• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
SiddharthBhat

Modifying The Character

6 posts in this topic

Hi all!

I was just daydreaming around a week back, and was wondering if there are any games that allow you to modify the main character itself.

You can "slot" in various abilities / parts / whatever you call it. Different parts can provide you different abilities (jumping, flying, pulling enemies etc). But the point is - [i]every part can be SWAPPED with every other part.[/i] There are no limitations at all.

Another cool thing that you can do is perhaps write AI that's able to modify enemies too as you change your hero himself. So it'll lead to a situation where you should constantly adapt, and so does the enemy.

You can create a hero who's tanky, who deals tons of damage, who's able to turn enemies into each other , and many other combinations.

In every game I've seen this kind of system, EVER (League of legends, spore, WoW, BioShock), the system has always been pretty inflexible. But I propose a game where it's completely modifiable. I know I'd have fun playing a game like that :) The only game that comes kind of close to this idea as far as I know is (genesis rising - [url="http://en.wikipedia.org/wiki/Genesis_Rising:_The_Universal_Crusade"]http://en.wikipedia.org/wiki/Genesis_Rising:_The_Universal_Crusade)[/url]

I'd really like some feedback / similar games/ ideas :)
Thanks again xD
0

Share this post


Link to post
Share on other sites
I'm not sure exactly what you mean by "swapped with every other part", but games like Deus Ex, FF7, FF8, and Kingdom Hearts come to mind. Of course, these may not meet your goal of "totally modifiable", but that scope isn't really practical; games will always have to introduce some constraints.
1

Share this post


Link to post
Share on other sites
Not an existing game, and not total interchangability, but one of my oldest game designs, Gimmie Those Wings!, called for a system where the player was a shapeshifter, and this type of shapeshifter operated by gaining DNA by eating slain monsters or drinking the blood of unconscious ones (or people). Each piece of DNA, after being unlocked by solving a puzzle, was equippable to one of the body part slots. The main character was always humanoid, but they could be a mish-mash of all sorts of anthro traits which gave combat and charisma pluses and minuses. A similar system was part of the Xenallure design, but no longer as a primary combat mechanic, instead it was a plot-related system of customization rewards for advancement in one of the game's three non-human factions. Those are both single-player jRPG designs, but I later did an MMO version called Becoming. In Becoming again the customization system was not really related to the combat, it was a system of avatar customization rewards for accomplishing story-related goals; the concept was that instead of creating a character before starting the game, character creation is one of the most fun parts of any MMO so why not use it as main gameplay rewards? If you want to look at any of the designs I'll dig them out of my archives for you, let me know.

Gimmie Those Wings! was mainly inspired by the SNES game EVO The Search For Eden where you start as a fish and evolve yourself to go onto land and then continue to evolve yourself until you are the dominant species on the planet, recognized as the destined partner (aka mate) of Gaia the spirit of the Earth. You can become a human but that path is quite difficult because human bodies suck for fighting monsters, and wings are really helpful for the puzzle levels. I personally beat the game as something that looked like a bipedal griffin.

A more modern similar game is Spore. Spore may have been inspired by an older game called Impossible Creatures which I think was a monster hybridizing RTS (I didn't play it, might have been a TBS or something instead, but the idea was you had armies of assorted mutant critters.) And the Fable series doesn't use biological modification but it has a system where appearance modification affects both combat ability and charisma.
0

Share this post


Link to post
Share on other sites
Have you ever played or seen any of the Mech Warrior games? I think the mech-modification in those games is pretty much what you're describing... it allows you to choose from a wide variety of different chassis which have different emplacement points and base characteristics -- from there you're pretty much free to put in whatever equipment you'd like, as long as you have enough space, it doesn't exceed your maximum weight, and you're careful not to create an unusable mech -- too many weapons of the wrong type with no heat-sinks and you'll overheat and explode when you fire for example. I found a video on YouTube where someone appears to be walking through the process; [url="http://www.youtube.com/watch?v=T8K8_tvppyE"]take a look here[/url].


I've always been interested in the idea of creating a fairly simple multi-player only shooter where players use highly customisable characters to participate in relatively quick free-for-all or team-based games. I think the main trick to this sort of design would be balancing; if there is a clearly superior design it will quickly be found and used constantly by the vast majority of players, and options that do not provide any/enough benefit will be ignored. Good map design could help to ensure that different types of characters each have strong and weak points.
0

Share this post


Link to post
Share on other sites
@sunandshadow: that would be really helpful, thanks!

And yes, I have played both spore and impossible creatures. I found impossible creatures really fun, but somewhat limiting at the same time. Spore, IMHO, comes closest to what I want to develop.

@jbadams: Mech warriors does look interesting! I'll follow up on it :) But again, as far as I can see, you can't place certain parts at certain joints right? I kind of wanted to remove that limitation :)

@khaiy: I do realize that you do need constraints, but in every such game I've played, there's always been a limit to the number of parts of each [i]type[/i] I can equip. Also, certain combinations of parts just weren't feasible, or even allowed. I don't want such limiting factors, but I do realize that you do need to stop the modification at [b]some point. [/b]Thanks for the input :D
0

Share this post


Link to post
Share on other sites
I sent you an email with some documents and links. Let me know if it doesn't show up or if you want to discuss any specific parts. :)
0

Share this post


Link to post
Share on other sites
Thanks sunandshadow!

I might not be able to go through it today (I have a lot of schoolwork, sigh!) but if I do have any questions, I'll PM you :)

Thanks!
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0