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.

