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Brainingstorming: The Action Game Displaying 1-20 of 23 total.
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Omni
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How about we all share ideas on how to make an action-themed game in Verge? Yeah let's go!
I really enjoy the adrenaline rush you can get from a lot of different games. In particular, flight, speed, and action (as in destruction and fighting) do it well for me. I'm a fan of the newer Sonic games, and neato action stuff like Zone of the Enders, as a side note. Flight anything is also really cool.
Anyway, if you want to make an action game, theoretically it'd have to be fast-paced right? It's supposed to be about action. You've got to have some movement and the ability to do ...stuff.
In particular, I'd say the sidescrolling format, or a scrolling format of some kind, would suffice. Pure overhead is more for exploration and the 2D overhead Zeldas don't quite give me the same adrenaline rush as Mega Man X2. Which is awesome, by the way.
My problem is that a lot of things I like about newer generation action based games, such as flight and rapid fast movement, often depend on the ability of 3D games to, well, move around in 3D. I can't really think of many 2D games that actually pull off a sense of 'acrobatics' like in action games like Prince of Persia: SOT, or the faster mech games, or the action games like Spider-Man, which rely almost entirely on the ability to fly around a 3D world. (And, keep in mind, I wouldn't call the 2D Prince of Persias the same kind of adrenaline action games. They're more like...skill-based platforming). Most of the action games in 2D that are sidescrolling tend to be either shooters or beat-em-ups; at least that's what comes to my mind right this second.
As a side note, anybody ever play a SNES title called 'Run Saber?'
If I was going to make an action game it would definitely have to have some sort of acrobatic element. You're not just walking from left to right, you've got to do some cool looking crap. Stuff like wall rebounding/climbing, backflips, etc. Some of these elements appear in 2D platformers, but I can't think of a 2D platformer that depended heavily on acrobatic movement.
At any rate, that's only one way of looking at an action game. Me, I love the idea of being super-fast and super-acrobatic over having tons of different guns. But the shooter genre is an equallly good way of achieving 2D fast-paced action.
Keep in mind I'm not really thinking about sports-style games or traditional 2D-fighting games. It would have some level-based element to it.
One of my problems of brainstorming design is trying to balance, in particular, exploration vs. action in an action-based 2D platformer. You can obviously only do so much in a 2D shooter...you can't really have a giant sense of vastness that depth-based 3D games can give, and if you just make the levels too darn big in 2D, that just makes it feel either labyrinthine or unfocused.
In addition, if you would enjoy very climactic boss battles, it could possibly be a flaw to design your action theme around these critical moments. Sure, the action battles may be amazing, and you'll fight these giant adversaries, with tons of weapons and/or need acrobatic moves, but then what about the actual in-level game? You can't run into a giant adversary every screen, that would get old. And you can't take the emphasis off action completely, or obviously it wouldn't be an action game (though I have pondered the idea of exploration-based 2D levels with puzzle-based gameplay, which climaxes in action-packed boss battles).
Anyway. Just some thoughts. Anyone else have any thoughts or ideas?
I would love to be able to create a platforming game that depends on acrobatics and even has a neat little 2D flight system (like NiGHTS, but 2D. Flight is so cool). But I am baffled over how I would balance the levels (enough space to justify acrobatics and flight VS actual action). So, anyway. Maybe I'm trying to think of too many things at once.
Posted on 2005-03-08 11:36:38
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CrazyAznGamer
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Two words:
SUPER METROID!!!!!!!!!
I truly hope you played it, because it's the best platform action game for the SNES. Not just in my opinion either, because I know you will agree with me if you have played it.
And as for the action in it, I'm pretty sure it fits all of your specifications for an awesome action game. Will someone please make a Super Metroid clone? I would, but I have my own game I'm experimenting with.
Acrobatics: Super Metroid stars you as Samus, who somersaults instead of jumps. You can even wall jump (veterans only), and later, do a speed boost into a super jump or speed boost into a charging thing where you fly around and destroy everything in your path. That's a crappy description though. Oh well.
As for speed, you have your standard speed boost, where you run at such a high speed, you have 'shadows' following you and you destroy everything in your path.
Exploration vs. Action: In Super Metroid, the exploration and the action go hand in hand, somehow. It has something to do with acrobatics and missiles and blowing up enemies.
Oh, and you can charge your shot, like in Megaman games (which I am a big fan of). And the beams look so tight. Not to mention the missiles and super missiles.
It's vast too. So vast that it's somewhat a labyrinthe. And it is frustrating at times. But for the most part, it works out because of all the secrets you can find on the way.
And the bosses are...
So Sweet.
And very climatic indeed. But it doesn't hinder the adrenaline flow.
So if you have played Super Metroid, then you should have a good idea what an awesome action game would be like.
Posted on 2005-03-08 17:17:57
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Omni
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Er. Actually, yes, I have played Super Metroid. And yes, it meets those requirements. But...I'm not sure I'd want to create a complete Super Metroid clone. Still, you are right. It is a bloody awesome game.
As an aside, a combination of Super Metroid with Mega Man X would be amazing, I think.
Posted on 2005-03-08 18:50:33
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rpgking
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Question: Is there anyone alive who owns(or owned) a Super Nes and never played Super Metroid?
Oh, and a Super Metroid/Megaman X combo would be neat :P
Posted on 2005-03-08 21:56:49
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blues_zodiakos
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One thing that would have to be, in a game such as this, is the ability to NOT be stuck for great lengths of time. One thing that always annoyed me about the Sonic games (well, all of them except Sonic 2) was that the fast paced action was often broken up by little platforming bits that REALLY destroyed the flow of the game. Not that I didn't like those games - I loved them and have beaten every one. But there's nothing quite as disappointing as zipping though a level at 60 MPH on foot and then suddenly being stopped because you didn't jump over a wall. Then, you spend about a minute trying to get over that wall, and by then, the whole feel of excitement and adrenaline is kind of destroyed.
If there was to be such a game like this, there would have to be enough acrobatic moves so that things like this didn't happen - for example, instead of hitting that wall and stopping, you'd latch on and be able to scale that wall at a fast pace. That would really help, I think.
Okay, that's it for my completely random gibbering.
Posted on 2005-03-09 10:53:48 (last edited on 2005-03-09 10:54:31)
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Omni
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But then if you make it too easy to maintain the speed...then suddenly the game makes up for the fact that you can't react fast enough. It's almost making it too easy, maybe? I remember one of the complaints againt the newer 3D Sonic Dreamcast games was that it was too easy to keep moving; all you had to do was hold up on the controller joystick. Now granted it wasn't that elementary but it's just another element of gameplay design to think about and balance.
Posted on 2005-03-09 13:04:52
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Overkill
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Gradius I - V (NES/SNES/PSX/PS2). Ikaruga (DC/GC). Two of the best arcade flight shooter action game series ever. These games are bullet-intensive, and adrenaline pumping. The only flaw for each was the fact that they were extremely linear. R-Type Final was also all right, but it's a little slow to give me the thrill I got from the other two.
Another great series is Metal Slug (NGPC/XBOX/GBA/?). A very fast-paced platform/shooter game. It had amazing artwork, awesome vehicles, sweet weaponry, challenging bosses and enemies, tons of secret paths, and interesting things like turning into zombies and mummies. The only caveat was that the games are too short.
For some reason games that have tons of shit blow up and no real motive behind it are almost always very fun.
Posted on 2005-03-09 14:55:28
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Omni
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Ikaruga! Rock! I really like the atmosphere of the Ikaruga and Radiant Silvergun titles. I own R-Type Final but unfortunately don't play it... (what the heck is wrong with me?...) and I think Gradius V looks intereesting (Treasure goodness!) but I haven't purchased it.
Contra is also a good example of sidescrolling platform/shooter thing. And of course, Gunstar Heroes!...I've actually only played a tiny bit of it, but. Was action-packed, that's for sure.
My ideas lately have consisted of a type of side-scrolling platform shooter, like Mega Man X. What I fantasize the game would be like, and actual implementation, however, are a bit different. I like how games like Ikaruga and R-Type have quite a bit of action, but also depend on skill. I think that's the 'minimalist' type thing they're called. For adrenaline packed style battles and levels, however, I can think of ways where you'd pack so much into the level that's it's not skill-based at all anymore.
One of my current ideas (forumulated further today) is the Mega Man X style shooter, but the level design and game flow is more like an adventure title. Either Super Metroid-ish with maps, or, a type of world map sort of thing. I suppose you could take the later Mario games that had branching world maps (like Super Mario World, Super Mario: Six Golden Coins, Super Mario 3) to get something like the idea. An actual themed area with smaller levels to go through, culminating in some sort of boss conflict. Just ideas though.
Posted on 2005-03-09 15:23:06
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anonymous
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Too lazy to log in. =P
~CrazyAznGamer
Anyways, my question is, who's gonna implement those ideas into an actual game? Everybody seems to have their own little project they are working on or something is going on in their lives that requires their full attention, I think.
Now I'm thinking selfishly when I'm saying this, but I would really like to see a Super Metroid/Megaman X combo.
Samus with a Z-Sabre... hmmm...
Posted on 2005-03-10 19:03:37
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Omni
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Er, well. There's nothing wrong with brainstorming. I like brainstorming. Not enough time to do much else.
Posted on 2005-03-10 20:28:46
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Overkill
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Hey! I have a partially-done platform engine! All it needs is a bit more code, then some maps and enemies and stuff and it could be a game! Once I get a public demo finished, I'll call upon the community to help throw some challenging-yet-fun-to-explore maps together!
Posted on 2005-03-11 07:02:46
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Interference22
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Two more words for you, long forgotten in the mists of gaming history: Solar Jetman.
Originally for the NES (find a ROM and play it, I have an original cartridge somewhere..) it was the most utterly ace space shooter I've ever played. Varied gameplay, eerie planets, an athmospheric score and pretty good graphics. IT NEEDS A REMAKE.
Posted on 2005-03-11 18:24:02
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mcgrue
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Quote:Originally posted by Interference22
Two more words for you, long forgotten in the mists of gaming history: Solar Jetman.
I own two copies of this cart, btw.
Posted on 2005-03-13 21:51:49 (last edited on 2005-03-13 21:52:16)
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Interference22
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Quote:Originally posted by mcgrue
Quote:Originally posted by Interference22
Two more words for you, long forgotten in the mists of gaming history: Solar Jetman.
I own two copies of this cart, btw.
Ace. It's probably one of the best things Rare ever did. And the map screen music is annoyingly catchy, as is the title theme.
Posted on 2005-03-14 04:08:53
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Omni
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Rare? Wait. Is this....does this have anything to do with that hidden game in Donkey Kong 64, with the space man with jet pack and collecting pieces to reassemble your spaceship?
Posted on 2005-03-14 09:53:24
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Interference22
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Quote:Originally posted by Omni
Rare? Wait. Is this....does this have anything to do with that hidden game in Donkey Kong 64, with the space man with jet pack and collecting pieces to reassemble your spaceship?
Yup, THAT's the one. It was one of their earlier titles for the NES. The main hook of the game was gravity affecting your ship, meaning you had to tactically direct your thrust not just to get you where you want but to keep you up in the air.
Posted on 2005-03-15 03:03:01
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mcgrue
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The Solar Jetman concept is best described as 'Lunar Lander with Levels, Enemies and Powerups'
Or, to reduce:
'Mario Lander'
Posted on 2005-03-15 18:18:26
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Omni
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It's so hard to think of ways to innovate a sidescroller. Especially if you limit yourself to the 8-bit sidescroller.
Posted on 2005-03-15 19:39:30
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Syn
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Quote:Originally posted by rpgking
Question: Is there anyone alive who owns(or owned) a Super Nes and never played Super Metroid?
*Cough*
I'm not a big gamer.
Posted on 2005-03-16 00:27:20
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TomT64
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Quote: Originally posted by Omni
Rare? Wait. Is this....does this have anything to do with that hidden game in Donkey Kong 64, with the space man with jet pack and collecting pieces to reassemble your spaceship?
I never got Donkey Kong 64... now I want it....
Posted on 2005-03-17 04:18:14 (last edited on 2005-03-17 04:18:39)
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Displaying 1-20 of 23 total.
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