Difference between revisions of "Chadius:Rhythm Action"

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(Basic idea)
 
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=Basic idea=
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=Basic Design=
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.
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[[Rythym Action Core Idea| Core Idea]]
  
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.
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[[Rythym Action UI Issues| UI Issues]]
  
=Player Actions=
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[[Rythym Action Models|Conceptual Models]]
===Player Behavior===
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====Attack with proper timing to a beat (usually a song of some sort)====
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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.
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====Dash around freely between targets====
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==Concept Art==
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.
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[[Image:rythymActionConceptArt1.png|none|thumbnail|Our hero is fighting a robot. 3/7/06]]
  
====Only use the mouse to control your character and his actions.====
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=Implementation Ideas=
Simpler controls are better. Also, the imprecision of mice lends itself to more fluid movement, which is perfect for a loud game like this.
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[[Rythym Action Damage and Streaks|Damage and Encouraging Streaks]]
  
====A power boost that costs some resource, but boosts your damage output for a while====
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[[Rythym Action Mouse Controls|Mouse Controls]]
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.
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===Game Encouragements===
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[[Rythym Action Feedback Loops|Feedback Loops]]
This is what goes on behind the scenes to help the player understand and adapt to the gameplay.
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*Dynamic music generation
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*Scaling difficulty that requires more or less of your input for the song.
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*Reward streaks and punish out-of-tune music.
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*Background that moves with the player
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*Cut out the exploration
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=UI issues=
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*Using the mouse to control movement, attacks, and boosts
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*I need to indicate good timing during a fight.
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=Live Journal Entries=
 
=Live Journal Entries=
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[http://chadius.livejournal.com/13881.html| More ideas about Action-Rythym game]
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[http://chadius.livejournal.com/12437.html| New game idea - Rhythm based fighting?]
 
[http://chadius.livejournal.com/12437.html| New game idea - Rhythm based fighting?]
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=Demo Idea=
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[[Rythym Action Demo Idea]]

Latest revision as of 17:21, 20 March 2006

Basic Design

Core Idea

UI Issues

Conceptual Models

Concept Art

Our hero is fighting a robot. 3/7/06

Implementation Ideas

Damage and Encouraging Streaks

Mouse Controls

Feedback Loops

Live Journal Entries

More ideas about Action-Rythym game

New game idea - Rhythm based fighting?

Demo Idea

Rythym Action Demo Idea