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A few neat ideas for homebrew game developers...

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Maxaxle
Posts: 162
Joined: Sat Jan 01, 2011 1:09 am

A few neat ideas for homebrew game developers...

Post by Maxaxle » Thu May 05, 2011 5:07 am

1. A turtle racing game, arcadey and simple. Oh, and did I mention that the turtles' speed is directly related to how much food they eat and that the track is slippery? (more food = more mass+top-speed = less acceleration+harder to control = more bumping power)

2. A sumo-vacuum-cleaner-bot-game. Imagine a fairly large table divided into two sides, with two Roomba-style robots. Each 'bot has to clean up the marbles on its own side first, or you can push your opponents' marbles off the table to keep them from scoring (if they touch you while you're on their side, you have to respawn on your side after five seconds), BUT the marbles can be put into a launcher at the far end of their side of the table (you have to clean up the left side = far left side has launcher) to knock your opponent off the table instead! +1 point/marble, -1 point/launched marble, +50 for a successful 'bot knock-off, the 'bots respawn (or get lives) after being knocked off. Analog stick to run around, some sort of button to turn on/off vacuum (otherwise you just push marbles out of your way), some other button while at your end (not side, but END) of the table to control launcher. You may only control one at a time.

3. A 2D multiplayer platformer arena game, where each player attempts to collect all of the dots, fruit, money, etc. BUT each player gets to do ONE action to the arena every 15 seconds. That action is changed between rounds, randomized between players. Example: Player 1 gets "Shove arena left" for round 1, and activates it, causing their opponent to miss a platform and fall to their death (and respawn of course). 15 seconds later, they get "Shove arena left" again and have the opportunity to use it. Round 2 begins, and Player 1 gets "Flip!", for which the 2D arena literally flips (arenas should have platforms all over the place) and leaves Player 2 to fall into a pit. Round 3, and Player 1 gets "Rotate Left 90", allowing them to rotate the entire level 90 degrees to the left. Etc.

4. IDK, something along the lines of Portal 2 in the way of being able to solve complicated puzzles with a friend? Buttons, switches, timers, lava, water flowing, etc...haven't thought this one out yet...
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Silver PSP-2001 (TA-085 v2) PRO-B10 CFW 6.20
If you're going to stick with an OFW, stick with 6.20.

P.S. My avatar is a picture of my dog, scaled down.

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m0skit0
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Re: A few neat ideas for homebrew game developers...

Post by m0skit0 » Thu May 05, 2011 9:40 am

Some nice ideas definitely. I liked the second one, quite interesting.
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The_Black_Panther
Posts: 125
Joined: Sat Apr 16, 2011 7:29 pm
Location: India

Re: A few neat ideas for homebrew game developers...

Post by The_Black_Panther » Sat May 07, 2011 5:05 pm

Liked you ideas.. They are some good ideas for Homebrews..
PSP 3004, 4G || 6.20-> 6.31-> 6.31 PRO-> Thank you Davee -> 6.20-> 6.20 TN-D-> 6.20 TN-E/TN-Extended/Pro B10 :D

And I love Game Categories Lite. I have more than 30 Homebrews in my Homebrew Games folder.

Maxaxle
Posts: 162
Joined: Sat Jan 01, 2011 1:09 am

Re: A few neat ideas for homebrew game developers...

Post by Maxaxle » Tue May 10, 2011 2:30 am

m0skit0 wrote:Some nice ideas definitely. I liked the second one, quite interesting.
The_Black_Panther wrote:Liked you ideas.. They are some good ideas for Homebrews..
Thanks! :D
Silver PSP-2001 (TA-085 v2) PRO-B10 CFW 6.20
If you're going to stick with an OFW, stick with 6.20.

P.S. My avatar is a picture of my dog, scaled down.

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