I'm trying to design a Rhythm First Person Shooter but it's proving to be more challenging than I expected.
The goal is freedom from FPS movement and agency mixed with the intense thrill of not messing up when things get hectic in a Rhythm game.
My inspirations for the rhythm aspect have come from games like One Finger Death Punch, Kick Beat, Beat Buddy, and Dance Dance Revolution.
I don't intend for it to be musically driven (like Beat Buddy). I'm more interested in rhythmic action (like One Finger Death Punch).
Any suggestions or ideas on how to make this happen would be incredible!
Last Rites is an isometric role-playing game that takes place in TSR’s Planescape setting. It uses the Bioware Forgotten Realms engine with Interplay artists supplying the Planescape ambiance and feel. The player creates a single character. Over the course of the game, the player picks and chooses a series of allies (pals and romantic interests) to join his party and allow him to kick ass more efficiently. The maximum party size at any one time is five.
During the development of Metal Gear Solid 2: Sons of Liberty, Hideo Kojima came up with a Grand Game Plan for the sequel to Metal Gear Solid and how it would be utilized on the PlayStation 2. The Grand Game Plan was included in The Document of Metal Gear Solid 2, although only in the original Japanese text.
In July 2006, Marc Laidlaw of Junker HQ released an English translation of the Grand Game Plan: MGS2gameplan.pdf