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#Actualmadshogo

Posted 12 December 2012 - 11:28 PM

Well, you said it yourself, you found your inspiration in several existing games so not one of these is extremely original and attractive, but that doesn't mean they couldn't lead to good games. About Steal-It!,

This idea still requires a lot of work

well yes it does :

you must outsmart the other team and can use distractions and even attempt to get the other team caught by security forces.

Just how do you do that? The game mechanics would have to allow for moves more or less smart. Are these security forces supposed to be intelligent? If they are, then AI might be a challenge during development, unless you're ok with simple behaviors as in the Metal Gear series.

Regarding the worst game in the world,

Compete with friends on leaderboard style game play

What is "leaderboard style game play"? If you simply mean having players ranked according to some score, then this ranking has to be meaningful: there have to be varying degrees of ability leading to higher or lower scores. The game must be able to differentiate players based on talent.
A lot of adventure games rarely involve gameplay mechanics that require players to push themselves to win, like finding almost random objects and combining them together or with an entity in the level to move on to the next room or whatever. Either you find them and use them, or you don't. Sometimes there are several possible outcomes, but always in a rather small, finite number.
The complete opposite of that is found in classic competitive games like Starcraft 2, Counter-Strike, etc. There's a broad spectrum of possibles levels of play which allow for meaningful rankings of players.
Games like Wario Ware are highly repetitive and, after some time, you know them inside and out and hardly fail at the minigames anymore. I feel that's incompatible with players being ranked in any meaningful way. While i don't believe it impossible to make a competitive game with the Wario Ware basic mechanic of minigames, you'd need to describe very specifically in what way the game is competitive. As a programming exercise, and for the lulz, you could very well make such a game, because some game mechanics are truly abused of. Don't forget to add achievements for launching the game, pressing a button and earning your first point.

Regarding Space Port Manager, at the heart of the game would lie an economic system. Without it, no game. The idea is not bad, but not good either a priori, but with this kind of game, only after the economic system has been specified, developed and tested can you tell whether the game is any good.

All in all, none of these ideas is bad but I think you need to flesh them out before we can give you constructive advice. Cheers!

#1madshogo

Posted 12 December 2012 - 11:27 PM

Well, you said it yourself, you found your inspiration in several existing games so not one of these is extremely original and attractive, but that doesn't mean they couldn't lead to good games. About Steal-It!,

This idea still requires a lot of work

well yes it does :

you must outsmart the other team and can use distractions and even attempt to get the other team caught by security forces.

Just how do you do that? The game must be comprised of mechanics allowing for moves more or less smart. Are these security forces supposed to be intelligent? If they are, then AI might be a challenge during development, unless you're ok with simple behaviors as in the Metal Gear series.

Regarding the worst game in the world,

Compete with friends on leaderboard style game play

What is "leaderboard style game play"? If you simply mean having players ranked according to some score, then this ranking has to be meaningful: there have to be varying degrees of ability leading to higher or lower scores. The game must be able to differentiate players based on talent.
A lot of adventure games rarely involve gameplay mechanics that require players to push themselves to win, like finding almost random objects and combining them together or with an entity in the level to move on to the next room or whatever. Either you find them and use them, or you don't. Sometimes there are several possible outcomes, but always in a rather small, finite number.
The complete opposite of that is found in classic competitive games like Starcraft 2, Counter-Strike, etc. There's a broad spectrum of possibles levels of play which allow for meaningful rankings of players.
Games like Wario Ware are highly repetitive and, after some time, you know them inside and out and hardly fail at the minigames anymore. I feel that's incompatible with players being ranked in any meaningful way. While i don't believe it impossible to make a competitive game with the Wario Ware basic mechanic of minigames, you'd need to describe very specifically in what way the game is competitive. As a programming exercise, and for the lulz, you could very well make such a game, because some game mechanics are truly abused of. Don't forget to add achievements for launching the game, pressing a button and earning your first point.

Regarding Space Port Manager, at the heart of the game would lie an economic system. Without it, no game. The idea is not bad, but not good either a priori, but with this kind of game, only after the economic system has been specified, developed and tested can you tell whether the game is any good.

All in all, none of these ideas is bad but I think you need to flesh them out before we can give you constructive advice. Cheers!

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