it was my birthday on the 25th and hardly if any ideas came to me that day. Such a disappointment.
In FAITAR, I guess the hero could take guidance from his "Fighter's Spirit" which could be like his gut instinct personified.
Here are some other ideas:
I've been going between a handful of the game ideas i've had trying to think about what more i need to think about. Through most of the games there's [the amount of EXP that needs to be gained] and that's pretty consistent throughout most of the games ideas that i have that have EXP. It's really something i hope can be easily figured out later on. Perhaps a simple increment addition will be all that's needed- level 1 - 10XP; level 3 -30EXP etc.
I've also been refining the design for my FFA card game idea. At first it looked like a "t" of sorts, but now I think it'll be better to simply have a laid out stack or spread of cards to represent the HP of the players. At first, the layout was so that the left and right side could be avenues of attack so enemy players could whittle down one side and get to the core or whittle down the other side and get to the core. I later realized that this "t" design made the HP of the player significantly less - 25% less if one side of defense could be ignored entirely. So by combining all the seemingly segmented parts, it will just be 4 chunks of health that need to be taken.
So something like this instead:
An idea i've nearly forgotten was that for FAITAR, multiple screens in one battle. That is to say, the battle won't just take on the section of the screen where the fighters start. The player and or enemy can be knocked to the left or the right one screen section, and then another screen section. The idea behind this is that there will be some moves that will knock an enemy back. That enemy will then go into another section. On either end of the battle screen, there will be walls and it is possible to knock and enemy against the wall. I'd also like for an enemy to be knocked into the air and hit while in the air as well as knocked back down to the ground. This would effectively make the battle screen 2x5 as far as screen measurements go.
I got this idea from a bad DBZ game I saw someone play part way through
If my game looks that bland, i will be mortified. of course you'll only see one section at a time, but this is is the general idea. I guess you could say the idea also emulates ideas used in DBZ Budokai and some Tekken games - Maybe some DoA games as well.
Perhaps I'll edit this post another day. Hm. I'm sure watching TV or anything is interrupting my thought processes.
How annoying. Goodnight!
Oh. Also, I might start playing Battle Forge and Runes of Magic again.
In FAITAR, I guess the hero could take guidance from his "Fighter's Spirit" which could be like his gut instinct personified.
Here are some other ideas:
I've been going between a handful of the game ideas i've had trying to think about what more i need to think about. Through most of the games there's [the amount of EXP that needs to be gained] and that's pretty consistent throughout most of the games ideas that i have that have EXP. It's really something i hope can be easily figured out later on. Perhaps a simple increment addition will be all that's needed- level 1 - 10XP; level 3 -30EXP etc.
I've also been refining the design for my FFA card game idea. At first it looked like a "t" of sorts, but now I think it'll be better to simply have a laid out stack or spread of cards to represent the HP of the players. At first, the layout was so that the left and right side could be avenues of attack so enemy players could whittle down one side and get to the core or whittle down the other side and get to the core. I later realized that this "t" design made the HP of the player significantly less - 25% less if one side of defense could be ignored entirely. So by combining all the seemingly segmented parts, it will just be 4 chunks of health that need to be taken.
So something like this instead:
An idea i've nearly forgotten was that for FAITAR, multiple screens in one battle. That is to say, the battle won't just take on the section of the screen where the fighters start. The player and or enemy can be knocked to the left or the right one screen section, and then another screen section. The idea behind this is that there will be some moves that will knock an enemy back. That enemy will then go into another section. On either end of the battle screen, there will be walls and it is possible to knock and enemy against the wall. I'd also like for an enemy to be knocked into the air and hit while in the air as well as knocked back down to the ground. This would effectively make the battle screen 2x5 as far as screen measurements go.
I got this idea from a bad DBZ game I saw someone play part way through
If my game looks that bland, i will be mortified. of course you'll only see one section at a time, but this is is the general idea. I guess you could say the idea also emulates ideas used in DBZ Budokai and some Tekken games - Maybe some DoA games as well.
Perhaps I'll edit this post another day. Hm. I'm sure watching TV or anything is interrupting my thought processes.
How annoying. Goodnight!
Oh. Also, I might start playing Battle Forge and Runes of Magic again.
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