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Showing posts from September, 2023

Smart Game Design #1: Chapter 1 is the best tutorial - Armor Core 6

 Why would I say this is the case? If you break down each level, they teach you different encounters and different weapons for the given system at hand; giving an understanding as of how to tackle future levels and future enemies. The first level puts everything the game taught you to the test with it's boss. The second level teaches you how to approach enemies. Third level is an ego boost. Now the level where you're fighting the giant walking machine? That one puts everything else to the test plus some, you're taught how to approach, when to avoid and taught a new game mechanic, target weak spots; this kind of game doesn't have big glowing weak spots (for the most part) but rather you are shown a weak spot being a big obvious joint for the given mission. the mission with the invisible enemies? Teaches you to learn to find the enemy position, use your scanning device and to switch up tactics against ranged enemy types, said invisible enemies were often not moving fast e...

Why do Fighting Games all have the same core system?

 The reason basically boils down to the old guard not wanting to learn a new system and having to figure out a different system of play with calling other fighting games a different type of game all together such as 3D fighters where you can knock out opponent's from the arena a arena fighter. Any game system that changes too much from the core system is called a different genre with not many changes having to be made to said system; this is because many game genres have different rules for how much can and can't be changed. An example; an FPS game just needs to be a first person game where you shoot people. However; a Rogue Like FPS means you must have both Rogue elements and FPS elements so RNG generated levels and first person gameplay. Other genres have hardline rules built in. However; games such as Fighting Games are built off of multiple systems, 2D perspective, combos, a static arena to fight in and positioning kept important but not too important. That and you can see ...

DMG fall off in games

Damage fall off is something that is often kept to only FPS games and 3rd person shooters; you may ask, "why?" The reasonings are simple why and to go over them but they're not the reasons you'd think. Fighting games Fighting games don't do damage fall off because they want an archetype, a role to do it's job well and perform it at it's highest level of play, having it where you have to be careful of spacing and positioning doesn't hold water in fighting games, keep in mind; focusing too much on one element or another changing how the gameplay interacts with each other makes fighting game fans outright call the game a different genre such as calling fighting platform games party games and only sometimes referring to it as a platform fighter. Anything that goes off formula kills the fan and enjoyment of the game for fighting game fans with some genres being more or less restrictive in these areas but surely damage fall off couldn't affect gameplay t...

Bio Metal Project In depth goal details

 Mario like movement Must work on 1 - wall sliding (start time; when I get home 8 AM) (deadline; 9 AM) date 9/6/2023 Wall sliding must have it where the following is coded; 1 - 1 - slide slower down the wall 1 - 2 - can wall jump 1 - 3 - shoot your gun while sliding on the wall 1 - 4 - kick off the wall 2 - slide jumping (start time; 9:10 AM deadline; 9:40 AM) date 9/6/2023 Melee 1 - must set up Ember's uppercut frame data (start time; 9:50 AM; deadline 10 AM) date 9/6/2023 2 - must add Ember's uppercut movement and function (start time;10:10 AM; deadline 10:30 AM) date 9/6/2023 Enemies 1 - must program a basic grunt 1 - 1 - must program the basic grunt movement 1 - 2 - must program it so the grunt can take dmg 1 - 3 -  Draw status 1 - I will figure out how to introduce a draw status system To note I can just use "if != "example" and != "example"" multiple times in the said code making it harder than GM to deal with annoying code so I'm just go...

Project Bio Metal Bounty Hunter Design Notes #1

 I am just going to be writing these every time I get more experience/ knowledge from working with this project to note down my success and failures. I am taking note of the fact that I'm making great progress from before but besides that I have now added the mobility/ melee tools and realizing the more I added the more the balance becomes harder to actually apply with having to adjust things and things becoming more execution mastery with the use of the different mobility/ melee tools synergizing together. When you have a bunch of systems flow into one another you have the gears and wheels turn while having it where the use case of the gears that don't and shift you have it where the player is slow but combining these tools together turns the slower movement into a character on crack with the amount of speed you can build up. If I do move forward adding both the contradicting nature of Mega Man's levels combined with Mario; I'll need areas to be separate in both regard...

Mobility Synergy #1 - Neutral into thrust

With this having it where the player is able to take a neutral slash into a thrust slash, this may seem simple but keep in mind the useful movement techs this can be used with when changing how the player moves and cancel end lag into normal air movement with that neutral slash. You have a frame 8 move that has an additional 8 frames of being able to act upon this, as thus better control when you're going to switch movement states so you can chain into another action. So for besides the bug hunting I am actually having fun with the movement system in of itself. The more elements you add, the more things you need to master for chaining said actions together. This also means levels need to be bigger in order to show off said level of mastery and makes it harder when play testing giving myself more headaches to work with but at the same time, more new tools/ ideas to work with.

Mobility Mastery #4 - Thrust attacks and thrust pushback

  Thrusting defined as  - the blade being stabbed forward and causing the player to move forward as the intended method. Depth  - insane level of depth given (and yet I will add more) Inputs  - cancellable end lag (will be adding cancellable start ups) The goal To create an insane amount of synergy between melee attacks and mobility. Designed so far The thrusting mechanic has branching paths of use with existing mechanics and a negative game mechanic that can be used in a positive way. The thrust into wall (will be nerfed for later) These  tools can be used for synergy and combo-ing together into acceleration and speed up along with other mobility tactics/ tricks. Even standing still and performing a thrust attack has it's own in depth system with well timed start ups of movement shooting the player outward towards a direction. Overall has been fun to design and play; I can see why I'm addicted to high mobility games, always something to do, something to dodge, ...