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Game Idea Thread
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These happy turtles want their shells to be filled with your creativity, pitch your game ideas /v/.

My idea is: Face Raiders meets Hitman: Sniper. A mobile game that uses your camera and lets you shoot people for score in public places, like the second floor of a mall. You get currency based on your score and you can unlock new guns and customizations with the currency. You can also use RMT to buy guns because all mobile games need pay2win components.
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We need another snowboarding game, like SSX3, SSX Tricky, or the 1080 series. BUT have it set in the future where other planets are colonized and explored, and have the game take place on a frozen wasteland of a planet with ridiculous mountains and caves. Also throw in weird snow creatures, like yeti things and giant snow worms that you have to avoid while carving down the mountain at breakneck speeds
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Fuck you nigger I don't care what they want those little shits are getting filled with cereal and milk and then being shoved in my cabinet.
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>>320345764
https://youtu.be/zE7YM23LBfo

That's such a good game from what I remember.
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>>320345764
>>320346368
God I miss the SSX series, of which there are only three and no one can convince me otherwise.
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>>320345495
>An game about shooting strangers with guns in a public area
Sounds like it would go over great right about now. You're really using your head, OP.
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>>320346853
Is there an easier concept to earn free publicity with right now? That's a guaranteed news story if it got put up on the Google or Apple app store.
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>>320345495
In the same vein as this, why isn't there a mobile game along the lines of Virtua Cop that drops enemies into the world you have to shoot to protecf actual people?
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>>320345495
I wonder if I still have my bowl somewhere.
These bowls were surprisingly well designed. The head was perfectly designed to sit between your thumb and forefinger when eating on the couch.
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>>320345764
YOOOOOOOOOO
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>you and 14 friends get a mecha
>you take turns piloting it
>each of your friends dies after piloting the mecha
>you fight against other mechs to continue your timeline
>if you lose everyone dies
>the last friend gets to be dung beetle
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>>320345764
I would actually play this. I'm a sucker for scenery porn, and snowy mountain with spacey skies would be gorgeous.
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>>320345495
What i'd really love to see spiritual successor or a similar game to Cyber Troopers Virtual On.
https://www.youtube.com/watch?v=Ybv1OycIQnQ

Ideally, i'd like it to have a similar stylization to Drift Stage. lower poly models with higher tes textures.
https://www.youtube.com/watch?v=vjOp6wGaeTY

I just want to see a fast paced competitive mech game like it exist again.
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>>320350391
How have I never heard of that? It looks rad.
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>>320350658
I've never played it myself and can't seem to get my hands on it. but from everything i've heard about it the game sounds fascinating and i can't help but feel like i'm missing out.

Something not shown in the video is that in arcades the game was controlled with two sticks.
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A game about filling cereal bowls.
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>>320352762
But what do we do them with and how does it control?
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I had an idea once for a story driven skateboarding game wherein it's kindof a realistic world, but hoverboards have been invented. And instead of embracing the new technology, skaters and "hovers" become divided and develop a rivalry, not seeing each other as bros. They compete to outdo each other, until they begin to enforce new laws that make both skateboarding and hoverboarding illegal. Anti-boarding officers begin to patrol the cities and violently enforce the new anti-boarding laws, kinda like the cops in Jet Grind Radio, and the two factions have to work together to outwit them. Of course it would make sense that hoverboards and traditional skateboards play and ride differently, and each would have it's own strengths and abilities.

It's an idea I'm playing around with. I thought to present the world in it to be as close to present day style as possible, but still enough in the future to allow some form of hover technology to be feasible. Some skaters converted to hoverboards, while some stayed with wood and wheels, and instead of riding together, they grew apart. Obviously, skateboards would play with more realistic physics, everything would feel more solid and stable, and you would have traditional tricks and maneuvers available, whereas hoverboards would feel more gliding and loose, and the hover mechanic would open up new trick possibilities. each board type can of course do things and go places the other can't, etc etc,.

I'm still playing around with the idea.
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I want a procedurally generated life-sized world that's an actual sphere with procedurally generated monsters and loot, and the main character has a sailboat in his back pocket.

Maybe procedurally generated towns with NPCs that steal lines of dialogue from fantasy books with no context or scream about procedurally generated monster names in the nearby area. No quest reward dialogue other than "Thanks!" and a random reward. No overarching story. Absolutely no crafting or world altering. Just a sparse world for you to trudge through.
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>"Hey so what do you do?"
>"I'm a video game designer."
>"Wow cool, I have an idea for a game, wanna hear it?"
>"Sure."
>mfw it's shit 75% of the time
>mfw one time someone could literally have just been describing Call of Duty
To be fair though, usually if the person in question has actually put some thought into it, it's at least decent. Sometimes people surprise me, like the random drunk guy at a party who slurred out an idea that sounded like he had actually spent a while working on, down to the point where he had basically memorized a sales pitch for it that he could remember despite being at the point where he probably wouldn't remember giving it the next day.
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>>320353335
Sounds like a really cool idea. It would be interesting if you had different styles of music for either type of board, music is always important to the feel of skating games. Maybe regular skater music like ska punk and 90s shit like bloodhound gang for skateboarders, and something else entirely for hoverboarders.
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Game revolves around clearing a patch of forest and making a little farmstead for yourself. The initial challenges are just basic survival against things in the woods like animals, bandits, and monsters. As your place gets established, travelers start to frequent it, and surveyors from the kingdom make a road through the forest to a nearby town. The travelers that stop by can be traders, adventurers or just people looking for work. You can even get into a relationship with one you want, since time passes in-game pretty quickly so having kids is one way of continuing play if your character dies. Most of the game effort is put into having tons and tons and *tons* of possible dialogue and interactions with the different people and between each other, and how they react to things you do or say. Who shows up to your house is randomly determined, most of the time it'll be just a commoner with a common profession, but sometimes you'll get something like a special person or special monster or something. Like you could get a potato seller one day, or a giant starts pestering you and stealing livestock until you confront it the next day.

Either way, eventually a random number starts to get rolled, that determines some eventual disaster, like a war happens, or a volcano erupts or a meteor hits the planet. Either way, you have to manage your farmstead through the disaster, with problems like darkening skies or refugees flooding your land. Either way, if you can make it through the disaster eventually you win.

Could have been like a whole town building sim, but wanted to keep it simple, so just a small farmstead. Setting is generic medieval fantasy, with the various details, quirks, and races that come with it. Plays like a top down sim, sort of in the vein of Harvest Moon, as an example. Graphics and gamplay can be pretty simple, since the real meat of the game is the interactions with and among the NPCs.
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>>320353990
Usually when I tell people I'm a game developer, the first thing they ask is if they can come work for me and play video games for a living.
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>>320354987
You had me until top down. I'd love to see this sort of thing as an OTS.

Sounds like you have some concept of combat there, unless I'm mistaken. Any input on what that would be like?

The last thing is, a game like this needs a sexy UI more than anything. You're looking at dialogue boxes and menus and such constantly. It needs fonts and colors that easy on the eyes.
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>>320353335
I can imagine this being a really good game, but perhaps only because I'm imagining it as Skate 3 with hoverboards. The thing you have to ask yourself is, considering half the game, from what it sounds, is to use a normal skateboard, what sets it apart from the numerous highly successful skateboarding games? Is the game simply about skating, doing tricks, completing challenges? Or does it play more like something like Prototype or Assassin's Creed, in terms of having a bunch of quests, as well as a story, to follow? There's a lot of potential for good ideas here. The two factions competing for various reasons, the oppressive, violent government. You did say it was story driven, so it sounds like you were aiming for something like that, with missions to complete. Progression, too, your character becoming more skilled and unlocking new tricks and abilities, earning money or points to buy new upgrades, cosmetics. It could even be more serious, with the abilities you unlock not only being stylish for cool points, but also serving as utilities for various things. Evading the cops trying to club you, or taze you, or shoot you, by using different tricks to throw them off guard, trick them into tripping over or crashing, ride along walls to get over barricades they've set up, shit like that.

>>320355436
Sometimes I explain to people what their job would be in QA. Usually I just make one of several jokes I've already used several times each.
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>>320345764
>snowboard game
>>320353335
>skateboard game
>>320353715
>procedurally generated emptiness and boredom
>>320354987
>farming sim

fucking brilliant ideas, /v/
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>>320355859
Lots of ideas are low concept, boss. I made a game which could be described as "You walk around and click on things and work out how to progress and it's scary." Like a lot of other incredibly successful horror games. Imagine trying to sell the idea of the TV show Friends to someone. "There's some people that hang out together and do stuff and they have lots of conversations and events that are amusing and interesting."
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>>320355859
Hey my procedurally generated emptiness and boredom fills a niche
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>>320356338
A boring niche.
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>>320355859
It's like you didn't even read them.
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>>320355685
I just figured top down because it would be the easiest to do for this kind of thing. It's not set in stone obviously.

As for combat, since my idea for it at least was top down, something like the top down Zelda combat? Again, it could go any way.

I agree with the UI point though.
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>>320354987
This could be really good. The only real thing I would be careful of is making the gameplay too simple. The gameplay is the most important part of any game, period. Of course, talking to people can be the gameplay. But a game like this needs to have a lot of depth. Any game where you build up your town, city, country, safehouse, farmstead, whatever, it needs to have a lot of stuff to do, and replayability. Well, it really depends on what you want to focus on. That said, simple top-down graphics can work wonders for enabling you to implement a lot more depth without having to do complex animations, modelling, and designing all the fucking things. As much as people tell you, "Hmm, this would be great in 3D," it really is a lot easier and quicker to do things 2D. Or even 3D from a top down perspective, so everything is modeled but you only see it from the top, obviously, so it's easier to do. It's really about trade-offs, something a lot of people don't get. You have 100% to allocate between elements of your game, and you need to choose whether to put 50% of your effort into the dialogue and interactions, putting the other 50% into everything else, or some other ratio. If Fallout 4 had a lot more depth in the settlement building, other areas would suffer. Virtually every game has to make cuts. My horror game ended up being 1/3 of the physical size it was initially planned to be. Partially because of personnel issues (half the team were lazy fucking shits), but also because it's inevitable.

Look at a game called Rimworld, if you haven't heard of it. You could take a lot of the basebuilding aspects from it, even if you are on a medieval fantasy farmstead instead of a futuristic planet colony. That's a game with depth and replayability.
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>>320357562
>isometric RPG combat
>you automatically conscript nearby farmhands, animals, and visitors if combat arises
>tying the progression of the narrative of the game to the combat
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>>320357781
Do you have a point there?
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>>320358038
Nope. The idea of Baldur's Gate style combat where you lead nearby sheep and pitchfork dudes into battle against the giant that has a prejudice against bean-growers just amused me.
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You are driving a tractor-trailer, and housed in the trailer part is a mobile strip club, complete with poles and a stage, a bar, lounge couches, a DJ, etc.. You have to drive it across ISIS lands, and you have to successfully operate the business.

The entire vehicle carries say, 10-20 people, actual players and each person chooses a job. From Driver, to DJ, to Mechanic, to Stripper, to Bouncer, to Customer, to whatever else, each has different stats and abilities, and a job to perform. Doing their job grants an overall bonus to the whole vehicle proper, each job providing some different bonus. Like if the DJ plays music well, everyone does better at their jobs, if the Strippers do well they get more money from the Customers, if the Mechanic does well the vehicle remains operational. People can do other jobs, like if say the Driver gets killed, a Stripper can drive, they are just worse at the jobs that aren't theirs.

Before each mission starts, everyone gets a little money to improve the vehicle how they want for the mission to come, like off-road tires, a machine gun armaments, drop mines, expensive drinks, top quality stripper poles, etc... and you kind of have to plan for whatever situations might arise. During the missions there might be objectives or changed details like "Stop and get gas" or "A roadblock has been set up, find another way" but overall the idea is to get from point A to point B while conserving resources, taking as little damage, losing as few people, and making as much money as possible. All the while various hostile forces will try to stop you, from ISIS troops and vehicles, to civilians and crows you come across, to competing trucking teams. Combat will mostly be while driving and if enemies board the vehicle, but sometimes when stopping (like for gas) there will be ground combat.

I imagine it to be third-person view with the camera adjusting when necessary, like if you drive the truck you zoom out to see the whole rig.
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>>320357781

I didn't imagine the combat to be required for progression of the game, other than the early part before the roads are built. It could be through the game though.
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>>320358613
This amused me.
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>>320358961
Well I try.
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Character action/CUHRAYZEE game with combat like Ninja Gaiden meets the Dissidia Final Fantasy games

Unlike most other character action games, you're able to jump, wallrun, dash, etc., to much greater heights than normal, but maybe not to the extent as the Dissidia games.

Even still, you are capable of great mobility and such. To balance this, maybe the game might be a little less floaty than Bayonetta. Let's see you knock an enemy into the air. Keeping them aloft would be slightly more difficult than that series since they might have more weight and fall to the ground quicker. I'm looking for physics somewhere between Devil May Cry/Ninja Gaiden (with their more strict jumping/launching physics), Bayonetta, and the Dissidia Final Fantasy games here. To that end, to keep enemies aloft in the air, you'd have to do various cancels and shit like Devil May Cry.

I know I said it'd be more like NG, so here's where that comes in: combat is more survival-oriented than pure style like DMC and Platinum's games, so enemies might be super aggressive and/or defensive and a large part of the gameplay might be opening them up for attack. Combat might not have you fight more than, say, four or five enemies at once, but these enemies would be 'superpowered' compared to most other enemies in video games, might have good AI that keeps you on your toes with different strategies and such, might have a plethora of different moves, like offensive or even defensive magic at their disposal, which they might pepper you with from afar as other enemies close in on your to wreck your shit.

You might be given magic too, with a complex magic system and various spells that could serve different functions.

The game would be mostly melee focused, with your various spells being your primary ranged attacks.

I think giving it an Arabian Nights theme, just for some added flavor, would be cool too.

Various weapons might include:
>scimitar
>zweihander (think Cloud's Buster Sword)
>polearm
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>>320353990
>to the point where he had basically memorized a sales pitch for it that he could remember despite being at the point where he probably wouldn't remember giving it the next day.
I'm scared of not being able to sell my ideas to people if it ever comes down to it.

I should really go ahead and finally pick up programming while I'm at it.
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>>320359897
>finally

Nigga you are LATE and you know it. VERY late.
START RIGHT NOW YOU LIL SHIT.
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>>320360568
I'll do it eventually.

There's all the time in the world.
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>>320360620
Eventually? I'm sure you will.
https://www.youtube.com/watch?v=jGL1x40p46s
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>>320360697
That describes me to a T.

Oh well.
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> parkour
> mirrors edge-y
> includes teleporting
> open worldish and freeroam.

Tell me why its bad /v/
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>>320361103
How do you plan to balance the parkour platforming with teleporting? I had an idea like that once for a Prince of Persia game.
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Fantasy RPG style world and mechanics, except it's a first person shooter.

So you travel around fighting monsters and warriors, but you have a shotgun and pistols even though they aren't standard in that world. You can level up your weapons. Spells give different properties to your bullets. Plot would probably be a combination high-fantasy and western inspired story.
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>>320361346
Either a timed cooldown, or some other idea I havnt thought of yet.
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Skilled technocrat must escape hostile weapons research facility being patrolled by flesh tearing security droids. Focus on Stealth gameplay. No real weapons, mainly use tools and gadgets to suppress droids for a short time. Elements from survival horror thrown in such as limited ammo throughout, low health, etc. No jumpscares or anything but tension is high around when droids are present as it really only takes one to kill you. Droids can vary from a simple patrol to riot and military issue droids with machine guns and grenades. Entire facility is free to roam and explore as long as you have every key and can sneak through without dying. Items and gadgets are crafted and parts must be found throughout each section of the game. (This also encourages the player to and look through nooks and crannies to find shit and explore the facility. By the time you've collected every important tool the facility will be mostly explored.) Workbenches are essentially save points and if you die you will respawn there. Towards then endgame the player will be able to construct a mobile workbench to craft whenever they feel like it.
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>>320361629
I like the idea of being a non-combatant having to survive with tools only. But droids usually make for a boring enemy.

I think it would be cool if you could find the occasional weapon and use it receiver style, where you have to figure out all the parts of the gun and use it realistically while also having very limited ammo. Then you could simulate being someone with no firearms experience but figuring out how to use weapons over time and use a gun in a really critical situation.
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>>320358613
SS13 meets Mad Max. I like it.
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>>320361512
So, a spinoff Wild Arms game?
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Dark Messiah and FEAR combined.
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Crazy Fly

Imagine Need For Speed U2 and Crimson Skies Xbox but with flies.
You'll have neon colored flies which you customize with hats and special decal wings.

You can fly or exclusively race on ground. Each map is suited for a specific type of racing.
There will also be Survival maps where you have to avoid being killed.

But if people don't like Flies we can always use ladybugs or butterflies, albeit those are girlish.
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>>320362512
Different gameplay but a similar atmosphere, I guess. I haven't played those games in a long ass time, though.
>>
A game about autism but not some social commentary or preachy shit that some indie faggot would make and Kotaku would get hardons for. In this game your character’s autism is like a superpower cos you’re so damn smart and can remember everything. Gameplay would involve problem solving and puzzles using maths and memory cos your character has it all thought through instantly. For example if there’s a puzzle involving disabling an alarm by bouncing something around an obstacle – cue your sperg’s freak maths mind to show you what would happen if you threw certain objects at certain speeds and angles by visualising the trajectory on screen. He’s also a human calculator so if you need to calculate some shit like how much ammo you need to kill X # of enemies or how much explosive is required to blow up your abusive stepdad’s house or whatever he can do that too. His weakness is social situations though, so avoid at all costs or use his photographic memory or something to blackmail the enemy or whatever, I don’t know. Also your health is now your tipping point into sperg freakout – trigger your autist too much and he’ll blackout in a frenzy and wake up covered in sick – but you’ll get 30 seconds of super retard strength and speed to save your ass and stop that from happening. Basically if game’s journos recommend this game as a realistic portrayal of autism then it’s failed as a game.
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Game that truly encapsulates the feeling of being shrunk down to a couple of millimetres tall and you’re running around the real world seeing things from a different perspective. Basically video game version Honey I Shrunk the Kids mixed with The Borrowers, but executed really well – amazing graphics, detail and accuracy. Could have some interesting enemies, weapons & vehicles that fit the theme. And interacting with normal size humans and animals would be amazing. Think entire levels set in someone’s body, like a level set in someone’s mouth whilst they are eating. There could be an entire settlement in some hobo’s long greasy hair. Imagine being shat out a dog’s arse in full 1080p 60fps. Think about it.
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>>320363306
I'd play the shit out of this. I loved Mr. Mosquito back in the day, so this would hearken back to that too.
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You know how in Star Wars Battlefront you and 3 others could get into a big ship and one would pilot and the others shoot guns

And you know how in Halo 3 it was fun when you're all riding the Elephant, someone driving, someone piloting

And you know how awesome the idea of fighting a pirate ship is, first at a distance with guns, then by boarding it

Well anyway this game is essentially a co-op mobile base defending game. Teams of 8, you make your own moving base, maybe a huge tank, ship, spaceship, not really sure. You add weapons, traps, engines etc. Add in some crazy gadgets and boarding mechanisms. Then you fight other bases.
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>>320363665
Imagine you getting swallowed.

Then reexpand in their belly
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>>320345495
i want to make silent hill 2 but i want to make it very dark, give the player a narrow flickering flashlight, have pyramid heads attack you at random, remove combat and make it a pseudo-stealth game also it be fps with shaky cam
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>>320358613
so ftl with strippers and mudslimes?
sounds pretty great desu
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>>320363665
A Borrowers game could be pretty cool.

Could be one player is a human and the others try to steal stuff from them in their house without being caught.
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>>320364398
Playing that sounds like some kind of living hell.
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>>320364862
Well it's also co-op multiplayer and you do your role individually, rather than like controlling the whole big rig and everyone on it.
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>>320365010
Sounds pretty fun actually.

Like that pirate airship game I cant think the name of.
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>>320365085
Guns of Icarus? Yeah kind of like that I guess.
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>>320365085
I was thinking sort of like GTA look, gameplay and camera with puzzle pirates style minigames on the rig for each job.
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>>320363579
goty material
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>>320363579
Chris chan detected
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>>320364012
guns of icarus?
air bucaneers?
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>>320364906
through playing it the player will truly be pulled into their own silent hill

it is profound as it is deep and vice versa
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>>320365637
Yeah now I've looked into it it has its similarities.

Was thinking more vehicles though. Boats, Planes, Tanks, Rigs - and a lot of jumping from one base to the other.

Who doesn't love that feeling of boarding an enemy ship by swinging from a rope?
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You're a qt rapebait gurl, you have 1 day to visit as many degenerate autists and tease them to the point they're unable to control themselves and attempt to rape you, you get points for each witness (parent, passerby, police etc) that catches the autist in the act. Bonus points and currency for taking it to court and winning the case.
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You're an early 20 something girl who accidentally got infected with a disease that make you like The Thing. You can pose human and have your personality and intelligence, but you're really a horrid flesh monster abomination that can shift your body to do whatever you need to within reason. To do anything of note you need biomass which you can get by consuming it, like eating food. The most efficient way though is by outright absorbing something living. For your abilities/body powers you need biomass, but also your body is in a state of decay as the flesh just breaks down and loses form. To prevent this you need genetic material, which goes along with biomass, but you have to be careful about how you get genetic material and how much you get, because it is what your body uses to more or less determine your form. So if you eat hamburgers all day, eventually you'll start changing into a cow abomination, or if you try to just absorb rats you'll turn into a rat abomination.

All the while the government and whoever else is trying to find you and you're just trying to find a cure. So you have to balance it, with carefully feeding and trying to avoid detection. Probably takes place in a city. Overall, I'm thinking sort of similar to Prototype but a lot smaller scale and not like some huge state of emergency disaster. Maybe you're not the only one like you, but either way it's about trying to stay human and stay under the radar of the people looking for you. In times of need though you can go full Thing Monster and do crazy shit, it just takes a lot out of you and you'll need time to feed again.

Ideally at least a large portion of the game potential is interacting with people and getting to know them, like you can go to a bar or store and meet strangers and make friends and get help. Better also to absorb people that way than just running around at night consuming homeless.
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>>320369771
Sounds like to have the potential to have something like a dating sim mechanic part of the game, only instead of going on dates with someone and spending time together to build affection in order to fuck them, you absorb them living. Unless you just wanted to fuck them and still consumed homeless people on the side.
>>
>>320369956
How do I make my teleportation in my game balanced.
>>
>>320370024
It actually has to be quite precise. Like if you teleport "at" something, you'll just collide with it or be disoriented, unable to get a grip and fall to your death. Instead, you have to teleport at least "onto" something, thereby having to be able to see a surface on which you can end up standing.

Because of this, teleporting only works downwards, you can't teleport from the ground up to a building because from the ground you can only look up and see the side of the building and the edge at the top, but not something to teleport onto. If you are standing on the building and looking down at the ground though, you can teleport down. Also carry inertia so you can't just fall off a building and teleport to safety because you're still moving the falling speed.

Like imagine you're hanging onto a fence, and you look at another fence of the same type a ways away and teleport to it. Just because you were holding onto the original fence doesn't mean your hands and feet will just magically find their place on the new fence, or that you'll be completely oriented and capable of catching on like it's nothing. The act of teleporting if you even do it, should be very disorienting.
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