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rHornbek

Looking for games for research...

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I am looking for games similar to "Lemmings," "Loco Roco" and "Pikmin" to do some research on for one of my own creations. I am not sure if you can make the connection between the games but the general idea is to design a game that has the player some what detached from the games characters and he or she must protect them until the levels objective is complete. The actual objectives for the game and controls are still be determined. Any games that i am able to review for inspiration will help. A few elements of the game that im pretty sure will remain are as follows... - The player will interact with the world with a mouse like pointer that will be a white glove. Like Mickey Mouse or Mario's glove with a personality. When it gets angry it turns into a fist and shakes, when it does a good job it gives a thumbs up etc. - The characters that you need to work with are called "Pokle" (Poh-Kul) Sprouts. They look like little plant bulbs with two little feet, small hair like foliage on the top and cute little faces. Their use and ability is yet to be determined by the research. - The stages are limited, like in "Lemmings' they are set and must be figured out. There will be different terrain and hazards each must be dealt with caution. So if anyone has any games they know of that are similar to the ones mentioned please list them so i can get some inspiration. [Edited by - Dasubermechen on September 9, 2006 4:39:35 PM]

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Hmm, there's not many games i know of where you don't directly control your units. There's King Arthurs World for snes (plays similar to lemmings, but with more emphasis on combat and specialized units), Populous, and maybe Black & White (since you don't really control your worshipers directly).

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Clonk Endeavor, Clones (look for it in the gamedev announcements forum), Liquid Wars, Black and White, Populous, Herdy Gurdy, "The Incredible Machine" levels that have you guiding a mouse or man through them, Creatures, parts of Abes Oddysee, Eets. I've played a few more games like these, I'll reply again when I can remember their names.

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Darwinia had a good system for directing darwinians. You would promote some of them to officers, which you could then control directly like a normal rts unit. Officers could be told to direct regular, ai controlled darwinians to points on the map, using waypoints. By having officers direct darwinians to other officers, you could set up intricate paths and attack plans for your darwinians to follow.

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Another game were you don't directly control units (and one of my favorites) is Majesty. You hire units but to get them to do anything, you have to provide incentives (typically, by placing a bounty on whatever it is you want done). Not exactly like Lemmings, et al, but still may be useful in your research.

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It sounds like a neat game that you're after... put up some more of your rules... I think if you can tackle some more of your AI algorithms up front this will make your actual implementation fly by.

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NeoPets "ToyBox Escape" is a great example and inspirational too.

But this also brings up some of the questions i am still toiling with.

1 Objectives

- Safely move all creatures from point A to point B (Lemmings)?
- Rescus all the creatures by finding and freeing them?
- Collect all the items?
- Destroy all targets?

2 Creatures

- Few on screen creatures, gives more personality to each (10 - 20)?
- Many on screen creatures, flexability with casualties (50 - 100)?
- Single mod-able creatures, open strategy (Lemmings)?
- Specialist creatures, limited strategy (ToyBox Escape)?

3 Controls

- Direct control, grab and control (Pikmin)?
- Indirect control, place items to control (Eeets)?
- Semi-direct control, move the world or suggest actions (Loco Roco)?

All things that im considering and trying to balance. As you can tell its in a very hypothetical stage, and so a core concept is what needs to be established.

One thing that i have altered from the original post is the comfirmation that the "Pokle" are little mobile plant bulbs but rather they are still unknown (i like the name Pokles tho so its staying heh).

Side Note: today i was thinking about the concept as a whole and was trying to push some originality. In doing this is tried to find what all the games have in common and totaly deviate from that idea to see what i come up with...

I found that in most of the games mentioned despite the objective you never wanted to lose any of you little critter helpers if you can help it, so. What if the game is aimed at none desiorable creatures. Creatures who want to make you fail or creatures you want to eliminate.

Think about it...

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