I can always type them out as it goes. One thing I do want to know though.
For hidden collectibles, would it be wise to require more thought from the player and ask them to do some odd stuff (Like jumping into a specific pit or breaking no boxes) without exactly telling them, or should it be simpler? That is my main concern with these games designs.
Now Playing: Ratchet and Clank: Rift Apart, Crash Bandicoot 4
I can always type them out as it goes. One thing I do want to know though.
For hidden collectibles, would it be wise to require more thought from the player and ask them to do some odd stuff (Like jumping into a specific pit or breaking no boxes) without exactly telling them, or should it be simpler? That is my main concern with these games designs.
That's a great idea, hidden achievements. Just have a walkthrough written and spread info every once in awhile or just let players figure it out like in older games. It adds to replay value
Do you like videogames? If so, you must know
It's dangerous to go Alone.
I can always type them out as it goes. One thing I do want to know though.
For hidden collectibles, would it be wise to require more thought from the player and ask them to do some odd stuff (Like jumping into a specific pit or breaking no boxes) without exactly telling them, or should it be simpler? That is my main concern with these games designs.
That's a great idea, hidden achievements. Just have a walkthrough written and spread info every once in awhile or just let players figure it out like in older games. It adds to replay value
Well, I'll have to be careful. There is a fine line between intuition and "How was I meant to know that?"
Now Playing: Ratchet and Clank: Rift Apart, Crash Bandicoot 4
I can always type them out as it goes. One thing I do want to know though.
For hidden collectibles, would it be wise to require more thought from the player and ask them to do some odd stuff (Like jumping into a specific pit or breaking no boxes) without exactly telling them, or should it be simpler? That is my main concern with these games designs.
That's a great idea, hidden achievements. Just have a walkthrough written and spread info every once in awhile or just let players figure it out like in older games. It adds to replay value
Well, I'll have to be careful. There is a fine line between intuition and "How was I meant to know that?"
You could have invisible floors in a special or certain level preferably an ice based level with an ice wall that can reveal the path if u look in the mirror or even on the ceiling so it could lead to a special lone far away platform that holds a special rare collectable where there are only 7 in the entire game as difficulty symbols of crystal collectables that are the shape of exclamation marks.
my Super Mario Maker bookmark page https://supermariomakerbookmark.nintendo.net/profile/edgedino?type=posted
The key to making people use intuition is to make them consider that something is hidden. You need to hide something needed to progress through the game somewhere in the game to make the player begin considering that. In Metroid, you know that things are hidden, so when you walk into a completely empty room, you know that there is more purpose to it than to be a simple empty room.
Just Someloggery
You have the right to disagree with me and the ability to consider anything valid that I say; Please exercise both.
The key to making people use intuition is to make them consider that something is hidden. You need to hide something needed to progress through the game somewhere in the game to make the player begin considering that. In Metroid, you know that things are hidden, so when you walk into a completely empty room, you know that there is more purpose to it than to be a simple empty room.
Yup and with donkey kong they make so many spaces that seem very obvious and the fact you know what your after, tho they make some of them bloody hard to find. So you then end up trying every little thing for them.
@BLPs right now i think it would be more importent for you to figure out what kinds of collectables you plan there to be how to get them and what they mean since puzzle pieces in dk mean art, ankh's mean time based level completion in crash, gems in crash mean all box's destroyed, and even etc... since you know them lol.
my Super Mario Maker bookmark page https://supermariomakerbookmark.nintendo.net/profile/edgedino?type=posted
@BLPs so when we gunna get some details on your game?
Soon. I'm a little busy though. Lots of coursework to do (Thanks, teammates) and I got a very interesting gift from my friend. She has a sense of humour...
Now Playing: Ratchet and Clank: Rift Apart, Crash Bandicoot 4
That is evil... and i mean really evil. 1-8 wer egreat until the whole everyone be in the same thing fiasco but that is just evil. so is anyone getting a p/g reward that ilives in america?
my Super Mario Maker bookmark page https://supermariomakerbookmark.nintendo.net/profile/edgedino?type=posted
That is evil... and i mean really evil. 1-8 wer egreat until the whole everyone be in the same thing fiasco but that is just evil. so is anyone getting a p/g reward that ilives in america?
wat?
Do you like videogames? If so, you must know
It's dangerous to go Alone.
That is evil... and i mean really evil. 1-8 wer egreat until the whole everyone be in the same thing fiasco but that is just evil. so is anyone getting a p/g reward that ilives in america?
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Topic: BLP's Video Game Design!
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