New ways to add user input [console rpg]
As an example I’ll use Super Mario RPG with its battle system. Basically different attacks would require different input from the user like: press Y as fast as you can to power up your fireballs. Now I’d like to use this kind of mechanic in a design doc I’ve been kind of juggling around but aside from the basic DDR directions, press a key as quick as you can, press a key at just the right moment, what kind of user input could be fun to have in an RPG turned base battle system? (I have played Mario&Luigi both on the GBA and the DS but the moves they use through their special attacks are just "press x key at y time")
These are all basically minigames played when you hit the attack button. You should check out the WarioWare games for more ideas.
Jetblade: an open-source 2D platforming game in the style of Metroid and Castlevania, with procedurally-generated levels
I'll try and look at a gameplay video once I get home.
The problem I have is that I'm afraid if battles become too much of a collection of minigames it might take away from the game. Kind like: Why am I tapping to the beat when I'm fighting a dragon? Do you think it's an issue I'm only making up?
Maybe to be a bit more specific: I'm looking for minigame-esk mechanics that wouldn't require me to change the window. Do all warioware games feel about the same?
The problem I have is that I'm afraid if battles become too much of a collection of minigames it might take away from the game. Kind like: Why am I tapping to the beat when I'm fighting a dragon? Do you think it's an issue I'm only making up?
Maybe to be a bit more specific: I'm looking for minigame-esk mechanics that wouldn't require me to change the window. Do all warioware games feel about the same?
I actually haven't played the games, but I imagine that most of them are reasonably inventive. Naturally you'll need to find some way to make the minigames sensical for your own purposes. Instead of timing to the beat, you could, on choosing to attack, initiate a pseudo-cutscene, God of War-style, wherein your player has to time his attacks properly to hit the dragon as it tries to dodge. Or, if one of your characters has a bow, for example, you could have the player have to manually aim the bow with a quick "center the crosshairs on the target" game. And so on.
Jetblade: an open-source 2D platforming game in the style of Metroid and Castlevania, with procedurally-generated levels
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