and ability. They will shoot you on sight, killing you in 2 bullets if shot due to their heavy weaponry. Additionally, enemies who have their squads wiped out will attempt to join a different squad, with a maximum of 10 NPCs per group.

Various random events will also happen during the course of the game, such as sudden blackouts or enemy deserters attempting to escape (they will be shot by both factions).

Additionally, if a faction has a low amount of NPCs still up and alive, then they will call for a last stand/final assault.

The guards will attempt to run towards a command room and build barriers and barricades while the raiders will attempt to do one last suicidal push- even committing to suicide bombing strategies.

After an hour (or a last stand/assault), a 10 minute countdown will begin.

If you do not escape or kill everyone during this countdown, 1 of 2 events happen depending on what faction is currently surviving.

If the a majority of surviving NPCs are guards, then guard reinforcements arrive and kill all raiders and infiltrators. Including you.

If the majority of survivors are raiders, then the raiders will gas or burn down the entire facility. This will kill you.

Finally, if you want to escape, then you’ll have to break into the control room and shut off the lockdown. However, it is heavily guarded- so it will be incredibly difficult to escape.

You cannot enter the control room, as they will simply shoot you- even if you’re disguised as a guard. They will, however, not do this during the guard’s final stand.

Use the ventilation systems to stealthily move from room to room and shoot out the lights in order to create shadows that hide you. Make your enemies fight each other by luring them towards a confrontation, only to hide away right before the shootout starts. And finally, use your equipment to trap doorways and corners or to hijack cameras and disable electric locks and doors.

After this, I think you’ll be asking for a promotion.

4 Likes

My game concept for today:

Concept

On the Clock

A fast paced FPS heist game where your goal is to take down generic evil organisation called EPC. Nobody really knows what that stands for, but in short, they’re plotting to create a bunch of magic superhuman soldiers. Terrible stuff, really.

Inspired by stuff like Payday/EP

The Clock

A full version of this game would have 24 missions, each taking place in a different location and themed around an hour of the day. Of course, depending on the time you’ll experience greatly different opposition. A big party in the evening will not have the same security as an evil death library at midnight.

The Gameplay

You aren’t really a criminal… you don’t have the tools of the trade… no drills, lockpicks, balaclavas. Nah, you use magic for your schemes which… works, I guess.

There are four ‘Levels’ to each mission, as you go up a level, you’ll experience increased opposition however more abilities will be at your disposal.

Level 1: Ghost
“They have no clue you’re here… try to keep it that way”*
The Ghost level is the first level. It’s the default level when nobody knows of your presence. Try to keep it that way.
Abilities in this level will include silent breaching tools, tools to bluff your way out of situations, and escape tools.

Level 2: Raid
“Two guards just spotted your mess. Go take them out before they call in the entirely of the EPC on top of you”
The Raid level is the second level. Okay, perhaps you weren’t as silent as you hoped, and they know someone is there… but at least they don’t know who. They’ll be patrolling for suspicious activity, but you can deal with that, surely?
Abilities in this level include hostage taking and control, damage management, and monitoring/scouting.

Level 3: Breach
“They’ve noticed. Time for a firefight, try to wrap this up as soon as possible”
The Breach level is the third level. They know you’re there. They know who you are. They’re after you, not many of them - but be fast. They’ve got reinforcements coming, and a lot of them.

Abilities in this level involve light combat, movement, and ‘efficient door opening.’

Level 4: Battle
“Heads up, two helicopters just landed on the roof. Building’s in lockdown. You have a small scale war on your hands.”
The Battle level is the fourth and final level. You know the ‘lot of them’ yeah? They’ve arrived.

Abilities in this level involve heavy combat, survivability, and explosions.

The other ability
Now magic in the past few years has really developed. Hence why EPC wants to develop those superhuman people. Now you aren’t the best at magic, and even you’ll admit some people can do significantly cooler things with it than you’ve ever thought of - but you did master one ability and you’re really… really good at it.

You can transfer yourself between different bodies. Admittedly, it’s a bit immoral… but it works in a pinch, and just for fun.

On higher levels, this ability is significantly more powerful, and therefore has a longer cooldown. But you can still use it to get out of a pinch when they’ve dropped a small scale sun on you.

Mission Concepts

A few concepts for missions.
04:00, The Mountaintop
“Nothing like some nice early morning blacksite-raiding to start the day. So there’s an EPC stronghold thing in this mountain, and we want to know what’s in there. The guys back at lab really wanted to show off their new painting skills, and disguised one of our helicopters as an EPC gunship. We’re gonna fly right over their guns, land you on the mountain somewhere out of sight, and you can climb down this utility shaft we’ve spotted and work out why they need an entire mountain to themselves. I just hope you like ladders.”

Serves as the tutorial mission.
Goals

  • Breach the utility shaft
  • Enter the facility
  • Explore the facility
  • Takedown the guard
  • Breach the server room
  • Hack into the servers
  • Exfiltrate

19:00, The Party
“A big EPC investor guy is holding a party at their house and you won’t guess what they’re showing off. That’s right, the big magic orb that they stole from us. We think he’s going to use it in his opening speech at 20:00, so you have time, but not that much. You’ve gotten yourself a ‘job’ with the catering company and we’ve smuggled in your guns with the salmon. Grab it, grab our orb, and get out of there before they check whether their nice magic item is there.”

Goals

  • Locate the salmon
  • Breach the salmon
  • Take your weapons
  • Breach the house
  • Search for information
  • Locate the orb
  • Disable the alarms
  • Take the orb
  • Takedown the security centre
  • Disable the gate
  • Exfiltrate
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