creating a game - your ideas

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creating a game - your ideas

Postby The mysterious Mr. 4m » Tue Jul 22, 2008 12:26 am

i started this for everyone who might want to create a game.

what should a game have? what do you miss in other games?
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Re: creating a game - your ideas

Postby CrazyClone » Tue Jul 22, 2008 1:30 am

your making a game?
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Postby kozak6 » Tue Jul 22, 2008 5:43 am

One game I used to play that I really miss quite a bit is Purge.

It was an FPS with RPG elements, and more RTS elements than Tremulous.

What I really liked was the character cusomizability. You could assign points to health, dexterity, intelligence, strength, speed, energy, and maybe a couple more. There was even a clever acronym for it, which I have since forgotten. You could assign a bunch of different setups for each class, or use suggested presets, and you could switch setups every spawn, if you wished.

Furthermore, this granted enough leeway with the classes so that each class could be effectively played offensively or defensively if set properly, even the builder classes. And, if one could figure out how to best set it to reflect and compensate for their preferred playing styles, it could make lower leveled players more effective than they would be otherwise.

It also made gameplay much more dynamic and interesting. Rather than having every player with the same basic abilities and weapons, or classes with fixed roles, you could and would encounter all sorts of various builds in battle.

And, this was amazingly well balanced, possibly by a shortage of points. One had to make compromises, and there were no universal killer setups that everyone used. It was very personal.

Another part that was pretty neat but didn't see as much use as it could have was the ability to share your runes/tech upgrades(?) with the other players. Classes on each team could make various runes/tech upgrades with interesting effects. They could give you or a teammate temporary invisibility or temporarily buffed stats, depending on the class and intelligence level. It was one of the things that was supposed to encourage teamwork, but it was tricky to actually do so due to the compromises one had to make in order to be able to make good runes and/or make them quickly, not to mention the excellent defenses against invisibility.

Since it was a team objective based game, in order to keep things moving along and tip the scales if necessary, there were also expensive powerups availible that could grant one shot from a BFG equivalent, invisibility, invulnerability, instant energy recharges, and so forth, balanced by expensive last minute saves if the other team is paying attention.

And, it was mostly balanced fairly well considering the wide range of abilities and weapons each class had.

It's a shame such a run of bad luck happened to such a great game.
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Postby HarryButt » Tue Jul 22, 2008 10:47 am

I'm all into classic games.
These oldschool arcade-like sidescrolling fighters with cooperative gameplay are not being made anymore. :(
I love the movement in Mega Man X games with all these walljumps, dashes and stuff. And Metal Slug offers more action than many FPS nowadays.
Switch puzzles a la Zelda Four Swords, this would be enough complexity for me.

All this combined in a coop mode would be awesome.
Not too complex, just pure arcade coop fun.
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Postby iSuck » Tue Jul 22, 2008 4:58 pm

Speaking of FPS/RTS hybrids, look at the "Empires" mod for HL2.

One thing I can tell you based on all the different FPS I've seen:

Visibility is important. Please don't make a FPS where every character is a generic army guy with fatigues and a helmet. Too many games have either indistinguishable models, or unreasonably dark environments.

Look at the TF2 art style. That graphics department knows what they're doing.
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Postby Mirio » Tue Jul 22, 2008 5:03 pm

Perfect Dark was a great game with cool maps and weapons.. :wink:
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Postby HarryButt » Tue Jul 22, 2008 5:22 pm

iSuck wrote:don't make a FPS where every character is a generic army guy with fatigues and a helmet. Too many games have either indistinguishable models, or unreasonably dark environments.

This reminds me again of the fact, that Nexuiz needs completely new character models...
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Postby zuriastrad » Sun Aug 03, 2008 7:36 am

i'd like to see more generic army guy characters in nexuiz, preferably dressed in fatigues and helmet. also the maps are too bright, nexuiz needs to be a lot darker. ;)
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