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What game type do you prefer and why?

Started by February 22, 2013 12:57 AM
23 comments, last by sunandshadow 11 years, 7 months ago

For me, my favorites are usually RTS, RPG (ideally real time RPGs), MMORPG, and to a lesser degree turn based strategy and turn based role playing. I usually like 3D better, but well done 2D is perfectly fine as well.

Well I have this 2D sandbox game idea in mind inspired by Terraria. It would be more technological than Terraria, and even though it's 2D, you will be able to go indoors. I can't explain myself very well, but I'm trying to say like a door on the wall in the background that you can enter, and if you do, its like another layer behind the previous one. and it can go a few layers back. It saves alot of space. So Imagine Terraria with like multiple layers of tiles. Good / Bad / Dumb?

I think it could work. There have been a lot of top down games with multiple levels, but I can't remember playing any side view games with this kind of system. I wonder if it will be harder to make it clear where the doorways into the rooms outside of the screen are? (that is, if the character is facing into the screen with his back visible, the door would be behind him) I guess you'd just put a sign on the opposite wall or something? I can think of a few other issues like how the back walls would work (in this case walls between layers) and whether you'd be able to see into deeper layers for drawing the backgrounds, but I think they could all be worked out.

For me, my favorites are usually RTS, RPG (ideally real time RPGs), MMORPG, and to a lesser degree turn based strategy and turn based role playing. I usually like 3D better, but well done 2D is perfectly fine as well.

Well I have this 2D sandbox game idea in mind inspired by Terraria. It would be more technological than Terraria, and even though it's 2D, you will be able to go indoors. I can't explain myself very well, but I'm trying to say like a door on the wall in the background that you can enter, and if you do, its like another layer behind the previous one. and it can go a few layers back. It saves alot of space. So Imagine Terraria with like multiple layers of tiles. Good / Bad / Dumb?

I think it could work. There have been a lot of top down games with multiple levels, but I can't remember playing any side view games with this kind of system. I wonder if it will be harder to make it clear where the doorways into the rooms outside of the screen are? (that is, if the character is facing into the screen with his back visible, the door would be behind him) I guess you'd just put a sign on the opposite wall or something? I can think of a few other issues like how the back walls would work (in this case walls between layers) and whether you'd be able to see into deeper layers for drawing the backgrounds, but I think they could all be worked out.

First of all, I thank you for replying to me, secondly for telling my that you don't remember playing any side view games with this kind of system(makes mine feel unique).

First, the background is drawn, then the tiles in front are drawn. If in the background there is a tile with transparency, then it draws the tile behind it(in the layer behind the current) with 40/255 darker alpha. If a tile behind a transparent tile, a window for example, is also a window, then it is drawn 80/255 darker alpha, and it draws the third layer back. Basically, if the tile behind a transparent one is also transparent, it draws the tile even behind the second one, but, each time it is 40/255 darker, and this only goes on for 4 layers(160/255).

To build a door, to prevent building doors anywhere(outdoors, caves), it will need to be placed inside of a room. Also, if you go a layer back the only tiles that show will the the ones below the door.

Now, if you build a door on a tower, but jump down(and survive) the way to get back to the default layer will be to press (< or >). This may prevent the use of doors, but doors are always useful because they prevent unwanted creatures out of your house.

To enter a door that leads a layer back(<) you need to press W or the key that is assigned to #UP. To enter a door that leads a layer front(>) you will need to press S or the key that is assigned to #DOWN. Now, if you pass through a door, and enter the back layer(<, again) how would you see the door you came from(since you cannot see the layers in front, but just the layers in back)? Simple, transparent tiles "leak light" into the next door. So if you happen to have a window between two rooms, then the tile behind the window(in the back layer, <) will be a little lighter, 20/255(this may to another value later). For open doors, it will leak light the shape of the door(still thinking what would determine to set the door as open or closed when you pass through them, or to even include open doors at all), but the closed doors will only leak light of the outline of the door, it will look like two parallel lines with an arc at the top, and a little light from the key hole.

I'm still working on this, but thanks for commenting, and reading.

~WeNeedFocus

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I still remember when the nes came to amerca. Hink I was 3. I grew up on 2d games and still lve the detail. Its only recently that 3d is catching up in my eyes. I didn see td or sim games or I wouldve clicked the hell out of them.

I consider myself and theorist/observer so I love games where I can do something then watch how it evovles. Action games (twitchy fingers games) usually aren't my cup of tea. I do love fighters though... I kept my ps2 and sold every game except tekken tag... still play that and the naruto fi ghost ters constantly when hanging with friends.

But I typically play games when I'm by myself... probably why I'm a pc fanatic... so slow games with lots of detail are my favourite and that doesn't yave to he graphical detail. Lots of story is awesome too.
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I'm not mean, I just like to get to the point.

I'm down with most types of games as long as they are focused on singleplayer. I'm not very fond of multiplayer, especially when playing with random people; anonymity can make even the most kind person behave like a total jerkass. Or maybe I just played games with bad communities, who knows, but either way, singleplayer for me; I just don't feel right when I know that I'm pissing someone off or viceversa: that's what NPCs are for!

It bugs me how games nowadays are more and more focused on multiplayer.

I'm down with most types of games as long as they are focused on singleplayer. I'm not very fond of multiplayer, especially when playing with random people; anonymity can make even the most kind person behave like a total jerkass. Or maybe I just played games with bad communities, who knows, but either way, singleplayer for me; I just don't feel right when I know that I'm pissing someone off or viceversa: that's what NPCs are for!

It bugs me how games nowadays are more and more focused on multiplayer.

I can agree with that. I can enjoy playing along side someone in a virtual world where players interact mainly through the global marketplace and local chatting, or online sims where each player plays separately but there's a forum or gift-giving system connecting neighbors. But I really don't like games where I have to actually cooperate in close quarters with other players. I'm a "do-it-yourself-er" and it drives me up the wall when there are activities in the game that I physically can't do alone, for no reason besides the designer wanted to push people to interact more, or the designer was an extrovert and didn't understand that some people don't want social interaction in their gameplay.

And in terms of what's being developed nowadays, whenever I try to find new games similar to an old singleplayer game I liked, the new ones are all online instead.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

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