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Game idea

Started by April 04, 2001 01:43 PM
8 comments, last by ATronic 23 years, 7 months ago
Hey, I was wondering if anyone had ideas as to how to make a game like Raptor: Call Of The Shadows better. It''s an older game, so a better example for a lot of you people might be Chopper 2k. It''s already a 3D game with upgradable choppers and stuff like that. But if anyone wants to give me specifics as to how to improve a game like that, it would be much appreciated! Thanks. Either post here, or if you want to be really helpful, send it to my e-mail address at alexb@a-tronic.com Thanks! -Alex www.a-tronic.com
Alex BroadwinA-Tronic Software & Design-----"if you fail in life, you were destined to fail. If you suceed in life, call me.""The answer is out there.""Please help, I'm using Windows!"
AHH!! Thats just EXACTLY the project I was gonna take on. I''ve thought of a few ideas for it even. Here they be:

Different jets (a helicopter and such, perhaps a level where you go in as a small ground based vehicle or some such thing)

Modular design for the vehicls (Ya can actually see whats on them, the twin lasers, machinegun turret, etc)

Dynamic lighting

afterburners

perhaps an actual storyline

real depth (ground fire actually comes UP at ya)

All done in OGL (this is NeHe''s msg board after all)

Never argue with an idiot, they drag you down to their level and then beat you with experience.
Never argue with an idiot, they drag you down to their level and then beat you with experience.
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Don''t make it so that the screen scrolls and you have to shoot the badies, the end. You could make a map in which you have to pick up things to get to other sections, and where you have total control over your movement. It''s like the difference between double dragon (remember that?) and sonic (you MUST remember that ). In double dragon, you follow the screen, in sonic, the screen follows you. This way you can implement missions, or quests, and add more depth to your game.
Perhaps not the ability to turn around, but maybe sections in the levels where they branch off and do other stuff. You would also need different vehicles for different levels,and you would have to buy them. Perhaps a level where you carry a squad of troopers and drop them off on a roof top then pick em up later, you''d have to be a helecopter for that.
Never argue with an idiot, they drag you down to their level and then beat you with experience.
Thanks for the ideas all! I''ll try to implement some of them (defenitly multiple ships and such), though I am trying to stick to the kind genre of top view scroller. So I can''t really implement full control. I may make a different game like that, but it would be top angle down, not straight down. As for the ability to see items on the choppers, that''s more work than needed from a distant top view. You wouldn''t even notice the difference from the size of the ships! I may do that in the menu system while you equip your ship though. That would look cool, and be very easy to see. And I will also be using real perspective. So yes, the bullets actually come UP at you from ground units. So far, there will be choppers, planes, large bosses of many types (just like the good old days), water units, walkers (like mechs), and maybe more (still a gettin'' ideas as I go along). It will also all be in ogl, with the obviouse exeptions of sound and networking. Thanks again to anyone who left a reply, all suggestions are appreciated. Games should be built on what the GAMERS want, not what some random marketing guy in a company likes. Ideas that are not implemented in this game, will prob. be put in a later one. They''re all good ones.

-Alex
Thanks for the ideas all! I''ll try to implement some of them (defenitly multiple ships and such), though I am trying to stick to the kind genre of top view scroller. So I can''t really implement full control. I may make a different game like that, but it would be top angle down, not straight down. As for the ability to see items on the choppers, that''s more work than needed from a distant top view. You wouldn''t even notice the difference from the size of the ships! I may do that in the menu system while you equip your ship though. That would look cool, and be very easy to see. And I will also be using real perspective. So yes, the bullets actually come UP at you from ground units. So far, there will be choppers, planes, large bosses of many types (just like the good old days), water units, walkers (like mechs), and maybe more (still a gettin'' ideas as I go along). It will also all be in ogl, with the obviouse exeptions of sound and networking. Thanks again to anyone who left a reply, all suggestions are appreciated. Games should be built on what the GAMERS want, not what some random marketing guy in a company likes. Ideas that are not implemented in this game, will prob. be put in a later one. They''re all good ones.

-Alex
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One other thing!! the_krill, make one too! I''m sure it will be unique and fun, can''t have too many kick ass opengl games!

-Alex
I think 2 player cooperative would make it really KICK-BUTT !!
I always love those types of games. Over view, supgradeable spaceship. Brings back memories ....

The Kid



I don''''t know what the future holds, but I know who holds the future.
I don''t know what the future holds, but I know who holds the future.
I do plan on it, but not yet. I am not nearly good enough. As of right now I just started the DD chapter in TOTWGPG, I know its not OGL, but the techniques and stuff should translate over. I think my first project will be a theme based space invaders.


Don''t sweat the petty things, and don''t pet the sweaty things.
Never argue with an idiot, they drag you down to their level and then beat you with experience.
There is actually a very small amount of ogl you need to know to do something like I''m doing. Translations, texture mapping, alpha, and good ol'' math. Particle effects are simple enough, just a combination of the listed above. Of course, you better know a lot of math if you want an efficient game. Ogl only draws of course, so the rest is pretty much math concepts. If you''re a very smart person, you could probably figure most of it out. But if you want to be a great programmer, yea... read up on it more. I find that a combination of NeHe tut''s and the ogl superbible 2nd edition is a wonderful way to learn ogl. First the superbible for ogl concepts, then NeHe to teach you how to apply them. It''s a wonderful (and not to painful) way to learn the stuff. I''m not way advanced my self, but I seem to get along. You should see what happens when I''m bored and left alone with my compiler. (-;

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