Implementation Opinion Poll
by Trace Kern · in Game Design and Creative Issues · 05/09/2007 (12:13 am) · 2 replies
Okay folks, here's the deal. I've just started design work on a prototype game as a way to learn my way around TGB and design in general. I took about a year classes at Collins College, so I'm not a total neophyte at general design issues.
I'm posting this to first expose my concept a little, and secondly to get some opinions on a few specific implementation issues I've run across.
I will copy a portion of my ad-hoc design document at the end, but first the question:
I've already decided that this game and subsequent projects will be done using TGB, despite the fact I've had images of fully 3D environments (ala possession mode in Dungeon Keeper and DK2). What I have not yet made a final decision is view and control styles. I can either go with top-down, with it's own variations such as flat top-down, or slight perspective ala GTA2; or I can use an isometric view, with sprite sets like the Kork from Adventure Kit, or models like in Alien Shooter: Vengeance.
So, here's your chance to voice your own opinion. Read over the concept here and lemme know what you think would make a more interesting game experiance.
Edit: Rather than posting a large block of text here, I made out a .Plan and entered my Doc in there...
Link: http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=12872
First time blogging and posting the link, lemme know if it's not working!
Later!
I'm posting this to first expose my concept a little, and secondly to get some opinions on a few specific implementation issues I've run across.
I will copy a portion of my ad-hoc design document at the end, but first the question:
I've already decided that this game and subsequent projects will be done using TGB, despite the fact I've had images of fully 3D environments (ala possession mode in Dungeon Keeper and DK2). What I have not yet made a final decision is view and control styles. I can either go with top-down, with it's own variations such as flat top-down, or slight perspective ala GTA2; or I can use an isometric view, with sprite sets like the Kork from Adventure Kit, or models like in Alien Shooter: Vengeance.
So, here's your chance to voice your own opinion. Read over the concept here and lemme know what you think would make a more interesting game experiance.
Edit: Rather than posting a large block of text here, I made out a .Plan and entered my Doc in there...
Link: http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=12872
First time blogging and posting the link, lemme know if it's not working!
Later!
#2
I'm not even going to open *that* can of worms for a while yet, cause if I get involved in thinking about that again before I'm ready, I'm never gonna finish anything.
Okay, so if you want a quick and dirty story....
You are one of many freelance miners for the FLS Mining Company, which specializes in establishing mining outposts on uninhabited planets for resource aquisition. You are appointed command of a fully automated mining site, and must work on a freelance basis, selling ores you dig up to the Company in order to purchase drones, fuel, supplies, and other equipment. These will enable you to dig deeper and faster, allowing you to make even more money.
On your quest for the almighty credit, you must not only try to find the best veins of ore, but must also contend with such hazards as hidden gas pockets, tunnel cave-ins, underground water sources, and lava veins.
How's that sound?
05/09/2007 (10:11 pm)
Well to be honest it doesn't really *have* a story. This project is intended to teach me while working on a viable project, and originiated as an idea for a mini-game within a much larger game design I've had floating around my brain for years.I'm not even going to open *that* can of worms for a while yet, cause if I get involved in thinking about that again before I'm ready, I'm never gonna finish anything.
Okay, so if you want a quick and dirty story....
You are one of many freelance miners for the FLS Mining Company, which specializes in establishing mining outposts on uninhabited planets for resource aquisition. You are appointed command of a fully automated mining site, and must work on a freelance basis, selling ores you dig up to the Company in order to purchase drones, fuel, supplies, and other equipment. These will enable you to dig deeper and faster, allowing you to make even more money.
On your quest for the almighty credit, you must not only try to find the best veins of ore, but must also contend with such hazards as hidden gas pockets, tunnel cave-ins, underground water sources, and lava veins.
How's that sound?
Joseph Sanchez