Well, the title says most of this post. "Giant robots". I'm working on a Gundam game, but I do not know exactly what to put in it. Personally I think it's odd for a player to run around with a Gundam with thousands of other gundams in a city with all sorts of ships. I've been thinking about it for several nights now, and several things came into mind regarding the game's downsides.
1)Players running around with giant Gundams with other giant Gundams out of the blue wouldn't make sense
2)Gundam training system?
These 2 downsides have stumped me. Should this game be like a game where you start off in real life then enter the Gundam universe, (an online simulation of Gundam piloting). But I'm not too sure if that would work. Then, there would be a training system. SHOULD there be a training system for Gundams? Or should I make it so that you actually need skill to fight people?
PS: I know it may seem obnoxious to several of you BYONDers out there, but BYOND doesn't have an online Gundam game. There may be several being made, but since there aren't any gundam games on BYOND then I guess I can work on one.
ID:152037
May 2 2008, 8:09 pm
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you could make it a tactical game. 'SD Gundam Generation' style. <-- Best Gundam games.
and ofcourse the starting MS should not be Gundam's unless you can give a good reason. |
Why the hell would people be walking around in giant robots in a city? Well, unless if there were things in that city you needed to shoot. In which case, you should be shooting them, and all problems melt away.
As for a "training system", I'm going to suggest an electric harness. Every time you think about this, it'll deliver a strong shock to your heart. Eventually, you'll stop thinking about it entirely. Or die, I guess. Okay, some advice that is a bit more serious: If there is anything happening in the game that is not shooting, immediate preparation for shooting, or the brief after-effects of getting shot one time too many, then you're doing it wrong. For everything you consider adding to the game, ask yourself, "is this serving to quickly move the player into shooting things in under one minute?" If the answer is no, don't do it. |
also choose a timeline, if you got the Action style of play. like 0078-0083 or so or what ever. Balance would be key. Consider lots of PvE ideas then slowly add PvP. Dont give out Gundams like candy, they are special suits that only the elite can handle. Good vs Evil system where they cant kill ppl of same faction would be nice.A More usable and interesting map instead of a HUGE empty one. You could go as far ahead as to be able to tune the MS for more variety as in adding items and stats enhancements.
Look into FedvsZeon PS2 game, SD G Generation Series of games and Super Robot Wars type of games for some ideas. |
I have a couple statements.
First off, if your first thought is "I want to make a Gundam game", but you don't have any idea what to do to make a Gundam game, don't make a Gundam game. Secondly, mecha combat is a genre. You have to give everyone the battlesuits, or else they're not playing a mecha game, they're playing a general combat game. I would suggest having several "active conflict areas" and have a fleet in orbit that allows them to change to other conflict worlds as they gain experience and such. I remember Gundam Wing: Big Bang Project for the DreamCast, which was probably the "only thing Gundam" that I could stomach. The player was put right into the action right from the beginning, tasked with eliminating the pillboxes protecting a fortified position in Alice Springs, Australia. After destroying the pillboxes, the player was faced with a superior enemy pilot in another mobile suit who was tasked with diverting the player during the retreat from the city. The player was expected to lose the fight, but could also fight the enemy to a draw until the enemy retreated (the player did not pursue), or even defeat the enemy if skilled enough. A cutscene then showed the enemy pilot commenting on the player's skill to his fellows after he regrouped with his force, and would dynamically report on the player's skill (so if the player beat him, the enemy would be worried (and his mecha was conspicuously missing ;-)), while if the player fought him to a draw, the enemy would consider him a worthy adversary as he walked behind the convoy). While you won't be able to capture that kind of depth in a multiplayer game, the idea should be there: give players objectives in conflict zones and make them try to meet them. Now that that's out of the way, speaking candidly I don't think you should make a Gundam game -- or any other mecha game for that matter -- unless you already have an extremely strong idea in mind for what exactly the game will encompass. I personally can't even see how a mecha roleplaying game could be made. I could see how a mecha tactical combat game could be made, in the same vein as Shadowdarke's Tanks, but trying to make it into a roleplaying game would be problematic in more ways than I could count on all my fingers (even the eleventh). Everyone wants to make a game about their favourite shows, and it strikes me as insulting to the shows because they're trying to re-interpret the shows' artistic vision. Hell, the company that owns Macross finally sued the pants off of FASA after it came to light that the FASA boys were using Macross mechas with home-invented stats in the BattleTech game series. If you want to make a mecha game, make it original. |
In response to Garthor
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Unless, of course, it is to forgo shooting things in order to bash them with ludicrously oversized glowing swords, axes, or whatever. Giant ninja robots. With missiles.
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In response to Jmurph
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i had a idea like this once but it mainly went south after itougth about playablitly but... i thougth about concepts where you could coustomise your gundam with head arms and leg peices and earn money by completing missions which use the money to buy weapons. but then thats an armor core game which is more reasonable than a gundam game.
you tickled my fancy lets disscuss more yahoo:[email protected] aim:vintagereddice |
It shouldn't be terriablly hard to make a sidescroller fighter in BYOND.
Interested?
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