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Feep Basic Member
Joined: 23 Sep 2008
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0. Posted: Thu Sep 25, 2008 1:16 am Post subject: Beatdown: A Dream Build Play 2008 entry. |
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Hey, everyone, my name is Jason. I played DDR, well...a lot...back in the day. But I was never satisfied with the game, or the rhythm genre as a whole. I thought it could do more.
Recently, with Microsoft's announcement of XNA and the Dream Build Play contest, I though I'd try my hand at developing an independent title for entry into the contest. I've worked like a madman these past few months to submit a prototype, and I'm pretty proud of what I've got.
Let me know what you think, DDR'ers! Feedback is much appreciated. View the trailer/developer-walkthrough here: http://video.msn.com/video.aspx?mkt=en-us&vid=7abc9932-6c81-40d6-a37d-7fe5c8bde761
(Being developed for PC and the Xbox 360, by the way.) |
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Zukin-Man Trick Member
Joined: 25 Nov 2002 Location: War Agony |
1. Posted: Thu Sep 25, 2008 12:20 pm Post subject: |
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The idea sounds good, but from what I've seen so far, the game could use some visual stimulation. A plain, white page with black basic font presents the story, and upon defeating your opponent, there's a single flash of light followed by a fade-to-black. Granted, I don't expect anything as flashy as Pop'n Music, but something not quite so drab and boring to look at would probably help.
Gameplay-wise, it looks fun, and balancing attack and defense looks pretty interesting. I'd certainly like to give it a try if/when it's completed. _________________
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Feep Basic Member
Joined: 23 Sep 2008
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2. Posted: Thu Sep 25, 2008 1:25 pm Post subject: |
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Zukin-Man wrote: | The idea sounds good, but from what I've seen so far, the game could use some visual stimulation. A plain, white page with black basic font presents the story, and upon defeating your opponent, there's a single flash of light followed by a fade-to-black. Granted, I don't expect anything as flashy as Pop'n Music, but something not quite so drab and boring to look at would probably help.
Gameplay-wise, it looks fun, and balancing attack and defense looks pretty interesting. I'd certainly like to give it a try if/when it's completed. |
Fair enough. I only had two-and-a-half months to bang this out; gameplay first, polish comes later. But I agree. Thanks for the comments. = D |
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Nightime Trick Member
Joined: 28 Jan 2002 Location: anywhere else |
3. Posted: Sat Sep 27, 2008 5:01 pm Post subject: |
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Seems like a cool concept for a fun battle system; it would work well by associating themes with different characters/opponents, as each "tune" would influence each battle differently; and not only illustrate each character's personality, but apply it in a more tactical sense.
For example, one character can be outrageously hyper-offensive, but it would take a large amount of tiny gem-attacks to win with; where another would be really defensive and look for an "opening," where a short but intense attack could take place. Better yet, allow each character a choice of tactics, each associated with a different, fitting theme song (perhaps a choice of 2-5, increasing/changing with progress), and thus each defensive notechart would apply to opposing said tactic. A song with an "offensive" guitar riff sequence would be paired with a "defensive" piano melody or drumming sequence, which would appear on the opponent's defense-screen.
One *major* difference I would suggest, is to invert the playfield - have TWO of the zones "active," and ONE inactive, allowing for deeper tactical play and demanding more attention of the player; without making anybody excessively vulnerable.
Also, if you're going to have a circular menu system, loop it vertically instead of horizontally. Not *every* element of a game has to be an innovation, and menu systems are the way they usually are for a good reason.
A fighting-game style best of 3 or 5 system could work with different verses tuned together; either as different verses of a character's theme (main verse-chorus-climax, or main verse-chorus-interlude-chorus-climax) or in a medleyed "team-vs-team" kind of approach.
Finally, you might consider story-arc branching for battles lost... rather than "ending" the game, losing a stage simply takes you to a different "next chapter," and different endings will result from your win/loss ratio; without forcing a player to repeat one particular stage to the point where they get burned out on it. If there's *any* disappealing risk in a game with this kind of design, it's THAT.
NOTE:
Alternative "next chapter" should simply have a disappointing character-experience associated with it, but still lead into the next chapter/conflict the same way, like it would only affect the remainder of "that day," and be the difference between having dessert or not; but still influence the actual ending of the character's story.
This is also the sort of game where "ghosting" AI (including losing performances) could work VERY WELL.
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In fact, this *already* sounds like it would be fun to do with fighting/video game themes! XD _________________
Celebrate DDR's 10th Anniversary with a collection of over 150 of your (or someone else's) favorite hits, featured in more than 30 continuously mixed stages!
Play DDR PwrMix today!
I am not affiliated with Konami, Dancemania, or any related company. This project is intended for fanart/fanservice purposes only. |
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Feep Basic Member
Joined: 23 Sep 2008
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4. Posted: Sat Sep 27, 2008 11:24 pm Post subject: |
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Nightime wrote: | Seems like a cool concept for a fun battle system; it would work well by associating themes with different characters/opponents, as each "tune" would influence each battle differently; and not only illustrate each character's personality, but apply it in a more tactical sense.
For example, one character can be outrageously hyper-offensive, but it would take a large amount of tiny gem-attacks to win with; where another would be really defensive and look for an "opening," where a short but intense attack could take place. Better yet, allow each character a choice of tactics, each associated with a different, fitting theme song (perhaps a choice of 2-5, increasing/changing with progress), and thus each defensive notechart would apply to opposing said tactic. A song with an "offensive" guitar riff sequence would be paired with a "defensive" piano melody or drumming sequence, which would appear on the opponent's defense-screen.
One *major* difference I would suggest, is to invert the playfield - have TWO of the zones "active," and ONE inactive, allowing for deeper tactical play and demanding more attention of the player; without making anybody excessively vulnerable.
Also, if you're going to have a circular menu system, loop it vertically instead of horizontally. Not *every* element of a game has to be an innovation, and menu systems are the way they usually are for a good reason.
A fighting-game style best of 3 or 5 system could work with different verses tuned together; either as different verses of a character's theme (main verse-chorus-climax, or main verse-chorus-interlude-chorus-climax) or in a medleyed "team-vs-team" kind of approach.
Finally, you might consider story-arc branching for battles lost... rather than "ending" the game, losing a stage simply takes you to a different "next chapter," and different endings will result from your win/loss ratio; without forcing a player to repeat one particular stage to the point where they get burned out on it. If there's *any* disappealing risk in a game with this kind of design, it's THAT.
NOTE:
Alternative "next chapter" should simply have a disappointing character-experience associated with it, but still lead into the next chapter/conflict the same way, like it would only affect the remainder of "that day," and be the difference between having dessert or not; but still influence the actual ending of the character's story.
This is also the sort of game where "ghosting" AI (including losing performances) could work VERY WELL. |
Some good comments here. I do intend to connect the song to the battle itself; consider a short song, only one-minute long, where the battle is furiously offensive, or a long song against a defensively powerful opponent to create a methodical, chip-away type of battle. Other more interesting effects could be slowing the ability to rotate fields, or more traditional DDR battle stuff (vanish, reverse, dark, whatever).
I don't quite understand what you mean by orient the menu "vertically, not horizontally". The point of the current menu system is to allow any of up to seven spells to be accessible with the flick of an analog stick...having to scroll up or down through entries is both confusing and time-consuming when you have less than a second to cast. The time the player's eyes move away from the gems needs to be minimized.
I just playtested two fields active instead of one (it was rather easy to code for some reason), but I felt massively confused. Having to directly focus on two disparate streams is almost impossible, and since there is no penalty for hitting a button when there is no note (Guitar Hero penalizes this), it became advantageous to simply mash buttons.
I haven't fully decided on story elements. The text thrown in between battles in this version was almost an afterthought, and certainly not an acceptable form of storytelling in 2008. But I don't really have an artist, and I need to figure out what the hell I'm doing. You're right that a forced repeat of a battle/song ad nauseum could be massively frustrating, though.
Thanks for the comments!
EDIT: Oh, I see, I think you were referring to the rotation of the fields, not the spellcasting ring. I don't think that this is an option: the gems, as in almost every rhythm game on the planet, scroll vertically, which means that the fields are going to be taller than they are wide. Coupled with the fact that modern displays are widescreen, and it's almost completely necessary that I arrange the three fields in a horizontal pattern. Plus, it kind of makes more sense with the "left" and "right" triggers being used to rotate. |
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Nightime Trick Member
Joined: 28 Jan 2002 Location: anywhere else |
5. Posted: Wed Oct 01, 2008 7:30 am Post subject: |
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Feep wrote: | EDIT: Oh, I see, I think you were referring to the rotation of the fields, not the spellcasting ring. I don't think that this is an option: the gems, as in almost every rhythm game on the planet, scroll vertically, which means that the fields are going to be taller than they are wide. Coupled with the fact that modern displays are widescreen, and it's almost completely necessary that I arrange the three fields in a horizontal pattern. Plus, it kind of makes more sense with the "left" and "right" triggers being used to rotate. |
Actually, I was referring to the "New Game" "Continue" "Options," etc. screen. The insta-flick-to-a-spell thing, I like!
And the idea of the multiple-active playfield isn't so much about *needing* to play all of the fields, just having two of them available without swapping a whole lot. This is, of course, assuming that penalties for missing gems is identical, whether a field is "active" or not, which I could be wrong about. This could also be made optional, or part of a secret "expert replay" mode.
There's also no doubt that by the end of development, the idea of rolling a combination of notes between adjacent fields will come into play - and in fact, may even be the premise/point of one stage or two. Like a chase/pursuit kind of scene.
I don't really see any problem with the storybook approach, btw. The trick is to somehow illustrate the plot in the pages/background as well. I mean, have you seen the BG videos for DoLL, Xepher, or Blind Justice? If not, look them up, and observe the simplicity of them. Another good example is Unreal. |
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