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Author Topic: Discussion of Game Mechanics  (Read 2202 times)

coolio678

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Re: Discussion of Game Mechanics
« Reply #15 on: March 21, 2013, 03:56:21 pm »

Bullet-time is one of those mechanics I feel a game never implements properly. One thing is it's always there. In Max Payne 3, you can just sit behind a wall as your little meter ticks up, before standing up for another easy, slow-mo shot on the enemy. That's rather boring, and not really how the game feels like it should be played.

The auto regen is the part that bugs me about bullet time. Instead of the meter constantly ticking upward, having it based on player action could nudge people into playing a more exciting way. The bar becomes your "adrenaline", and you get more by how bold your actions are throughout the level. Running out into the open, shooting a few guys before sliding into a broom closet would yield more adrenaline than popping a few guys from cover. Also, having the adrenaline meter drain if you aren't playing risky would prevent people from being able to kill half the enemies before things get interesting.

Things classified as "risky" would be actions like dodging enemy fire, acrobatics (rolling, sliding, diving, etc.), scoring a kill while doing either, among other possibilities. You won't gain more adrenaline while you're using it, to prevent going a full level at half speed.

edit: the idea of even slightly randomly generated multiplayer maps would be super cool.
« Last Edit: March 21, 2013, 04:01:16 pm by coolio678 »
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Tsuchigumo550

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Re: Discussion of Game Mechanics
« Reply #16 on: March 22, 2013, 02:18:59 pm »

I could see a sort of "layout generator":

Process of Randomly Creating the Map:
STEP ONE- BASELINE
The terrain is generated and a mask laid on: desert, forest, snow, mountain, city- this affects how terrain is made and what it looks like. City will be mostly flat, angular, very little in the way of hills or the like (but they're there), where Forest would be devoid of flat areas.
STEP TWO- ZONING
The map is then zoned: land-routes are created, building generation areas are marked off, tunnels are made in the landscape where needed (for the paths, this is assumedly for FPS style games but can be adapted), objectives and spawns are placed, and any other indicators for object placement or similar post-terrain generation are placed.
STEP 3- POPULATION
The map is then populated with objects from a library based on tags and available space. Large buildings with multiple floors would need a wide space of "free" zoned area and to be placed in a cityscape, whereas radio towers or fire lookouts serve much the same purpose but could be found in forests and mountains. Some objects connect to one another to form areas that are never quite the same, for instance, a group of tents in the desert could contain a humvee and clearing for it to drive, or a propane tank, or anything like that.
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Aqizzar

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Re: Discussion of Game Mechanics
« Reply #17 on: March 22, 2013, 09:44:32 pm »

Reading this thread, I'm struck by a vision.  Imagine, a randomly generated FPS, the gameworld is made of cubes à la Rise of the Triad with semi-random sections bolted together and keys and items scattered throughout, classes of enemies based on a few stock patterns and settled in determined locations, a few bosses and boss arenas here and there, and generic "default" equipment that the player upgrades through rewards where you get a couple of choices.

For bonus points, make the level generation semi-controllable, where player gets a chance to determine the general layout of the upcoming sections.  Maybe even something like a "card drawing" system, where you pick up generation tags and have to choose which ones will be used from then on.

Flavor to your liking.  Damn, I like this idea all of a sudden.
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Re: Discussion of Game Mechanics
« Reply #18 on: March 22, 2013, 09:50:25 pm »

Feasible. Actually with the rise of voxel based gaming I'm surprised it hasn't happened yet.

I think that as a programmer, there is a trap when it comes to procedually genned worlds, and that is to introduce player based terraforming abilities. This is partly because of games like DF and Minecraft being so popular, but also because it is so damn easy. You already have all the architecture in place to handle these sort of concepts, so why not just add some buttons to the interface and let players take, move and drop their own blocks...
Because it changes how you play the game, and not always in the direction of your core focus.

Singularity-SRX

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Re: Discussion of Game Mechanics
« Reply #19 on: March 23, 2013, 07:39:25 am »

Bullet-time is one of those mechanics I feel a game never implements properly. One thing is it's always there. In Max Payne 3, you can just sit behind a wall as your little meter ticks up, before standing up for another easy, slow-mo shot on the enemy. That's rather boring, and not really how the game feels like it should be played.

You got me thinking about bullet time
Have you ever played the flash game Exit Path? (http://www.kongregate.com/games/ArmorGames/exit-path?acomplete=exit) if you haven't.
It has this mechanic, where the longer you go without stopping, you build up 'flow,' which you can use to move much faster.
If FPS's could implement a mechanic where the longer you go without stopping, dodging bullets normally/whatever, it builds up and gives you bullet time.
It'd be an awesome way to cap off (and continue) an extremely fast paced and smooth spree
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coolio678

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Re: Discussion of Game Mechanics
« Reply #20 on: March 23, 2013, 03:08:52 pm »

Bullet-time is one of those mechanics I feel a game never implements properly. One thing is it's always there. In Max Payne 3, you can just sit behind a wall as your little meter ticks up, before standing up for another easy, slow-mo shot on the enemy. That's rather boring, and not really how the game feels like it should be played.

You got me thinking about bullet time
Have you ever played the flash game Exit Path? (http://www.kongregate.com/games/ArmorGames/exit-path?acomplete=exit) if you haven't.
It has this mechanic, where the longer you go without stopping, you build up 'flow,' which you can use to move much faster.
If FPS's could implement a mechanic where the longer you go without stopping, dodging bullets normally/whatever, it builds up and gives you bullet time.
It'd be an awesome way to cap off (and continue) an extremely fast paced and smooth spree
oh yeah, I remember that game. I forgot about the flow mechanic, though. It is pretty much what I had in mind, but missing a few little points.

edit: actually, the flow is pretty much exactly what I was thinking
« Last Edit: March 23, 2013, 03:15:51 pm by coolio678 »
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sjm9876

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Re: Discussion of Game Mechanics
« Reply #21 on: March 24, 2013, 07:36:59 am »

Reading this thread, I'm struck by a vision.  Imagine, a randomly generated FPS, the gameworld is made of cubes à la Rise of the Triad with semi-random sections bolted together and keys and items scattered throughout, classes of enemies based on a few stock patterns and settled in determined locations, a few bosses and boss arenas here and there, and generic "default" equipment that the player upgrades through rewards where you get a couple of choices.

For bonus points, make the level generation semi-controllable, where player gets a chance to determine the general layout of the upcoming sections.  Maybe even something like a "card drawing" system, where you pick up generation tags and have to choose which ones will be used from then on.

Flavor to your liking.  Damn, I like this idea all of a sudden.
This would be simply amazing.
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Re: Discussion of Game Mechanics
« Reply #22 on: March 24, 2013, 07:57:47 am »

Me and my brother had this idea for a game that was quite complicated, but it came with a subtle way to have achievements that could work in pretty much any game with people in it.

Nicknames instead of achievements. Kill two people with only a brick? The characters call you "stone-cold". Jump off a skyscraper and survive? They call you "daredevil". Much better then the nicknames system in Fable 2 (Who the hell chooses their own nickname?) and subtle.
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