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Card battle games using VX Ace
Creating core gameplay mechanics for "Staring Contests"
Hello, I have used the PC Makers in the past but I'm also pretty well versed in the console RPG Maker as well, but thats besides the point.
I am currently making a game that uses ridiculous tropes from shonen anime such as Yugioh, Beyblade, and etc. Except in my game the "sport" is Staring Contests.
Similiar to the GBA Yugioh games. My game is split into two parts. FIELD, in which the player walks around and BATTLE, in which the player you know, battles. But battles arent a test of well constructed decks of cards. In my game, battles are staring contests.
With such a dumb idea, making the actual gameplay for the "staring contests" is pretty challenging. I could go for many different types but I'm thinking of uing quick-time-events like those found in God of War that deplete an opponent's guage, when that gauge is empty, the opponent blinks. But like in most shonen anime, a simple defeat is overexagerrated.
Thoughts? Tips? Ideas?
I am currently making a game that uses ridiculous tropes from shonen anime such as Yugioh, Beyblade, and etc. Except in my game the "sport" is Staring Contests.
Similiar to the GBA Yugioh games. My game is split into two parts. FIELD, in which the player walks around and BATTLE, in which the player you know, battles. But battles arent a test of well constructed decks of cards. In my game, battles are staring contests.
With such a dumb idea, making the actual gameplay for the "staring contests" is pretty challenging. I could go for many different types but I'm thinking of uing quick-time-events like those found in God of War that deplete an opponent's guage, when that gauge is empty, the opponent blinks. But like in most shonen anime, a simple defeat is overexagerrated.
Thoughts? Tips? Ideas?
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