Oh, I see. Makes sense. It is probably doable. Although, I'm not very
keen on the quick-time events. The idea of having it speak/display
with buttons to press seams, well, weird to me. I like games where you
have freedom to move around and do your own thing, create your own
strategy, rather than have a scene come up and say pres x, press y,
etc. Just not my thing.
As for jumping pits etc that is easily doable. Just about every
platformer I know of has areas you need to jump over opsticals or jump
onto platforms. For example, in Batman Return of the Joker inside the
clocktower there are huge gears that turn. Batman has to jump onto a
low wall and then valt over the gears, or he ends up being ground up
into hamburger. Personally, I think it is things like that which mark
a good platformer because besides the enemies you also have to worry
about fixed opsticals on the ground as well.
Which brings me to an area we haven't discussed yet. If we are going
to do this perhaps we should think more about the game itself. Are we
looking at a super hero beat-m-up game, or something that takes place
in ancient Japan or what?
Before we really get into things like game mechanics we first have to
design a game storyline, figure out what kind of music, sounds, etc we
need. Mechanics, traps, etc can be decided upon once we figure out
exactly what sort of beat-m-up this is suppose to be. For example, if
the game takes place inside a city and involves gangsters we might
want wrap music, oil drumbs, guns, and fight scenes would be set in a
back alley. If the game takes place in ancient Japan we want something
more like triditional Japanese music, the game set in a forest, and
some other type of opsticals to jump over. See what I mean?
On 3/6/11, Clement Chou <chou.clem...@gmail.com> wrote:
> What I thought in the spirit of platforming would probably be
> something similar to Mota, with leaping over pits and climbing ropes.
> Or, as I've seen in quite a few beat em ups lately, have multiple
> levels of platforms that are at different angles from each other.
> Leap onto one, but have another platform slightly higher and to the
> right, etc, with some sort of obstacle underneath that can only be
> passed by using those platforms.
> God of war is a hack and slash that came out in 2005 I think it was
> on the ps2. The quick-time events serve as ways to kill bosses and
> complete certain puzzles. So, when a boss's health gets down to a
> certain amount, a random button sequence is shown on screen and you
> have to hit the button prompts in the right order to do something
> special to the boss that will probably do a lot of damage or kill
> them outright. Miss the buttons, and the boss might get back up with
> just a bit more health. These are also known as QTE's, since the time
> when they happen is theoretically unexpected if the person has not
> read a walkthrough, and the buttons change sequence every time. Quick
> time event is just the word used to describe anything like this that
> happen in games. That's a real way to test how sharp your reflexes
> are and how much your brain is concentrating on the game.
> As for time and money. That kind of seen doesn't require the most
> depth to me. Sometimes in games all the cinema is is showing the
> character doing something to avoid something else... an example in
> Yakuza 3 again since I just played the last two chapters with a
> friend and beat it. Amazing ending. Anyway, when you fight the last
> boss, there is a point where he opens fire on you with two pistols.
> At this point, button sequences appear, and if you hit all the
> buttons, Kiryu will perform several dodge and roll techniques to get
> out of the way of the fire. The sequence I got was circle, x,
> triangle, square, triangle. If I'd missed one of the buttons which I
> actually did my first time, the QTE stops and Kiryu gets hit with
> several pieces of flying lead... that wasn't fun. My health was low
> enough and that firestorm just killed me. Litterally. But anyway, I
> think that these sequences would come down more to programming than
> anything financially related since half these sequences don't have
> any sort of talking in them. Dunno though, correct me if I'm wrong.
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> You can make changes or update your subscription via the web, at
> All messages are archived and can be searched and read at
> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
All messages are archived and can be searched and read at
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.