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#1 Aug 11, 2012 4:47 AM

bane dragon
Member
From: My lair
Registered: Jul 30, 2011
Posts: 84
Gems: 0

Bored, so game stuff

Basically what the title says. I've been adding ideas as they came to me for the past couple of weeks, and my ideas have filled up 22 pages in a small notebook (24 if you count the basic display and the idea "checklist" I started with). I guess that says a lot about me. @_@

More in depth: I've been messing around with a Spyro game design idea for a while, and have run into a few brick walls. I'll be the first to admit I have no imagination when it comes to names for things: NPCs, places, attacks, etc. So there's that. I also need a more expanded world and everything that goes with it.

I need some confirmation on the combat and flight mechanics. I want [] to incorporate both the charge and melee, including the knock-up, so I need to know how easy/hard it would be to have a set area for charge/knock-up to free up a button, as well as how easy the usage would be compared to the LoS O/R1 setup. I also want to seperate a main breath from the other 3, and have only the main one regenerate naturally (so it'll be more usable than LoS that runs out, but weaker, to even out the difficulty) and would be O, while the secondaries would take up the triangle button (they aren't as used, so O for all 4 would be confusing, and O/triangle is the theme that sorta worked from LoS, which was []/triangle). I need to know if anyone finds that setup hard to do or confusing.

I wanted to change the combat to mimic (sorta) the original Spyro buttons, but with the LoS combat style, meaning scope is almost useless (which frees up triangle for secondary breaths) and melee is included (which is an add-on for the [] button).

For flight, I was thinking a 3-flap mechanic (flight is basically a glide, pressing X while flying flaps once, 3 flaps and it glides to the ground). This would tear down the DotD flight system, which was sorta broken since flying over enemies made you fairly unhittable and bottomless pits were no longer a deadly obstacle so much as a nuisance, but still gives you some maneuverability in the air. How easy would this be to implement, and would it feel awkward at all? I tested all the buttons using a PS2 controller and they weren't bad for me, so I need some feedback.

Last, I need both enemy designs and areas. I have the typical areas (ice, fire-ish, earth, and lightning-ish) sorta planned out as well as a final area (for the most part) and some misc stuff, but I need towns (maybe. interaction was half the fun back when I played games. maybe not so much now?), I need to finish planning the areas (or at least plan out a sorta level map), and I need a starting area, all with enemies (as needed) for the areas (as stated, I already have some planned out for the major 4 zones). If you wanna know my idea for big bad or final area (for reference on layout or something) PM me and I'll tell you my idea on it. If any of the ideas are confusing or if you have better ones, post them here and we could discuss them.

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#2 Jan 22, 2013 10:42 PM

wisprsinthedrk
Member
Registered: Jan 21, 2013
Posts: 37
Gems: 0

Re: Bored, so game stuff

Looks interesting. I don't have a lot of opinions on controls, but I do have a few suggestions for cities and such. Your starting area could be a forest or something, or maybe farmland. You could also have different types of inhabitants and enemies for each city. Spyro's enemies tend to be a mix and match of a few animals, but you should also look into some traditional mythological creatures like Cerberus or griffons.

  I recommend filling the cities with plenty of high towers and such to give more reason to explore the skies. Treasure could be located on top or inside them. You could also have a sewer level filled with fish monsters and centipedes. Of course, I'm just throwing out ideas.


Liked the original games, didn't like the newer ones. You go ahead an like whatever you want though.

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