Variated rooms based game
I had a dream last night which gave me some ideas, and thought I don't mean to get these ideas into a game, it doesn't means I won't use it someday ;) Think about a single player, where the world is made up of rooms. All rooms(except the first one) are created following the next rules: *Each room is different from the next one, where one can be a jungle and the next one can be the bedroom of a child. *Each room can lead to none or more than one room. *Each room is bigger or the same size than the previous one. *The amount of hostility in the next room is proportional to the performance of a player in the current room. *The rooms are predefined by a general description. However the details of each room are randomized the first time the player enters the room and stays like that. *The description of all the rooms are changed when the player manages to beat at least 25% of the rooms with a perfect score, and at least 50% out of the other 75% of the rooms with a good score. The goal is to make each room feel familiar(until the player gets bored with it) yet offer something new each time, with quickly increasing complexity yet having a slowly increasing difficulty. Any new rules or ideas that could help reaching the goal? Does any one of these rules seem to move away from the goal? [Edited by - Coz on June 28, 2006 2:42:59 PM]
This link may help you with room ideas:
http://www.cartania.com/starmaze/wackynames.html
http://www.cartania.com/starmaze/wackynames.html
it sort of reminds me of the movie Cube!...
Yours faithfully, Nicolas FOURNIALS
It might be interesting if each room was just subtely different from the last, causing a gradual change.
Crucible of Stars FPS is recruiting
i'm not too sure what you are getting at. Are you just looking for rules and ideas for this part of your game design, or in general feedback about this idea?
If so, what sort of gameplay it this going to be? You make a reference to a 'hostility' component of the levels - what will the player be doing, how do they get a perfect score in a level?
If so, what sort of gameplay it this going to be? You make a reference to a 'hostility' component of the levels - what will the player be doing, how do they get a perfect score in a level?
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