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Post by MRSKELETON on Oct 9, 2006 20:22:56 GMT -5
We can all build off of this. Since i'm going to get into the career of game development, I thought i'd atleast see what I can build off of others Ideas. (Perhaps one day the forum will ban together to make a game? *nudge*)
It's something i'm messing with on paper for weapons, You know how certain RPG's let you build weapons and armor with different materials and such; What I have is the same basic concept - Only incorporated into a platformer. Much like in Castlevania or Metroid or *cough* metroidvania Where you had three inventory "Slots" when you pick up a weapon "Chip" It get's placed in the inventory or in one of these three slots where it can be swapped out. But once those three slots get filled up? BAM! New weapon just like magic That you can use Let's take a megaman example: (2 slots)
Say you have the Z-Buster from MMZ and the Z-Saber chips
Now, the Z-saber being the "Melee" Chip It's fitted in the main slot: The Z-Buster being the ranged it lses part of it's ranged capabilities and fits together to form the Z-Rod or whatever that thing is called, Not only does it double the range of the Z-saber (Thanks to the Z-buster chip) It can also be used in different directions like the Z-saber because of the other chip.
Comments, I've been toying with this for some time
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Post by bioniccommando83 on Oct 10, 2006 1:39:16 GMT -5
I'm getting a vibe like the game Shatterhand for the NES. If memory serves me right (since it's been ages since I've played that game), it had a somewhat similar concept, though the power-up/mod slots were produced by random drops from enemies.
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Post by Discoalucard on Oct 10, 2006 13:13:26 GMT -5
Sounds like the original Gunstar Heroes but more advanced. Something like that would be awesome for a Metroid style game, because it allows for a huge numbers of weapons without relying on tons and tons of different items.
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Post by MRSKELETON on Oct 10, 2006 13:36:44 GMT -5
There would have to be a catch though - Say you want to make a more powerful version of the buster and you use three different ranged chip; Only you picked one of the wrong chips, In your punishment you lose all of the chips you used on the recipe and have to go collecting again.
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Post by bioniccommando83 on Oct 10, 2006 15:36:50 GMT -5
With something like that I'm getting more of a vibe from Castlevania: Curse of Darkness with how Hector can synthesize items, weapons, armor, etc. from drops collected from enemies. It could work depending on the pace fo the game, but if it's not very well executed, farming said items could be a real pain in the arse (which might be one of the reasons I haven't beaten CoD yet...)
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Post by MRSKELETON on Oct 10, 2006 16:01:33 GMT -5
Rather then farming for items I could just do specific places to buy chips and whatnot, But to make the game a tad more easy on chips i'd add items like "recipe books" that are randomly dropped
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Post by YourAverageJoe on Oct 10, 2006 20:16:52 GMT -5
*Cough* Megaman Zero 4 *Cough*
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Post by MRSKELETON on Oct 10, 2006 20:23:48 GMT -5
That was something entirely different.
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Post by YourAverageJoe on Oct 12, 2006 10:11:21 GMT -5
The Recipies were VERY similar! Although implemented differently, there are many similarities
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Post by kal on Oct 14, 2006 8:04:57 GMT -5
www.experimentalgameplay.com/ Just because of the name of the topic I thought here straight away. And just to make sure you usually can't just *game develop* what other things can you do?.
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Post by MRSKELETON on Oct 14, 2006 12:49:10 GMT -5
I'm learning various types of code now, and other such nonsense
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Post by Neo Rasa on Oct 17, 2006 14:42:33 GMT -5
The Crimson Sea games do this in a cool way. You have a single weapon at a time that's made of three different modular parts (barrel, acuator and energy source I think). There's tons of different kinds of those three parts scattered and purchaseable throughout the game that you can mix and match to make different weapons and attacks.
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