1. THE GAME IDEA
This idea I've had in mind for half a year now, the game takes place in an Entertainment Facility, and this facility is a combination of [ARCADE, INDOOR PLAYGROUND, TRAMPOLINE PARK, INDOOR AMUSEMENT PARK], a very big building, with lots of fun activities.
With this in mind, I should mention the type of game this would be; [SOLO/MULTIPLAYER, SANDBOX, COZY, 3D]. I got inspired by a few games that have this general game feel, Where one or more Players are situated in an area with lots of fun little things they can do, all while being to chat through text or voice.
It's a particular type of game that I don't see often and I feel that there's untapped potential with what/how much could be done, I think this idea (if executed right) could definitely spark life into this mostly dead genre.
I First got the Idea when I went on a trip far away to visit relatives, and I thought we could go to one of the mentioned places, except when I did some research on how some of those places operate, (Unsanitary, bad service or expensive) I decided it'd be too much of an undertaking for what could likely turn out to be a mediocre experience, and that's when the Idea struck, "What if there was a game that only captured the best parts of being in those places?"
I quickly wrote that idea down and throughout the day thought more about it, writing down more as it went by.
I don't know how to make games yet, eventually once I get the knowledge, I'll INSTANTLY get to work on this idea (and many others), but for now I share this Idea in case anyone wants to make their own spin on it if you've got experience, have fun go crazy :D :D :D :D
More Details
Now I'll list off some of things I want to add to the game for a better perspective on what I think would make it great.
This game's Sandbox is customizing the Aesthetic of the building, things such as Background Music, Weather, Time, Building Power, NPCs, and Events/Holidays.
All these features are intended to be combined with each other so players can make their own ideal experience.
EXAMPLES
ONE; A player can turn the building's lights off, but keep the activities & games powered, or turn off the power for the whole building and have left only the skylights to emit light, then toggle OFF the NPCs.
TWO; Toggle the Halloween holiday (holidays decorate the building), select the weather to snow outside, and play summer related music in the background, a very weird combo, but it's part of the charm.
The first thing that lays the foundation for game-play is MOVEMENT, how players traverse the environments, for this game there would be many options, given what activities there are in the facility, and how much there are, so to list off the options, [WALK, JOG, SPRINT, JUMP, CROUCH, CRAWL] are what I think is a good amount of Movement variety for the game, Climbing is reserved for the rock climbing activity, as is sliding for slides.
Next in game-play is Player-to-Player Interaction, because this is a Multiplayer (& optionally solo) game, Players being able to interact with each other brings a perpetual flavor of fun, and in the context of this game, it fits in, so to start, [HANDSHAKE, TAG{&FREEZE}, HIDE & SEEK, CAPTURE THE FLAG] are a simple set of Interactions players can initiate to have fun outside of the building's activities and make more use of it's layout.
I would've written a section here about the Building's activities & games, but I realize it'd be A LOT to write, so I'll leave it up for interpretation on how players should interact with these features.
If you're gonna be making a game like this, there needs to be cosmetics for the players, options for the player character are [{MALE, FEMALE} HEAD, NECK, TORSO, WAIST, LEGS, FEET], a good number of cosmetics should be immediately available for players to customize their character from the start, and the rest obtainable by simply playing the game
There's also actions, like waving to greet someone, doing a gesture, or pointing in direction that unlike the cosmetics, players have these from the start, and act as an extension of the Player-to-Player Interaction.
I've seen many games nowadays release with horrible performance and lackluster visuals and I've also seen the opposite, in lesser numbers unfortunately, I see it as a MUST that a game performs good and looks good, It should go without saying even.
I'll only speak on the Art Direction of the game and briefly on Optimization as its more complicated, gotta keep it short, too, this blog is long enough already.
For the visuals I'll aim for a Semi-Realistic and Subtly-Stylized look for the game the type of look that never ages, you see it typically in older games, never too detailed, but still beautiful in it's own way, It's difficult to put into words, but you know once you see it.
For Optimizing, this game should be able to run on low-end PCs as well, in case there's someone out there that simply can't afford a better PC, there's many actually, and I think if you can make a game run well on old hardware then it means high-end PCs benefit even more, so everyone wins.
CONCLUSION
Whether it's a year or a decade from now that I start working on this, I will always wanna make these games, I'm going the Solo dev route as I don't currently see myself capable to form a team of any kind.
2. THE ANIMATION
As for the Animation, I shall reveal that it is titled...
" TETHERED TO PARADISE "
And some extra info;
-The Animation is around 2-3 mins long (subject to change)
-Mono has a third and final form
-The script is written and done (expect 1 or 2 revisions)
-The Storyboard's final stage is near complete, after that follows properly animating, and lots of detailing.
-Aiming to finish it during 2026
Things have improved since last time, and I want to make the most of it.
17.10.2025 / 20:38
Comments
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Eva 🐾
I love this idea!
birby (autoplay) (plural!)
i like this idea a huge amount. it almost reminds me of the game 'big walk' that untitled goose game's studio put out recently, but for these interesting weird places instead of out in nature. its an amazing idea and there needs to be more games like it