Classic Games - Case Study

Discuss game development design and post your game ideas

Post » Sat Jan 04, 2014 5:09 pm

:)

what games did you play during the holidays? Any inspirations?

byebye
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Post » Fri Jan 17, 2014 5:40 am

Hm. I'm making a 1942 clone: ITGYDSN.

I'm aiming to recreate the game as much as possible regarding the original Arcade specifications, like, resolution is 224x256, pixel fonts and graphics, and stuff.

It's going to be an endless game since I can't be arsed to recreate all the levels, but as a learning game, it's going nice for me.notnsane2014-01-17 05:41:49
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Post » Fri Jan 17, 2014 12:05 pm

I'm working on a Jetpac clone as a learning exercise

Used to love playing it on the spectrum

my first game so hoping all goes well
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Post » Mon Jan 20, 2014 5:41 pm

Yea. Classic game recreations are an enjoyable practice - especially when performing first steps. Good luck people :)
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Post » Wed Jan 22, 2014 8:16 am

@darth crusher Good taste there old chap!

Nobody has mentioned Defender, Berzerk or Phoenix! shame on Ya!
As long as I can move left, right and fire, I'm Happy...
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Post » Wed Jan 22, 2014 8:20 am

Well.. I was thinking about Tempers and Gravitar, though I have no idea how well this system works on vector emulation.
Need help? Upload .capx file with your question.
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Post » Wed Jan 22, 2014 10:35 am

I love to play games in my free time, as a designer, I need to learn about graphics and games are the best source of learning graphics and background everyone have their opinion with everything and mine is this for gaming. Gaming lover fan of good quality games.
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Post » Wed Jan 22, 2014 7:49 pm

People, would you be willing to post a link and a 3 sentence review of your favourite classic games and what can we learn from them?

byebye
moxBorealis
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Post » Thu Jan 23, 2014 6:39 pm

@moxBorealis I'll do one of My three for now, maybe other two at a later date...

To kick off, Williams Defender,http://www.youtube.com/watch?v=GdUlS_cSMoE

should need no introduction or link for any gamer over forty the very name induces memories of trying to strim another game at Blackpool pleasure beach while mum plays bingo...

For everybody else who calls themselves a gamer, you need to be slapped down by this 6x3 foot badboy...

Simple concept save the survivors from the planet surface while beating off a clamor of alien attacks from all angles...

What can we learn from this? Fear does not need a decomposing face!

When a comparatively docile lander dragged one of the hapless humanoids to the top of the screen the lander transformed into a mutant that chased you down within seconds if you wasn't fast and accurate enough...

Now that's fear...
As long as I can move left, right and fire, I'm Happy...
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Post » Fri Jan 24, 2014 3:20 am

I'm surprised nobody mentions DOOM.

I've been playing Doom for almost 2 decades now, and I've been map-editing for three years. Best things I learned that can be applied to general game creation?
1. Traps and baiting players into traps, and making lots of variations on traps (boy, you can make an entirely new game with this concept alone).
2. Enemy placement and type is about as important as it's quantity in determining game difficulty.
3. Meat shields are just meat shields if you don't pair them with anything else.
4. What you can't see (behind the false wall) will hurt.
5. Just because it's green, radioactive slime doesn't mean it'll hurt.
But you can make the player think twice about getting that medkit.
6. Atmosphere's nothing if your player is shooting all the time
7. It's not a clever secret if all the player did is wall-hump every wall he sees.
8. And finally, it's fun to defeat a boss without directions.
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