Game Features and inspirational games


Hello, colleagues. I'll tell you about the game cycle and which games I focused on in the process.

About the game and the inspirers

The game will essentially be an arena in which opponents attack in waves. Upon completion of one wave, the player activates the next one at a certain point in the arena. Examples of wave games can be Killing Floor (pc), Only One (android), They are Billions (pc). Each time there will be more and more diverse opponents. You will have to take into account their characteristics and set priorities.


At the time, I really liked the Painkiller (pc) game. Yes, it was not the most original in terms of game mechanics (although there were tarot cards and a specific cannon for the hero, and each weapon had an alternative fire), but what an atmosphere there was! Gloomy textures of dungeons and abandoned buildings combined with well–chosen sounds, opponents flying off in the form of rag dolls and the reward is the soul of the defeated enemy!


Opponents

Opponents in the game are the main feature of the project. Each opponent has his own pattern of behavior. First of all, I wanted to make each opponent individual, they should not differ from each other only in health and speed points. I will tell you about the features of behavior in a separate article, how it is implemented and what features there are.

Mechanics

Let's start by moving the hero. It is simple here, the hunter can move with the help of a joystick, skirting clouds of opponents and taking a more advantageous position. There are many roads and paths in the arena, narrow places where you can escape from the chase.

Combat features. The hero uses automatic abilities as soon as the enemy gets close enough. Did you get close? Get hit with a sword. Is it still far away, but within shooting distance? Bows to battle! Are there many enemies? A grenade will solve the problem. In addition to automatic abilities, there is magic that the player chooses where to apply by dragging the ability icon to a point in the arena. The magic is recharging. But there are also scrolls that fall out of opponents. Scrolls are essentially one–time magic with no choice of point of application. For example, self-medication or a lightning strike at one of the random opponents.

Every day I began to doubt a little bit that I was doing something unusual, new, and not another game in which there is nothing that you have not seen in other games. I really hope that's not the case. It is in my power to come up with an untested magical ability and enemy behavior.

Shelter

This is our Lobby. The place where the hunter prepares for the next race. Here you can study the scrolls, read the features of the behavior of opponents in the Almanac, choose equipment and improve the skills of the main character. Getting acquainted with new opponents during the battle, you replenish the pages of the Almanac, which describes the behavior and characteristics of the newly studied enemy.

As a result

Let this be a feature of the blog, I will determine the benefits and results both for myself and for readers separately.

After writing all this, I put together a brief description of the game in my head, went through the mechanics again and ... it seems that everything is not so bad, the game can potentially surprise an avid player, please with new game mechanics or give a new idea to already familiar mechanics.

For you, the result will be a couple of tips. Try to make your games original, individual, otherwise what's the point of such creativity. Many of the big games that are being released now are very formulaic and familiar to players. The color is green-blue-gold for opponents and weapons, outposts and resource gathering, a reward for the work done. It's better to enjoy the process itself than the reward after the routine.

Games often change the pace. For example, hot battles are replaced by calm narration and dialogues, tension in horror is replaced from time to time by safe places. I think this is a good practice, the game does not get boring for the player so quickly. Safety between waves and heated battles, the variety of behavior of each opponent and the combination of opponents in the arena will increase the versatility of the game.

There is little benefit from the article. How do I remember the names of the planets? Joel will help. "My very educated mother just served us nice pizzas" (Mercury, Venus, Earth...)

Questions, opinions, criticism? Write what you think.

What are the least common magical abilities? I would say that most games try to work magic directly on the opponent. I would like to somehow make a game about a witch who defeats uninvited guests of the Dark Forest indirectly, influencing nature or the equipment of opponents, their perception of the world.

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