Top Down Vertical Scroller vs. Following Camera Shoot'em Up
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- Baron Vladimir Harkonnen
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Top Down Vertical Scroller vs. Following Camera Shoot'em Up
It seems, that we had a little misunderstanding, of how the game should be like. For some reason I thought that we were creating a FCSU (Following Camera Shoot'em Up - like Starfox) than a real TDVS (Top Down Vertical Scroller - like Chromium)
I was never a big fan of TDVS... and should we create a 2d-game while having a 3d-engine at our disposal. This is just a waste of resources...
So I am calling a poll...
cheers
nico
PS. Till now, I had the FCSU in mind. So all design concepts were for that type. Just remember that while reading my posts...
I was never a big fan of TDVS... and should we create a 2d-game while having a 3d-engine at our disposal. This is just a waste of resources...
So I am calling a poll...
cheers
nico
PS. Till now, I had the FCSU in mind. So all design concepts were for that type. Just remember that while reading my posts...
Well, since we are going to be able to change the camera angle in every direction it's practically possible to have a view like in starfox.
But not only that. Since we could also change from different kinds of control patterns, you do not just change the view but also the gameplay.
Of course, we have to put some limits to the FCSU Mode. That means that flying in space completely free isn't possible, because of the great effort we'd have to put in. But I really don't wanna list all the points. Weren't you there in the first lessons? Because I think we made that pretty clear from the start.
But not only that. Since we could also change from different kinds of control patterns, you do not just change the view but also the gameplay.
Of course, we have to put some limits to the FCSU Mode. That means that flying in space completely free isn't possible, because of the great effort we'd have to put in. But I really don't wanna list all the points. Weren't you there in the first lessons? Because I think we made that pretty clear from the start.
So do we have some dedicated level designers to create the "both" then (I think creating a level to only be used in a vertical scroller from top-down level is already something that needs a person for a few weeks or the whole semester due to the way they are created and the needed balancing etc and currently there does not seem to exist a project for that topic at all. Only models and the space station, but nothing to fly to / through)
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- Baron Vladimir Harkonnen
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I fully agree that it is too complicated to allow free flying, but - and that's why I prefer FCSU - you can use the depth for incoming enemies, and that way you have more time to react...beni wrote:That means that flying in space completely free isn't possible, because of the great effort we'd have to put in. But I really don't wanna list all the points.
As I recall Starfox (I played the SNES version), it was basically follow a predefined path with some margin to maneuver - i.e you could evade a building to the right or to the left, or just fly over them.
But the more I think about it, I see your implication.
Alright... I was the one who started with the KISS model, I am not going to change that opinion.Marc wrote:I think creating a level to only be used in a vertical scroller from top-down level is already something that needs a person for a few weeks or the whole semester due to the way they are created and the needed balancing etc and currently there does not seem to exist a project for that topic at all.
I guess it's better to postpone this discussion to later point - next semester or so... and if it's just to prevent a flamewar
cheers
nico
Hey guys, relax, don't worry.
I didn't choose a project yet, so there is a good chance I will have to write the mission plot for the first level and put in your models and define some cool stuff happening.
The problem is, we cannot build a level just yet without anything working or even existing yet. So instead of worrying if your work is used in the future you should first do it, so we can use it.
I'm not implying you just sit around and complain. I've seen your work and I'm sure it's not "only" useful for a vertical scroller but also for a 3D action shooter. So your work will definitely last long and isn't for "nothing".
I didn't choose a project yet, so there is a good chance I will have to write the mission plot for the first level and put in your models and define some cool stuff happening.
The problem is, we cannot build a level just yet without anything working or even existing yet. So instead of worrying if your work is used in the future you should first do it, so we can use it.
I'm not implying you just sit around and complain. I've seen your work and I'm sure it's not "only" useful for a vertical scroller but also for a 3D action shooter. So your work will definitely last long and isn't for "nothing".
Hi guys,
Yes, I think to keep it simple for the beginning it a very good idea. We do need a simple playablility test, to see how much fun a TDVS is. And I'm sure, that all of us will have fun playing it.
Yes, I think to keep it simple for the beginning it a very good idea. We do need a simple playablility test, to see how much fun a TDVS is. And I'm sure, that all of us will have fun playing it.
I'm sure nobody wants to flame anybody in this forum! We are prosnicolasc wrote:I guess it's better to postpone this discussion to later point - next semester or so... and if it's just to prevent a flamewar
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