The most addictive game ever ...
by Melv May · in General Discussion · 09/23/2002 (4:22 am) · 23 replies
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#22
However. Let's extrapolate this into 3d.
The movement would still be 2d, it would effectively still be 2d. But you could have things like hills, canyons, obstacles with holes at certain heights . . . . . and maybe at higher levels, things like large targets painted on the ground, and large targets WITH obstacles painted in between.
For instance, a target painted on the downslope of a hill would be pretty hard; you'd have to come down RIGHT on top of it with your shot . . .
Easy to create content for, and easy to make POLISHED content for (one player model, one projectile, one animation, simple linear levels). You could make 200 levels for that game without breaking a sweat. You could add moving targets, or hoops the projectile must pass through. You could add innocents that might accidentally stray into the path of the projectile ("Gort must throw his spear OVER the nearby 'Oog Daycare Center!").
Of course you'd want to make it something a little different in design. Hell, why not a caveman setting? Kind of cartoony caveman, rough-looking spears, shaggy hair, crude circles painted on the ground (maybe in blood).
And the essentially 2d viewpoint means that you could pack a TON of detail into each level without worrying about Levels of Detail much, since the camera would pan down the level linearly.
Bright lighting . . . cavemen . . . spear-flinging over a Daycare . . . I'm sold!
09/26/2002 (11:21 pm)
Hmmmmmmmm . . . interesting . . . the only problem I see is that there is of course a 'best' solution that is very quickly arrived at, which could tend to limit the sense of fun and explporation . . .However. Let's extrapolate this into 3d.
The movement would still be 2d, it would effectively still be 2d. But you could have things like hills, canyons, obstacles with holes at certain heights . . . . . and maybe at higher levels, things like large targets painted on the ground, and large targets WITH obstacles painted in between.
For instance, a target painted on the downslope of a hill would be pretty hard; you'd have to come down RIGHT on top of it with your shot . . .
Easy to create content for, and easy to make POLISHED content for (one player model, one projectile, one animation, simple linear levels). You could make 200 levels for that game without breaking a sweat. You could add moving targets, or hoops the projectile must pass through. You could add innocents that might accidentally stray into the path of the projectile ("Gort must throw his spear OVER the nearby 'Oog Daycare Center!").
Of course you'd want to make it something a little different in design. Hell, why not a caveman setting? Kind of cartoony caveman, rough-looking spears, shaggy hair, crude circles painted on the ground (maybe in blood).
And the essentially 2d viewpoint means that you could pack a TON of detail into each level without worrying about Levels of Detail much, since the camera would pan down the level linearly.
Bright lighting . . . cavemen . . . spear-flinging over a Daycare . . . I'm sold!
#23
09/28/2002 (10:37 am)
I like the ideas there ... I'd love such a game
Torque Owner Jay Moore
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Ok, somebody make a addictive, fun, viral game like this for GG, when you send the e-mail to a friend it has a visit www.garagegames.com for more fun at the bottom of the e-mail.