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Interface project feedback

Started by May 16, 2014 05:36 PM
2 comments, last by Norman Barrows 10 years, 8 months ago

I am in need of some help. I am in a Gaming design course and need some feedback about three parts of my project interface that I have so far. Before I talk about them though I have to explain the idea for the battle system.

The Battle system starts out like any other strategy game, but changes when it comes to attacking. Which leads me to the first function, the “Attack” option is replaced with one that says “Fight”, and it has the same purpose as attack. Although instead of a animation what happens is that the screen changes to a 3rd person view as the characters battle with the player controlling their character just like a fighting game.

The next function works by having the adjacent units to the character that is battling acting as support characters assigned to the LB/L1 and RB/R1 for one use in the fight. I mainly thought of this because I wanted to keep the idea of adjacent support from the strategy games, and as a sort of one time combo breaker.

Then the final function that I had in mind was based off of “.Hack//GU” were the player can cycle through a group of equipped weapons in mid-battle by use of the LT/L2 and RT/R2. I thought this was a good idea because of the variety it can lend to the fights, and the added challenge to it as one weapon would normally have an advantage over another one.

Sounds okay. To be perfectly honest, what I was thinking is that it sounds a little confusing/perhaps a bit much altogether, but maybe not. I would have to see it in action to say.

Ever played Project X Zone? http://en.wikipedia.org/wiki/Project_X_Zone

You might want to. It's part fighting game, part RPG. Or at least, part fighting game, part strategy RPG. I played through it, and your post kind of reminded me of it.

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"Project X Zone" does seem to follow the same idea that I had except for the permanent pair units and seems somewhat more limited on the fighting then what I had in mind. The fights I was thinking of was more a long the line of games like "Street Fighter", and "Ultimate Ninja Storm".

a rapid prototype might be called for to determine if the controls are intuitive or awkward to use.

Norm Barrows

Rockland Software Productions

"Building PC games since 1989"

rocklandsoftware.net

PLAY CAVEMAN NOW!

http://rocklandsoftware.net/beta.php

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