My 3 game functions I am thinking of.

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1 comment, last by DaveTroyer 11 years, 5 months ago
Hey everyone. I am thinking of making a game after I graduate Rasmussen College and FIEA called Paladin. This game is an action/adventure RPG similar to Fable and Dragonage (at least, same time era). For school I need to post my 3 game idea functions on a game development website and I need critiques so I can complete my assignment. If you guys can, could you critique my ideas? Thank You all for looking at this and thank you all for reviewing this.

My 3 game functions:

Left Analogue Stick (PS3 and Xbox360) = Movement (Walk, Jog, Sprint). When you gently move forward/backward/to the left/ to the right, your character will start to walk. When you push the analogue a little farther, your character will start to jog. When you push the analogue as far as it can go (without breaking it of course) your character will initiate the run sequence. As you are running and you have stamina (a yellow bar or white/gray bar will be placed under your health and skill bars), if you press the A button (X on PS3), your character will sprint and the screen will turn a little blurry (except for the direction that your character is headed towards). While sprinting, it will take 2 seconds for your character to get out of Sprint and go back to the run phase. While sprinting, you can also use the roll function mentioned beneath this.

Left Bumper (Xbox360) (L1 for PS3) = Dodge/Roll. When your character is running (Left analogue stick is pushed as far as it can go), and you press this button, the character will do a roll in the direction that you are facing and then your character will go back into the running phase. If you push the movement analogue stick in another direction after you roll, the character will get up/recover from the roll and then change direction. If your character is not moving and a common enemy (non-boss) is attacking you, and you press the Left Bumper (L1 for PS3), your character will evade the attack (move left, lean left, lean right, move right, duck, jump over swinging blade, etc.). While running or sprinting, if you press the Left Bumper while something is in front of you (log, enemy on its knees (non-boss), rectangular box, small crate, etc.) your character will be able to either leap over the object or jump over the object as one or both of their hands is placed on the object.

Press the BACK Button (SELECT for PS3) = opening up the map. This button opens the entire map of the world onto the screen. If your character is inside of a town and you press the BACK button, then the map will come onto the screen and the town's layout with icons labeling which house is what (i.e. inn, tavern, shop, etc.). From there, a cursor will appear. This will be the object you can move while the map is fully displayed on the screen. When moving this object (Left Analogue Stick), you can press A (X on PS3) for selecting a place you wish to go to. You can select anywhere on the map. You can select a road, grass location, tavern, house, or other town. After selecting the location you wish to travel with the A button (X for PS3), when you back out of the map (either pressing the BACK button or B button (Circle for PS3), a highlighted path/walk way will be displayed in front of your character. This shows the character the path he or she can travel to get to his/her next destination marker/ placed location.
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I would ask your teacher... what the hell?

There is not much to comment on, all your functions are pretty much basic and may be similar in Assassins Creed/Darksiders etc. You are asking for critique, critique of what?

Also it is meaningless to discuss the controls if you don't know more about the game. Is it fast paced, 3rd perspective, top down... what is the fun part of the game. All that is important when you think about the controls.
Project: Project
Setting fire to these damn cows one entry at a time!

I would ask your teacher... what the hell?

There is not much to comment on, all your functions are pretty much basic and may be similar in Assassins Creed/Darksiders etc. You are asking for critique, critique of what?

Also it is meaningless to discuss the controls if you don't know more about the game. Is it fast paced, 3rd perspective, top down... what is the fun part of the game. All that is important when you think about the controls.

Come on now, we don't need to be so harsh to the new guy...biggrin.png

But that's a really good point; we ain't got much to work with here!

You haven't given us that much except that the games time period is similar to Fable and Dragon Age, so I'm guessing a sudo-medieval fantasy setting. We don't know the perspective, main/favored weapons, game play elements, if it's story driven or more arcadey in action, areas of focus in combat, etc. etc. etc.

On a very basic level, I can say that your control scheme ideas are pretty common and basic.

I'm guessing some of us here aren't really sure what kind of feed back you're looking for.
-If you're looking to see if we think these even are functions? I would like to know how you (or your instructor) defines "function".
-Are you looking for if we think these controls would work? They work for many games before, so yeah, they should.
-Do you want us to point out the pros and cons of these controls? Well, then we would need more information on the game.

See how there are plenty of things that can be left up for interpretation? From my understanding, most of us here are working on a project or two in some form or another and can be a bit short on time, but are willing to help whenever we can. If you could clear some things up for us, that could really help out. And if you can't, then ask your instructor for a better definition for us.

Good luck and welcome to the community.

Check out my game blog - Dave's Game Blog

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