At 5/20/08 02:58 PM, Xeptic wrote:
What would you do for cutscenes in a game like this though?
That would depend on the storyline I suppose, maybe in between the levels there could be a (short) funny sketch about the happenings in the ship. I don't know, just adding my two cents. Cutscenes would mean there would be more openings for animators.
I think cutscenes would slow up the game experience. While this is a group effort, at some point you just gotta cut it off. If we make a job for any and everyone the game will become unmanageable and disconjoined.
These kinds of games have very little if any story behind them. This genre is one of those you just pick up your sticks and play types. Its a far cry from Final Fantasy where you have to really get engrossed and attached to the characters.
Heres some other thoughts based on some other posts i read:
RE: Super bomb
I think having a super bomb/bail out weapon is key. Sometimes action is just to hot to handle and having the ability to collect / use a superbomb as a bailout i think is essential. I think it would be neat for each characters super bomb to 'look' different but essentially i think it should do the same thing ie clear the screen. Again, that feature in all the games its used is like your get out of jail free card.
RE: power meter
I'm still 50/50 on it. I think it could complicate things and make a ton of work if we have the power meter be unique to each weapon. If we have it so that each characters power meter controls that particular characters power shot then cool. I think just keeping it simple in terms of the power meter stands for how long the powershot lasts for would be fine. We could make each power shot different for each character and call it a day. Maybe Nene is a giant pink beam.. maybe pico's is a thinner multiway shot... maybe darnells somethin else.
Inertia
I think the ships should have very little if any inertia. When i was working with Gust on a different game it took a few tries to hit a sweet spot. Unless a character's ship is deliberately being given inertia for the sake of making it unique then i see no point in even exploring that. It makes it frusterating otherwise.
I think if we just stick to tweaking the player speed and weapon variety for each character then each will feel different enough for the player to bother playing with.