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post some fucking video games this time

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Anonymous 06/29/2017 (Thu) 19:57:17 [Preview] No. 10902
There was this one thread in which platformers were being discussed really in depth. Specifically Sonic platformers in 3d, and I think I have an idea on how to fix the combat while adding to the platforming. Why not, when you destroy more than one enemy by jumping on top of them, the camera changes to bird's eye view?

This COMPLETELY does away with the shitty auto aim mechanics we see in 3d Sonics without compromising jumping speed like in the 3d Mario, Pacman or Crash games.


Anonymous 08/09/2017 (Wed) 13:30:18 [Preview] No. 11008 del
>>10902
Yeah but that creates a new problem. No one is gonna like their camera constantly changing from behind to a birds eye view every time they fight enemies.


Anonymous 08/09/2017 (Wed) 14:08:38 [Preview] No. 11012 del
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>>10902
>>11008
Now that i think about it, your idea may not be bad but it needs to be done differently. Instead of having the camera shift after killing x amount of enemies(it would be pretty bad for the camera to shift all of a sudden while going fast if on your way you kill a few enemies), instead have the camera shifting be done by the player himself by dedicating a button for the camera shift. That eliminates the issue of sudden camera shifting and gives the player the choice of how they want to set their camera.


Anonymous 08/09/2017 (Wed) 14:36:41 [Preview] No. 11013 del
When I played Mirror's Edge, I figured it could be neat if holding down (not toggle) each face button gave you a specific alternate angle from your first person view. That's roughly how it is when riding a mountain bike. You get your limited glance backwards from the top, and your jilted to all shit glance under your armpit each side. And you can't feel your feet for shit, only your general balance and where the wheel is. People often complain that first-person platformers can't work because you can't see around, but it's more about not having the time to scroll around your FOV. In reality a human doesn't really scroll and meander the way we usually control FPS vision. You jilt your head into one of the positions you've trained to orientate into.


Anonymous 08/09/2017 (Wed) 20:16:02 [Preview] No. 11018 del
>>11013
Don't know which Mirror's Edge you were playing, but in the first, which is not garbage there is a button dedicated on letting you do a 90/180~ quickturn at least. The problem is that the 90/180~ turn was programmed to automatically make you look at the nearest grabbable surface.

So yes, buttons that let you look at a certain angle while moving or grappling on objects would be cool. To improve on the old ME's control scheme I'd do Q&E for left handed or right handed 90/180~ turns, Z&X for upwards or downwards, or maybe 1&2 on the upper number row.


Anonymous 08/09/2017 (Wed) 20:18:13 [Preview] No. 11019 del
>>11012
This would work, but only if SEGA removes the shitty mechanic that is the Boost Gameplay which has made all post '06 3d Sonics except for Lost World a shitty rollercoaster ride. Not saying that Lost World is free of faults mind you, but I enjoyed it for the sheer fact that it was the first time IN A LONG TIME that I felt that 3d Sonic had non-scripted freedom of movement.


Anonymous 08/10/2017 (Thu) 12:28:06 [Preview] No. 11022 del
>>11013
That reminds me of the awkwardness of playing Bubsy in 3D, or even some of the platforming sequences in the Half-Life series.

First person platformers would cause serious headaches or motion sickness. I think when they first come to the rift, all games should be slowed down to mario speeds, rather than trying to copy sonic.

And scripted quick time events are retarded. I hate those things in all games, they're just animation porn that requires no skill other than Simon says, and they always jar me by taking away my ability to play and forcing me to watch a "movie."


Anonymous 08/10/2017 (Thu) 14:37:10 [Preview] No. 11025 del
>>11022
>Rather than trying to copy sonic

Sonic Utopia and Sonic Robot Blast 2 proves that it's possible to move at break neck speeds while platforming. The problem is proper level design and controls.


Anonymous 08/10/2017 (Thu) 15:53:00 [Preview] No. 11026 del
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>>11022
>First person platformers would cause serious headaches or motion sickness
Yes, Polygon, that's why you learn to orientate, perhaps through repeated pattern training and at progressive levels of difficulty. That's exactly how you struggled to learn to play finger pointing sims in the first place. That's the point; it's fun.


Anonymous 08/10/2017 (Thu) 16:24:48 [Preview] No. 11027 del
>>11026
Some faggots just have a genetic predisposition for motion sickness m8. I've heard people get motion sickness from the fucking Blair Witch movies.


Anonymous 08/30/2017 (Wed) 14:29:06 [Preview] No. 11146 del
>>11025
It barely dawned on me but

>both games use KB+M
>both games are PC exclusive

Just goes to show PC is the superior 3d platformer platform. :^)


Anonymous 09/03/2017 (Sun) 19:25:18 [Preview] No. 11153 del
>>11146
Not really, side scrollers are shit on PC due to the fact you need to buy a very well made keyboard to take full advantage of inputs. Although I guess you can argue that's a user end issue, not of the genre's efficacy on PC platforms. But honestly, where should a game stop being accessible hardware end, in order to be a well tailored enthusiast experience?

Should all "hardcore" PC platformers require users to buy obscure/expensive mechanical keyboards that allow for multiple movement inputs? Honestly I think not.


Anonymous 09/06/2017 (Wed) 20:29:02 [Preview] No. 11173 del
>>11153
> you need to buy a very well made keyboard to take full advantage of inputs
First of all, before the sperglords make huge mess out of answering this in all their autistic droves, that is just simply wrong and not true at all.

If anyone wants to make a stab at the more fundamental question about install base ramifications on economics, you can now go ahead. Should people be forced to buy proprietary hardware and is PC the biggest culprit of that? Keep in mind this is entirely offtopic as well.


Anonymous 09/06/2017 (Wed) 20:49:39 [Preview] No. 11174 del
How about this: instead of dumbing down gear shifts to a press of a button like in Lost World, we start with an explorative, slow sonic game that controls much like Mario 64 and is evocative of how you first get into playing Sonic CD; then, on that base, we build levels around further options to shift gears upwards through multiple "jumps" that work like the triple jump, and each intiates a faster mode of running? They shouldn't of course all be consecutively more airy like it is with Mario because Sonic isn't really about that, but instead they'd be a similar premade set of different heighted jumps that you'd have to look for the correct terrain to be able to pull off without stumbling. Then in these modern times we can just stretch out the levels to start fiddling with velocity and slopes and possible routes to go rather than building routes you have to go.

Lately I've been pissed that there's basically no competition at all for 3D Mario. Devs just don't get the backflip platforming or the multiple jump thing.


Anonymous 09/10/2017 (Sun) 17:02:05 [Preview] No. 11181 del
Is there even a one 3D platformer besides Mario games that actually builds challenges around the platforming mechanic and not something tertiary like shooting the enemies before they push you over a ledge?


Anonymous 09/29/2017 (Fri) 19:24:14 [Preview] No. 11255 del
>>11174
>there's basically no competition at all for 3D Mario. Devs just don't get the backflip platforming or the multiple jump thing.

A Hat In Time is seriously looking really damn good though. Better hope its such a massive hit that it gets a million copycats.


Anonymous 10/24/2017 (Tue) 16:45:17 [Preview] No. 11320 del
>>11181
If you want things that have interesting level design I always return to these games: Sonic Robo Blast 2 the old Tomb Raider games for the PS1, the Croc series, I-Ninja has some good levels, Pandemonium 1&2, Qbert 3d, arguably Sonic Lost World.



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