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[Game Maker] Energy Consumption in Games
Hello guys!
So in my game, Super Toaster X, you have limited energy. The following GIF explain how it works:
So basically, every action in the game uses energy which is the battery meter (walking, jumping, shooting, what have you).
At the moment, I'm working on implementing this so that it's a fun mechanic for the player.
The idea is for a more careful gameplay than Mega Man. Instead of shooting all the time like in Contra or Mega Man you need to be careful about your shots. Although powerful and long distance, missing should be penalized.
Basically, energy, unlike the Mega Man games is a precious resource.
I'm trying to figure out what should be the penalty for running out of energy.
This is what I'd like to discuss with you. I've thought about slower movement and less damage but perhaps it'd be too punitive?
You can recover energy in the game by picking up batteries scattered about:
Or by whipping Power Outlets which will recharge all of your energy:
I'm thinking of making the player lose a bit of health when using power outlet to avoid people abusing those recharge spots.
For those who have played Odin Sphere, you have a similar function in that game (which I just tried and found out). Basically, if you run out of power by doing various attacks, you become idle for a little while so that your power recharges.
So, another option is to have the power recharge after a short while. Some of it anyway, otherwise grabbing batteries and using Power Outlets would become pointless.
I don't think I've seen similar mechanics in other 2d platformers before so I'd like to read your input about this "energy consumption" mechanic. It's something I want the game to implement well.
So, as experienced game designers, what's your take on it?
So in my game, Super Toaster X, you have limited energy. The following GIF explain how it works:
So basically, every action in the game uses energy which is the battery meter (walking, jumping, shooting, what have you).
At the moment, I'm working on implementing this so that it's a fun mechanic for the player.
The idea is for a more careful gameplay than Mega Man. Instead of shooting all the time like in Contra or Mega Man you need to be careful about your shots. Although powerful and long distance, missing should be penalized.
Basically, energy, unlike the Mega Man games is a precious resource.
I'm trying to figure out what should be the penalty for running out of energy.
This is what I'd like to discuss with you. I've thought about slower movement and less damage but perhaps it'd be too punitive?
You can recover energy in the game by picking up batteries scattered about:
Or by whipping Power Outlets which will recharge all of your energy:
I'm thinking of making the player lose a bit of health when using power outlet to avoid people abusing those recharge spots.
For those who have played Odin Sphere, you have a similar function in that game (which I just tried and found out). Basically, if you run out of power by doing various attacks, you become idle for a little while so that your power recharges.
So, another option is to have the power recharge after a short while. Some of it anyway, otherwise grabbing batteries and using Power Outlets would become pointless.
I don't think I've seen similar mechanics in other 2d platformers before so I'd like to read your input about this "energy consumption" mechanic. It's something I want the game to implement well.
So, as experienced game designers, what's your take on it?
[Art] Title Screen Design
Copyright Issue: Changing the Title... Suggestions Welcomed!
I like Pain & Grain because of the pun (puns are good, ask Shakespeare). My only concern is that people won't get the "pain" French joke.
Guy Super Toaster won't fly with the copyright issue, Super Toast 64 is misleading like charblar explained.
Super Toast Man isn't bad but I wish it were more original.
Thanks for ideas though, I'm still undecided.
Guy Super Toaster won't fly with the copyright issue, Super Toast 64 is misleading like charblar explained.
Super Toast Man isn't bad but I wish it were more original.
Thanks for ideas though, I'm still undecided.
[Art] Title Screen Design
@Mirak:
I'm getting different comments from different people about this. Some people are saying that there's too much going on, others that there's not enough. This makes hard for me to decide.
@Milennin: Ok, I made the main character bigger and move the shadowed villain to make him less noticeable.
@Riderx40: I checked your sketches and what I got from them is that I need more perspective so I went ahead and did that. I think it's more dynamic now.
I'm guessing there's still too much empty space but would you say it's a step in the right direction?
I'm getting different comments from different people about this. Some people are saying that there's too much going on, others that there's not enough. This makes hard for me to decide.
@Milennin: Ok, I made the main character bigger and move the shadowed villain to make him less noticeable.
@Riderx40: I checked your sketches and what I got from them is that I need more perspective so I went ahead and did that. I think it's more dynamic now.
I'm guessing there's still too much empty space but would you say it's a step in the right direction?
[Art] Title Screen Design
@SnowOwl: I see what you mean regarding the text. I think it's mainly a background color issue like you mentioned.
Yup! So I added some things this morning:
I think it looks much better, what do you guys think? Mario 2 for the nes inspiration.
I think it needs more stuff going on, like characters running around in the background and posing and that kinda stuff.
Yup! So I added some things this morning:
I think it looks much better, what do you guys think? Mario 2 for the nes inspiration.
[Art] Title Screen Design
@Rider: Could you re-upload those at a smaller scale? I have trouble seeing what's going on in there and I'm interested to know what you came up with. Thanks for taking the time to sketch something anyway.
@Mirak: This is just the title screen. When you press "start" it takes you to the menu screen where you can choose "new game", "Continue" etc...
@Infinite: As much as I like the concept, I'm worried fans would cast me stones for trying to reproduce the same concept... That's my concern.
Meanwhile, I've got a new version:
Any ideas? Better? Worse? Things which should be removed? Kept? Changed?
@Mirak: This is just the title screen. When you press "start" it takes you to the menu screen where you can choose "new game", "Continue" etc...
@Infinite: As much as I like the concept, I'm worried fans would cast me stones for trying to reproduce the same concept... That's my concern.
Meanwhile, I've got a new version:
Any ideas? Better? Worse? Things which should be removed? Kept? Changed?
RPG Paper Maker
Best of Blogs #004
That's because you know how to write interesting blogs.
Thanks for the feature. It motivates to keep providing quality content.
Thanks for the feature. It motivates to keep providing quality content.
[Art] Title Screen Design
So, what makes a good title screen in your opinion?
I'm working on mine at the moment and could use some input. I'm looking for feedback regarding:
A. Ideas to add to the title screen.
B. Criticism on the art itself.
It's still very much wip but I'd rather get the composition right before really polishing things up.
Step 1:
Step 2:
Step 3:
Step 4:
Step 5: (so yeah, really trying here! :)
Thanks!
I'm working on mine at the moment and could use some input. I'm looking for feedback regarding:
A. Ideas to add to the title screen.
B. Criticism on the art itself.
It's still very much wip but I'd rather get the composition right before really polishing things up.
Step 1:
Step 2:
Step 3:
Step 4:
Step 5: (so yeah, really trying here! :)
Thanks!