Re: [Audyssey] walk along beat em ups with tactics?

2011-07-02 Thread Thomas Ward
Hi Dark,

I'm with you there. When developing Mysteries of the Ancients I've put
a lot of these things in place already, and I think if I ever do
another side-scroller I want to add more strategy and tactics into it.

As you probably know I have played many beat-m-up games including
Legend of Kage, Bad Dudes, Double Dragon, Batman, Ninja Turtles, and
so on and am aware of what you are talking about. I'm also quite aware
of what games like super Liam and Q9 lack, and want to change that in
my own games.

You are absolutely right that even an old beat-m-up like TMNT had way
more tactics and strategy than any of the accessible games. With TMNT
in particular it required different tactics and skills depending on
which turtle you were playing with at the time. Leonardo had a lot
more range and could fight at a distance where Rafaelwas definitely a
close in fighter. Each turtle was unique and definitely lent his own
particular style to the game.

In Batman, one of my all time favorite beat-m-ups, there were enemies
that would drop down out of the ceiling, traps to jumpover, as well as
enemies closing in from the left or right. You really had to pay
attention that an enemy didn't land on top of you, or a flying enemy
with a jet pack didn't hit you with a flamethrower before you could
take him out with a batarang. Which, of course, required different
weapons for different types of enemies.

Standard thugs you could just knock out with fists. Flying enemies or
those standing on walls needed a long range weapon like a batarang or
rocket. You really had to think about what you were doing or were
going to get slottered pretty quick.

As you explained enemies were not always level with you. Many of them
were above or below you. You had to change tactics and strategy to
take out enemies because there might be hidden snipers above you, or
some enemy that might be firing up at you from below. It was quite a
bit different than what we have now.

Cheers!

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Re: [Audyssey] walk along beat em ups with tactics?

2011-07-02 Thread dark

Hi Tom.

here I was specifically thinking of games like tmnt, double dragon, golden 
axe etc. If batman is similar to batman on the mega drive (the only batman 
game I've played), then I'd class that more as a 2D platformer ala mega man, 
castlevania etc rather than a beat em up despite the fact you could punch.


We've already had discussions on list about the 2D vertical plane, which is 
why I'm hopeful mota, and probably perilous hearts, will change people's 
perceptions in this idea.


however, here I was just making the point after playing walk along beat em 
ups, that even in a game like final fight or streets of rage where you are 
always just walking left to right, there is an additional, vertical 
dimention to the gameplay which has been totally missing in audio games thus 
far, just as much as full 2D vertical jumping has been missing too.


Beware the grue!

Dark. 



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Re: [Audyssey] walk along beat em ups with tactics?

2011-07-02 Thread Thomas Ward
Hi Dark,

The Batman game for the original NES was definitely a walk along
beat-m-up. You could punch, kick, throw batarangs, and as i recall
pick up missile launchers to take out flying enemies. I would class it
more like TMNT and Double Dragon than with Megaman or Castlevania.

In either case your point that we lack a vertical dimention is
definitely correct. In Legend of Kage for example you could climb
certain trees run up/down staircases in the castle level, and enemies
could attack from above, below, behind, or straight ahead. We simply
do not have that style of game as a walk along beat-m-up or anything
else yet.

Cheers!

On 7/2/11, dark d...@xgam.org wrote:
 Hi Tom.

 here I was specifically thinking of games like tmnt, double dragon, golden
 axe etc. If batman is similar to batman on the mega drive (the only batman
 game I've played), then I'd class that more as a 2D platformer ala mega man,
 castlevania etc rather than a beat em up despite the fact you could punch.

 We've already had discussions on list about the 2D vertical plane, which is
 why I'm hopeful mota, and probably perilous hearts, will change people's
 perceptions in this idea.

 however, here I was just making the point after playing walk along beat em
 ups, that even in a game like final fight or streets of rage where you are
 always just walking left to right, there is an additional, vertical
 dimention to the gameplay which has been totally missing in audio games thus
 far, just as much as full 2D vertical jumping has been missing too.

 Beware the grue!

 Dark.

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Re: [Audyssey] walk along beat em ups with tactics?

2011-07-02 Thread dark

Hi Tom.

Obviously the batman game on the nes is not as similar to the Mega drive 
game as I thought, sinse that's deffinately more a platformer, though you 
stil can punch, use batterangs, and indeed do lots of swinging with the bat 
rope.


the thing i find most surprising about audio games and beat em ups, is that 
nobody has thought of this before.


While I can understand why the 2D dimention has been missed from 
platformers,  sinse afterall it's a bit of a stretch of thinking to 
imagine a character jumping that high unless you've seen the graphical 
games, sidestepping, moving in and out of range and the like are very well 
known tactics in boxing, wrestling and martial arts normally.


you don't just advance and retreat, you try to flank your opponent, come at 
them from a weaker side etc.


I also think this would be one of the easiest things to show in audio, sinse 
while for 2D platformers the vertical elements needs to be pretty major, for 
beat em ups there really doesn't need to be too much. Indeed, the old game 
dragon ninjas really did! have very litle vertical movement at all, 
literally only about three levels worth.


Applications like Klango have already shown some great ways of doing 
vertical spacing with volume, look at mole no more, and in a beat em up you 
wouldn't even need as many volume layers sinse everything would be from the 
characters' perspective anyway.


Yet, this is something we've not seen in audio thus far, which is a real 
shame.


i'd love to see a tactical beat em up, sinse I'm a big fan of that style of 
game.


i first played double dragon at the age of about 5, and stil! enjoy it ;D.

Beware the grue!

Dark. 



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