Friday
Feb152008
Eureka! Level Design... I've found you.
Friday, February 15, 2008 at 2:59PM
If you listened to the latest podcast, you know that I've been mulling over how to approach solidifying the level design for GuitaRPG. Here's a short list of all the elements I've been tossing around...
Enemies
- How they move
- How they attack
- How the represent music
- How music is made through their interaction with the player
Player
- How to have 4 players without them crowding each other
- How the player moves considering the limitation of the Guitar Hero controller
- Coordinating moving/music/and attacking
HUD
- power meters
- combo meters
- roulettes
- and other notifications
RPG stuff
- Turned based/Real time
- Random Battles
- world map/dungeon map/battle area
- How all these elements work with music
Well now I have the answer. In my head at this moment, I'm battling in GuitaRPG and I'm having a blast. I know that doesn't mean much for you guys because you can't play what I'm thinking. I'll surely get to work pumping out a demo of my mind. In the meantime, let me just say that it's a combination of...
- Grandia's Battle system
- Crystal Chronicles
- Dragon Quest Swords
Special thanks to Peter Gault who's own ideas for a Guitar RPG game helped jog my thoughts back on track.
Reader Comments (2)
You know, now that you bring up games like Grandia, Dragon Quest and Crystal Chronicles, I'd like to see some reviews on these games and some of your critical essays on RPGs (both good and bad) and what makes a good RPG.
@ Jon
As far as RPGs go.... I've written a series on Pokemon Black/White. I've also written about some RPG like games like Shiren DS. Recently, I did a series on story design/telling and how we can apply that knowledge to video games storeis.
Right now I'm playing through Radiant Historia on the DS.
I've been looking for a copy of one of the Persona games to play.
Hmmm. If you want more, I'll see about writing something. In the meantime we can always talk about specific games via email/meebo chat/skype.