Here's my vision of a game. It'll be ASCII
>dungeon crawler with heavy focus on gambling
>roguelike with random artifact loot generator
>most loot will be mundane, like longsword
>but small chance to get something like Dildo of Savouring with randomly generated stats within a range and could have cool names
>same with spells, random generated spells with thousands of possible effects
>similar to a roguelike
>but the catch is, you have a party instead of a lone character
>and the loot isn't just weapons, armour, and spells
>applies to scrolls as well, and basically almost any kind of item.
Now, I'm going to zoom in on this and focus on just one tiny thing, but everything is going to be like this. So it won't just be scrolls with this kind of detail
>you could get something like a quill that had been randomly generated with the lightning effect status and then if you have a character that is literate and knows spells he can write the spell down on a blank scroll
>and then the lightning status of the quill would be added to that spell
>learning from scrolls
At first, it might seem like this would be an easy game when you can just come up with stuff that breaks the game from what is randomly generated. But I'd make the enemies in it incredibly dangerous. So dangerous, they could one shot a single member of your party and there would be permanent death. If you lose a party member, you're down one man. But--
you might be able to get a new party member through magic or just something randomly generated, like summoning a demon
I intend to make the magic in the game incredibly detailed. It wouldn't just simply be, fireball. And there wouldn't be a mana that would be abstracted to the player with a number. So, you wouldn't see like: 100 mana. It would be verbose, like 'mana tingling with energy'. Spells would have components, like you might need a bat head to cast a certain spell, or something like that. It would be random, but there would be categories for spells. So----
Anonymous
8/26/2025, 4:22:45 PM
No.719085458
So-- to like cast a necromancy spell it would only generated required components to be something like in the 'death' category. Something like body parts, or whatever would be represent that. There would be dissection of corpses
To make up for these heavy requirements for casting. Magic would be very powerful. So powerful, I'm talking like you could cast a spell to summon pack of greater demons. Demons which could possibly cast their own magic. But greater demons wouldn't just be generically named 'greater demon', some of them could have cool randomly generated titles, or even be named demons with random generated names.
And that is just specifically zeroing in on summoning. There would be many summoning spells, or I'm considering the possibility to make anything or almost anything able to be summoned.
To zero in on something again-- there would be enchantments. You could find loot that's enchanted, or cast an enchantment spell on something and give it an effect. Like an enchantment that would increase strength, but it could be many, many things, and you would be able to enchant anything. Priests would have something similar, and they'd be able to bless, or use divine aura on stuff.
And this aren't what's core to the games. Take the general idea of the specific examples I'm giving and apply it to everything. That's how I want the game to be, but it's far too much for me to say it all.
Anonymous
8/26/2025, 4:24:37 PM
No.719085563
You could run into a situation where your whole party gets wiped out, but you find a resurrection scroll and resurrect a dead party member, and them you summon or mind control some boss NPC, or very powerful NPC to make up for your lost party members. So you could be like Frodo, Samwise, but then you have Sauron, Sarumon, and an unholy fire diamond golem in your party that you achieved through magical means. So it wouldn't be over until the last party member is dead, and there would always be a chance to find some way to make a comeback.
There would be shops in the dungeon so that you'd be able to make plans, and have a bit of choice for how you build your party and don't just completely get absolutely everything thrown at you randomly.
There would be a little bit of bias, but only slight in the random generation. Like, if you have a party of all warriors you'd have a slightly less chance of getting things like spellbooks generated
Oh. And the classes. I'd make the classes detailed, but you wouldn't have to strictly build your party member according to class. You'd be able to branch out. And there is a lot of detail that I'd add to skill building. PoE 2 level of detail to skills
Anonymous
8/26/2025, 4:24:46 PM
No.719085575
female
Anonymous
8/26/2025, 4:25:39 PM
No.719085635
There would be friendly fire.
And with things like spells being randomly generated, and not fully knowing the effects of the way spells combine. Things could do very badly very quickly even with no enemies nearby. You could accidentally wipe out your entire party with one badly chosen spell. Like casting spell that creates a liquor fog, but then one of your party members casts a fireball. So that whole fog would light up, and it could get worse yet still. Someone could have something explosive in their inventory. And it gets worse. Magical, and particular items when caught on fire could have a litany of effects. Some of which would be very bad. It could get even worse than that depending on what I could think fo to add to the game.
Anonymous
8/26/2025, 4:26:59 PM
No.719085712
Alchemy would be another good example of the kind of detail the game would go into. Imagine for a moment all the plants that you could forage, and things like the eyeballs of a dog, and whatever else you could procure from the world being used for alchemy. Alchemy would be able to have thousands of different effects. Recipes would be randomly generated every run. And you'd be able to find source of recipes in each run that would give you a specific effect, and then give you an idea for combing different ingredients for new, unknown effects.
By the time the system is finished. Alchemy may be the single most detailed system of the entire game. IT would be a system capable of sheer complexity. Thousands of possible combinations and potencies.
Anonymous
8/26/2025, 4:27:31 PM
No.719085737
>>719086551
>>719085384 (OP)
i didnt read a single word
Anonymous
8/26/2025, 4:29:19 PM
No.719085850
Continuing to zero in on specific features of this game. All of this is just scratching the service. There would be more features than these.
Characters, and enemies would be able to ride creatures, or be generated riding a creature. It would most commonly be horses, but many other creatures would have a tag for mount, like dragons. The creature you're riding would charge into a fight with you, and do damage itself like a horse stomping, or colliding, or a dragon ripping whatever apart when you charge in with it.
There would be amputation. A character or enemy could get an arm, or leg lopped off. If it's a party member maybe you'll have a priest, or some sort of magical item that would restore the limb. Or maybe you'll be forced to continue on with one of your party members missing an arm and hope you find something to fix him, or something to replace him. Or maybe you just have him ride a horse if he loses his leg.
One of your party members gets blinded. He'll still be able to stay with the party, but fight with a penalty, or maybe you find some way to make him more effective at fighting while blind, or learn a skill that would negate or reduce the blind penalty. Maybe you cure the blindness, or maybe you play to the end of the run with that party member completely blind.
I think that I've given enough examples. I have a hundred ideas of features to add to the game beyond just the typical gameplay formula.
Anonymous
8/26/2025, 4:33:45 PM
No.719086104
SHE LOOKS LIKE SHE FUCKS HUMAN MEN
also didnt read lmao
Anonymous
8/26/2025, 4:35:26 PM
No.719086204
Oh, one thing else. The whole party won't take up a single tile. They'll move in a formation, which you can define. Which means your whole party won't always be able to engage every enemy. There would be line of sight, blocking, etc. Something between you an enemy would be able to stop many ranged attacks from reaching the enemy that's targeted.
Anonymous
8/26/2025, 4:36:22 PM
No.719086251
>>719085384 (OP)
built for hobgob cock
Anonymous
8/26/2025, 4:39:05 PM
No.719086409
To summarise, my game will have detailed and complex systems. I couldn't even imagine all the combinations of outcomes that could emerge from the interactions of these systems.
I plan to start working on it soon.
Anonymous
8/26/2025, 4:40:54 PM
No.719086496
>>719085384 (OP)
goblin baby factory
Anonymous
8/26/2025, 4:41:51 PM
No.719086551
>>719085737
Flat on loli is the sexiest shit ever