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Looking for feedback on game idea

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Hi!

My name is Brian and i have been a lurker here at Gamedev for some months now. I really do enjoy others game ideas and designs. So i want to show my design when it is ready as well.

I have been working on a game for a few months now. I used to program a lot when I was in high school. But I have recently got back into heavy programming now. I am 26, married, 1 child, one on the way. So you can imagine i do not have a lot of time for game programming. So this is what i want to do.

I want to write a 3D game on the android platform. So far, i have a basic 3d engine running loading up a "level" and the main character, moving around, and "talking" to objects and NPCs.

One of my biggest hurdles is the art. I really really do suck at making models and textures. I will have to continue to work on that when I am ready.

Now on to the game I want to make.

I want to make a clocktower clone. But with a different control system. I want to get rid of the point and click interface and bring a resident evil nemesis interface in.

I already have many of the concepts that i want down. Like collision detection with walls. How to move the camera around, and the event scripts. But it is still nowhere near ready to showcase.

What i want to do now, is get info and feedback on control style for an android device, character ideas relevant to a clocktower environment, and storyline elements.

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well now that you mention it. I will tell why...:)

In clocktower, an old game for the Super Nintendo in japan. They also made it into a playstation game. They also had a clocktower 2 for the playstation in the USA. It used a point and click interface similar to that of the original sierra games. (leisure suit larry, space quest)

I have found that a point and click interface with picking is difficult to do in android opengl es 1.0. So to overcome the difficulty, I have an on-screen d-pad to use a resident evil control style. Up is forward, left and right is to turn.

So the question of the day is, would this be a control that would be easy to use on a touch screen device?

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Quote:
Original post by EndersGames
I have found that a point and click interface with picking is difficult to do in android opengl es 1.0.
Difficult to implement, or difficult for the user to operate?
Quote:
So the question of the day is, would this be a control that would be easy to use on a touch screen device?
It isn't a terrible way to do controls (several popular iPhone games use this very successfully). But if your game is suited to a point-and-click interface, then that should map very well to a touch screen, and I would much rather have a touch screen type control system than an emulated d-pad...

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yeah, that is what i though too. rather have a point and click interface...

The trouble is that Andoird hasn't implemented the GLUtools fully for andoird opengl es 1.0. So for now, i am stuck with an onscreen dpad. I thinks it works pretty well, but thank you for feedback.

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Quote:
Original post by swiftcoder
But if your game is suited to a point-and-click interface, then that should map very well to a touch screen, and I would much rather have a touch screen type control system than an emulated d-pad...


Not necessarily. Monkey Island is was a point-and-click and the iOS version is touchscreen and it's not the most enjoyable experience. Perhaps they didn't make the "touch within this area" large enough and no, I do not have big hands.

But without knowing what kind of game Clocktower is it's hard to say how a good interface would work.

Perhaps you'll be able to implement both and let the user decide which method they prefer?

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Quote:
Original post by EndersGames
The trouble is that Andoird hasn't implemented the GLUtools fully for andoird opengl es 1.0.
GLU is just a software utility library - it doesn't provide any functionality beyond what you could write yourself on top of OpenGL. The source code for GLU is also available, and you can find detailed descriptions/implementations of picking on the web.

Also note that GLU has been deprecated for some time, so going forward, everyone needs to implement these feature for themselves (or use a different library which provides them).

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what is clocktower? lol.

lets just say that clocktower did survival horror before survival horror was popular. And on SNES.

As for control interface. I am going to stick with the on screen d-pad. Thinking about it, i do not want the users randomly clicking on the screen hoping for something to happen. I would much rather them to walk around and play the game.

Thanks all for your feedback :)

I will have more questions and ask for more feedback at later dates.
Hope to show you guys screen-shots of the game as it becomes more refined.

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