New user, first game idea

Discuss game development design and post your game ideas

Post » Wed Feb 13, 2013 9:45 pm

Thanks for the great feedback guys, I'll definitly consider your opinions and tips. As I said I've never really made a game at all so it's really helpful of you to share with me your thoughts :)
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Post » Wed Feb 13, 2013 11:31 pm

Y'know what, Lemonmuncher (30 Rock fantasy?) I was reminded of...

5. Spiderman and the X-Men: Arcade's Revenge
http://www.mobygames.com/game/snes/spider-man-x-men-arcades-revenge/screenshots

Horrible, horrible game only because of it's insane damn difficulty, but it has a cast of heroes that change per stage: And each stage (more or less) caters to the ability of that character. It might be more worth checking out a gameplay video than it would be pulling out your hairs trying to conquer the title...
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Post » Thu Feb 14, 2013 7:27 am

[QUOTE=Lovelocke64] Never go with your first idea... it's usually the fifth or sixth that's the great one.[/QUOTE]

Really a good point right here. Considering that you've said you're new to this, it could be worthwhile to consider a simpler design. Actually finishing a game is very empowering, whether it's simple or not. Plus it's a great opportunity to get yourself familiar with the engine.
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Post » Thu Feb 14, 2013 11:37 pm

[QUOTE=adagar] [QUOTE=Lovelocke64] Never go with your first idea... it's usually the fifth or sixth that's the great one.[/QUOTE]

Really a good point right here. Considering that you've said you're new to this, it could be worthwhile to consider a simpler design. Actually finishing a game is very empowering, whether it's simple or not. Plus it's a great opportunity to get yourself familiar with the engine.[/QUOTE]

This is also very true, and I might even save this idea for when I'm a bit more experianced. I do have lots of things on my mind right now that could be a lot simpler to accomplish, might reconsider and carry out one of those first..
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Post » Fri Feb 15, 2013 1:09 am

Tell us about them, dude. I don't mind helping a guy sort his thoughts.
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Post » Fri Feb 15, 2013 1:54 pm

Well, I've been thinking about a game where you are stuck in a pitch black cave, and the only things you see are glowing enemies and objects, the objective being to explore and find a way out, or back to the surface. Could be a platformer or a classical snestype zelda game where you view the player from above. I would think that would be simpler to work with as a beginner?
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Post » Fri Feb 15, 2013 4:47 pm

I'd like to refer you to a few games that jump out in my memory:

Haunted House for the Atari 2600
http://www.mobygames.com/game/haunted-house
Notes - A game that you should inspect/watch gameplay videos of.

Sweet Home for the NES (Japan Only, though I think english ROM translations exist)
http://www.mobygames.com/game/nes/sweet-home
Notes - The forerunner to the Resident Evil series. Considering it was put together on the NES/Famicom, it's a classic study in game atmosphere.

Mega Man 2 for the NES
http://www.mobygames.com/game/nes/mega-man-2
Notes - Specifically, playthrough or watch a video for the "Quick Man" stage. There is a section there that is "lit" by fireflies basically... it being a Mega Man game and all, your first inclination is to shoot the sh*t out of the fireflies, but it plunges the stage into darkness around you. As Megaman walks, you see him drop down to lower platforms (that you can't see), and in one notable instance, you are led to believe that you are "walking forever" when really, you are walking against a WALL in the dark. The only way you would know it was by jumping and you "Catch" onto the higher platform.

In my mind, a light/dark platformer would be a better way to go. There are several other games that have similar areas, but by simply examining platform/wall placement, you are making the player mentally map out a level in the dark. It doesn't need to be overly complex... I wouldn't program hundreds of pits and instant death traps, but I would use the darkness as the game's primary obstacle.
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