I am just a hobby programmer (not looking to sell my game for huge money or any money), but I was wondering if anyone else thinks this might be a good idea. The game will be a platform game, taking place in a future over run with robots, and you are to destroy all the robots by getting to the mainframe that controls all the robots (I'm still working on the plot). Anyways, its a platform shooter, kinda like Duke Nukem 2d. But you fight the bosses and maybe do some other stuff in an overhead original Zelda style fight (alot like the original Zelda for the original Nintendo, where the bosses have definate patterns and all, and you have to use only certain weapons against them.) I want the main game play to be a platform style of play, so you can use grenades and what not (and I like platform games), but I may (a big maybe) change it to all overhead view. Throghout the levels and stuff though there will be doors and other stuff where you have to solve puzzles. The puzzles will not be played in the platform style view. Instead they will have their own view (depending on the game), for example a door might have a password that has to be found through a pick a # from 1-100 guessing game, and lots of other different games and puzzles. I have tons of ideas for lots of different puzzles, and ideas for lots of different weapons (like a flamethrowers that not only can be used to kill but will also mess up some robot's heat vision) I personally love variety (secrets, different powerups, different items etc.) so I want to cram as much stuff as possible into the game, but still keep it really fun to play. The game, if I choose to make it will be released this summmer probably.
Do you think this is too much stuff for one game? Should it be all overhead? If its all overhead it will be at least 8 directions, not 4 directional like Zelda was. Remember that this will be simply a game I want other PROGRAMMERS to play for free, I just want to make a fun game, where you have to use hand-eye-cordination to play the game, and logic to solve the puzzles (2 things I think most programmers are good at), so just give me some input on the game. Thanks.
Edited by - Piksel on 5/4/00 10:52:29 PM
If you don''t really care how popular it is, then you can do whatever you like But I think most people don''t like to deal with too many different styles of gameplay within one game. It''s especially annoying if you love 1 style and hate the others. People tend to be skilled at certain types of games and not at others. And learning different controls for certain sections can be awkward. You''d generally prefer to have them separate.
But as I said, if it''s mainly for yourself and your peers, go for it. Do what suits you: if you like it, chances are some other people will too
I have decided to make it. It will be consist of my original idea for mainly platform game and then an RPG style overhead view when he fights bosses. My love for plaform games, but the lack of their full range of motion, have lead me to this decision. The game should be cool. Although with so many styles of gameplay it will suck to make. Anyone have any ideas on how I should do it? Like platform_collision function, RPG_collision function, and have them all separate? I think I will do it like this. The game will end up being huge. I believe I will have to learn A LOT more C++ and DirectX however.
With the different collision detection etc, you could always just call Check_Collision(sprite, sprite) and then it looks at a global variable, RPG or SIDE_ON and reacts accordingly!
You could even do that for movement. Just have player::move(int direction). This also looks at a global variable, and then reacts accordingly, so maybe UP means move up in RPG but mean JUMP in side scrolling mode?