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One Button

Started by December 11, 2002 08:10 PM
31 comments, last by beantas 20 years, 11 months ago
quote:
Original post by Iron Chef Carnage
I like it, except for the shooting. It seems that the focus of the game is steering, and just having things in front of you getting shot would do little for it except giveplayers an excuse to turn more frequently. i''d rather see it as an obstacle course or pick-up race than some sort of combat course.


I still see it as a shooter. If you think about a lot of shooters (the arcade-style, not the FPS Quake-style) with auto-fire, you spend most of the time with the fire button held down, so you''re not controlling the timing of your shots, you''re just keeping things in front of you that need to be killed, and moving around to avoid their incoming shots. The pick-up race could be fun, too, though.

quote:
Original post by Iron Chef Carnage
Also, I think of the interface as being better in first-person, like Spectre. Remember Spectre? This control system would be neat for that kind of thing.


Hmmm, first-person. That could be interesting, especially if it was a pick-up race. If it was an arcade shooter, I''d stick with the top down view (you need to be able to see things coming in from all sides), but for a race, first-person would probably be more fun.
Lunar Lander. Very early game for both the C-64 and the Apple II. I think the only thing you could control was the amount of thrust that controlled your descent. The rotation of the planet effected your location.

Might be wrong. But I think that might be the classic example of a "one button" game design.
Randy ChaseKellogg Creek Software, Inc.
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Mavis Beacon teaches morse code! /GRIN/

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