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− | =Basic idea= | + | =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.
| + | [[Rythym Action Core Idea| Core Idea]] |
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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.
| + | [[Rythym Action UI Issues| UI Issues]] |
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− | ==Player Behavior==
| + | [[Rythym Action Models|Conceptual Models]] |
− | ===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=== | + | ==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.
| + | [[Image:rythymActionConceptArt1.png|none|thumbnail|Our hero is fighting a robot. 3/7/06]] |
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− | ===Only use the mouse to control your character and his actions.=== | + | =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.
| + | [[Rythym Action Damage and Streaks|Damage and Encouraging Streaks]] |
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− | ===A power boost that costs some resource, but boosts your damage output for a while===
| + | [[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==
| + | [[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=== | + | =Live Journal Entries= |
− | 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.
| + | [http://chadius.livejournal.com/13881.html| More ideas about Action-Rythym game] |
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− | ===Scaling difficulty that requires more or less of your input for the song.===
| + | [http://chadius.livejournal.com/12437.html| New game idea - Rhythm based fighting?] |
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− | ===Reward streaks.=== | + | =Demo Idea= |
− | 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.
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− | ===Background that reacts with the player===
| + | [[Rythym Action Demo Idea]] |
− | 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.
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− | ===Cut out the backtracking; skip straight to the action===
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− | 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.
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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=
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− | [http://chadius.livejournal.com/12437.html| New game idea - Rhythm based fighting?] | + | |