I need ideas for a new game

So it’s not that I have made a game and need help with it, it’s that I don’t really know on what to work on next. All of my games are genres like clicker, RPG, or RNG (but I think RNG isn’t really a genre) and I’ve gotten bored doing those kinds of things.

Can anyone give me ideas please?

Try a side-scrolling or simply generic platformer game?

A zombie shooter would be cool IMO!

Also,what is a RNG?

A Random Number Generator.

If a game is RNG, that means it is luck-based.

Ohhh, ok.

Like a roguelike game where you level up and choose new weapons during battle?

I suck at side scrolling. Now, generic platformer, id need to know how to code gravity here first.

id need to know how to code gravity here first.

(Emphasis added.) Does this mean you’ve coded gravity games in another language? If so, the algorithms are the same whatever language. The key point is that you need to remember the object’s acceleration, velocity, and position.

I am sadly not a video game person, so if I write a game program it’s something about thinking more than moving, such as Minesweeper or Mastermind. (The really fun part is to program it backwards, so the user thinks of a secret pattern and the computer tries to guess it.)

Or do an art project, like my interactive fractal tree, Open>Examples>Tree, in which the user draws first-level branches onto a tree trunk


and after the user draws a few branches

they slide the slider to decide how many levels the program should draw

I just said here because I have no idea how to code gravity in general.

I HAVE coded gravity in Scratch, but that was a while ago and I forgot what the code was.

Oh. Do you understand the physics? That is, do you understand the difference between velocity and acceleration?

…no. Not at least in Snap!.

I guess ?

Snap! has nothing to do with it; physics is physics. Velocity (speed combined with direction) is the rate of change of position. I’m sure you know that even if the wording is new to you; it means that (supposing the speed is in the same direction all the time) at each moment of time the speed is added to the position. If the speed is constant, then the position changes by the same distance every second.

Acceleration is the rate of change of the velocity (so it, too, has a direction). If an object is moving at a constant velocity (think about a car on a straight road using cruise control) then its acceleration is zero. But if you push harder on the gas pedal then you get a positive acceleration in the direction of travel. If you push the brake pedal you get a negative acceleration in the direction of travel. If you keep the pressure on the gas pedal constant but turn the steering wheel, you get an acceleration sideways (at an angle to the original direction of travel).

One important difference between velocity and acceleration is that velocity depends on the location of the observer. If you’re on the side of the road, the car seems to have a velocity in its direction of travel. But if you’re inside the car, then the car feels like it’s not moving, and the scenery seems to be travelling backward from the way the car is facing.

By contrast, acceleration is not relative to the observer. If you push harder on the gas pedal, you can feel yourself being pushed into the seat back; if you hit the brake, you feel yourself thrown forward (and hopefully restrained by the seat belt). If you turn the steering wheel, you feel yourself being thrown sideways, in the direction opposite to the way you turn the wheel. In any of those cases, you can measure the intensity of your feeling of being thrown and use that to compute the car’s acceleration. Similarly, when you’re travelling vertically in an elevator, in the middle part of your travel you can’t feel yourself moving, i.e., you don’t feel your velocity, but at the beginning of your trip, when the elevator starts out on the ground floor with velocity zero and it (fairly quickly) speeds up to its constant travel speed, you can momentarily feel your stomach in your feet, and the opposite while the elevator slows to a stop at your desired floor. (“Stomach in your feet” is an exaggeration, of course, but it’s not just a metaphor; your stomach is trying to move downward (more precisely, to stay still while the rest of you is moving upward) and actually does move a tiny bit until your muscles and other organs restrain it.)

(All of the above is true while you’re moving and accelerating fairly slowly. When you get to nearly the speed of light, the rules change.)

Okay, so, now we can talk about gravity. Galileo showed by experiment that falling objects have a constant acceleration due to gravity. Because I’m an American, and old, I learned it as 32 feet per second per second. (Not a typo; “feet per second” would be the rate of change of position, i.e., the velocity. So ft/sec/sec is the rate of change of velocity, i.e., the acceleration.) If you’re young, or not American, you learned 9.81 m/sec/sec.

For the purpose of a Snap! project, you’ll measure the acceleration due to gravity in turtle steps per tick per tick, where a “tick” is one display cycle, 1/60 second. Start by setting gravity to 1, then adjust it until the display feels right. (If your object falls all the way to the ground in one display cycle, make gravity smaller; if it floats slowly down like a feather, make gravity bigger.)

If you had an object moving at a constant speed, such as a car travelling at constant velocity, you’d do this:


You don’t need an explicit POSITION variable because Snap! remember that for you, in the untitled script pic (8) reporter.

But if you’re moving vertically under the influence of gravity, you’d say


because each display cycle (each time through the REPEAT UNTIL loop) you want to increase (downward) speed by the constant acceleration.

Does that help?

make a 2d fighter