Temple of The Roguelike Forums
Development => Programming => Topic started by: guest509 on February 02, 2013, 03:08:53 AM
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For the 7DRL this year I'd like to put together a 'comic action game' and roguelike hybrid for my niece. So I've been researching some of the better games in that genre to see what makes them tick. If you don't know the type I'm talking about, the defining game is Bubble Bobble. Snow Bros, Don Doko Don, Mario Brothers, Nightmare in the Dark, Zupapa and Fairyland Stories are also examples.
Like any identifiable genre of games, there are a couple of things each of these games have in common.
1. Single Screen
2. Multiplayer
3. Platformer w/jump through platforms
4. Bright Cartoony graphics, sound and music.
5. Kill the baddies, get to the next level.
6. 2 step process to killing bad guys.
It's that last one, #6, that is the most interesting. Each one of the games has a 2 step process for defeating the enemies. The first step somehow disables the enemy, the second kills the enemy. Sometimes you have to kill in a special way to get the enemy to drop loot and prizes.
For example Bubble Bobble's process is this: 1. Encase in bubble, 2. Pop Bubble and chase down the fruit. Mario Brothers does it similarly, pop the enemy from the bottom, then run up and kick them off the screen, then chase the coin that appears.
Snow Bros and Don Doko Don do it even better. You disable the enemy (with snow or with a hammer, respectively) then you can kick/throw the disabled enemy at other enemies. Only enemies killed by a thrown enemy drop loot. This adds a cool little twist to the game as you try your best to get a 'special kill' on an enemy for the loots.
I hope to take this formula and add procedurally generated levels, enemy placement, etc...maybe ditch some of the tropes, but definitely keep the double and triple layered kill procedure. Binding of Issac did the single screen procedural game fairly well but used an arena shooter game play instead of the comic action game play.
We'll see how it turns out. I think my niece will like this sort of game, and if it turns out really lame that's okay. 7DRL is good for experimentation.
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It might not be clear how the multiphased kill sequence in a 'comic action game' affects the game flow. In short it makes it much more strategic, but still real time. A shooter game is a reactionary game, look for open space, keep shooting, keep running. The classic hop and bop platformer is about timing jumps and bops to traverse terrain and take out bad guys. With a multiphased kill sequence it's important to plan the order of killing the bad guys, kinda like a puzzle. Where and which baddy to hit first, so you can finish the baddie off and maybe get a bonus loot bearing kill. Or put yourself in position to take advantage of the loot that pops out (as in Mario Bros).
I'll try to capture that aspect as much as possible.
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In short it makes it much more strategic, but still real time.
I've been really into real-time "roguelikes" lately. If you can make a real time shooter feel like a roguelike it could be interesting.
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>Comic Action Game
>7DRL
Why you making me cry, Jo?
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Have you played super crate box? It doesn't fit some of your points, but the chaotic yet strategic element is totally there in the enemy killing.
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The idea itself is cool, but the phrase "Multiphased Kill Sequence" sounds so awesome.
I am going to try and work it into conversation some time.
"Where's Tim?"
"He was subjected to a Multiphased Kill Sequence. He did not survive."
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>Comic Action Game
>7DRL
Why you making me cry, Jo?
I've been thinking on this issue. I think my idea diverges too far from the genre. I have a back up plan, something easier to do and far more appropriate. Using a bit of my engine in SUN CRUSHER!!!
I'll likely change my mind again by the time the competition runs. :-)