[heading]Introduction[/heading]
I am starting this post to receive constructive criticism and your opinions on the game I am currently working on. The game its self is a FPS/Action/RPG game. I am here seeking any form of assistence you guys can lend out. any questions or offers to help either finacially or wanting to help with the game itself. I will be posting further information as I improve and fine tune each concept. The plot will be revealed near the end as the main focus is game play.
[heading]Reaction Commands[/heading]
The reaction commands of this game are a reflection of the main characters natural intuition
[heading]Melee Reaction Commands[/heading]
These type of reaction commands are extreme maneuvers that are the finishers to combos sometimes being as simple as a powerful attack, sometimes a long complex stream of flying blades. These MAnuvers act as combo finishers.
[subheading] --> Triggers[/subheading]
End Of combos
FMV Sequences
Specific enemy attacks
[subheading] --> How it works[/subheading]
Once the trigger for the reaction has been met a symbol appears allowing the player the choice to use the combo with a simple touch of a button, once done a menu appears with a time limit, this time varies per the trigger and per abilities you take later in the game. Once the move is chosen a seires of commands appear and are played based on when the hit should be pressed. if you are sucessful in a full combo you are given the chance to input a Quick command to bring the menu up once more(this input gets longer and faster each time you use the combo)
[heading]Ranged Reaction Commands[/heading]
These type of reaction commands work as a sort of targeting system for the player to target individual parts of an enemy. some enemy have weak points. Each enemy has different target points and each target has a different success rate. this success rate adds or subtracts to the maneuvers success rate.
[subheading] --> Triggers[/subheading]
Entering a closed door.
FMV Sequences
Specific enemy attacks
[subheading] --> How it works[/subheading]
Once the trigger for the reaction has been met a symbol appears allowing the player the choice to switch to the reaction screen. The player must then choose a target within the given time frame and then choose a point on that target to hit, the player must then choose the move he will be using. once used the player must pull the fire trigger in time with each shot (possibly easy having a long bare, medium just having a single symbol saying when to press it and hard having no signal at all) Once the combo is finished you are given the chance to choose another target by initiating the continued reaction command input key that is given. This increases in speed and length for each time you have done it.
Always looking for improvement so any suggestions are more then welcome. again any help anyone would like to offer either financially ore through help with the project simply pm me and we will discuss what you can do.
New FPS/RPG Concept 1
So... kind of like the combo system in Legend of the Dragoon (and/or many other RPG's on the Playstation I think)?
needs to be a purpose for everything behind the triggers. Also might want to look up how to make such a system fun. The current need is for fluidity and fun. Can your system be fun for others? You will need to build it and allow feedback and criticism. Until such a thing is built, you will never get accurate feedback.
Failure is simply denying the truth and refusing to adapt for success. Failure is synthetic, invented by man to justify his laziness and lack of moral conduct. What truely lies within failure is neither primative or genetic. What failure is at the heart, is man's inability to rise and meet the challenge. Success is natural, only happening when man stops trying to imitate a synthetic or imaginable object. Once man starts acting outside his emotional standpoints, he will stop trying to imitate synthetic or imaginable objects called forth by the replication of his emptiness inside his mind. Man's mind is forever idle and therefore shall call forth through the primitives of such subconscious thoughts and behaviors that Success is unnatural and that failure is natural. Success is simply doing something at man's full natural abilities and power, failure is the inability to act on what man wants, dreams, wishes, invisions, or thinks himself to do. ~ RED (concluded when I was 5 years old looking at the world with wide eyes)
So... kind of like the combo system in Legend of the Dragoon (and/or many other RPG's on the Playstation I think)?
Very much like that yet with Different buttons after each move. That game along with fallout and a few other I cannot remember right now were the inspiration for this system.
needs to be a purpose for everything behind the triggers. Also might want to look up how to make such a system fun. The current need is for fluidity and fun. Can your system be fun for others? You will need to build it and allow feedback and criticism. Until such a thing is built, you will never get accurate feedback.
Ok, first off what do you mean by a purpose behind each trigger. and as for looking up how to make the system fun that's why I am posting on this site, is to find out how to improve the concept. So any advice on how to make the system better is very welcome.
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