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Strike911

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Posts posted by Strike911

  1. Guys, instead of worrying about how bad it's going be, let's start coming up with actual examples of how bad it'll be!

    Bad? You want bad? How is this for a screen cap?

    716913097.jpg&usg=AFQjCNGRZyO_V1uZH4xmJ01lgheEL9wV3g

    Colossus played by Michael Clarke Duncan.

    And yes, that's Kojak starring as Wander.

    EDIT:

    honestly... in retrospect, I would totally watch that.

  2. The only issue gameplay wise I can find with your concept is that the enemies are always aiming for you. This makes 1. shooting them easy, 2. avoiding them easy and 3. this game not R-Type.

    Yeah, the enemy "ai" (if I even want to call it that, lol) is ridiculously basic right now. Again, this was only a little concept demo and it only demonstrated how the player can move, shoot, use bullet time, upgrade guns, and kill things. And maybe demonstrate the aesthetics of the style. I just wanted some kind of placeholder enemy in there just to shoot at. At first it was just a few static enemy vehicles that would sit there and do nothing... so... at least at this point they're a little aggressive, albeit not very effective. lol. Yeah, if I ever finish this the enemies need to be able to do more and fire in more of a way that is a challenge. I don't really want to go for too much bullet dodging though, where the screen is completely covered though. Maybe in low doses.

    I had a cool armor system in place, actually, where you cold shoot off pieces of an enemy's craft until you started hitting their vulnerable core, but it was a little buggy so it's not finished yet. You could take out specific parts and the enemies would die differently (cockpit everything blows up, engine and the car just stops flying, etc. etc.) It was a very Einhander-ish system, which I like. :D If I ever finished this game, I would want almost all aircraft to have this armor system... maybe even the player too. It's a fun little system, and makes shooting things more rewarding imo. Relatively easy to implement too. In fact, I had one where if you took out the enemy they'd eject... and then you could shoot their ejection pod/parachute... if you were completely evil. lol.

    Aesthetically, I also wanted to add more things going on in the foreground... like advancing enemies that you couldn't attack. There is a little "airborne highway" in the background too (I don't know if anyone could notice it... all the cars and trucks are behind the 3D buildings), but I wanted civilian cars flying around too which the player would have to avoid or shoot down. They were a little tricky to implement effectively in the style I wanted, but it's on the to-do list. :)

    The idea for this level was to originally have an airborne battle in the middle of heavy traffic... clearly the traffic that would cause the player problems is absent at this point, lol, but it's something I'd like to do in the future. :) I wanted the levels to have hazards and things that the player could interact with, even experiment with. Like shoot civilian vehicles and get them to crash into enemies, etc.

    ... in fact, the bullet time thing was originally added because I wanted a way to react and avoid fast moving civilian vehicles. :)

    Anyway, if I continue this project there's a lot of little things I want to add. I don't think it's quite to the point of feature burn because the features I want to add naturally lend themselves to the gameplay, so I think they're all feasible, and relatively easy to implement. It's all basically just a design blueprint... a prototype if you will. Ideally I'd like to have 3D graphics... so we'll see where it goes from here.

    Also, this game looks hot!

    and thanks, especially when this would be considered pre pre pre alpha. lol.

    I'd love to use this as a prototype for a full game for PC, Xbox Live or PSN. In fact, I've been doing a lot of research and contacting developer relations to get more info from Sony and Microsoft. So... yeah, right now it's just a little pet portfolio project but we'll see where it goes.

  3. Kow Otani gets brought back for the soundtrack. At least even if the movie is lukewarm and doesn't blow we'll at least be assured a nice soundtrack.

    ^ THIS... he must be involved. Absolutely. Not bringing him in is a slap in the face to game's overall style. Dead Serious.

    See this.

    :-|

    that's a serious face. Dead. Serious.

  4. Thanks for the kind words guys.

    I didn't realize you were involved in game design?

    Yeah, game design is kind of what I'm focusing on at college. I've actually posted a few other shoot em up demos I made over the last few years here on OCR. I think I actually had a working demo online once. Wonder what happened to that. It's been years. It was pretty crappy though. lol.

  5. Just a video right now. Sorry about no real executable.

    http://www.youtube.com/watch?v=jbNlz0WhOQ4

    It's just a little thing I'm working on for my gamedev/gamedesign portfolio.

    I need to redo the graphics for the ships, because I know they're crappy, but they work. And the texture on the buildings could be better. The movement of the player (mecha) is buggy too, I realize, but it works.

    Basically you're a mecha blowing up police, in a city, and you can change into a faster, jet with less firepower. There are multiple types of weapons.

    - Basic Gun (average)

    - Shotgun (weak but scatters multiple shots)

    - Vulcan (weak but fires quickly)

    - Rifle (strong, but slow)

    It's not final by any means, and is more of a concept. The video demonstrates weapon changes, bullet time, a brief transformation into the jet at the end, and very basic enemy ai (if you even want to call it that, lol). Upon uploading this, I realize I forgot to show how the jet can use missiles and lock on to things. Ah, well. A little spinning green cross hair fades in and a missile flies into it. Not missing much. lol.

    Again, it's just a little concept to further fill out my game design portfolio.

    It was a fun little distraction to build and I just thought I'd share it. :)

  6. I bought Assassin's Creed 1 at launch.

    I will not do that for Assassin's Creed 2. If people tell me it has more going for it than AC1, then sure, I'll pick it up later.

    AC1 was fun, but it left a bad taste in my mouth. Assassinations were few and far between, missions were the same one after the other, and there was no replay value.

    Sure I had fun playing through it, but... I'm done with that.

    The best thing out of Assassin's Creed was the fact that I can make Solid Snake wear Atair's clothes in MGS4.

    There I said it.

  7. ... okay I have a couple things to say..

    I can get behind some Hollywood adaptations...

    Cowboy Bebop? Sure. Okay. Might be a fun watch.

    Akira? ... okay, I can deal.

    Robotech? Sure, I love me some giant robots.

    Metal Gear Solid? Okay, I can easily see that one, too.

    ... but Shadow of the Colossus?!?!

    I can't get behind that because the experience, the world, and the solitude are all like characters in their own right, and very rarely have I ever seen Hollywood achieve that correctly.

    Combine that with the people we know are involved in creating the thing, and you have one big giant rape of an excellent concept.

    I'm sure they'll get the Colossus fights down right, but everything else that made SOTC what it is, they'll completely forget. If a good director was in on it, there were only two characters (excluding the horse), and there was virtually no dialogue, then I would completely be in, but ... otherwise, sorry...

    ... this is a rape of one of my favorite games. :( *sigh*

    I swear, if it's not in that weird Latin/Japanese/English whatever the hell hybrid, made up language that was in the game... I will be pissed.

    WRITING? What writing? I kid.

    Shadow of the Colossus should be an animated Studio Ghibli film, not some Hollywood epic.

  8. I'm being completely honest here...

    When I'm feeling down, just a few minutes of Pilotwings is enough to put me in a good mood. Specifically when playing as birdman.

    Man, and if there is one franchise that I think would be perfect for the Wii, it's Pilotwings.

    I enjoyed the SNES version, but the N64 version had a lot of style going for it that the original lacked.

    Did Pilotwings sell well on the N64?

  9. all hiding and fleeing?

    Silent Hill Solid.

    ... had to.

    Honestly though, the only game that I can think of off hand that is constant fleeing is Pac Man... and it would be a better comparison, but I can't think of a clever name for it, so I just won't bother.

    I'm cool with a reimagined Silent Hill. Having to flee is cool, but I've always liked a dash of fruitless combat... when you can completely mop up enemies in survival horror just doesn't keep you on edge and scared.

    Now when you can't kill them... that's some suspenseful stuff right there. Hopefully this no combat thing will add to the suspense and scariness, and not be an annoying gimmick.

  10. If you look in the trailer, you can see Hyrule Castle coming around the hills. For some reason, I just love that. Seeing something small as I get closer to it, finally realizing how big it really is.

    Yeah, I like that feeling too. I remember it most vividly from Ocarina of Time, the first time you see a castle in the horizon. :)

  11. Well, they had boats with engines in Phantom Hourglass, walking Mech cannons in Twilight Princess, and ... stone and wooden rails were used 1-2 thousand years ago with human and animal power pushing it, it's not that big of stretch for Nintendo to have engines adapted to land vehicles at this point...

    ... would be kind of cool if Nintendo was gearing up a gentle transition in time period to the series. I mean, I know it ain't happening because Nintendo refuses to solidify a real story with Zelda, but hey, at least the setting feels a little fresher than usual.

    While I loved the sailing portions of Phantom Hourglass, many people I talked to said it was pretty much like being on rails, I can understand... but... haha... this new vehicle doesn't help that criticism... at all. lol.

    Anyway, good times. I might pick it up. Phantom Hourglass was fun, but I don't know if it's worth my money on day 1. I'll think about it.

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