Stanford Game Design: Game Brainstorms

Ender's Game

 * Grappling hooks
 * Zero gravity
 * Crawling on a node
 * Domination / frag-style
 * Jet packs
 * Movement via teammates (?)
 * Multiple camera modes
 * Ladders on nodes / stars
 * Control nodes
 * Lag time for railguns and grappling hooks

3D Platform Jumper

 * Ninja rope (model as rigid rod)
 * Bag of creatures
 * Networked through different computers
 * Capture-The-Creature mode (CTF)
 * Flying Buzz-saw creature, lava creature, sneeze (propel) creature
 * Spend 1/3rd of time on ground
 * Mouse aiming for rope
 * Exploration + creature collection for use strategically later

Turtle Castle

 * Mechwarrior-style firing with weapon groups and hit locations
 * Cannons, trebuchets, archers
 * Boarding / utter destruction as end-game (ziplines?)
 * 3D Movement of turtle-castle
 * Paratroopers / zeppelins / hot air balloons
 * Crystal heart / engine
 * Da Vinci war machine style art
 * RTS-style building of troops
 * Troop management (sliders?)
 * Engineers build random objects
 * Custom user-designed castle
 * Build phase -> Attack phase (random materials?)
 * Kiting problem

Maze

 * Random generated levels
 * Top-down perspective, fog of war on the joints
 * All players play on the same screen
 * Objective is to gather a certain number of coins or reach an exit in the labyrinth
 * NPC creatures in maze for added challenge

Character Types

 * Breaker (control Maze walls)
 * Teleporter (drop beacons to teleport yourself or other players around the maze)
 * Illusionist (create fake walls or illusionary joints, vibration)
 * Trapper (drop traps)
 * Stealth Assassin (attacks other players for coins)