It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
I want a smallish RPG where you play as a Dog and gain progression and levelling by doing doggy stuff with doggy skills...like successfully humping a strangers leg or sniffing asses.

It would need a smell simulation, maybe something like the way it was done in Discworld Noir so that you can track stuff. And the quests would be stuff that makes sense to a dog, not a person. Plus it would be an RPG where you could legitimately and legally call all the females "bitches" without the sensitive types getting upset. And the classes would be a selection of breeds...Greyhounds have untouchable speed but no stamina etc.
Sim Morgue

I've been pushing this for years.
avatar
tinyE: Sim Morgue

I've been pushing this for years.
This should be close enough.
avatar
tinyE: Sim Morgue

I've been pushing this for years.
avatar
ariaspi: This should be close enough.
No, I was thinking something more like Theme Hospital, in a building, with body drawers, an embalmer, file clerk, autopsy, different offices. Throw in some emergencies like missing bodies, zombie outbreaks, contagions, maybe throw in the option for illegal organ selling, weighed against the possibility of getting caught, along with just the day to day of keeping records, keeping organized, keeping everything clean and moving.




ACTUALLY, watching that video, most of that stuff looks covered there.
SHIT! There goes my ticket to fame and fortune.
Post edited July 24, 2018 by tinyE
Two other ideas:

1. This game is an adventure/visual novel hybrid. There's tons of story, but there's also adventure-style puzzles to solve. The catch is, after a while, things start to lose their consistency; the plot starts to contradict itself (maybe the victim of a murder shows up alive, for example), and around the same point in the game, the internal logic that the game world seemed to follow up to that point stops working (for example, what appears to be the same puzzle may occur twice, but the solution that works the first time doesn't work the second). Later on, things start to really fall apart; towads the end, neither the plot nor the gameplay logic makes much sense anymore.

2. This game is an adventure game. It is divided into segments; nothing carries over between segments (so an item in an earlier segment is never needed again in a later segment; prevents the player from being softlocked as is known to happen in classic Sierra games), saving is only possible between segments (but the segments are short enough for it not to be an issue), and there's a feature that lets you replay a segment you've already cleared. The twist is that the game is evil, in the way that games like Syoban Action are; you perform a reasonable action, and the game kills you (or traps you with no escape except death). One example is that, when you try to open a door, the door might fall on you and crush you, killing you instantly. Deaths of this game would be written with the intent of being rather silly, and the game would feature a death gallery; for each unique death you find, you unlock an entry in the gallery corresponding to that death. (Achievements could also be tied to the number of deaths you've found, and there would be some for particularly well-hidden deaths.)

(One interesting thing about #2: With the death gallery, this game actually encourages dying (unike most games); I have another game idea, that I may post later, that also takes the "encourage dying" aspect, but is a different type of game.)
An adventure/simulator cross-over where the basic plot resolves around a guy whose girlfriend left him due to a very simpistic and almost arcade-like FPS, where the only true tactic was rush. that was a constant focus of his attention. instead of her online gym simulator. The player assumes the role of that guy with the main quest of finding out whether becoming a professional gamer was worth it.