Bored at Work... anyone need free Game Ideas?

Discuss game development design and post your game ideas

Post » Thu Feb 14, 2013 11:18 pm

[QUOTE=ThunderLion] TDS or whatever, surprise me lol[/QUOTE]

Die Hard 5 opens this weekend... I've been thinking on it all day. Guess I'll combine that thought train with the Top Down Shooter. Ever get a chance to play 1996's "Apocalypse" starring Bruce Willis? It was for all purposes a "top down shooter", but with a slightly more angled camera (to exploit the environment models/likeness of the star Bruce Willis a bit more than a straight up and down view)

Here's some screenshots:
http://www.mobygames.com/game/playstation/apocalypse/screenshots

Here's a gameplay video:
https://www.youtube.com/watch?v=Skkkm7-FCLw

In order to keep in pacing with the demands of the Playstation One, the game was basically a series of "action hallways". You always moved forward killing stuff, and along the way, you perpetually picked up powerups that enhanced the way you killed stuff. Very fast-paced, very arcade-y. As you can imagine, the "Twin Stick" style gameplay (one stick to move in directions, the other to shoot in directions) left you fairly limited with regard to camera control, but the game was designed in such a way that finding an appropriate angle wasn't a concern during gameplay.

Let's assume you want a strict top-down perspective, as is illustrated in Construct's most commonly viewed tutorial. This is... well, good for learning but as far as end-game result, you'll end up with many more top down shooters looking/feeling like carbon copies of themselves just for lack of innovation outside of the guide.

- Kids love science fiction. Let's follow a cyberpunk/dystopian future example as shown in the screenshots/videos above.
- We need to have some type of light platforming elements for "walking" variety. I suggest an "Ocarina of Time" jumping mechanism where simply walking towards an edge on the floor causes you to hop a set distance in that direction. Whatever looks right in relation to your player's movement speed. This will give you an opportunity to have environmental hazards in place of simply setting up waves and waves of enemies to attack you. Things that jump to mind are acid pits, broken highway segments that fall many miles below to the floor, exposed electrical wiring, deadly laser grids, etc.
- Most players will be using hard UP, DOWN, LEFT, RIGHT controls while playing the game... diagonals only really when attempting to strafe around the inevitable hordes of enemies. I would suggest that all platformer elements be aligned to the hard U/D/L/R directions so that they are passable.
- For the sake of system requirements, I'd recommend a slightly different approach to enemy waves. Rather than try to push the engine with hundreds of generic baddies, think about the movies "Alien", "Predator", "Terminator". When you encounter an enemy, they should be nearly overpowering of the player, forcing that player to rely on preserving weapon/ammo pick ups rather than spitting out rounds constantly for the sake of "ooh look at the special effects!".

Ever play Ikari Warriors II: Victory Road on the NES? They had a weapons system I was in love with. As you destroy enemies/world objects, you pick up currency. You could also win currency by "prize fighting" tougher key enemies also hidden throughout the world. The weapons you can buy are all "extras" over a simple basic weapon... the special weapons are best suited for boss fights.

Here's screenshots:
http://www.mobygames.com/game/nes/ikari-warriors-ii-victory-road/screenshots

Here's Video:
http://www.youtube.com/watch?v=-_Svckvr_zw

Note the little red pulsing things the enemy drops? Currency.

You can note similarities between Apocalypse and Ikari Warriors in that they're both effectively "Action Hallways" with obstacles in the way. Ikari Warriors required no jumping, but you can see ample opportunity for there to be such a thing.

I propose that we borrow from Ikari Warriors II:

- Hidden shops that require some form of explosive to open up. Perhaps there could be a (left click) shoot function and (right click) grenade function... as both are considered "primary" weapons, the resupply ammo can be dropped from common enemies at random or discovered in ammo crates littering the landscape. Think "The store owners barricaded themselves in their shops" and to get to their wares, you have to blow the door open. These stores exclusively contain the higher-end weapons that you can't find among ordinary enemies.
- Your mind can run wild coming up with many weapons, but in general, you want the 1) "average damage click-dependent rate of fire weapon" as default. 2) "low damage high rate of fire click + hold fire weapon" 3) "high damage, slow rate of fire, slow traveling rocket-type projectile" 4) "Wildcard weapon. High damage, up-to-you rate of fire, but strange trajectory weapon". In Ikari Warriors II it's the boomerang, in Contra it's the spread fire/spirally doo-dad weapon.

More later... eh... a fight seems to be breaking out in the living room :0

EDIT/RESUMING/SUMMARIZING: (Jeez. Why am -I- the one that has to settle things?)

Ideally, what you are doing is confining the play area to a vertically or horizontally scrolling play field. Backtracking would be okay if there are, say, objectives to be met, but you run the risk of allowing players to "exploit" the stores by going back to them whenever they like as opposed to making players think wisely as they pass by one.

While your player never alters his overall elevation, he CAN hop over minor obstacles that he doesn't wish to come into contact with. This allows you to plan stages around:

1. Wide areas to be filled in with dense hordes.
2. Areas that require strategic "Star Tropics" style hopping/puzzle solving (Player has to hop across stones to reach a control lever that extends a drawbridge across an unhoppable gap)
3. Confined areas that forces players to rely on weapons purchased from stores to attack fewer, immensely powerful enemies. (placing them after stores is a good idea.) Think about a guard tower with one guy firing an ungodly stream of bullets at the player, from which they must seek shelter until he's done firing (reloading). If they stood out in the open and tried to just outgun him, the player would die each and every time. By placing ONE enemy you are then free to place dozens of projectiles.
4. Some kind of end boss battle or (the cheap way out) extended survival wave finale. A way to ensure that all of your player's acquired resources are used up in a more dramatic fashion that gunning down common enemies. Think combat against a slow moving tank, helicopter, or mecha (if we're keeping with the sci-fi theme).

With a few frills along the way for immersion's sake:

1. Exploding barrels.
2. Weapons crates.
3. Destructible objects (Storefronts, abandoned vehicles, you name it... stuff that takes 10 precious shots to destroy that may ultimately yield nothing but visual pleasure).
4. Voice acting. This is a great storytelling attribute you can afford to implement because of the "vertical or horizontal" scrolling stage design. "Oh great, more lasers." etc. Be a writer! Think of Bruce Willis over here... they can be one-liners or actual story-driven narrative (Player comes across half-eaten human bodies strewn about) "What the hell... these are teeth marks. What could have- OH S***!" (Flash spawn boss character) and so on.
5. Since you know the "direction" of the stage flow, you can design trackside detail with a fixed perspective to fake a 3D overhead view. Think like Ikari Warriors... you can see the wall facing the player, the roof, but nothing behind it. Mind your collision boxes.
6. Rather than keep a traditional high score, keep a "Body Count" instead. Every 100 enemies slain, an extra life... a blood-soaked nod to Super Mario Brothers and its coins.Lovelocke642013-02-15 01:08:43
B
4
Posts: 57
Reputation: 514

Post » Fri Feb 15, 2013 8:40 am

I want to make an action RPG but am embarrassed that I don't really have a storyline. The game will be all about puzzles and finding secrets with some action. The protagonist will be an 18 year old, light blue haired male. Every once in awhile, a pretty goddess will come around the town for some reason. I would also like to implement God in the game somehow and have the character have to make a tough moral choice because of that. But implementing God and the tough moral choice is entirely optional. I haven't decided yet whether the protagonist is a warrior or a magician.
B
7
S
2
G
3
Posts: 110
Reputation: 1,926

Post » Fri Feb 15, 2013 5:33 pm

[QUOTE=thetrue] I want to make an action RPG but am embarrassed that I don't really have a storyline. The game will be all about puzzles and finding secrets with some action. The protagonist will be an 18 year old, light blue haired male. Every once in awhile, a pretty goddess will come around the town for some reason. I would also like to implement God in the game somehow and have the character have to make a tough moral choice because of that. But implementing God and the tough moral choice is entirely optional. I haven't decided yet whether the protagonist is a warrior or a magician.[/QUOTE]

It appears you're asking for a story here. Very well.

First of all, between the roles of Warrior and Magician, a Warrior has classically exhibited reverence for God/The Gods, whereas Magicians tend to favor straight knowledge... the -known- world, and the mastery of it. I'm going to write out two synopses for ya. Don't like the names? Change them... better yet, have an "Input Name" screen.

1) BIRK THE WARRIOR - Once a year at the annual Moonika Festival (Fictional Christmas? Halloween?), The War Goddess Killsea descends from the night sky to give her blessing (A kiss from the stars) to a warrior who exhibits the most important quality a warrior can have: Kindness. A warrior should be strong, heroic, and savage in combat... but in times of piece, he must be as the river flows, never swimming against the current. Such struggles go against the natural order of the world, and lead to war. It is said that Killsea's Kiss opens up a combat potential in her most peaceful devotees that can make one warrior single-handedly able to defeat and entire troop with nothing but the blade and shield in his hands.

The Moonika Festival looms on the horizon, a month away, and while peacefully meditating in the wilds, BIRK THE WARRIOR is beset by tragedy. He comes home to learn that his entire town/tribe has been wiped out by a warring nation to the south. They do not believe in Moonika, or The War Goddess Killsea, but are compelled to squash the "occult" by divine right of their own God, "The One God". Standing among the ash of his home, his family, BIRK THE WARRIOR feels a hand brush through his hair. He jumps up to draw his blade, and there before him is KILLSEA. He sheathes his weapon and falls to her feet, crying in apology. BIRK asks her why this has happened, asks why he was left alone... sensing his rage, KILLSEA refuses to give BIRK her kiss, but instead offers her tear. In this tear, all of his doubts, confusions, pains and agonies are contained. He is clear-headed and knows what he must do - Deliver this tear to "The One God" and, in effect, break his heart. By causing doubt in "The One God", BIRK will kill "The One God".

Yadda yadda (the actual game goes here).

After single-handedly proving his might as the last surviving member of his people, on the night of MOONIKA, with the help of KILLSEA, BIRK is delivered before "The One God" in his throne room of heaven. BIRK cannot stand to hear the voice of The One God, nor can look at his brilliance. He clutches KILLSEA's tear too tightly and some of his doubt and pain come returns to him. He fears that The One God is indeed mightier than KILLSEA, and that destroying such a thing may be a great evil... something he has not considered himself to be.

Does he proceed? Or does he turn his back on she, whom he and his fathers and grandfathers before him, fought and believed in?

Stay tuned for "BIRK THE WIZARD". Almost time for me to leave work.
B
4
Posts: 57
Reputation: 514

Post » Fri Feb 22, 2013 7:35 pm

Hey Lovelocke I think I will bite and ask for some creativity/advice here.

I hesitated posting my idea here because I have had others take my ideas and run with them a few times before but I could be just totally paranoid and this idea not even be that good to begin with so whatever.

I have been building the framework to a Tower Defense Game but I wanted to incorporate a very "music" like theme to it. As a long time Dj/Wannabe producer I wanted to incorporate my two loves (music and games) into something a bit unique. I have yet to see many TD games that have any sort of music functionality to them so I said "Let's do this".

Without giving too much of what I have made so far I was sort of "stuck" on a few things that I need some creativity for. The game will basically have towers that are based on the instruments that are used in the songs I make for each level (Kick drum is a tower, clap is a tower, so on), and they will shoot when that instrument plays in the song. I have some other stuff but heres where I need some creativity:

1) The towers are based on the instruments in the song, what could you picture as the "projectiles" from said turrets? (Soundwaves? Shapes?)

2) Enemies have been my biggest hurdle. What could be a possible enemy in a music TD game? What kind of backstory or meaning could you put into it? Enemy is some sort of "thing" that is trying to get to the end of the song to "censor" creativity, music..something?

3) Other functionality to make the game fun. Placing a kick and a clap near each other and when both shoot at the same time a special effect happens?

Any kind of cool ideas would definitely help ;)
Twitter: https://twitter.com/pudgyplatypus

Learn to make a clicker game for cheap!
https://www.scirra.com/store/games-with ... e-game-666

Try out Pixel Golf on the Scirra Arcade!
https://www.scirra.com/arcade/sports-ga ... el-golf-67

Pudgy Platypus Games website!
www.pudgyplatypus.com
B
53
S
16
G
5
Posts: 206
Reputation: 6,826

Post » Sat Feb 23, 2013 2:48 pm

To my dear DJ Fuzion,

Tower defense... I love the genre very much. Perfect mix of old school arcade gameplay with modern obsessions like upgrades/skill trees. As such I've played a wide range of the type and have noticed things that I distinctly love/hate about the genre.

Let's see what we can do here.

--Theory/Reference Section--

Are you aware of "Symphonic TD"? - http://www.kongregate.com/games/Fr0z3nf1r3/symphonic-td

It's the game that most closely resembles what you're going after, and in my opinion, a study on "what not to do". Personally, I find this game to be... eh, ugly. The interface requires you to click more buttons than is probably necessary (what's with all the sub menus here?) and requires you to dash from hard right edge of the screen to the center for object placement to the top to start a wave. Without the forced tutorial at the beginning, this "game" more closely represents "software"...

It uses music NOTES as enemies, and as the enemies appear, they "play" a note for the user to hear. I think music notes as enemies are rather drab... people would probably prefer a more CREATIVE VISUALIZATION of their music as opposed to blasting away unidentifiable (for most people in the world) runes. The towers themselves are (basically) color bricks... again, not much there that's very inspired.

It would appear, at this point, that "music" and "tower defense" don't go so well together.

POINT OF REFERENCE TWO: "REZ" or "REZ HD" (Sega Dreamcast original, found on Xbox Live Arcade and PS3 Network these days.) - https://www.youtube.com/watch?v=KVpn6VJqPLs

Rez is a complete musical visualization of a hacker forcing his way onto various secure networks around the world. You see how he has a reticle that raises in number? Players press and hold the shoot button, and drag the reticle over numerous enemies (up to 9) and then RELEASES the button to unleash a wave of attack. The background music is a basic loop... and all of the player ATTACKS create musical cues. Even if all you do is tap tap tap the button, you hear a slight high hat/cymbal sound.

As each wave advances, the music pumps up in intensity. The number of enemies increase, and the amount of musical contribution by the PLAYER is increased. With the simple looping tunes going on, players can create just about any hodge podge of notes and have it come out sounding pretty trippy.

More on this later in a moment.

Another Rez Example - https://www.youtube.com/watch?v=Zad4EkwDHNI

--TOWER TYPES--
What's most important here is what kind of sounds the (towers, in your game's case) create in relation to the music. I'll tell you what's a nice convention in a few tower defense titles, that you can start with a basic "type" of tower and then upgrade it out for, say, elemental damage. A fairly basic example of this is "Arrow Tower" can, after three normal base upgrades, be designated as a "Fire Arrow" tower or a "Piercing Arrow Tower". Fire Arrow will strike an enemy and deal burning damage for a few seconds thereafter, increasing the basic shot's potency... although you get just base damage from the shot if your enemy happens to have fire resistance. The "Piercing Arrow Tower" will deal no elemental damage, and ignores enemy armor (physical damage resistance) and has a chance at delivering a critical hit which would be 2x base damage. Two different types of effects from the same tower.

Therefore: I propose a similar system for you. As you are creating a musical game, it might be nice to have a smaller set of basic towers with a wider range of effects, player driven. That way a player has the opportunity to be more involved in the "music creation" part of gameplay, and you (overall) have less work to do outside of sampling different instruments.

These towers are listed in order of ascending value (cheapest to most expensive) based on effect.

Guitar Tower
LVL01-03: Acoustic Guitar. Deals basic physical damage.
LVL04: Electric Guitar or Bass Guitar tree selection.
LVL04-06 (ELECTRIC TREE): Faster rate of fire, electrical damage, chance of shocking enemies (Freezing them in place for a second or longer).
LVL04-06 (BASS TREE): Rate of fire proportionate to level (though never reaching the speed of Electric Tree), stronger physical damage (referred to as reverberating damage?), critical hit chance.

Drum Kit Tower
LVL01-03: Snare Drum. Fast rate of fire, though proportionately weaker than the Guitar Tower. Better suited to handling clusters of weak enemies.
LVL04: Cymbals or Tom Tom tree selection.
LVL04-06 (CYMBALS TREE): Ignores physical resistance to deliver fast, consistent damage. Has a chance to chain attacks across multiple enemies (again, probably the equalizer for clustered groups of attackers.)
LVL04-06 (TOM TOM TREE): Somewhat slower rate of fire, deals reverberating damage, chance to cause headaches (which effectively makes this your Ice/Slow Tower).

Piano Tower
LVL01-03: Standard Piano. Rate of fire lays between Drums and Guitar. Because of the number of keys involved, I imagine this one would be best suited as a "spread fire" tower, and thus is able to target multiple enemies/should be more expensive to produce than the other two basic types. Let's say for now it can target three enemies per shot in it's range.
LVL04: Grand Piano or MIDI tree selection.
LVL04-06 (GRAND PIANO TREE): Allows piano to target four, five, and six enemies per shot in its range (based on level). No critical hit chance, the level upgrade comes from the fact that it spreads out it's attack so deep whereas others have a small chance of chaining or otherwise single-target attacking.
LVL04-06 (MIDI TREE): Will only ever attack three enemies at a time, but as level increases so does the chance to inflict "Confusion" with it's futuristic sound. "Confusion" will make enemies reverse their direction momentarily, sending them back distances increasing per level to walk through towers all over again. Since it doesn't get a target multiplier bonus, qualifies for somewhat higher rate of fire than the Grand Piano tree.

Artist Tower
LVL01-03: Clapping hands, mixed male/female humming? Slow rate of fire, because multiple people voices sound like a mess compared to multiple guitar chords, drum hits, etc. View this as a "rocket launcher" type of tower. Small splash damage impact radius.
LVL04: MALE or FEMALE voice selection.
LVL04-06 (MALE VOICE TREE): Random selection of "Yeah!" or "Woo!" "Uh-Huh" or what have you. Slow rate of fire, but upon impact, has a wide damage radius (Splash damage). Has a chance to "Rock" (Critical hit) enemies for 3x damage in the blast radius... signified by a 1980's glam rock wail.
LVL04-06 (FEMALE VOICE TREE): Random female vocals, as above. Somewhat faster rate of fire, somewhat larger splash damage radius, but has a chance to "Harmonize" all other towers in it's range, allowing ALL tower types involved a brief window where ALL attacks dealt do 2x damage. (People will be inclined to build lots of female voice towers in proximity to their guitar, drum, piano towers etc.)

---And now... a look at some "Accessory Towers". They have no branching trees, are the most expensive to build, but have other benefits for players that can't be ignored. They are listed according to what I feel should be the cheapest to buy up to the most expensive, based on their benefits.---

Amplifier Tower
LVL01-03: Damage amplification for all towers within it's radius. 2x, 3x, and 4x boost to damage, based on level. Effects DO carry over to critical hits, but DO NOT carry over to status-based attacks (Slow, Reverse, Shock-Lock, etc.) Does zero damage to enemies.

Mixer Tower
LVL01-03: Rate of fire increase for all towers within it's radius. 33.3%, 66.6%, 100% boost based on level. Provides NO boost to damage for towers, however, as the rate of fire increases so does the overall chance of status effects. Does zero damage to enemies.

Fan Club Tower
LVL01-03: Reduces upgrade costs for towers placed within it's (wide) radius. 15%, 30%, 45% reduction in upgrade prices. Also boosts the resale value of towers by 15%, 30%, 45%, based on level.

Record Executive Tower
LVL01-03: The Record Executive's job is to double, triple, and quadruple the money earned by surrounding towers. With each level up, the radius is increased slightly. Deals zero damage to enemies.

--PROJECTILES! How do I visualize these weapons?!--
Why, with COLORS silly! Don't have freakin' music notes flying out, or crazy, hard-to-animate waveforms, etc. I would imagine THIN lines that appear vibrantly and then fade out gradually is the best way to go, with the lines getting THICKER as the towers level up. This provides a visual feedback for players to tell where their strongest towers are, and where (if any) there are towers needing upgrades. In later waves, with more towers, you'll be creating quite the light show...

Have a look at an example of what colored lines can do for your visualization: https://www.youtube.com/watch?v=1azmASqYPNc

Trust me on the "colors in straight lines" thing. CERTAIN GAMES MADE QUITE A KILLING FOLLOWING THIS FORMULA! You may have heard of this ONE little indie game production from a fledgling production studio that nobody remembers... https://www.youtube.com/watch?v=TmQcYklQE7k

Take some time to read up and study on "Color Harmonies", that is, what colors go together, and what colors stand out AGAINST each other very well. - http://www.tigercolor.com/color-lab/color-theory/color-harmonies.htm

Think in terms of:

Guitar Tower should have three colors that are Analogous to each other, but Guitar Tower, Drum Tower, Piano Tower, Artist Tower should be placed Square to each other, each respective tower following the Analogous color scheme.

--Enemies: Keeping your Friends Close--
Why they gotta be enemies? Why can't they just be fans of varying genres? I imagine a ball, painted up to look like a member of the KISS army to be called a "Metal Head"... and they have immunity to the ELECTRIC GUITAR tree, but are susceptible to the PIANO tree (as it's not considered Metal). For reference - http://3.bp.blogspot.com/-M6fIsY5XaB0/UQZ9pPTyT5I/AAAAAAABrRw/cG1jVjxq1Ww/s1600/kiss-tour_loch1.jpg

You can introduce "Ravers" that are immune to the MIDI tree, "Headbangers" that are immune to Drums, etc etc. Hell if you design these little "angry birds-esque" balls of fandom just right, you might even accidentally stumble on a line of merchandising for yourself.

...read this over, let me know what you think. We can put more stuff out there for you if there's still questions.
B
4
Posts: 57
Reputation: 514

Post » Sat Feb 23, 2013 3:59 pm

Wow Love that is some great ideas!

I can definitely use a lot of that but I have one question before I go further.

It seems like our two ideas of how the towers work are a bit different, mostly because I typed out my stuff quick at work and didn't give a lot of info.

I have built the frame where a "level" would be a song I have created outside of the game with my music DAW. Then based on the song/level the towers that are available are the different instruments in that designated song and they would shoot according to when it plays in the song. So then you would have to know when the break down of the song is to make sure you have the right towers in place for it, etc.

Yours sounds much more like the towers are making the sounds for the level and therefore maybe the player is affecting how the sounds play together? I had somewhat of that idea in the beginning but was worried people could put together a bad grouping and it just sound like a muddled mess and people wouldnt like it. What do you think?

I LOVE the idea for the enemies and I will definitely have to try and see how to add a system like that. Thanks Love and look forward to hearing some more!
Twitter: https://twitter.com/pudgyplatypus

Learn to make a clicker game for cheap!
https://www.scirra.com/store/games-with ... e-game-666

Try out Pixel Golf on the Scirra Arcade!
https://www.scirra.com/arcade/sports-ga ... el-golf-67

Pudgy Platypus Games website!
www.pudgyplatypus.com
B
53
S
16
G
5
Posts: 206
Reputation: 6,826

Post » Sat Feb 23, 2013 8:47 pm

Sounds kind of rigid... More a game of memorization rather than strategy. Closer to guitar hero/rock band/blah blah, these companies aren't making these games anymore for a reason. I wouldn't place "making the songs sound the way you designed them" over "allowing players to play the game" if I were in your shoes. The aforementioned titles had the benefit of licensed, well known tunes that people are familiar with, giving the anticipatory benefit to those trying to memorize the movements of the songs... Unless you're ready to tell me you are Dr Dre, i wouldn't count on people being able to know on a first or fifth play through to guess "what YOU meant for them to interpret here."

Sometimes a player's own musical tastes must be addressed, even if all the want is a rambunctious marathon of piano chords... Challenges open up in that regard as they realize that some enemies are immune to their expensive corridors of guitar towers and the like... The enemy WAVES dictate what towers make the most sense. The auxiliary towers are there "just in case" instrument towers are placed ineffectively.

Just more opinion, you will do as you please. :-) Lovelocke642013-02-23 20:50:31
B
4
Posts: 57
Reputation: 514

Post » Sat Feb 23, 2013 9:20 pm

Yes I agree with it being pretty rigid the way I was heading with it. It definitely seems like games that are getting a good following are the ones where the players get to have more of a say on how it plays/sounds, etc.

I guess the way I program it can help with stopping people from making the song muddied up with kicks playing at a different tempo and sounding like a stampede of horses.

Just changing my towers to play sounds when placed has made it a bit more interesting (although I still have difficulty with interacting with specific instances of a sprite, but whatever).

I still really like the idea of the enemies being specific to instruments/sounds but the difficulty is making it a little more obvious of what you should use without having a bunch of text explaining them. I think the combination of the bright colors and specific enemies could work by having kicks being a bright red and the bullets they shoot are also red so the enemies that are the same color would be the ones you want to use the kick sounds against (or maybe using the inverse color of the tower?)

Its funny you mentioned Rez because I really like that game and the style it had. I definitely had the style of Rez in mind along with Tron when thinking about the color scheme/look of the game. I really like how simple but elegant Geometry Wars/Geometry Wars 2 looked (especially the warping of the background after bombs) and sort of tried to mimic it a bit but I'm waiting on a friend to make me some decent sprites.

I had actually came across the music TD game you mentioned after I initially came up with this idea. I tried it out and was really unimpressed with the looks and the gameplay of it like you mentioned. I was happy to see that was the most popular attempt at it because it was very far from what I wanted to accomplish.

Again thanks for all the ideas and suggestions! If you have anything else that randomly comes to mind definitely let me know, and when I finish this I will definitely make sure you get credit for helping with ideas :)
Twitter: https://twitter.com/pudgyplatypus

Learn to make a clicker game for cheap!
https://www.scirra.com/store/games-with ... e-game-666

Try out Pixel Golf on the Scirra Arcade!
https://www.scirra.com/arcade/sports-ga ... el-golf-67

Pudgy Platypus Games website!
www.pudgyplatypus.com
B
53
S
16
G
5
Posts: 206
Reputation: 6,826

Post » Sat Feb 23, 2013 10:00 pm

Study that color theory! I think it's a good idea to have "color matching" between towers and enemies... But I think for simply looking pretty, and as a nod to Ikaruga, enemies of the same color tower would be resistant to that tower, and enemies opposite of the tower color should be especially vulnerable. You just decide what bad guys should be what color and you're off...
B
4
Posts: 57
Reputation: 514

Post » Fri Mar 01, 2013 4:20 pm

Yo, DJ and anyone else who's asked for help: Are you guys actively working on these projects? Any shot at getting some links to images of your WIP? Always curious to check out progress, and I'm sure the community at large would like to check it out too :)
B
4
Posts: 57
Reputation: 514

PreviousNext

Return to Game Development, Design & Ideas

Who is online

Users browsing this forum: Vallar and 0 guests