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✨ Restructure game ideas list

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Ideas.md
··· 29 29 30 30 ### Hyper Mega Awesome Game 31 31 32 - - Modular Approach. The idea is to have some kind of state (main character, currency, ...) and multiple shards to play. Each shard could implement a different rule set or genre. 33 - - [[Modularity]] could also be implemented in the graphic side. You can choose the graphics pack you like just like another cosmetic similar to Rimworld or Dwarf Fortress. 34 - - Player Driven Economy. Everything is made by players and traded for real life currency. The developers only get a fee for each trade. This makes the game fully F2P but also supports the developers. 35 - - Companion Apps. Some tasks like trading or [[Planning]] could be done from a mobile device. 36 - - Systems (items, skills, monsters, ...) could be affected by evolutionary processes or driven by [[Artificial Intelligence Models]] 32 + - Modular. 33 + - Have some kind of state (main character, currency, ...) and multiple shards to play. Each shard could implement a different rule set or genre. 34 + - Use AT Protocol. 35 + - [[Modularity]] can also be implemented in the graphic side. You can choose the graphics pack you like just like another cosmetic similar to Rimworld or Dwarf Fortress. 36 + - Support external apps for certain tasks like trading. 37 + - Player Driven. 38 + - Everything is made by players and can be traded. 39 + - Could use real life currency and the developers only get a fee for each trade? 40 + - Groups can take control of a region and build new things there. 41 + - Evolutionary. 42 + - Systems (items, skills, monsters, ...) could be affected by evolutionary processes or driven by [[Artificial Intelligence Models]] 37 43 - Merging two skills could produce a new one (inheriting properties and perhaps with a small mutation). 38 44 - Monsters inside an area could develop resistance against what's killing them, forcing a change of metagame strategies. 39 45 - Quests rewards will also change dynamically like a market. 40 - - Players can vote for the next patch changes with in-game money. This way developers get feedback on what's important. 41 - - Could have a GPS RPG extension. Locations in the real world would be named similarly to the real place but with a twist given by a Neural Network. 42 - - Factions can take control of a region and build new things there. 46 + - GPS. 47 + - Locations in the real world would be named similarly to the real place but with a twist given by a Neural Network. 48 + - Asynchronous. 49 + - Players can play at their own pace. Setup equipment and combat strategies that will be executed when you're offline. 50 + - Builds feel like “programming a character,” not piloting one. 51 + - Extraction-based core loop. 52 + - You go out on runs carrying loot at risk and must return to a safe base to secure it. 53 + - Death during a run causes loss of unbanked items. 54 + - Group Play. 55 + - Groups have shared resources, upgrades, and long-term goals. 56 + - Cooperative progress persists even when players play asynchronously. 57 + - Group decisions matter more than individual optimization. 58 + - Big enemies and events are defeated through accumulated group contributions. 59 + - Roguelike variability per run. 60 + - Each run offers random modifiers that alter combat behavior (Hades like). 61 + - Builds must adapt dynamically rather than rely on a single optimal path. 43 62 44 63 ### Unconventional Changelogs 45 64