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If you had to make the next Sonic game...

I've never played a Sonic game but I think they're all about speed right?

So it should probably be a game about insane amounts of speed. Perhaps something like a simpler version of Mirror's Edge with Sonic. Sonic doing parkour on time-limited levels and going at insane speeds always blurring the details of the environment (though it should be colourful so that the player can tell distinctive features.

Some sort of bullet-time might be good but I think it'd be best if you could make the game without it. Perhaps some sort of hyperspeed instead that stops time while moving.

To make it accessible to the current generation of gamers it should be fairly forgiving and checkpoints should be everywhere (or alternatively it could go the Prince of Persia route and make the player unkillable, which could be a good idea if it was possible to make it make sense in-game).

The challenge in the game would be the time-trial modes as well a ring collecting. Alternate routes and certain speeds could give extra rings (perhaps the hyperspeed feature, when time stops as you're going insanely fast certain otherwise invisible rings would become visible and available to get)

I wonder if it would be a good idea to make the game on-rails so that you can only regulate the speed of Sonic (Fast, Insanely Fast and Hyperspeed). It would probably make it easier to control since I guess the biggest problem is how to convey the speed while still make it possible for players to feel like they're in control.


So yeah. I think a Sonic Mirror's Edge might be a good idea.

Sonic 1 was a very solid platformer, 2, 3 & CD had a lot more of speed, but they have the same formula. The two SMS titles are really slow paced...

I think you are making a mistake, but not only you, a lot of people. Is true that if you have played Sonic 15 years ago you will only rembeber the speed, but play it now! Check the levels, they are really complex, with a lot of paths. Are you running in every moment? The speed is limited to certain moments, and things like tubes and bucles are not playable, its only used in transitions. The rest is a pure platformer, like any other.

I think the main problem is that they are too centered in the Speed and graphics. Speed not means anything, in the original Sonic you were 95% of time in a normal platforming. Where is it in actual Sonic games? And the arcade and complex levels? Also, all the other characters and the non-platformer levels are crap... totally boring.

Starting up a new project... in?

Xp tiles are in 32x32, exactly the double than 2k3, no other need of resizing. Also you can use ilimited tilesets, 4 layers, 32 bits graphics, translucid colour, and make everything editing the RGSS. I see no reason for no use XP.

I hate the XP or VX RTP, and i'm doing my own graphics, now im trying to do something hi-res but if i can't simply i will create old school graphic but better and more easy.

Try learning a little of RGSS its not really hard if you know event programing, and you can make a lot of things with little edits.

Call methods of other classes

Thanks again.

Call methods of other classes

Thanks for this large response. I don't understand Obect Oriented languages very well, i only know C programing. Now im learning ruby directly for that. But i have some other questions:

-Acceding the $data variables is bad or something? i say because it would be more easier no?

-I'm going to give enemies also a critical option like 2k. I created a e_crit_rate and e_crit_def in game battler, and then i call them with the same method with super() in Game_Enemy. It's this OK or there are a better way?

-If i call a class (ex: wep = Game_Battler.new) what are the consecuences? the class chargues in "wep" no? then if its a low level variable will end quick. And if i only want to chargue one method of a large class, its optimal to make this?

if attacker.is_a?(Game_Actor)

if rand(100) < attacker.crit_rate - target.e_crit_def
end
else
if rand(100) < attacker.e_crit_rate - target.crit_def
end
end

Also, the last question... how attacker.crit_rate does? maybe im limited by C, where always you give variables with ().

Call methods of other classes

I have a problem. I'm learning RGSS and for practice im implementing all rm2k lost options in XP. The problem is that i don't know exactly how to call methods out of the actual class.
I have a "Other" class that have many new methods, like correction critical for weapon, or another based in Actor/Class, etc.. well, methods that i have to call in many other scripts.

example:
#This is the call i'm making now , in Game_Battler 3

$Other.critic_weapon(@attacker,@critical)

And this the called method class:

class Other

def critic_weapon(attacker, critical)
if attacker.weapon_id == 1
print "critic mod"
critic += 5
return

this is the error message

no method error, undefined method critc_weapon for nil: Nil class

RM* Variables

I tried to make a CBS and CMS for my game, well, i worked a little but i planed it.
20+ Characters
10 atributes. x2(modified versions)
7 Equipment
30 habilites to check
25 Estatuts ailments/elements
Also every level curve have to be saved.

Also it had a limited item system, were every character have a his own bag.
10-15 per character, and every item have their own condition.
7 clases and subclasses(Also you have to save the information of every class, because i i use cicles to make it easy)

5 intermediate characters for the combat and menu, that need to have all the stats to traspass with cicles.

The generation of images and menu and numbers was also relative, to can use it for my next game. List of positions and list of images and a cicle that puts what you want... then all need a variable.

A LOT of items.... (every montser givees you something)

To sum up: eternal variables, i dont know if posible with 5000, because i need for other things, also. The habilities where also a lot of complex, and i need to put a lot of formulas.

Now i use the rm2k default, like the original idea, and more with the spirit of the game. I know i can use some improvements in the code to use less variables (for example, use items or habilites to save data, etc) but i dont want to make something custom in old RPG makers, with coding its 1000 times easy, i know C and rpgmaker is limited for this(not XP/VX)

How do some of you complete games so fast?

God of War is a nice game, but its not an RPG. If i would make an action/arcade game i would make a more basic planning. But in a RPG with milions of stadistical and neverending history?

Also he is a producer. He dont have to remake all because didnt plan anything, in his position is very easy to say that, but the truth is that if i have rewiriten a thing 3 times in my design document, i will have wasted my time remaking 3 times in the game (when with the documents its only to write some minutes).

I think its imposible to make a BALANCED complex game without planning, this or you reamke all the balance in every moment, wasting your time. Also documents arent less creative, they have the same ideas you will improvize in your game but in a more inteligent way.

PD: I have two projects, one with 250 pages and other with 170, and i think i have only 50% of the work. I have been working for 9 months. Also i like the freedom of the document design, because i can plan the game everywhere.

Honest Challenge, and Positive Reinforcement

So to those of you who have a problem with providing an easy game for those of your players who might not be up to the challenges you offer, let me pose this question:

Why?

First, because the gameplay design its also ART for me, and i don't want to make a total stupid game. I will put an easy mode, but at least will have like FFVI challengue. I will also quit a lot of options of this mode, and put clearly that its only for newbies.

I don't want that everyone see the ending of my game.

Honest Challenge, and Positive Reinforcement

Save points have to be intelligent. Look old NES dungeons, without saving. They were fun because the main objective of the player was to beat the dungeon in general. Later, as in games like FFV, the combat grows in importance. You can't make clasic dungeons here, because the complexity and interest of the combat has increased.

In FFV the dungeon itself was a test to your resources, before fighting the boss.

But the savepoints are important. They create a segment of gameplay, with a defined goal and rules. Also give tension. The savepoints have to be created in relation of the type of challengue and gameplay of your game. Im trying to make somehthing new for my game, i think it will surpass classic structures in this type of coherence.

Honest Challenge, and Positive Reinforcement

The real solution is to use Difficulty levels. Rewarding more the good player its useless if the game itself its a piece of crap, because you will feel like a totally stupid when you see that you have 99 potions in every moment. ¿Where is the challengue here?
Rewards are interesting, but death, penalities, setbacks... are need to create tension. The real reward must be the satisfaction of the player who see that with effort, he can beat incredible things.

But failure (in-game death, penalties, setbacks, and so on) stops every other type of player from having fun. They stop seeing new things. They stop having new conversations. The story stops. The sense of accomplishment stops. The spectacle stops. They stop experiencing new dialog, scenery, plot developments, new characters, new jokes, new foes to conquer, and all the other things that might have been entertaining them. All they have left is this single challenge.

The problem is that you are assuming that the gameplay itself can't be also the spectacle. Nowadays a lot of people play only for mindless historys, but playing RPG its fun for some people. See older games, like SNES or NES, why people played them?

Now i have a play station 2, but im playing Dragon Quest V and the original Phantasy Star. ¿Why? ¿Why im going to sell a lot of rpgs i have(like ffx, rogue galaxy, suikoden, etc)?
Because they are BORING. Makes me thing im STUPID. Because my mother can beat they.

PS and DQ are intelligent games. You need to plan your moves, use your brain, its a challengue. I dont think good history and challengue are enemies, just use an Scene Skip system and move on.

Sorry but i think you all are a frustrated cinema directors or book writers. If you can't make and interesting gameplay that works with history, its your problem, but this is a interactive medium.

The basic of rule of everything: to become better you need practice and anticipation. Without that, you will never make nothing. Death, failure, are needed. If you cant make wrong things, you cant grow as a player... or as a person. I dont want to be a spectator.