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Illusion of Time for the SNES would have to be my favorite
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I’ve been wanting to do a retro inspired Outrun type game although a bit more relaxed. So far my knowledge for this one isn’t there yet so I’m still pushing it forward some.
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Being a not overly financially independent University student I wouldn’t mind making some money from this

re: Outrun - I read a great article w/ code on this recently that I’m sure could be converted to a Corona solution:
Already has (kinda) - https://forums.coronalabs.com/topic/61581-outrun-style-3d-racing-game-wip-with-demo/
Correct, but that code is not available. I’d love to see an implementation of this.
Thanks to both of you for the great links! Will definitely look more at those tomorrow morning
I’m late to this party, but here goes:
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Hard to pick a single favorite but if I have to pick just one I’ll go with “Day of the Tentacle.” (With a honorable mention nod to “Landstsalker” on Genesis/MegaDrive as my favorite specifically-isometric game.)
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I’d love to be involved in the creation of a LucasArts/Sierra-style point & click adventure. There’s some great work still being done in the genre if you look for it (see Thimbleweed Park or a lot of the Wadjet Eye Games catalog). But I’ve learned that as a developer I’m more into building mechanics and tools than crafting levels and narratives, so I’d need to pair up with a better storyteller than myself.
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As a developer, I’m in it as a job, in both my non-Corona dayjob and Corona-based contract gigs. But I consider my personal Corona projects as “for fun.” Even if I technically monetize them I don’t really think of them as a revenue stream. That’s just icing on the cake if it works out. I know that’s hedging, but I do make the distinction in how I think about my use of Corona.
Day of the Tentacle! Fantastic choice, LucasArts were a brilliant studio. Did you know one of their developers set up a new studio a couple of years ago and started to remaster the old SCUMM games? Day of the Tentacle, Curse of Monkey Island, etc are on Steam now and they’ve done an incredible job remastering. WELL worth a purchase.
Ha, I see they also remade Full Throttle!
A bit late to the party but I like talking about that stuff 
1- Without a doubt, Ultima Online.
https://en.wikipedia.org/wiki/Ultima_Online or https://uo.com/
The game is still alive but I doubt that it’s the same game I played years ago. You can always find “gray shards” that you can play different eras of the game. It seems that you can also try it for free on the official servers.
Here is a gameplay video I just found. Current version looks pretty different from this video.
https://www.youtube.com/watch?v=xs_lXtk50QQ
They did a postmortem for the 20th anniversary this year at GDC. Definitely worth your time.
https://www.gdcvault.com/play/1024930/Classic-Game-Postmortem-Ultima-Online
2- Ultima Online, again. This game is the sole reason that I’m a game developer now. I’m not good at pitching so I’ll just try to sum it up in one sentence. “Think about a game where the mechanics are same for everyone but every single player will tell you completely different stories.”
3- For profit but I aim to have fun while making profit 
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Wing Commander ][ - it was actually made in 2D using scaling and rotating of sprites to simulate 3D, so that fits right RG? Fantastic music and incredibly immersive gameplay
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Crossfire, a tough and fun little game that came out for the Apple ][ and maybe C64…
https://en.wikipedia.org/wiki/Crossfire_(1981_video_game)
- $$$… its a really hard business these days - fun and painful…
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All-time favorite Isometric: Age of Mythology
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While I would love to make something like Age of Mythology, I’m working on an isometric (book on how to do it forthcoming!) game that Klondike right now.
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I would like to retire someday and shift to running my media empire (ha!) fulltime, so definitely for profit, but I have so much fun making it, there is definitely an element of fun involved!
- Warcraft II (although there are many very close other choices)
https://en.wikipedia.org/wiki/Warcraft_II:_Tides_of_Darkness
https://www.youtube.com/watch?v=RZfizuM1pRQ
- Zork (point & click adventure) .
Pitch: imagine the fun and adventure of discovering a magical and undiscovered land full of puzzles, strange and unusual characters and a heartless ‘grue’ that steals your lantern or torch. Travel about this world, not unlike The Great Underground Empire of Zork… except ‘with-out’ all that repetitive typing of commands - you know what I mean!
* actually that is my second choice. So I lied. My first I have been designing (note and planning phase only so far) on and off over several years. It is large and complex and for now will keep it to myself, since it is to big likely for a single indie dev to do.
- money … but know one really does this just for money. If you make something people like and like to play, ‘Build it and they will play’ - then maybe you will get a little money! But, it is still fun to make the games, even if they make no money.
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I really enjoyed the old “Empire” game. It was an ASCII game where you built armies, ships and worked to conquer the world. https://en.wikipedia.org/wiki/Classic_Empire
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I’d love to make a good 2D Role-Playing/dungeon crawl game. See: https://www.kingdomofdrakkar.com/
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I want to make games for fun, but I need to recoup my costs and putting some cash in the bank would be great.
Great topic by the way!
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Icewind Dale. I’ve finished that game…maybe 3-4 times now. Started dozens of times.
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Something like Darkest Dungeon meets FTL.
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Profit at the moment. But the fun is always there.
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The original Close Combat series (I, II and III) circa 1996. These were great tactical games that introduced psychological variables like soldiers panicking, cowering or acting heroic (rare). You are the battlefield commander giving your units commands and objectives but it was up to them to “get there” and “do that”. The original series was by Microsoft but they sold the franchise and it became horrible. Any non-Microsoft release sucked!
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I’d love to remake Carrier Command (1988) for Atari ST and Amiga. It was way ahead of it’s time and often forgotten gem of a game. I’ve been playing around with a light 3D engine for Corona that might be able emulate it.
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$$$
@roaminggamer - great topic Ed
Here is a link to the original Close Combat (1996)
You issue commands but it’s up to your squads to do the work and make the close tactical decisions. They don’t just blindly follow orders. If you order them to run across an open field and attack an entrenched enemy, they may take a few moments to build up their courage or may freeze or panic once they start taking casualties.
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That’s really hard as there are quite some I really like - but to just list one, I’d say Jagged Alliance 2.
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Pharaoh, just to not repeat what I listed in #1 and because I simply love developing these kinds of games.
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I do have a lot of fun developing games but in the end I need money too, so I have to say, primarily for the money.
Ohhh, this should be fun…
- My absolute all time favourite game is Fallout (both 1 and 2… They’re basically the same game just cut in half!). Fallout was innovative in a zillion different ways, had fantastic graphics for its time, brought us the concept of character traits, turn based combat, and dynamic storylines, and it even made use of isometric graphics for strategic item and NPC placement rather than leaving you feeling like fixed cameras were a hindrance.
Perhaps surprisingly, I’ve never played Fallout 3 or 4, and it’s unlikely that I ever will. I just can’t bring myself to try a game that’s built in an entirely different engine, by an entirely different development team. I don’t want to risk something ruining my love for that series.
- Right. This is going to be a lengthy pitch…
I found the MMORPG RuneScape when I was I think about 15, not long after it was launched. The game back then was very simple - technically 3D but not in any real sense of the term. Items and character were 2D sprites, walls were 2D skewed perspective sprites, and the ground was a 3D mesh. You could spin the camera around and zoom in/out but all just very clever trickery with 2D graphics really. I loved that! The game had no real storyline and very few quests. Essentially it was just a bunch of ‘skills’ that you could level up by repeatedly doing. Everything was point and click - even combat just meant clicking on an NPC and waiting for your character to attack. Each skill had a leaderboard and that was enough to give us purpose - we didn’t need a story or quests, or fancy 3D graphics, just a reason to level those meaningless stats up.
I’m 32 now so this was a good 17 years ago and since finding that game, I’ve made numerous attempts at building my own. I’ve made a few good starts, some even in 3D, but somehow I’ve kept losing interest despite this being a bit of a dream for me.
Finding Corona last year has reignited my passion for games development though, and once again I’m driven to making my own RuneScape inspired MMORPG. This time round though, I have the resources to actually make it work. I run a web agency so it’s not just me any more - we have things like hosting servers and some brilliant graphic designers, and perhaps most importantly, business experience. For the first time in my life as a developer, launching something of this scale is actually feasible.
It just so happens that this time around, we also now have mobile gaming, and retro graphics are “in”. For me personally, combining the two make perfect sense and I just absolutely love the idea of bringing isometric graphics back. Isometric is exactly what mobile games should be - 3D on a small touch screen is just too fiddly and in most cases battery draining.
This is the main reason Qiso was born. It was built for two of our game ideas, one of which being an isometric MMORPG for mobile inspired by the original RuneScape.
I can’t give too much away in a public post and this isn’t the thread for it anyway, but www.argentauria.com 
- Definitely for the money I’m afraid. I’ve been a programmer since I was 10 and this is absolutely a passion for me, but it’s also my career. My agency is my soul income and I’ve a family of 5 to feed so I just have to prioritise paid work. That said, I’m also an advocate and huge supporter of open source, the free software foundation, GNU, copylefting rather than copyrighting, and so on. I’m a developer first, business second, but my code has to earn me noney and I can’t warrant spending time on a project that doesn’t.