This is a concept that I've had in my mind since I was 10 years old, and I've developed it (story-wise) over the years, while playing other games and pointing out their shortcomings. What is the biggest shortcoming of a lot of 3D games on the market today? In my opinion, it would have to be the camera. Very few games (if any) have pulled off the camera in 3D. But...what if one could use that camera to the player's advantage instead of trying to fix it? This is where the gameplay meets the story.
Binary Star (tentative name) is the story of a world that is fully reliant on internet technology, so much so that the environment itself has become digital. This world is peaceful, until a space object with the power and intent to hack the world lands on Earth and turns it into an object of death. Your character is closely tied into the events that have occured, and using your "Server Gun", go off to set things right.
The gameplay, as I said, uses the camera of a 3D game to its advantage, rather than being a hinderance. By adjusting the camera, rather than being blindsighted by weakspots with 1 type of gameplay, you actually shift completely to another set of controls. For instance, say you were controlling the character in a "Mario 64" style setting. You zoom in, and then you can control them in a "Doom" style in the same area,thus giving you a different perspective (IE,3D free roaming to FPS).
A big portion of the game comes from experimenting with different "Server Gun Customs" (weapon customizations) in different viewpoints to solve puzzles and beat enemies. The Server Gun your character holds is a customizable weapon, with different barrels, triggers, magazines and special "Side Weapons" to attach to it.
I am working right now to learn C++ as efficiently as I can, so I can make this dream of mine a reality. I already have a bit of an RPG version of the story done,but it's still got some kinks to work out. In the meantime,I've attached the script to the topic,if anyone wants to learn more.
Binary Star- a "flowing" game experience
Seems like an unique idea. As long as you think of reasons that a player would WANT to experiment with different view ports, then it should work well. By this, I mean have platforming sections that are difficult in FPS view, or have a puzzle that requires a large, radial view of an area.
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