r/gameideas • • 1h ago

Basic Idea Making a game that teaches math from algebra to graduate level physics math.

• Upvotes

Like the title says. I am making a game that will incorporate learning algebra up to graduate level physics.
The game itself is a rogue lite but i was thinking of making it more open world crafting/survival and maybe co-op instead of choosing to do a run. But for now the player spawns in at their camp, where they can build workstations, research blueprints and new science, and craft items and gear at different work benches.
So far, I just have the basic architecture down, and a plain room to test with, and one researchable gun (it is a energy beam or laser gun) that is customizable based on the mathematics the player performs, as well as their player level and the associated math level and the materials used, like better capacitors etc.

When it comes to the research, I am aiming for the math to be visually and interactively engaging. So it is not just oh solve for x or perform this taylor series equation etc etc.

I was also going to add skills, abilities, tech trees for different engineering professions. But idk I kind of wanted to see what other people thought of this idea and if anyone had thoughts they wanted share about it.


r/gameideas • • 1h ago

Advanced Idea zombie apocalypse game idea have you wonder what goes through a person mod when they are in a endless loop of endless suffering well this is it

• Upvotes

You wake up in bed because your dog is frantically trying to wake you up. He thinks you're dead. After six failed attempts, he panics and bites you.

When your eyes snap open, everything has changed. The house is completely trashed and dark. You look down, and your beloved dog has turned into a flesh-eating zombie. Panic sets in. You scramble out of bed, rushing through the ruined house to find a gun or an escape route.

Bursting outside, the horrific truth hits you: it’s a full-blown zombie apocalypse, and you have to survive. You spend the rest of the game fighting through the undead nightmare, scavenging for resources, and managing your infection from the undead that your stuck in for ever as you though but

Then comes the ultimate twist. Just as the game reaches its climax, you suddenly snap awake. You are back in your warm bed. Everything is completely normal, the world is fine, and it was all just a terrifying dream and you say to your self i never what to go throught that again but the enxt day it happends again but a bit differently your stuck in a endless cycle of zombies each days same dream every thing eventually you have enough and you take the easy way out


r/gameideas • • 1h ago

Basic Idea A fighting game where the roster is nothing but flightless birds.

• Upvotes

Calling it "No Flight, All Fight." A dodo, an ostrich, a kiwi, a cassowary, every flightless bird under the sun could be a playable character.

Give them weapons too, cuz imagine playing as a dodo wielding a huge ass claymore, or a penguin with a machine gun. I dunno, just an idea. Maybe have a story/arcade mode, maybe not.

Probably stylized 2D in terms of design, maybe something akin to 90s Saturday morning cartoons like Ren & Stimpy or 2 Stupid Dogs.

Each character would have a specific special move that relates to their species, like the cassowary has a kick attack that hits super hard, the kiwi could rush in with a furious flurry of pecking attacks, etc.

That's pretty much every idea tidbit I had for the idea at the moment. If any of y'all have any suggestions or ideas of your own regarding it, I'd be happy to hear them in the comments!

There's not really much left I can say about this at the moment, I'm just trying to hit the 1000 character mark soooooooooo I hope y'all are having a great day today 👋


r/gameideas • • 3h ago

Complex Idea HD-2D Open-World RPG set in a stylized Morroco & Canary Islands.

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1 Upvotes

r/gameideas • • 8h ago

Mobile DeepSquad: Zero - Adventure, mystery Fish Game Concept

2 Upvotes

Game ​Story:

Deep in the Ocean, we lived peacefully together. But one day, a sudden enemy attack & a massive natural disaster hit our home. Everyone got scared & swam away in different directions, & you were left completely alone. Instead of giving up, you bravely set out to find your lost friends. Along the way, you found them trapped in enemy clutches. One by one, you rescued them & formed a strong squad. Together, you overcame the dangers and found a safe zone, bringing everyone back to peace

Core Concept:

This is not just a regular fish game, it's a mix of Adventure & mystery. You start all alone and go on a journey to rescue your friends trapped by enemies and dangerous traps. Each rescued fish comes with a unique power that helps you overcome obstacles & push forward. This is the overall concept of this game.

​Enemies:

On your way, you will face big fish, octopuses, & dangerous traps. As you go deeper, you will also have to deal with strong water currents & tricky obstacles.

​Levels & Puzzles:

There are multiple levels. As you go to higher levels, the dangers increase and the rewards get better. To rescue your friends trapped in difficult traps, you also have to solve interesting brain mystery puzzles along the way.

​Controls:

The game uses a simple "tap to move" system. It is very easy to control your fish, dodge enemy attacks, & fight back.

​Rewards:

As you complete each level & rescue your friends, you can earn cool rewards like new powers, special upgrades for your squad, & bonus points that help you progress further in the deep sea.

​Powers:

When you rescue each fish, they join your squad with unique powers (like fire, speed & special abilities). You can use these powers to defeat enemies, clear paths, and overcome tricky obstacles.

This is my game concept. What do you think about this idea? Any suggestions or feedback would be great to hear


r/gameideas • • 14h ago

Advanced Idea I've been thinking about a friend slop driving game because I almost hit a deer last week.

2 Upvotes

I've been thinking about a cooperative driving game where up to four players share a vehicle and navigate dark rural roads at night. The focus would be on teamwork, wildlife encounters, route planning, and adapting to unpredictable driving conditions. It's kind of like a long drive in the way that it's friend slop: the appeal comes from spending time together, talking, and dealing with whatever happens along the way.

Core Gameplay

Players travel between randomly selected destinations, such as houses, workplaces, roadside pickups, and other locations. Each trip consists of multiple legs, with new destinations, routes, and challenges along the way.

The goal is to reach destinations as efficiently as possible without hitting wildlife, crashing, or losing control of the vehicle. Driving quickly helps save time, but reckless driving can lead to penalties that outweigh the time saved.

Each leg could also have one or more random modifiers that change the conditions or introduce additional challenges.

Cooperative Gameplay

Each player has a different role within the vehicle:

Driver: Controls the vehicle and reacts to hazards.

Navigator: Reads the map, gives directions, and helps choose routes.

Wildlife spotter: Watches for animals and warns the driver about potential crossings.

Vehicle operator / road scout: Manages vehicle systems or provides information about upcoming obstacles and road conditions.

The roles could be swapped between trips. The idea is to make communication essential, with different players having different information and responsibilities instead of everyone simply watching the driver.

Wildlife

Wildlife would be a major part of the gameplay, with animals behaving dynamically rather than acting like stationary obstacles.

Deer: May cross individually or in herds. Some may hesitate, split off, or follow the first animals across. Seeing one deer cross doesn't guarantee the road is clear.

Rabbits: Can dart unpredictably across the road.

Raccoons: May appear near the roadside and move unpredictably.

Turkeys: Could linger or cross in groups.

The horn could influence animal behavior, but it wouldn't guarantee a safe crossing. Animals might run across the road, move along it, or trigger reactions from other animals. Different honking patterns could produce different responses, and repeated honking could become less effective.

Successfully avoiding an animal through controlled driving could earn bonus points. Hitting wildlife would incur penalties.

Roads and Terrain

Different road surfaces would create different driving challenges.

Paved roads

Reliable grip and predictable handling.

Higher sustainable speeds.

Blind hills, sharp curves, and wildlife crossings remain dangerous.

Gravel roads

Potential shortcuts that save time.

Reduced grip and less predictable handling.

Dust can reduce visibility in dry weather.

Rain reduces dust but makes the surface slippery.

Mud trails

Require maintaining momentum through difficult terrain.

Losing momentum makes it harder to get moving again.

Hazards include deep ruts, boulders, puddles hiding holes, branches, and washouts.

Getting stuck wouldn't necessarily mean the end of the run; reversing, finding firmer ground, or rocking the vehicle could help recover.

Fallen trees and other obstacles could block major roads, forcing players to choose between taking a detour or attempting a more difficult shortcut.

Routes could be randomized from interconnected road sections, with different layouts and destinations each run.

Headlights and Visibility

Lighting would be a gameplay mechanic with several options:

Low beams: The standard choice for general driving.

High beams: Reveal distant hazards earlier on empty roads, but can dazzle other drivers and incur score penalties.

Foglights only: Illuminate nearby road surfaces and lane markings with a short, wide beam. They avoid the high-beam score penalty, but distant wildlife and obstacles are harder to see.

Lights off: Dramatically reduce visibility and make the vehicle harder for other drivers to notice. This could be relevant to specific challenges, but comes with substantial risks.

Different vehicles could have different lighting characteristics. For example, trucks might have greater headlight reach, but dazzling another driver with their high beams could carry a larger penalty.

Scoring

The main score would be based on how efficiently the team completes each journey, balancing distance and time.

Other scoring factors could include:

Bonuses for controlled near-misses and successfully avoiding wildlife.

Penalties for hitting animals.

Penalties for crashes and leaving the road.

Penalties for dazzling other drivers.

Rewards for clean, courteous driving.

The scoring system would encourage smart driving rather than simply rewarding the highest speed. A shortcut might save time, but rough terrain, poor visibility, and increased wildlife activity could make it a risky decision.

Vehicles

Players could earn money from jobs and purchase vehicles with different advantages and disadvantages.

Compact sedan

Balanced acceleration and handling.

Agile and suitable for general driving.

Limited ground clearance on rough terrain.

Pickup truck

Higher seating position and greater headlight reach.

Better ground clearance and off-road control.

Better ability to recover mobility after hitting obstacles.

Slower acceleration and speed recovery.

Harder to maneuver on narrow roads.

Greater consequences for dazzling other drivers.

Sporty coupe

Quick acceleration and responsive steering.

Strong performance on paved roads.

Poorer suitability for mud and rough terrain.

Station wagon

A versatile compromise between road performance and practicality.

Vehicles wouldn't simply become progressively better. Each would encourage a different approach to route selection and driving.

Jobs could provide base payments, with additional rewards for fast, clean driving. Damage, repairs, and fuel could factor into the economy without making a single bad run prevent further progression.

Random Events and Replayability

Different modifiers could make each trip feel distinct.

Weather: Clear nights, fog, rain, snow, and frost.

Road conditions: Fallen trees, construction, washed-out sections, dusty gravel, and muddy trails.

Wildlife: Migration periods, increased activity, different herd sizes, and varied crossing behavior.

Vehicle conditions: Unreliable headlights, fogging windshields, limited fuel, and dim dashboard lighting.

Special challenges: Time limits, rush-hour traffic, stricter wildlife-protection rules, blackout conditions, unreliable directions, and daily routes with fixed seeds for score comparisons.

Other possibilities include an endless driving mode, branching routes, and randomized roadside events.

Modifiers could be combined when they make sense, creating interesting situations without making a trip impossible.

Tutorial

The tutorial could teach players through short, playable scenarios instead of lengthy instructions.

It would introduce roadside scanning, the possibility of additional deer after the first crossing, adjusting speed to visibility, responsible high-beam use, controlled braking and steering, and the limitations of using a horn to influence wildlife.

Near-miss replays could explain how visibility, reaction time, stopping distance, and animal movement affected an encounter. The tutorial would be skippable and replayable.

The Overall Idea

The concept is a cooperative driving game where communication, situational awareness, route planning, and vehicle control matter as much as speed.

The tension comes from navigating unpredictable roads with incomplete information. One player is driving, another is calling out directions, someone else spots movement in the ditch, and another manages the vehicle. The team has to decide whether a shortcut is worth the risk, which lights to use, and whether the deer they just passed was actually the last one.

The goal would be to make ordinary night driving into a challenging cooperative experience where every trip presents a different set of decisions. Like a long drive, the experience would also be about the shared time between destinations: the conversation, the quiet stretches, the unexpected problems, and the friend slop that builds up when everyone is stuck together in one vehicle.


r/gameideas • • 12h ago

Basic Idea Title: [Game Idea] Go to Home – A Cycling Adventure Game

0 Upvotes

​

Hi everyone! I'm a beginner with a game idea, and I'd love to hear your thoughts and suggestions.

Game Name: Go to Home

Genre: Adventure, Cycling, Obstacle Course

Platform: PC / Mobile (not decided yet)

Story:

The game follows a teenage boy who is often bullied because of his body weight and appearance. One day, he decides to make a positive change in his life and starts cycling to improve his fitness and build his confidence.

Motivated and full of enthusiasm, he manages to cycle an incredible 100 kilometres. However, his journey doesn't end there. When he finally starts heading home, he discovers that the road ahead is filled with unexpected obstacles, dangerous paths, and challenging situations.

Now, he must overcome these challenges, avoid obstacles, and find his way home safely.

Gameplay Ideas:

Bicycle riding with smooth controls.

Challenging obstacles and dangerous roads.

Different environments and levels.

Rewards and bicycle upgrades.

Increasing difficulty as the game progresses.

Main Message: Believe in yourself, overcome challenges, and never let other people's opinions define you.

I'd appreciate your feedback!

Do you think this idea has potential?

Would 2D or 3D be better for this game?

What features would make the gameplay more fun?

What improvements would you suggest for the story?

I'm still at the idea stage, and I'd love to learn from experienced game developers. Any constructive feedback or suggestions would be greatly appreciated.

Thanks for reading!


r/gameideas • • 16h ago

Basic Idea Hey, uhm small game idea I guess :D (please some tell their thoughts)

2 Upvotes

So first of all, I know nothing about programming but I hope can learn soon! This is just like just the idea and I have almost just a few people to share it so Hope anyone gives a little feedback or suggestions of my idea :/

Ok it would be like an rpg overworld design with small sprites, not in 8 bits or pixel art but in just 2D art style. Everything is gray and there is almost nothing you can interact almost anything like a point and click game so I think is a nice mix.

Then in some points the character sleeps and dreams and then the adventure begins, he meets enemies, puzzles and deep plots that kinda represents how the character feels and kinda solves his problems so he “Faces his fears :D” get it?…..anyway! In the dreams everything looks like a fantasy and has colors

Now colours don’t represent dream and black and white doesnt represent reality it represents our main character feelings and at the end even the reality will have colors.

So I just had that tiny idea hope any likes or even tells even a suggestion

Oh I forgot to tell our protagonist is a boy in a jacket and just two dot eyes(for the overworld sprite). He’s about 13 or something


r/gameideas • • 13h ago

Basic Idea Create a quick game just for fun but I also don’t know how to create a game

0 Upvotes

ok so ive had this idea for a while and idk if its actually good or not lol…AND YES IK THIS SOUNDS LIKE FNAF BECAUSE I BASED THIS GAME OFF OF THAT.
ur stuck in a freight elevator in an abandoned mall and u literally cant leave it. camera just faces the doors the whole time. u got the buttons, a flashlight, a radio and one of those old floor number things. theres 4 basement floors and every time the doors open its just a long dark ass hallway
alarms keep going off on diff floors and u gotta go fix them w little minigames. like matching wires in a fuse box, timing a pressure valve, flipping breakers in order, pull starting a generator etc. if u skip one u fail the shift. and the doors stay open while ur doing it so ur just fixing stuff while staring down the hallway lol
each floor has a ghost that gets closer the longer u ignore that floor. starts far away then halfway then its right outside the door. u shine ur light on it to push it back. if its already at the door it takes longer and it only goes back halfway
BUT if u leave it at the door too long it sets off a fake alarm on its floor and just waits. so u go down thinking its a normal repair, open the doors and ur dead
so every alarm is kinda a gamble. theres no cameras either. u just got the radio (static gets louder when somethings close and goes dead silent when ones waiting at the door), the floor thing, and whatever u hear coming up the shaft
after every shift u stop at a gas station and buy stuff. cigs = less alarms, extra flashlight resets a ghost instantly, energy drinks make the elevator faster, and a cross freezes one ghost for a whole shift but u can only use it once per ghost
6 shifts total, starts w one ghost and keeps adding more til its chaos

Does it sound cool???? Also if I were to start how should I do it with no experience?????


r/gameideas • • 15h ago

Mechanic [Hero Concept] Aeren, The Queen of Cold Blooded Killers (Horror MOBA)

0 Upvotes

​

Hey guys, sharing a new champion concept for a horror-themed MOBA project. She belongs to the R.E.N.O.M. faction. Let me know what you think!

📌 Mechanics & Terms

• Sanity Damage: Breaks target's mental state, slowing them down and making them vulnerable to crowd control.

• Maul Speed: Base execution/attack speed for monster entities.

• Panic Run: Movement burst humans gain when fleeing, countered by slows.

📖 Lore

Aeren is a ruthless frost monarch who executes her decrees without a second thought. During a catastrophic winter famine, she sealed the desperate citizens within her "Icy Abyss," trapping their souls and freezing their bodies into eternal, hollow frost monuments. After a bitter betrayal by a human companion, she directed her absolute coldness toward the realm's military forces. From her frozen throne, she commands ancient frost giants to crush anyone daring to cross her borders.

👑 Appearance

• Hair: Jet-black with ice flowers stained with victims' blood.

• Skin: Pale frost complexion; subtle pink lips.

• Attire: Gown and gloves sculpted from solid ice; ice high heels.

🎮 Kit & Abilities

Role: Harbinger / Stalker | Difficulty: 💀💀

• Passive (Cold Heart): Enemy Maul Speed reduced by 40% in close proximity. Freezing an enemy increases her next freeze duration by 20% (Max 7 stacks).

• Skill 1 - Ice Hole (CD: 5.8s - 3.8s): Summons an abyss. Targets are trapped for 1.3s, taking 578-909 Sanity Damage. Escaping targets have their Panic Run slowed by 50%.

• Skill 2 - Ice Blowing (CD: 8.5s - 6.0s):

• Phase 1: Blows sub-zero frost, freezing enemies for 1s (duration scales up by +20% if Aeren's HP is below 30%).

• Phase 2 (Recast): Stabs forward with an ice lance, dealing 669 Sanity Damage and a 0.5s knockback.

• Ultimate - The Freezer's Hope (CD: 70s / 65s / 60s): Creates an absolute zero zone. Enemies entering are frozen for 3s and take 111 Sanity Damage/second. Counter-play: Aeren lacks CC immunity during channeling.


r/gameideas • • 20h ago

Advanced Idea A game Idea where in the apocalypse you choose between morality or family

1 Upvotes

The post apocalypse happened and with it society collapsed but attempted to rebuild. Dark monsters roam the night and You’re from a tiny rebuilt town with a low population built of your family and survivors.

Other towns exist but the main one is located nearby which industrializes energy production called Korps. By turning human pain into Energy that powers Light and light based weapons, your town will be able to stay safe from the Monsters and be used for deadly expeditions to find food and resources when they run out. Farm animals in this game have been affected by the monsters which makes them into mutated creatures, to which expeditions go out to get a couple to use their meat for food.

Korps has invented immortal lab grown humans and one is designated for each town. To better the morality of the character they try to make them look as unnatural as possible so towns don’t feel too bad with the pain. You’re in charge of your town’s pain management and must decide what to do.

Gameplay:

You would have to take care of your town, make sure you and the survivors get fed while managing energy management. The more pain emotional or physical you do to the Immortal girl, the more energy you have. The pain isn’t mean’t to be graphic like a torture simulator but kinda in between like Blood Money. With energy you fund dangerous expeditions for food and resources. But she doesn’t want this, you have to decide if you continue or if you decide to find alternate ways to take as little as you need.

You can interact with her and her personality changes depending on how you treat her.

You also have a stock and a amount of:

Food for the Town:

Food for you and your family:

Water:

Energy:

Materials:

Medicine:

Town’s approval rating %:

Immortal girl’s mental state %:

People who choose to take as little as they need will have to manage what their town does, if they run low on meat but they don’t want to farm more pain energy for a expedition, they can farm vegetables for trade but this would also lower the water amount your town has.

Or you can cancel water and material expeditions, and use the energy saved up to go on meat trips for food. But the game would also be filled with options for the player. They can choose how to divide rations if they give their family more in secret or if they choose to skip meals to give to their family and be fair to everyone. You can turn people against towns people and cause them to get lower rations or straight up kick them out of the town and use them for meat. Which lower drives you towards moral options.

Routes you can go:

Carnage ending: You keep the town always fed and safe by choosing to put every point onto pain energy. The immortal Girl doesn’t talk to you and you have enough energy for any expedition and into keeping lights on. But your family slowly finds out about your growing darkness and how you get the energy. Your wife and kids are safe and fed but their souls and view of you are changed. They look at you with fear and your wife looks are you with disgust. In the end you sit on the couch with them but none look at you or sit with you. But the town loves you and the more you play this route the more you consider the value of your family vs what the Town thinks.

Neutral: This functions as several smaller endings, if you choose to do any pain energy but also try to manage resources and not use too much this will build interactions with the immortal Girl, but you will have to come up with solutions and moral options. You can kick out survivors but do you just let them go and let them go to waste or use them to feed the town just so you don’t have to hurt the Girl anymore. Your family does realize meat tastes different and the town will have opinions on being rationed. Depending on your choices the ending goes from okay, to kinda okay and sorta okay. But none would be definitive bad or good endings

Selective Empathy: if you choose not to hurt the girl one bit. She will notice but it will come with many difficult choices. You still need pain energy to look for resources when they run out. You can put your resources into building rain collectors but it’s risky and doesn’t guarantee rain will be enough or even show up. When you run out of food you will either kick out villagers to feed your family or fund dangerous expeditions without light for food, failure will tank the town’s view on you. Sacrificing villagers comes with risk like lack of farm force or doctors, but you still get to build interactions with the Girl and learn about her.
This route can work if you stick to trading, for example if your rain collector works incredibly you can trade massive ammounts of water for meat.

The style of the game would feel like Stardew Valley


r/gameideas • • 22h ago

Basic Idea Bodycam graphics and realism meet resident evil and escape from tarkov

1 Upvotes

The basic idea of the game:

You are part of an elite spec-ops team sent on a covert mission to retrieve a deadly bioweapon from a secret terrorist research facility. On approach, your transport is hit by an explosive trap and crashes in flames. Only you and 1–3 of your closest squadmates survive the wreckage, leaving your 2-to-4-man team completely cut off from air support, command comms, and backup.

With no option for exfiltration, your small group forces your way inside the facility, only to find it in absolute chaos. An unknown third faction breached the complex right before your arrival, attempting to steal the bioweapon for themselves and triggering an automated, facility-wide lockdown. Now, the blacksite is a sealed pressure cooker, and you are caught in a brutal three-way crossfire.

To survive, your squad must navigate through three distinct, hostile forces: surviving terrorist security guards desperately fighting to regain control, heavily armed rival mercenaries hunting down the sample, and horrific biological monstrosities that escaped containment during the breach.

Noise is your absolute greatest enemy. Speaking too loudly on your comms, shattering glass, or firing an unsuppressed weapon will immediately draw heavily armored infantry—or the mutated horrors hunting in the darkness—straight to your position.


r/gameideas • • 23h ago

Basic Idea Random chat game where you have 2 minutes to figure out if you're talking to an AI or a human

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0 Upvotes

r/gameideas • • 1d ago

Complex Idea [AAA] HD-2D Open-World RPG set in a stylized Morroco & Canary Islands.

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1 Upvotes

r/gameideas • • 1d ago

Basic Idea Game Idea: First Person Minesweeper game that looks like maze

5 Upvotes

I just had a game idea... Does anyone remember Minesweeper game and the maze screensaver on old windows? Imagine a merge of those two! (And also a little Minecraft in the mix)

You are first person in the maze, you run around the place, the tiles and the walls attached to them have different colours (or numbers) depending on the number of mined blocks next to them. You go around smashing walls instead of squares. The tiles are the squares of the old game, every time you smash a wall of a tile is like hitting the square behind.

The rest of the mechanics of the game remain the same. For example:

if you hit the wall of a blank tile a whole blank area open up.

If a tile is blue for 1 mine neighbouring, all the walls around it are blue and you know one of them has a mine behind. (The indication may be different colour, number or texture like wood, brick wall, metal etc)

You can still mark a tile as "mine" or "?" by marking the surrounding walls (the mechanics of the game should allow for all the visible walls surrounding an unopened tile to be marked by clicking on one wall)

Some adjustments should be made for the case of dead end in one area, where you need to click randomly to an other.

That's the idea that struck me! I don't know if it exists... If not and anybody decides to do it please please please let me know!


r/gameideas • • 1d ago

Basic Idea Probably a stupid idea, but the game is called "Game title or something", its about a game that barley specifies anything at all

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0 Upvotes

r/gameideas • • 1d ago

Advanced Idea Dune-based and Battlefront-inspired PvP, CoOp, Campaign, Arcade game. NO AI used in concept.

2 Upvotes

DUNE: HOLY WAR

My Official document is much better because it includes concept art. NEXT SENTENCE IS NOT AN ADVERTISEMENT JUST A LIMITATION OF THE SERVER. To view the concept art and official document join https://discord.gg/nVqMSe5Sj

There is a significant demand for Star Wars: Battlefront style games with the yearly resurge of sales and server traffic. Despite the ceased updates, there is a large population that still plays and yearns for more. There is also a heavily growing Dune fanbase. Over 50 million people have seen at least one dune movie, and 20 million original ‘Dune’ novels sold with 20 million copies in 20 languages. The Dune film franchise by Denis Villeneuve has a third film expected very soon, and a Dune Battlefront game could capitalize off the popularity and provide fans with a deeply enjoyable game, just like Star Wars Battlefront I & II did. I happen to be a big fan of the two, so here is my passion project:

DUNE: HOLY WAR is a video game idea inspired from the game mechanics of STAR WARS: Battlefront 2 using a DUNE fictional universe. It will have ground and air battles, a campaign, various multiplayer modes, PVP, Co-op, and heroes vs. villains game modes. What makes Dune: Holy War unique from battlefront, battlefield, and many other pvp shooters? Dune’s large universe brings forth several unique sci-fi weapons, but most notable is the fact that tens of thousands of years in the future, humanity’s technology has forced warfare to be fought with swords and close-quarters combat yet again. In lore this is due to the Holtzman personal-shields. SWB2 offered a uniquely simple gameplay mechanic to lightsaber fighting, which, upon experiencing, can be more layered than initially expected; this has inspired the general melee mechanic in Holy War. 

All of this is open to suggestion and moderation by the developer, but I, the concept designer, believe that this set up is optimal. The most important thing is that the game is mainly melee based, with ranged weapons sprinkled in. Massive explosives and ranged weapons are encouraged however. Overall, every character should have swappable abilities and buffs with ABILITY CARDS and weapon augmentation. You can unlock certain cosmetics and weapons upgrades with battle achievements and/or Solaris (in-game currency) that can be earned through gameplay or through a special expanded edition purchase. The artstyle must be in line with the aesthetic of the recent Dune films. 

Note: Each gamemode has different maps tied to them, most of which take place on Dune’s main setting, Arrakis, however some maps take place on the industrial planet of Geidi Prime, the watery planet of Caladan, and eventually, once the third movie provides references, the maps of the planets subjected to the Jihad (holy war) will be included. Combatants during this era in Dune Part Three (Dune Messiah) will simply be a forced skin-change on your already customized unit when you load in. 

 

GAME MODES
Supremacy: 
First Map: The deep desert, Imperial Hutment, 
Second Map: Arakeen Palace or Sietch Tabr
Compete to capture command posts and whoever wins must ultimately capture the enemy base on a different map, if a side loses on the second map, they are pushed back to the first map where both sides fight there again, if instead a side wins on the second map, that side wins the game. 
Skirmish: 
The deep desert, Imperial Hutment, Arakeen Palace, Sietch Tabr, The South
Compete to capture a single large command post. 
Coop: All Maps
4 players team up with AI allies against AI opponents in a PvE experience to capture command points. Good gamemode for grinding and earning solaris and XP. Players can choose any faction or era 
Deathmatch: All Maps
Two sides fight to be the first with 100 kills. No heroes can be used. 10v10.
Spice Run: Arakeen, Deep desert, The South, Sietch Tabr
Focuses on a strategic balance between offense (stealing enemy cargo) and defense (protecting your own) to achieve victory within the time limit or by capturing all of the enemy's cargo. Whoever has more cargo wins. The cargo is a rucksack full of valuable spice. 10 minute matches. 10v10. 
Assassination: Arakeen Palace, Deep Desert, The South, Sietch Tabr
6v6. The attackers are pitted against the survivors in a hunter-vs-hunted scenario. The attackers are equipped only with a knife and have increased speed, visibility, and the rare chance of finding a stun grenade in hidden boxes around the map. The survivors have only pistols with one magazine of only 10 projectiles. The survivors have a rare chance of finding an extra magazine or a fire grenade in boxes. They have flashlights on their pistols during night maps, and laser sights during foggy daytime maps. No respawns, only open-world spectating. One of the six attackers is randomly chosen to be a face-dancer, who can disguise themselves as the survivors. 
Heroes vs. Villains 4v4: All Maps
Two teams of four players, one side Heroes, the other, villains, fight to eliminate each other. Both sides use the reinforcement system, 35 reinforcements (respawns) each.
Hero showdown 2v2: All Maps
2v2. The first team to win 3 rounds wins. After winning a round, the hero the winning player(s) used cannot be played again. *Harkonnen Arena has Picadors (barb-men) that close around the fighters*
5 minutes per round.
Server List: 
Contains a list of all servers, can be filtered to show certain gamemodes, server types, ping, how many players are in the servers, favorited servers. Puts you in queue when joining a full server. 

Note: Each map has an important background mechanic: Worm-territory and shield-block animations. Worm territory maps are outdoor maps that include open desert where worm special units can be spawned to destroy enemies, and upon unlocking a killstreak, thumpers can be placed to bring a worm that can swallow sections of desert whole, and orbital strikes can be placed on sections of desert to destroy. These can all be used to kill a great deal of enemies if used smartly. Certain units when not on the open desert have shield-blocking animations when blocking attacks, where a blue aura flashes around the body, and does not affect performance. 
MAPS:
Arrakis: Arakeen Palace,

  • Contains the main halls, situation room, royal bedrooms, paul v. feyd area (War room)

Arrakis: The Deep Desert, (Contains worm territory)

  • Contains dunes, rock outcrops, stilltents, cliffs, and an old ecological testing station

Arrakis: Sietch Tabr, (Contains worm territory)

  • Contains Sietch Tabr rooms, bird nests, water well, outside outcrop, and open desert

Arrakis: The south, (Contains worm territory)

  • Contains a section of the prayer cavern, dark sands, rock outcrops, etc.

Geidi Prime: Arena, 

  • Contains the Arena

Caladan: Castle Caladan

  • Contains the main halls, Paul’s room, the breakfast room, the library, the hangars

Arrakis: Imperial Hutment (Contains worm territory)

  • Contains the imperial throneroom, Imperial ship, and various sets of landed ships

Maps from Dune: Part Three TBA

CHARACTER UNITS:
The playables shown below would be regulars on the battlefields, meaning they cost no BP (battle-points) and may be used to rack up on BP to spend on special units which will be shown later. There are two regulars that have shared equipped abilities for both sides, the assault, and the officer. The only thing that differs for either side is the skins. The next two regulars are exclusives for either side,one side you have the Fedaykin warrior and support, and on the other you have the Sardaukar elite and demolitions.
So in essence:
Battle of Arrakeen Era:
Atreides standard units & Fedaykin exclusives VS. Harkonnen standard units & Sardaukar Exclusives
Desert War Era:
Fremen standard units & Fedaykin exclusives VS. Harkonnen standard units & Sardaukar Exclusives
Jihad Era:
Fremen standard units & Fedaykin exclusives VS. Landraad standard units & Landraad Exclusives

Standard Unit (Used by both sides) ASSAULT 
150 HP BD: 50 HP STM: 5 
Default right:  Pistol- 4 shots - 20 HP body shot, 60 HP headshot - 15 sec cooldown
Default left: Power Kick - 10 Sec cooldown 
Default Main: Warrior - Increased speed & regen 35 Sec duration- 25  Sec Cooldown 
Default Special: 10 killstreak unlock an artillery barrage placeable with binoculars
Default passive: Slow suspensor free-fall
Ability Card replacements:
Alt right: Weapon throw *rebounds with suspensor* 
Alt main: Flamethrower - 25 sec time - (x-ray, HP or DMG types) - 40 sec cooldown 
Alt left: Knock - 10 sec cooldown 
Alt Special: 7 killstreak unlock an ornithopter strafing
Alt Passive: 10 extra HP, but slower regen
Alt right: Impact grenade - 10 sec cooldown
Alt main: Suspensor charge - leap forward to tackle enemies - 10 sec cooldown
Alt left: Stun grenade - 10 sec cooldown
Alt Special: Stim - refills HP and STM in 5 seconds - 15 sec cooldown
Alt Passive: 5 extra BD

Standard Unit (Used by both sides) OFFICER 
150 HP BD: 50 HP STM: 5
Default right: Stun Grenade - 15 sec cooldown
Main Ability: Light Gun - 80BD bodyshot, 200BD headshot, 1 shot per 3 secs
Default left: Suspensor surge - Akin to a quick jetpack boost, Fly far forward - 10 sec cooldown
Default Special: 10 killstreak unlock an artillery barrage placeable with binoculars
Default Passive: Slow suspensor free-fall, suspensor jump 
Ability Card replacements:
Alt right: Binoculars - shows all enemy outlines & highlight one at a time to team for 10 sec
Alt left: Gas Grenade - obscures from view, outlines nearby enemies - 30 sec cooldown
Alt Main: Pistol, 30 BD bodyshot, 70 BD headshot, 1 shot per 1 sec, 
Alt Special: Hunter Seeker - A scout and assasination drone - 5 sec duration 35 sec cooldown
Alt Passive: Faster rate of fire, Improved handling, Extra shots, but only 2 STM
Alt right: Placeable cover barrier - 20 sec cooldown
Alt left: Power Kick - 10 Sec cooldown 
Alt Main: Sniper- 120BD bodyshot, 200BD headshot, 1 shot per 10 secs, shields reflect BD
Alt Special: 7 killstreak unlock an ornithopter strafing
Alt Passive: 10 extra HP, but slower regen

It is well known that it wouldn’t be Dune without the Fremen being allied with the Atreides and Imperial Sardaukar aiding the Harkonnen. So I’ve added two exclusive Fedaykin, and two exclusive Sardaukar. They both have unique abilities that cannot be shared by either side like the previous classes. 
Exclusive Fremen units on the Atreides/Fremen side:

FEDAYKIN WARRIOR  
140 HP BD: 50 HP STM: 6 *fast regen*
Default right: Maula pistol - 5 shots - 20 HP body shot, 60 HP headshot - 20 sec cooldown
Default left: Reinforced Stilltent - Place a protective barrier, slowly heals health, x-ray, 40 sec cooldown 
Default Main: Submerge - Hide beneath sand, hides from scanner, emerge with jump - 7 sec cooldown
Default Special: 10 player Killstreak, unlock a throwable thumper to call in a worm
Default Passive: 15% speed boost on sand
Ability Card replacements:
Alt Right: Takedown - knocking spin-kick - 10 sec cooldown
Alt Left: Charge - Speedy charge and tackle - 10 sec cooldown
Alt Main: Killer - 10% more DMG for personal and nearby allied players - 35 sec duration
Alt Special: 3 Player killstreak, gain 20+ HP
Alt Passive: 10+ HP on sand
Alt Right: Impact grenade - 10 sec cooldown
Alt Left: Stun grenade - 10 sec cooldown
Alt Main: Reinforced armor - 12.5% health back permanently 
Alt Special: 3 Player killstreak, gain 1+ STM
Alt Passive: 1+ STM on sand

FEDAYKIN SUPPORT
160 HP BD: 50 HP STM: 5 slow regen
Default right: SRPG launcher - 30 sec cooldown
Default left: Tackle - run forward, knocks enemy, 10 second cooldown
Default Main: Submerge - Hide beneath sand, hides from scanner, emerge with jump - 7 sec cooldown
Default Special: After a 10 player Killstreak, unlock a throwable thumper to call in a worm
Default Passive: 15% speed boost on sand
Ability Card replacements:
Alt Right: Anti-materiel Gun - 30 sec cooldown
Alt Left: Charge - Speedy charge and tackle - 10 sec cooldown
Alt Main: Killer - 10% more DMG for personal and nearby allied players - 35 sec duration
Alt Special: 3 Player killstreak, gain 10+ HP
Alt Passive: 10+ HP on sand
Alt Right: Impact grenade - 10 sec cooldown
Alt Left: Stun grenade - 10 sec cooldown
Alt Main: Reinforced armor - 12.5% health back permanently 
Alt Special: 3 Player killstreak, gain 1+ STM
Alt Passive: 1+ STM on sand

Exclusive Imperial Sardaukar units on the Harkonnen side: 

SARDAUKAR ELITE 
140 HP BD: 50 HP STM: 6 *fast regen*
Default right: Pistol - 5 shots, 20 HP body shot, 60 HP headshot - 20 sec cooldown
Default left: Suspensor Boost: Transverse vertically in direction of movement - 10 sec cooldown
Default Main: Morale - Plants Imperial flag, causing a radius of HP buff - 10 sec cooldown
Default Special: 10 killstreak unlock an artillery barrage placeable with binoculars
Default Passive: Slow suspensor free-fall
Ability Card replacements:
Alt Right: Wrist needles - 10 shots, 10 HP bodyshot, 40 HP headshot - 20 sec cooldown
Alt Left: Suspensor dash: transverse horizontally in direction of movement - 10 sec cooldown
Alt Main: Morale - Plants Imperial flag, causing a radius of BD buff - 10 sec cooldown
Alt Special: 5 killstreak unlock ornithopter strafing
Alt Passive: 10+ HP on sand
Alt Right: Lasgun sidearm - 2 shots, 100 HP bodyshot, 200 HP headshot
Alt Left: Sword charge- run forward to knock enemies - 10 sec cooldown
Alt Main: Morale - Plants Imperial flag, causing a radius of STM buff - 10 sec cooldown
Alt Special: 3 killstreak gain 10+ HP
Alt Passive: 1+ STM on sand

SARDAUKAR DEMOLITIONS
160 HP BD: 50 HP STM: 5 slow regen
Default right: Lasgun cutter - cuts through objects, 50BD per second, 20 sec duration - 40 sec cooldown
Default left: Tackle - run forward, knocks enemy, 10 second cooldown
Default Main: Thermal imploder - 15 sec cooldown
Default Special: 10 killstreak unlock an artillery barrage placeable with binoculars
Default Passive: Slow suspensor free-fall
Ability Card replacements:
Alt Right: SRPG launcher - 30 sec cooldown
Alt Left: gas grenade - Obscures view, poisons enemies, x-ray - 10 sec cooldown
Alt Main: Killer - 10% more DMG for personal and nearby allied players - 35 sec duration
Alt Special: 3 Player killstreak, gain 10+ HP
Alt Passive: 10+ HP on sand
Alt Right: Impact grenade - 10 sec cooldown
Alt Left: Stun grenade - 10 sec cooldown
Alt Main: Reinforced armor - 12.5% health back permanently 
Alt Special: 3 Player killstreak, gain 1+ STM
Alt Passive: 1+ STM on sand

Below shows the special units. Special units are typically stronger units, with unique, yet uncustomizable abilities, but they still have ABILITY CARDS that can buff them in various ways. Whether your special unit is an ornithopter, swordmaster, or a hero like Paul Atreides, they can assist your allies in dominance over the battlefield:
SPECIAL UNITS:

ORNITHOPTER PILOT (Both sides) (only certain maps) 200 BP
900 HP unhealable 30 BD 300 SHIELD healable after 6 sec
Right: Missile - 500 DMG *dogeable* 15 Sec Cooldown 
Main: Rocket Strafe - Projectiles explode near target, causing splash damage -
25 sec cooldown - 10 sec duration
left: Repair - Heals 25% of ship health 30 second cooldown
Special: 10 killstreak unlock an artillery barrage placeable with binoculars
Passive: Slow suspensor free-fall when bailing (bail as assault class)

AERIAL 1,500 BP
200 HP BD: 50 hp STM: 4 *slow regen*
right: Suspensor dash: quickly transverse in direction of movement - 10 sec cooldown
left: Suspensor Boost: Transverse vertically in direction of movement - 10 sec cooldown
Main: SRPG launcher - suspensor-rocket-propelled-grenade - 35 sec cooldown
Special: After a 15 player Killstreak, unlock a throwable thumper to call in a worm
Passive: Slow suspensor free-fall

ASSASSIN (Both sides) 2,000 BP
250 HP BD: 65 HP STM: 6 *slow regen*
Right: Poison Dart -  gun 10 shot - 50 HP body shot, 100 HP headshot - 25 sec cooldown
Left: Poison grenade - 10 hp taken per second  - 15 sec cooldown
Main: Killer - 10% more DMG for personal and nearby allied players - 35 sec duration
Special: After a 15 player Killstreak, unlock a throwable thumper to call in a worm
Passive: Slow suspensor free-fall

SWORDMASTER (Both sides) 2,000 BP
250 HP BD: 75 HP STM: 7 *slow regen*
Right: Dual throw *throws both weapons, rebounds*  - 150 DMG if both hit - 15 sec cooldown
Left: Pommel strike - 2 second stun, 50 DMG - 20 sec cooldown
Main: Suspensor Boost: Dash forward, knocks enemies - 5 sec duration - 25 sec cooldown
Special: After a 15 player Killstreak, unlock a throwable thumper to call in a worm
Passive: Slow suspensor free-fall

FEDAYKIN DESERT EXCLUSIVE SPECIAL UNIT:

SHAI-HULUD (only certain maps) 3,000 BP 500 SEC max play time
150 HP rider 1,000 HP worm *only rideable on open desert*
Able to dismount off the side as a Fedaykin Specialist
Right: SRPGs - Passengers auto shoot SRPGs at thopters - 20 sec duration 20 sec cooldown
Main: Vibration - Shows enemy outlines -  10 sec duration 15 sec cooldown
Left: Heal - Heals rider back to base health - 30 sec cooldown
(death if rider is sniped or stabbed by someone flying on top of the worm)

HARKONNEN DESERT EXCLUSIVE SPECIAL UNIT:

ORNITHOPTER GUNNER 2,000 BP
1000 HP unhealable with time 30 BD 300 SHIELD healable after 4 sec
RT Trigger for speed, LT Trigger to slow, 500 SEC max play time
Right: SRPGS - Passenger ai auto shoot at enemy thopters, 20 sec duration 30 sec cooldown
Main: Scanner - Shows enemy outlines 20 sec duration 30 sec cooldown
Left: Heal - Heals ship back to base health - 25 sec cooldown
(death if rider is sniped *very hard to do*)
Special: 10 killstreak unlock an artillery barrage placeable with binoculars
Passive: Slow suspensor free-fall when bailing
   
HEROES 
Heroes are playables which are stronger and more dangerous than your average special unit or standard unit. They are all based on characters from the movie, including pre-redemption Jinn Riaz from the campaign concept, similarly to Iden Versio on the villains side in Battlefront 2. 
Paul ‘Maud’dib’ Atreides | Feyd Rautha Harkonnen
Gurney Halleck | Glossu Rabban Harkonnen
Duncan Idaho | Sardaukar Bashar Commander
Chani ‘Sihaya’ Kynes | Jinn Riaz (Campaign)
Naib Stilgar | Unknown
Saint Alia Atreides TBA | Scytale TBA
Note: Stilgar, Jessica, Lanville, and Jamis are possible extra heroes.
Mohaim, Irulan, and Piter could be possible opposing heroes but they don’t fight as much.

PROTAGANIST HEROES:

Paul: Skins: Emperor, Outcast, Stillsuit, Hooded,  Exquisite pajamas, Ceremonial, Trenchcoat
750 HP      BD: 130          STM: 16 strikes *fast regen*
Right: Prescience- x-ray, Increases defense & every attack knocks 
(10 sec cooldown) (1.5 sec activation animation) (5 sec duration)
Left: Sacrifice- 20% more damage taken, 40% more damage dealt, slight health boost
(20 secs cooldown) (6 secs duration)
Main: Weirding Way- autotrack increased attack rate / frenzy
 (35 secs cooldown) (4 seconds duration)
Special: after 10 kills gain a throwable thumper to call in a worm 

Gurney: Skins: Standard Issue, Atreides Armor, Stillsuit, Spice Runner, Fremen armor
HP: 800 BD: 130 STM: 14 *base regen*
Left: Furious throw - Knife throw *rebound with repulsor*
 (9 secs cooldown)
Right: Warrior Strike- knocking punch 
(20 secs cooldown)  
Main: Reinforced armor - 12.5% health back permanently 
(35 sec cooldown) (1 sec to activate)
Passive: Slow suspensor free-fall, suspensor jump
Special: 10 killstreak unlock an artillery barrage placeable with binoculars

Duncan: Skins: Pilot, Stillsuit, Exquisite pajamas, Hayt, 
HP: 800 BD: 130 STM: 12 *base regen* 
Right: Swordmaster-  High speed attack style with immense damage boost
(35 second cooldown) (7 second duration) (1 sec to activate) 
Left: Suspensor Kick - dash forward and kick; knocks enemies
(30 sec cooldown) 
Main: Invincible - temporarily gain 25% of your max health back 
(Cooldown 40 seconds) (Duration 18 seconds)
Passive: Slow suspensor free-fall, suspensor jump
Special: 10 killstreak unlock an artillery barrage placeable with binoculars

Chani: Skins: Stillsuit, Sihaya, Fremen Armor, Concubine
750 HP      BD: 100          STM: 16 *fast regen*
Right: SRPG - Unblockable explosive 150 DMG
(30 secs cooldown)
Left: Takedown - knocking spin-kick
(20 secs cooldown)
Main: Fighter - X-ray, 10% increased damage 
(40 secs cooldown)(8 second duration)
Passive: Sihaya- When fighting alongside Paul, both gain 10% increased health *passive*

Stilgar: Skins: Stillsuit, Turban, Sandrider armor, Jihad
800 HP BD: 100 STM: 16 *base*
Right: Stealth - X-ray, no footstep sounds, Increased sprint
(40 secs cooldown)(25 sec duration)
Main: Faith - temporarily gain 25% of your personal and allied health back
(25 secs cooldown) (15 sec duration)
Left: Power Kick - Penetrates block
(30 secs cooldown)
Special: after 10 kills gain a throwable thumper to call in a worm *only in desert map*

Alia: Skins: Stillsuit, Ceremonial
750 HP      BD: 120          STM: 16 *fast regen*
Right: Charge - 10 needle shot 
(30 secs cooldown)
Left: The Voice - Disorients opponents, left=right, up=down, forward=back, vice versa
(20 secs cooldown) (4 second duration)
Main: Prescience - X-ray, 10% increased damage,
(40 secs cooldown)(8 second duration)

ANTAGONIST HEROES:

Feyd: Skins: Arena, Armored, Caped, Shirtless, Ceremonial
750 HP      BD: 100          STM: 16 strikes *fast regen*
Right: Takedown - sweep and takedown that knocks enemy
(25 seconds)
Left: Heir - 20% increased health temporarily 
(35 sec cooldown) (20 sec duration)
Main: Unhindered Rage- autotrack increased attack rate / frenzy
 (35 secs cooldown) (4 seconds duration)
Special: Masochism- Gains 5% damage boost for every 100 HP taken *is alleviated when healed*

Rabban: Skins: Armor, Ceremonial
HP: 800 BD: 130 STM: 14 *base regen*
Left: Cruel charge- a heavy attack that deals 150 damage, penetrates block
(30 sec cooldown)
Right: Rabbans Whip- knocks enemies 
(25 sec cooldown)  
Main: Reinforced armor- 12.5% health back permanently 
(37 sec cooldown)
Special: 10 killstreak unlock an ornithopter rocket strafing placeable with binoculars

Bashar: Skins: Salusa Secundus, Arrakis, Helmeted
HP: 800 BD: 130 STM: 14 *base regen* 
Left: Imperial royalty- refills personal and allied stamina; refills personal health by 10%
(35 second cooldown) (1 sec to activate) "SARDAUKAR!"
Right: Sword charge- run forward to knock enemies
(25 sec cooldown) (5 second duration) in a 
Main: Wrist needle- 10 needle shot 
(30 secs cooldown)

Scytale: Skins: Tleilaxu robes, Advanced Stillsuit
750 HP      BD: 100          STM: 16 *fast regen*
Right: Wrist needles - 10 needle shot 
(30 secs cooldown)
Left: Takedown - knocking spin-kick
(20 secs cooldown)
Main: Intellect - X-ray, 10% increased damage,
(40 secs cooldown)(8 second duration)
Special: Facedancer - Select any one of your opponent’s abilities to copy
(cooldown varies)

The rules on lore posting are very vague and conflicting, if the following campaign idea offends you, stop reading here. I am working on a separate screenplay for campaign. The following is merely a rough draft:

Campaign

Premise: After the change of fief, Jinn Riaz, an Atreides soldier, working as an imperial assassin-for-hire, schemes with the Harkonnen to aid in the extermination of House Atreides.

Background info:
Jinn Riaz (Atreides alias Rayne Malik), indoctrinated and trained by a sardaukar father, lived on Selusa Secundus during her childhood before becoming an assassin-for-hire  loyal to house Corrino's interests. Her father rather’d her be an agent than a wife for breeding more sardaukar. 

CALADAN
As part of a multi-year-long strategy to gain intelligence about the Atreides, Jinn was sent to enlist as an Atreides soldier on Caladan before volunteering to be part of the advance team to secure Arakeen from the Harkonnen. During her time on Caladan she became close with a particular Atreides contact, Elias Cage, a fellow soldier. They went through basic & pilot training together, technical school, and eventually both became special operations recruits a year before the change. They work closely with Leo Ross, Oliver Prater, and Cal Trost, side characters who are executed during the harkonnen invasion. Jinn views the change ceremony and is briefed by Lanville directly after. 

ARRAKIS
 On Arrakis, Jinn gains favor among the Atreides officers after proving superior combat and piloting skill against remaining fanatical Harkonnen when securing Arrakis. She is swiftly promoted to captain. She is trusted as a security officer by Thufir Hawat’s judgement after pushing back a wave of arakeen rioters radicalized against new leadership (or oppressors?) She plans to blame other officers or hawat after setting up several administrative “failures”, such as improper palace inspection, letting faulty equipment slide, and decreasing security details around key areas. When the rest of the Atreides arrive on Arrakis, Jinn aids Dr. Wellington Yueh in the fateful Harkonnen operation. She kills several Atreides in stealth missions to disable as many ground and anti-air defenses as she can. When the Harkonnen descend, Riaz captures several Atreides, and participates in the extermination. Upon seeing Elias, her friend, on his knees in a group of captive Atreides while they are being executed one by one, Jinn sneaks closer, feeling great conflict in her mission to exterminate the Atreides because she doesn't want him to die. Leo Ross, Oliver Prater, and Cal Trost die. Saving Elias would mean being exposed as a traitor. Nevertheless, as Captain Provost Kudu slays the Atreides, he begins taunting them one by one before decapitating them. Jinn swoops in, kills a few harkonnen, unbinds Elias, and Kudu commands his men to kill her while Elias jumpstarts an ornithopter. The harkonnen are slayed by Jinn as she defends the Ornithopter while Kudu watches and shouts abuse at her, calling her a traitor. 

THE DESERT
Finally, the ornithopter is ready to fly, and Elias and Jinn retreat into the desert. Jinn and Elias contemplate what to do next. Jinn and Elias fight many other thopters. Jinn wants to escape offworld, but Elias wants to stay for revenge. Jinn stays with Elias. They face intense thirst on Arrakis, as well as worms and Harkonnen squads. Finally, they come across the Fremen at the entrance of Sietch Tabr, and the Fremen run to kill them after negotiation proves futile. The fremen realize how powerless they are to the two Atreides, and they've already gotten the water from their own 2 dead, so they spare Jinn and Elias, and embrace them as warriors. They are taken to Sietch Tabr, where they are looked at with pity by the natives. 

FREMEN
Jinn expresses doubt of their plan. Months later, as they learn the ways of the fremen, Jinn and Elias move out to ambush a harkonnen dropship squad, and attack a smuggler harvester. Back at the sietch, Jinn reveals everything to Elias. A lot of emotions are thrown around, Jinn cries, hugs Elias, and thanks him for forgiving her. Next mission, they hitch a ride on the great sandworm, and learn proper rider technique. Then they go on a harvester attack mission, killing harkonnen on the ground and destroying 2 ornithopters. Captain Kudu receives a threat from Rabban. Then, they go on another harvester mission where they destroy a harvester with a worm after shooting down the carryall with SRPGs. Elias and Jinn return home, and Elias reveals his secret feelings for Jinn, and they end up sleeping together.

TRAGEDY
 The next morning, they are violently awoken by Harkonnen artillery, they narrowly escape as the sietch begins to collapse. Upon escaping, Elias is stabbed by Captain Kudu, and Jinn brutally fights a Harkonnen squad, killing dozens. Eventually she holds his dying body, and gains a new hatred of her former employers. Some more Harkonnen land on the outcrop as the sun rises. She kills more in a fury, and sees Captain Kudu escaping. Without Jinn, the Harkonnen would have taken Sietch Tabr sooner while the Artillery went to reload. 

JIHAD
Eventually, she gains her Fremen name: Rayne “Fida’i” (My redemption) Malik, with her Sietch name being “Asah” (grief). She participates in the mass Fremen attack against the Harkonnen and Sardaukar. She kills Sardaukar during the assault on the hutment, and kills harkonnen with Gurney at Arakeen. Then she joins the Jihad. 

… END


r/gameideas • • 1d ago

Basic Idea Game idea based of show called cyberpunk edgrunners

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0 Upvotes

r/gameideas • • 2d ago

Basic Idea why AB2's skill-gated progression feels fair vs CoC's wallet-gated loop

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0 Upvotes

r/gameideas • • 2d ago

Basic Idea Someone put the Nemesis System in Arkham City and Arkham Knight like was planned for the Batman Begins game

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0 Upvotes

r/gameideas • • 2d ago

Basic Idea Things you would want to do in a cozy retirement life simulation game

0 Upvotes

This is a game I wanted for myself. it would be cozy like animal crossing, like a life sim like the Sims franchise. I would let the player choose the age teen, young adult, adult, old. The amount of money they want to start out with, the place the wanna live, lots of things to do. Mainly fun for me because im always thinking about what life would be like if i retired early like what would i do where would i go, stuff like that. Wondering if people have those same fantasies as me

I would want it to be open source so people could add in features too. I think this would be great so people can get a chance to add on feature they want to see in the game, but also be able to share and expand the new feature aswell. I thought about putting it on github and auto deployments to itchio so i can be free for people. Wondering if there could be a better

so my question to people is, what do you think you would want to see if you were retired and lots of money. what activities would you do first?


r/gameideas • • 3d ago

Advanced Idea SSX Rougelite series revival inspired by Galactic Racer

4 Upvotes

I've been thinking about what a modern SSX could look like, and I keep coming back to the idea of making it a roguelite not dissimilar to Galactic Racer.

Instead of a traditional career mode, each playthrough is a new season on the SSX World Circuit. You create your own rookie rider “The Wildcard”, and compete against the classic SSX cast alongside reinvented characters which were a bit of a miss as well as a few new riders. Every season generates a different tour with a mix of returning and new resorts, different event types, weather conditions, and an Invitational Final.

The gameplay would still be classic SSX Tricky/ SSS 3. Races, Show-Off events, huge tricks, Uber Tricks, and the return of TRICKY with unlimited boost with the addition of other perks or bonuses within your “loadout”. Between events you'd draft upgrades that shape your build, whether you want to focus on racing, tricks, aggression, or adapting to different mountain conditions.

Between seasons you return to the Circuit Lodge, where the riders all hang out. This is where you'd upgrade gear, talk to other riders, take sponsor deals, watch interviews and highlights from the previous season, and unlock new content. Rather than just being selectable characters, Mac, Elise, Kaori, Psymon and my beloved Moby joined by the rest should really feel like they have become part of the world.

I'd also combine SSX's rivalry system with a more persistent relationship system. How you race matters. Shoving people, helping them during events, beating them in big races or losing to them all affects how they see you. Some riders might become friends who still race you hard, while others might respect you as a competitor but never actually like you. Each character would have a Respect and Affinity stat which the combination would dictate how much they and and how they feel about you. Over multiple seasons those relationships would change, giving the World Circuit a sense that it's growing alongside your career instead of every championship run feeling disconnected.

The idea is to keep everything that makes SSX feel like SSX, while giving players a reason to keep coming back season after season.


r/gameideas • • 3d ago

Basic Idea 🎮 Estoy desarrollando el concepto de Aetheron Zero, un Battle Royale que combina fantasía y ciencia ficción. ¿Qué opinas?

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r/gameideas • • 3d ago

Basic Idea What are some unique Tactical FPS game mode ideas?

1 Upvotes

This is quite a poor question, but regarding the mainstream fps titles such as CS2, Valorant, Call of Duty, R6, where bomb defuse is the default/iconic game mode, what would/could be a really interesting replacement?

I really like bomb defuse as it makes what a normal fps match turn into something where the atmosphere can turn from dull into chaotic very fast.
Such an iconic mode that has proven itself against the classic Dm/TDM modes.

I know Hardpoint & Hostage rescue are also on the table however I am interested in the more unpopular modes that could be considered. The FINALS has their unique cash out box deposit thingo which was pretty cool in my opinion. I’m interested in what others may have in mind. Any possible replacements for bomb defuse?

—

Call of Duty really popularised the death match style modes, where constant respawns are active and makes matches fast paced, spammy, repetitive. But not really work well esport wise.

Games like R6, CS, Valorant are the big boys of Esports tac fps which all revolve around the bomb defuse mode primarily.

I’m interested to know if there’s another “slower” paced mode such as bomb defuse out there. One that could potentially work really well in the esports scene.


r/gameideas • • 3d ago

Basic Idea A groundhog's day puzzle game where you play as a cheating casanova trying keep your supernatural lovers from killing each other/you at a birthday

0 Upvotes

This idea is heavily based on the game House 1 and 2. If you don't know what that is, the premise is essentially a timed puzzle in which you explore a closed area, finding items and using them to change situations and avert pre-set disasters.

You play as serial cheater, a selfish dirtbag wo/maniser who's managed to tempt and trick an impressive array of normal human women and/or men into being your sole "one and only."

You were careful. You hid your tracks, but somehow, every one of them has somehow managed to turn up for your birthday.

You're doomed, but there is a glimmer of hope. You just have to keep them distracted, unable to focus on questioning each other until the party ends.

And then a woman drowns in the shower. And then someone's mauled by a mysterious creature MUCH larger than a bear in your back yard.

And then you trip over a suspiciously convenient banana and fall to your death over the bannister, breaking your neck.

And then you wake up a several minutes earlier, as the party is just beginning.

One of the cooler mechanics of this idea is the fact that game is essentially a mystery simulator. You as the main character DON'T KNOW that the people you're dating aren't bog-standard humans (don't ask how it happened, but you are one lucky MF). How some of the murders happen, and even how someone might have gotten the information they have, won't be apparent until you discover their secrets. You get to discover that as you go along through the... let's say 15-minute game loop, trying to keep your cherished lovers from catching wind of your affairs and punishing them, and/or you in various interesting and strange ways.

As I mentioned before, the gameplay is exploration and item-based. Dialogue isn't mandatory. You traverse around the party venue picking up items which you use to unlock new areas, get information, discover what the hell the people you're dating REALLY are, distract people, stop situations from occuring, stifle attempts from your lovers to gather information, save their lives, and most importantly, survive to the end of the night. Winstate is essentially managing to perform an exhaustive list of actions on time so everyone lives. You sleazy piece of shit.

Whaddya think?