Difference between revisions of "Chadius:Rhythm Action"

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(Dynamic music generation)
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The story would be a tongue-in-cheek parody of action games. Cerb, a devil-may-care swordsman, is cursed. And everything seems to be after him: The Empire, Forces of Nature, and even his family.
 
The story would be a tongue-in-cheek parody of action games. Cerb, a devil-may-care swordsman, is cursed. And everything seems to be after him: The Empire, Forces of Nature, and even his family.
  
=Player Actions=
+
==Player Behavior==
===Player Behavior===
+
===Attack with proper timing to a beat (usually a song of some sort)===
====Attack with proper timing to a beat (usually a song of some sort)====
+
 
It is extremely important that the player doesn't just mash buttons. The attacks must be done with a certain tempo. The attacks should generate the background music of some sort.
 
It is extremely important that the player doesn't just mash buttons. The attacks must be done with a certain tempo. The attacks should generate the background music of some sort.
  
====Dash around freely between targets====
+
===Dash around freely between targets===
 
The user should be able to move, a lot. And it shouldn't be constrained by many factors. Maybe a timer/distance meter would suffice. And don't worry about gravity.
 
The user should be able to move, a lot. And it shouldn't be constrained by many factors. Maybe a timer/distance meter would suffice. And don't worry about gravity.
  
====Only use the mouse to control your character and his actions.====
+
===Only use the mouse to control your character and his actions.===
 
Simpler controls are better. Also, the imprecision of mice lends itself to more fluid movement, which is perfect for a loud game like this.
 
Simpler controls are better. Also, the imprecision of mice lends itself to more fluid movement, which is perfect for a loud game like this.
  
====A power boost that costs some resource, but boosts your damage output for a while====
+
===A power boost that costs some resource, but boosts your damage output for a while===
 
To help the action game portion, the player has a stat boost of some kind. It should also change the music, or give a much better margin for error. Finally, it should cost a resource of some sort. Maybe limited uses, or it costs life.
 
To help the action game portion, the player has a stat boost of some kind. It should also change the music, or give a much better margin for error. Finally, it should cost a resource of some sort. Maybe limited uses, or it costs life.
  
===Game Encouragements===
+
==Game Encouragements==
 
This is what goes on behind the scenes to help the player understand and adapt to the gameplay.  
 
This is what goes on behind the scenes to help the player understand and adapt to the gameplay.  
  
====Dynamic music generation====
+
===Dynamic music generation===
 
The player should make the song for the game. The game shouldn't just playback a song and expect the user to fill in the blanks. The player's direct actions should create music. Attacks, dodges, and taunts could be used to make music.
 
The player should make the song for the game. The game shouldn't just playback a song and expect the user to fill in the blanks. The player's direct actions should create music. Attacks, dodges, and taunts could be used to make music.
  
====Scaling difficulty that requires more or less of your input for the song.====
+
===Scaling difficulty that requires more or less of your input for the song.===
  
====Reward streaks.====
+
===Reward streaks.===
 
The player should play music continuously, to help into the groove. The game should reward continuous streaks. A damage bonus, score bonus, or extra enemy stun are good examples.
 
The player should play music continuously, to help into the groove. The game should reward continuous streaks. A damage bonus, score bonus, or extra enemy stun are good examples.
  
====Background that reacts with the player====
+
===Background that reacts with the player===
 
It is important that the scene reacts in tune with the player. Backgrounds can light up with well-timed attacks, or particles can move with the player. Or the scene can erupt with life when attacks are properly timed. Basically, add more shineys when the player is doing well.
 
It is important that the scene reacts in tune with the player. Backgrounds can light up with well-timed attacks, or particles can move with the player. Or the scene can erupt with life when attacks are properly timed. Basically, add more shineys when the player is doing well.
  
====Cut out the backtracking; skip straight to the action====
+
===Cut out the backtracking; skip straight to the action===
 
Nothing's worse than downtime in an action game. Keep the interludes inbetween fights small. This also allows the song to maintain itself without entering an absurdly long interlude.
 
Nothing's worse than downtime in an action game. Keep the interludes inbetween fights small. This also allows the song to maintain itself without entering an absurdly long interlude.
  

Revision as of 19:27, 20 February 2006

Basic idea

A hybrid of rhythm and action games. An action game that is intuitive. It gives a queue when you should attack, but it allows enough flexibility to avoid completely degenerating into a pure rhythm game. The music would be dynamic, allowing you to make up your own music.

The story would be a tongue-in-cheek parody of action games. Cerb, a devil-may-care swordsman, is cursed. And everything seems to be after him: The Empire, Forces of Nature, and even his family.

Player Behavior

Attack with proper timing to a beat (usually a song of some sort)

It is extremely important that the player doesn't just mash buttons. The attacks must be done with a certain tempo. The attacks should generate the background music of some sort.

Dash around freely between targets

The user should be able to move, a lot. And it shouldn't be constrained by many factors. Maybe a timer/distance meter would suffice. And don't worry about gravity.

Only use the mouse to control your character and his actions.

Simpler controls are better. Also, the imprecision of mice lends itself to more fluid movement, which is perfect for a loud game like this.

A power boost that costs some resource, but boosts your damage output for a while

To help the action game portion, the player has a stat boost of some kind. It should also change the music, or give a much better margin for error. Finally, it should cost a resource of some sort. Maybe limited uses, or it costs life.

Game Encouragements

This is what goes on behind the scenes to help the player understand and adapt to the gameplay.

Dynamic music generation

The player should make the song for the game. The game shouldn't just playback a song and expect the user to fill in the blanks. The player's direct actions should create music. Attacks, dodges, and taunts could be used to make music.

Scaling difficulty that requires more or less of your input for the song.

Reward streaks.

The player should play music continuously, to help into the groove. The game should reward continuous streaks. A damage bonus, score bonus, or extra enemy stun are good examples.

Background that reacts with the player

It is important that the scene reacts in tune with the player. Backgrounds can light up with well-timed attacks, or particles can move with the player. Or the scene can erupt with life when attacks are properly timed. Basically, add more shineys when the player is doing well.

Cut out the backtracking; skip straight to the action

Nothing's worse than downtime in an action game. Keep the interludes inbetween fights small. This also allows the song to maintain itself without entering an absurdly long interlude.

UI issues

  • Using the mouse to control movement, attacks, and boosts
  • I need to indicate good timing during a fight.

Live Journal Entries

New game idea - Rhythm based fighting?