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Side scrolling dungeon crawler or open world?


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#1 Wickedrob   Members   -  Reputation: 179

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Posted 14 February 2013 - 08:13 PM

I was wondering if there were any in existence because I'm interested in making one.The limitations in comparison to a top down dungeon crawling or open world intrigues me as an interesting challenge.
Also what are some things that I should consider when making one of these?

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#2 sunandshadow   Moderators   -  Reputation: 4850

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Posted 14 February 2013 - 08:47 PM

How are you defining "dungeon crawler"?  There is a pretty wide variety of sidescrollers you can look at, from the MMO MapleStory to old arcade-like games such as Zelda II, Golden Axe, a variety of TMNT games, Super Metroid, or newer things like Viewtiful Joe and Castle Crashers.  Do any of those come close to being a dungeon crawler?


Phone game idea available free to someone who will develop it (Alphadoku game - the only existing phone game of this type is both for windows phone only and awful. PM for details.)


I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.


#3 Wickedrob   Members   -  Reputation: 179

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Posted 14 February 2013 - 09:34 PM

Yes but more exploration based like Pokemon mystery dungeon.Instead of going from stage to stage, you would have the freedom where to explore next while fighting monsters, collecting items, weapons etc.I guess Terraria is another example

#4 sunandshadow   Moderators   -  Reputation: 4850

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Posted 14 February 2013 - 11:26 PM

MapleStory allows the player to freely wander through the game world like that.  With most RPGs the player is only going to want to be where monsters are the appropriate level, which is probably 3 or fewer places in the world; so it's questionable to me how much freedom of exploration matters.  In MapleStory in particular, exploration isn't really emphasized because of the MMO nature of the game, which means it's unlikely to find anywhere in the game that there are no other players.  But there are certainly sidescrollers that do emphasize exploration, especially the ones which are adventure games rather than platformers.

 

Things you should consider while designing one, well, it's the same as designing any kind of game: you have to identify what you want to make in terms of gameplay genre, theme of the world, amount of story, target audience, platform/controls, MMO or single player, and all that.  Make a list of desired features, looking at these example single player games for suggestions.


Phone game idea available free to someone who will develop it (Alphadoku game - the only existing phone game of this type is both for windows phone only and awful. PM for details.)


I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.


#5 Wickedrob   Members   -  Reputation: 179

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Posted 14 February 2013 - 11:56 PM

I outta try out maple story since it seems to have elements what Id like to recreate.
Btw how do you think you can expand the element of exploration for the player?

#6 Wickedrob   Members   -  Reputation: 179

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Posted 14 February 2013 - 11:56 PM

I outta try out maple story since it seems to have elements what Id like to recreate.
Btw how do you think you can expand the element of exploration for the player?

#7 sunandshadow   Moderators   -  Reputation: 4850

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Posted 15 February 2013 - 12:50 AM

To develop exploration, you have to give the player reasons to explore.  Reasons to explore might be clues to a mystery about how the world works or what happened in the world's past to make it the way it is, or abilities the player could learn.  Other motivations for exploration could include crafting ingredients or quest items the player needs to gather, or pages of story the player is trying to collect, or a special type of currency the player needs to expand, upgrade, learn, or craft something.  In a multiplayer game it is possible to spawn a unique set of exploration rewards for each player, which are not visible to or collectible by other players.  Or, collectibles can be in a standard spot but become no longer visible to players who have already collected them.


Phone game idea available free to someone who will develop it (Alphadoku game - the only existing phone game of this type is both for windows phone only and awful. PM for details.)


I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.


#8 DaveTroyer   Members   -  Reputation: 1052

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Posted 15 February 2013 - 12:55 PM

River City Ransom is an old gem that I enjoy that has an open-world setting that lets the player explore the city in a side-scrolling kinda way. Its worth checking out to give you an idea of how it can be done.

 

That and it's pretty dang fun IMO biggrin.png


Edited by DaveTroyer, 15 February 2013 - 12:55 PM.

Check out my game blog - Dave's Game Blog


#9 thade   Members   -  Reputation: 1652

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Posted 15 February 2013 - 01:55 PM

River City Ransom is an old gem that I enjoy that has an open-world setting that lets the player explore the city in a side-scrolling kinda way. Its worth checking out to give you an idea of how it can be done.

 

That and it's pretty dang fun IMO biggrin.png

The Scott Pilgrim vs. The World XBLA game is very much a spiritual successor to RCR and modern in case retro isn't to your tastes. (It's also funny and fun with up to three friends.)


I was previously serratemplar; a name I forfeited to share a name with an angry rank-bearing monkey.

http://thadeshammer.wordpress.com/


#10 Wickedrob   Members   -  Reputation: 179

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Posted 15 February 2013 - 03:17 PM

I'm thinking of something less linear and more freedom and not just a beat em up like Scot Pilgrim or Tmnt.

#11 Wickedrob   Members   -  Reputation: 179

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Posted 15 February 2013 - 03:28 PM

Im just imagining the same experience of a top down like Zelda, Gta 2 or retro city rampage but side scrolling? Zelda 2 comes to close to what I'm thinking of minus the top down map traveling .

#12 Wickedrob   Members   -  Reputation: 179

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Posted 15 February 2013 - 03:29 PM

Maybe I'm just rambling now but I appreciate the help and insight everyone

#13 DaveTroyer   Members   -  Reputation: 1052

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Posted 15 February 2013 - 03:35 PM

Maybe take a look at the Castlevania series including and after Symphony of the Night?

 

They have an open feel where the player can explore the map in a side-scroller and the map opens up more and more as the player gains new items and abilities.

 

I can imagine a game with a similar dynamic and with a massive underground dungeon to explore, which is pretty much what you're looking at creating, right? 


Check out my game blog - Dave's Game Blog


#14 Wickedrob   Members   -  Reputation: 179

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Posted 15 February 2013 - 03:55 PM

THATS IT! CASTLEVANIA! It fits exactly what I want to make! My idea is like Castlevania with more places to explore and item + weapon leveling and synthesis.




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