Author Topic: Your Revolution game ideas HERE!  (Read 74158 times)

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Offline Kairon

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RE: Your Revolution game ideas HERE!
« Reply #75 on: November 29, 2005, 09:56:41 PM »
Also, I'm...wondering...how EXACTLY did games do diagonals with the D pad?!?! That was...two directions pressed at the same time?

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Offline NinGurl69 *huggles

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RE: Your Revolution game ideas HERE!
« Reply #76 on: November 29, 2005, 10:56:47 PM »
Exactly.
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Offline MODE_RED

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RE: Your Revolution game ideas HERE!
« Reply #77 on: November 30, 2005, 12:08:41 AM »
Don't forget the whole point of simple controls is to make games more accessible to everyone and to remove barriers and distractions between the gamer and the core fun gameplay concepts.

Cut or rework a lot of distracting crap that dillutes the experience (especially crap that uses buttons up), automate actions through the character and camera, and use context sensitive buttons/remote gestures that are not intrusive or fatiguing to the experience.

Simple controls, deep gameplay.
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Offline wandering

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RE:Your Revolution game ideas HERE!
« Reply #78 on: November 30, 2005, 02:14:27 AM »
A good game is like water. Put water in a cup, and it becomes the cup. Water flows gently one minute and crashes and pounds in the next. Design a game like water, my friend.  
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Offline Don'tHate742

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RE:Your Revolution game ideas HERE!
« Reply #79 on: November 30, 2005, 03:36:34 AM »
Quote

Originally posted by: wandering
Lots of cool ideas here (I like yours especially, epitath).

I've had an idea for a while that the rev could do a great first person game based off the movie alien. Imagine a special nunchaku analog attachment that comes with a large, beeping radar screen, just like in the movies. Now imagine you walk with the analog stick, and move the revmote around to look around. Imagine nothing on the screen - no health meters, no radar (obviously) no nothing - except your flamethrower. Now, imagine walking down a dark, dank, quiet corridor of the ship - when suddenly, your radar starts beeping. You look down - something's approaching fast. You look back up at the screen and your flamethrower is jittering with your hand. The moving dot on the radar moves on top of you....you frantically look around....and see a rat. You fry it. You keep walking. You hear a clang behind you. Then silence. Nothing in sight. You keep walking. Then, suddenly, the radar is beeping again......


Yeah.


Umm....that's a pretty badass idea. I like the fact that you physically hold the radar.
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Offline couchmonkey

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RE: Your Revolution game ideas HERE!
« Reply #80 on: November 30, 2005, 06:29:12 AM »
I like the Alien idea too!

All right, I'm going to take a crack at The Legend of Zelda.  I know it's not a new game, but I got interested in how it would control because I previously argued that swinging the controller for sword fighting would distract from the focus of the series.   Later on I decided I can't say that if I've never tried to think of a way to make controller-swinging sword-fighting part of the game.

The game has two control schemes: walk-around mode and battle mode.

Walk-around Mode

If you just want to get from point A to B quickly, stay in walk around mode. You can dispatch weak enemies with the click of a button, just like the classic games.

Analog stick: Walk/Run.
L1: Shield
L2: Hold to enter Battle Mode
A: Action button (grab, talk, etc.)
B: Unsheath / attack with sword
D-pad: Use assigned items
Remote: Point in the direction you want to look (the camera will follow Link from behind at all times)

Battle Mode

Once you encounter a tricky enemy, you may need to enter battle mode.  Hold down L2 and the screen enters a letterboxed format similar to Z-targeting in the current Zelda titles.  Now you can do evasive moves and manipulate your weapons directly.

L1: Shield
L2: Let go to return to Walk-around Mode
A: Defensive moves (back-flip, jump, counter attack)
B: Wield / unwield sword
D-pad: Wield/unwield assigned item
Remote: If you aren't locked on to anything, you can use the remote to look around for a target.  This should make it easy to lock on to any target you wish.  Once you're locked on, the remote is used to manipulate your wielded item (sword or otherwise).  Using the controller to "look" at a target before you enter battle mode would allow you to lock on quickly.

Examples:
Sword: Swing (gently) to attack, Link should emulate your swings on-screen.  Swing in an overhand fashion while jumping towards the enemy to do Link's double-damage overhead attack, thrust down while jumping to do the downward thrust from the Adventures of Link, etc.
Boomerang: Screen allows you to point around to acquire targets, flick once quickly to throw.
Bow and Arrow: Hold controller vertically like the string of the bow; arrows are pulled out automatically.  Pull backwards to pull the bow tight, flick the controller to let go of the string.
Bottle: Tip upward (towards your mouth) to use on your self, tip down to empty.  You can control the amount of potion you use by tipping slightly and stopping before it's gone!

I think this system works pretty well.  The only thing I'm not sure about is how the player would switches targets.  I'm sure a workaround is possible - in a worst case scenario you need to return to walk around mode and re-target.  If the item controls were done well, I think the game would be really fun, and still very "Zeldaesque" - I'm officially convinced that directly controlling Link's sword is a fun idea.

Edit: "think"=thing
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Offline Ian Sane

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RE: Your Revolution game ideas HERE!
« Reply #81 on: November 30, 2005, 06:31:42 AM »
"Then they invented, you know, the analog stick, and the d-pad ceased to be used for movement."

The d-pad only ceased to be used for movement on the Cube because Nintendo made it too small so that it was pretty much useless.  Several N64 games used the d-pad and many PS2 games still do today.  Digital movement and analog movement are different with both having advantages and disadvantages.  For my game I feel digital movement would work best.  Why should doing so be a big hassle?  Why can't I just make the game exactly as a I want to?  Sony and MS would let me.  I swear this is just like cartridges vs CDs.  Sure I COULD cut down on FMV and CD quality sound and shoehorn my game into a cartridge... or I just tell Nintendo to shove it and jump ship.  This is the same thing.  Why should anyone compromise their game to work with the Rev controller when the competition is right there?  This is a question Nintendo HAS to answer or they're third party support is going to get even WORSE.

"You look back up at the screen and your flamethrower is jittering with your hand."

I love this part.  The flamethrower should react to how you're moving the remote.  So if it's jittering it's because you're scared in real life and thus your arm is shaking.

Offline couchmonkey

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RE: Your Revolution game ideas HERE!
« Reply #82 on: November 30, 2005, 06:45:24 AM »
Sony might let you imagine the game you want to...as long as it doesn't offend the mighty SCEA.  Supposedly they've at one time or another rejected: Viewtiful Joe, Killer 7, Growlanser, Metal Slug 3 and SNK vs Capcom: Chaos.  Many of those games make it out sooner or later, I guess you just need to be persistent, but the point is, Nintendo isn't the only company making things hard for developers.
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Offline Ian Sane

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RE: Your Revolution game ideas HERE!
« Reply #83 on: November 30, 2005, 08:44:33 AM »
"Sony might let you imagine the game you want to...as long as it doesn't offend the mighty SCEA."

This is 3D and North American.  They'll love it.

Offline ShyGuy

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RE: Your Revolution game ideas HERE!
« Reply #84 on: November 30, 2005, 09:14:36 AM »
I used the directional pad on Fable for the Xbox to cast magic spells. I think reality was torn asunder right there, like a fundamental law of the universe had been broken. (/sarcasm)

Offline zakkiel

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RE: Your Revolution game ideas HERE!
« Reply #85 on: November 30, 2005, 05:43:26 PM »
Quote

For my game I feel digital movement would work best. Why should doing so be a big hassle? Why can't I just make the game exactly as a I want to? Sony and MS would let me. I swear this is just like cartridges vs CDs. Sure I COULD cut down on FMV and CD quality sound and shoehorn my game into a cartridge... or I just tell Nintendo to shove it and jump ship. This is the same thing. Why should anyone compromise their game to work with the Rev controller when the competition is right there?
Find me a way to change the controller so you can sue the d-pad and face buttons simultaneously while keeping it one-handed. Can't be done. Oh, you could stick in a second trigger, but I'm betting it would become really easy to start hitting triggers by accident. and if you take away the one-handedness, you take away the free-form quality which is essential to enabling at least two genres already on the PC, not to mention like 1 million other genres. I guess when you come right down to it, you'd have to explain to me why your idea is so awesome I would give up a Revolution for it simply so I wouldn't have to worry about having the shell in order to play it.

You keep talking about Nintendo allowing every kind of game. Thing is, everything has a price. Take for example cartridges vs CDs. Myself, I greatly prefer not having FMV to having load times. And I infinitely prefer that Nintendo offer something uncompromisingly new in controllers and have the old available as an extra, rather than throw in some tilt sensor in a regular controller.

Couchmonkey: very interesting idea, but I want to be able to use the new control scheme more often than just special battles. Here's my idea: controlling Link with his sword sheathed plays as it does currently. Once you draw the sword, the camera gets locked into an over-the-shoulder, letterbox view. Tapping a direction on the analog causes you to hop in that direction. Pressing B thrusts with the sword in the direction the wand is aiming. Holding B and moving the wand, or pressing B while moving the wand, causes you to slash. Turning the point of aim past the edge of the screen turns Link and camera together. L1 targets, L2 sheathes and unsheathes sword. A blocks. As you said, D-pad has items. I don't like having the draw button be different than the attack button, but I do want to use the Revmote for all combat.  
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Offline wandering

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RE: Your Revolution game ideas HERE!
« Reply #86 on: November 30, 2005, 08:42:35 PM »
Glad people like my Alien idea (though I stole that jittery hand thing from somelace else).

Quote

Originally posted by: Ian Sane
For my game I feel digital movement would work best. Why should doing so be a big hassle? Why can't I just make the game exactly as a I want to? Sony and MS would let me.

Well, for my game I feel that motion control would work best. Why can't I make the game I want with Microsoft or Sony? Nintendo would let me.

The biggest problem I have with what you're saying (ignoring the fact that you're largely ignoring the traditional shell and the possibility for custom attachments) is that you're coming into this not with 'I have a game design that couldn't possibly work with the rev control!', but rather with 'I have a specific button configuration I've come up with for other controllers that won't work on the rev!' That's folly. The rev has lots of buttons and motion control and other things and you're idea probably could work....but I can't really say for sure because you're not really telling us what the specific control setup you have in mind is.


Quote

Originally posted by: Couch Monkey
All right, I'm going to take a crack at The Legend of Zelda. I know it's not a new game, but I got interested in how it would control because I previously argued that swinging the controller for sword fighting would distract from the focus of the series. Later on I decided I can't say that if I've never tried to think of a way to make controller-swinging sword-fighting part of the game.

Hmm - I like it, but having a seperate battle mode feels very un-Zelda like. I don't see any reason why you couldn't just swing the swing the sword while walking around. I don't think that would be distracting at all, especially if simple enemies could be dispatched with a simple swipe or two. I think Zakkiel's scheme above would work well. but my zelda control scheme is still the best  
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Offline Kairon

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RE: Your Revolution game ideas HERE!
« Reply #87 on: November 30, 2005, 08:44:56 PM »
Hmm...Ian, I'd be really curious to see your exact function assignment to the buttons and the thinking behind how your wrestling game could technically be played on the GBA.

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Offline IceCold

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RE:Your Revolution game ideas HERE!
« Reply #88 on: November 30, 2005, 09:06:15 PM »
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Offline OptimusPrime

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RE: Your Revolution game ideas HERE!
« Reply #89 on: December 02, 2005, 03:45:05 AM »
Treasure needs to make a succesor to Sin of Punishment (real or spiritual don't care) fast! Thing is, they can perfectly make the game work with only the NRC.
Aiming... well everyone can geuss that
Moving left/right, turning the NRC left/right (you can still aim while doing those wrist movements)
Shooting: B
Jumpmode: press A, you can still shoot but the charater can only shoot right in front of him then flick the controller to any direction and he jumps to that direction, flicking in a downwards left motion makes the character roll to left, flicking up left jumping left, flicking way left makes him side-jump (max payne style) tot the left.
Slo-mo mode: press A then make a small circular movement with the NRC and then flick in what direction he needs to side-jump, character jumps in that direction in slo-mo and you can still aim during the jump. (Slo-mo can only be activated by filling some meter or something)

Hardcore game gets Revolution treatment, it can be done.
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Offline couchmonkey

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RE: Your Revolution game ideas HERE!
« Reply #90 on: December 02, 2005, 05:37:17 AM »
Wandering: You might be right about separating the modes, but I was addressing the particular concern that slashing all the time is too much "work".  I don't know if it really is too much work, that's something you'd only know by playing the game.  Maybe I'll try playing through the Wind Waker while swinging my controller around the whole time.  Do you remember where your setup is?  I'd be interested in seeing it.

OptimusPrime: Nice setup!  I like it.
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Offline MODE_RED

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RE:Your Revolution game ideas HERE!
« Reply #91 on: December 02, 2005, 07:02:16 PM »
Rest assured, ICECOLD, that Carmine and I are not the same person at all. I too thought it strange that Carmine M. Red looks similar to my screenname but I'm sure I've been here longer. Hell, I've been here since before it was PlanetGamecube, when Justin Nation was here, back when it was a N64 fan site and N64 had barely launched (and maybe before that).
Developers, we should want gamers 2 fall in love with THEIR gaming experiences, not OUR feature lists. Let's not forget we're gamers too. But don't get stuck in your own dreams. What'd be special about dreams if we're all forced 2 dream the same thing? MODE RED

Offline wandering

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RE:Your Revolution game ideas HERE!
« Reply #92 on: December 02, 2005, 09:28:33 PM »
 
Quote

Wandering: You might be right about separating the modes, but I was addressing the particular concern that slashing all the time is too much "work". I don't know if it really is too much work, that's something you'd only know by playing the game. Maybe I'll try playing through the Wind Waker while swinging my controller around the whole time.  Do you remember where your setup is? I'd be interested in seeing it.

Nah, I think you've been listening to Ian too much . I don't think swinging a sword (with small hand movements) would become tiresome in a game like Zelda....though a hack-n-slash would be a different story.

Oh, as for my setup, I thought I had posted it in this thread....but I see that I haven't. I know I posted it somewhere...hang on....found it.

Copied from my post in the 'Mapping popular games to the REV controller' thread, which was in turn copied from my post in the 'IWATATON' thread:

The nunchaku attachment controls Link:
Analog: moves, swims
L1: performs context sensitive actions
L2: lock onto enemies

The remote controls what Link is holding:
A: draw your sword
B: raise your shield
d-pad: select other items
Gyro: control items. (flick to throw a deku seed, swing to swing your sword, move the controller around to look around with a lantern in dark places, etc.) and perform some context sensitive actions in conjunction with L1.

There you go. (I was only mostly kidding about my setup being better, I don't know what would work best. The thing I did like about your setup was the pointing-for-camera-control thing. Not sure if this is what you meant, but a setup where you could point at what you're interested in - be it an enemy or treasure chest- and then have the camera refocus/lock-on to what you pointed at could be quite intuitive).
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Offline Kairon

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RE:Your Revolution game ideas HERE!
« Reply #93 on: December 02, 2005, 10:34:14 PM »
Quote

Originally posted by: MODE_RED
Rest assured, ICECOLD, that Carmine and I are not the same person at all. I too thought it strange that Carmine M. Red looks similar to my screenname but I'm sure I've been here longer. Hell, I've been here since before it was PlanetGamecube, when Justin Nation was here, back when it was a N64 fan site and N64 had barely launched (and maybe before that).


Yeah, you were here first, lol.

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A glooming peace this morning with it brings;
The sun, for sorrow, will not show his head:
Go hence, to have more talk of these sad things;
Some shall be pardon'd, and some punished:
For never was a story of more woe
Than this of Sega and her Mashiro.

Offline KDR_11k

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RE: Your Revolution game ideas HERE!
« Reply #94 on: December 02, 2005, 10:48:58 PM »
L1: performs context sensitive actions

What would those be? Push a button? No thanks, I'd prefer if you had to operate buttons, levers, etc with the rod. That way the game wouldn't have to show you "Press A to push the secret button on this wall" when you get close to an object you can operate.

Offline wandering

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RE: Your Revolution game ideas HERE!
« Reply #95 on: December 02, 2005, 11:15:36 PM »
Well, you'd prolly still have to push a context-sensitve button before using the remote. For example, if you came upon a lever, you'd probably have a message like 'push a to operate lever', and then link would grasp it, and THEN you could use the remote to operate it.

I'm not sure how else you could do it....I guess you could wave the remote/link's hand around to make link's hand come upon the level instead, but it seems like that would be annoying. And that's not even accounting for actions like a mounting a horse, diving in water, talking to npcs, etc.  
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Offline zakkiel

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RE: Your Revolution game ideas HERE!
« Reply #96 on: December 03, 2005, 07:38:46 AM »
Yeah, I don't think you can get away from that context-sensitive button.

I think it's more intuitive to have the "swing sword" button be on the wand instead of the nunchuck. Also, you kind of have to have the wand direct camera, unless you want to return to the days of no camera. One of the things I worry about is that you'll wind up accidentally moving the camera around a lot when using the sword, which is why I decided to require you to move it past the screen in order to turn. I'm not sure it's the best solution, though.
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Offline nemo_83

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RE:Your Revolution game ideas HERE!
« Reply #97 on: December 03, 2005, 07:53:05 PM »
I like to draw ideas for games from my dreams so here is one from Saturday morning.

The Jungle

Setting:  There would be one cold industrialized city with lots of jungle, swamp, mountain, and pasture land surrounding.  The city would be pumping smog into the air and toxins into the water (the city is killing the earth) and destroying the lives of its citizens.  In case you're not in the know, this is all an allusion to Upton Sinclair's "The Jungle" which uses biblical themes of pastoral life.

The game would opperate in first person and third person.  You would have a female character which you must guard and carry with you through the first eighth of the game similar to how in Ico there was a focus on getting both characters through the environment.  Beyond that the other 7/8ths of the game is you on a quest to rescue the female lead after her capture.

You play as the male character who is a large lion with a blonde if not almost white mane (in contrast with the traditional conception that a dark mane represents dominance).  Through the game you will carry various characters on your back; in the beginning the female lead and later other characters that will do things such as shoot arrows from your back, wield a lance, or use their wings to allow you to fly.  

I'm confused as to how I would want this to control though.  With dual remotes one remote could control camera/aiming, and the other remote character control through tilting the controller like a flight stick.  You would run fast though by hitting a comand button like up on a dpad and then pushing and pulling both the remotes in and out along the z axis as if you were reaching your paws out, grasping the ground, and pulling yourself forward according to a rhythm.  You would be able to run as fast as you could keep a beat going.  

Knowing the secrets of the revolution would help out.  With a mic I would want to have a roar attack as well.  Mostly everything would be simple and dependent upon moving your hands rather than simply pushing forward on a stick.  I want the running to be visceral and the more involved the player is the better.

 
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Offline couchmonkey

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RE: Your Revolution game ideas HERE!
« Reply #98 on: December 05, 2005, 05:37:09 AM »
Nemo: the Jungle idea is cool.

Wandering: It's not just from listening to Ian.  For years I've been worried about these types of games where physical action is needed to play.  I don't have a problem with that, but I don't necessarilly want every game to require a lot of action from me.  Of course, like you said, the game doesn't necessarily have to require big strokes with the remote to slash, so it may not matter.

It's interesting that our controls are pretty similar, the only big difference is that mine reverts to a more traditional setup when the player isn't targeting.  I wonder if Nintendo is thinking along the same lines?  Being able to look around with the remote is the other major reason that I went with a system where you don't use the remote to slash all the time: I do like to have control over the camera.  But it isn't 100% necessary, seeing as neither of the N64 games had any camera controls other than the target button.
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Offline nemo_83

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RE:Your Revolution game ideas HERE!
« Reply #99 on: December 05, 2005, 10:05:05 PM »
After thinking about my lion game I believe two characters should be able to ride the character at the same time.  The main character would be able to transform into a boy towards the end of the game (rather than a game about a human that transforms into a lion) and as a human you may ride a dragon along with two of your other riders.  They will function as normal fighting automatically unless you select to control them manually; if and when you take over them you may launch the character onto other dragons knocking their riders off and gaining control of multiple dragons of varrying sizes, powers, speeds, etc.  

I had considered just making the main character a chimera, but I want the player to have to make the choice of what abilities were available rather than having the wings there all the time.  Weight works into who you use.  A light character alone will not slow you down, a heavy character or two light characters will slow you down, a heavy character with a light character will slow you down even further, and two heavy characters will slow you down the most.

The first rider in the game is the girl at the beginning; she gives you strength and speed that no other rider can, she is the only character in the game with the healing touch.  She would be a light rider.

The second rider (the first you gain after losing the girl) is an archer.  Not sure if it should be male or female, elf or human; but if I decide to do a drawing it won't be cookie cutter.  This character will be light.

The third rider would be a Don Quixote type knight pretty much an old man out of his mind.  He would be decked out in rusted armor when you find him (you will need to help him find better armor and weapons), carry a shield, a sword, and a lance.  He would be one of only two armored riders.  This character will be heavy.

The fourth rider would be a small magical character (either bird like or gerbal like) with white feathered wings that allows you to fly as I've mentioned before.  The eighth rider will give this character the ability to transform at will into a dragon.  This character will be light but is one of two characters that counteracts the weight of the other rider.

The fifth rider would be mischievous character; it would be a troll, short, hairy, green eyes, pigish nose, boarish tusks, greasy skin, like an ugly dwarf without a beard but with a tail, and with larger pointed ears.  The character could only be used at night or else it would turn to stone and you'll have to drop him (or his weight will slow you down) and pick him back up at night when he wakes up.  The character's loyalty will be questionable in the story as most trolls you'll encounter will not be on your side, but he can make you invisible and controls the wind.  This character will be light (unless you carry him when he turns to stone like I said).

The sixth rider would wield a chain with a spiked iron ball at the end of it.  The character would wear green and gold armor, snake like in appearance, scales, and chain armor.  Later the chain weapon would feature two balls like a forked tongue.  He could also wield either a shield.  This character will be heavy.

The seventh rider would be a dwarf (maybe no more than three foot tall) with an axe/hammer.  Like the troll he can only be used at night or he will turn to stone.  You will not be able to upgrade his weapons; he will instead upgrade the weapons of all your previous characters.  He will have a special projectile attack of the thunderbolt.  Like the troll he can control the wind.  He is a light character also like the Troll unless you carry him when he is stone.

The eighth rider would be a wizard who has been partly transformed into a ram.  The wizard would cause spiraling golden glowing horns to grow from your crown when he rides, and you can use those horns to ram things (you can plow through entire forests full throtle).  The wizard carries a staff which can fire projectile magic.  He is a light character and is the second character to allow the player to have full speed while using a heavy character.

As you met new riders you could use them anytime; you would only be limited in the number you may carry on your back at one time.  But you won't always have to backtrack to switch out riders as you will be able to attain animals for them to ride along beside you like horses, griffins, and dragons.  So technically you gather a small army.

In the end you would be able to use the power the girl allows you to defeat the final boss of the game which would be the troll.  When she rides you your mane glows white and your roar will be made stronger and it will be used to stun the troll allowing you to see him.  You will need her healing powers to defeat him.

 
Life is like a hurricane-- here in Duckburg