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post some fucking video games this time


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Okay, a game idea:

It's golf, right? Everybody and their mom can make a decent engine that's fun at its own, but it gets better: in this one you golf down a snowy peak. Then the game generates a route through a vast pre-made mountainside that you have to slide down against an opponent, and what you want to do is look for 'Collide Airs': you tackle each other mid-jump, and that triggers a WWE style air combat a few seconds at a time where you try to pin the opponent and perform a style combo, which factors in what kind of a swing you originally did and how close to a checkpoint it lands. A really bad performance nets a few swings for the player where he will have to catch up playing normal golf, but every checkpoint launches another time you get to ride down the peak at the same time and try to fight.
 >>/11299/
Sounds more like a cutscene than idea for a gameplay mechanic. What are the control schemes on PC? What are the control schemes on a console controller? How many player inputs are required per movement? 

Is there animation breaking allowed or not? If you don't want animation breaking, how long will the animations be? If you do want it, what's a sweetspot to avoid annoying exploits? What's the level design principles and loadouts that will allow for these complex movement systems to become viable? What level design philophies will you implement to avoid exploits such as getting out of bounds, or clipping through walls of the map?

This is my problem with "ideas guys" threads on old /v/ and 8cucks. It's filled with nothing but morons describing stories, or cutscenes but no actual gameplay mechanics.
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 >>/11319/
You hate when ideas are delivered less than 100% completely realized, as in just as ideas? Great! You will by scoffing every existing genre game because they're sold on nothing except "cutscenes" and rehashing of mechanics you already know, so you won't be needing them. With your money out of the industry, it will be more desperate to please me.
Because there's a process to the realization itself, and because gameplay is indeed the bottom line, being ready to kill my babies means that ultimate gameplay mechanics will be decided along the way based on what is technically viable and works as an entertaining product. Petty things like control schemes that children get to see the very last when all they know is the finished product in their hands and fuck all about how it got there, are things that will be finished last. Don't worry, I'd add plenty of sliders in the options menu.

Since I mentioned factoring in the swing into bouts I can add that preset value selection (character selection) should come as obvious to be more of a limiting factor to all characters having all the options in order to diversify the gameplay experience, so they can be added as needed, but my general idea is the weight of it being in the clubs, and the swing itself would lock you into a goal of some kind, a preset of what kind of actions will net you best score in bouts so the opponent knows from club selection somewhat what are the biggest threats he should look out for in defense, different clubs being differently suited for different swings. Play some golf games for more info, and don't suck at it, either.
Since I mentioned pre-made I should clarify that there would only be a few vast mountain environments with pre-made checkpoints stringed together into a route based on the direction you want to aim at with your first swing, which counts as replacement for level selection as the determined route works out into a level. The entire mountain should be applicable so there's a limit to how many can be crafted. Going out of bounds would just be less chances to earn points towards victory. What you want to do is look for a terrain with the correct features based on your swing, after you've earned the opportunity to lead the game by being first to a checkpoint.
Since I mentioned wrestling games and not fighting games or any other genre it should come as obvious that influencing animation cycles should be limited and area control is not much of a thing, but you unreasonably want me to answer for previous flaws of fighting game creators.
If you hate idea guys, it's because you bring into the conversation all the things that really just make you hate the idea of playing video games from your previous experience. That's your idea about games being shit in general, not mine, and your problem is that the first things about games that comes into your head is how terrible its going to be to actually have to play them.
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There are cute magical girls and they are pretty homeless sooo, you need to cook them food and so on and maybe give them some refreshments right? And then maybe read them some bed-time story.
But they are still kinda shit and you discover to power them up you need to bring their happiness up and to finish the level up ceremony you need to cum deep inside.
That is my idea I think.

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