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Kharrak
11-12-2009, 04:14 PM
HOKAY!

This will be my first entry into the Dev.mag anything, and the first project that I will be working in gamemaker that will have a deadline - which will hopefully spur me to great things.

Anyway:

Dust Trail is an attempt at a convergance between platform slash-em-up (Think Megaman Zero mixed with Metal Slug) mixed with JRPG ability select and use systems (Chrono Trigger, being the most direct example I can think of).

To explain: Basic gameplay is akin to Metal Slug with swords and shooting magic out of your magic arse. Advanced abilities, magics, and precise movement is gained through Synapse mode. Synapse mode freezes the action in the game, and allows you to select abilities, and select the target, or to simply act in quick defense. Different abilities may hit multiple enemies, within an attack area, penetrate through several enemies, or affect enemies in multiple ways. One ability is used at a time, synapse is disabled while the ability is executed (returning to Real Time), and as soon as the ability is done, the game returns to Synapse mode to allow the player to choose follow up actions. Synapse abilities have a AB cost, and though the player's AB pool regenerates over time, using several Synapse abilities in succession will eventually drain the AB pool, disallowing the player from using Synapse abilities until he has regenerated enough AB.

Quite simply, it enables the player to execute a large amount of accurate movements and attacks within a very short period of Real Time. It's a step-by-step movement through impossible odds. The player will -need- Synapse to maneuver out of attacks, take out as many enemies while taking minimal damage, and striking enemies during the short window that their vulnerabilities are exposed while dodging the attacks of others.

That's the gist of it, (hopefully I've gotten the idea across successfully) though I'm also looking into a leveling and inventory system, with items that affect strength, health, element, AB, which abilities you have, how effective abilities are, and so on.

Next up, finishing up the char design, designing attacks, designing enemies, designing enemy types, designing bosses, designing attack types, and fleshing out the story... OSU!

EDIT: Chippit compared Synapse to VATS from fallout, which makes sense. So, combine the time-stopping tactical approach from VATS, and combine it with JRPG ability selection and allocation.

Evil_Toaster
11-12-2009, 08:32 PM
and shooting magic out of your magic arse.

Sounds awesome! You could build the whole story around how you came to possess a magic arse, and how some or other evil mad scientist totally wants your ass. :)

Kharrak
12-12-2009, 12:29 AM
Heh, the animations would be interesting at least :P

Maybe I should actually put a magical arse in there then? The benefits would clearly be undeniable ^^

dammit
12-12-2009, 12:33 AM
A magical arse automatically assigns a + 50% awesome to any project, Do eet.

Fengol
12-12-2009, 07:14 AM
So it's a combination of bullet time and Golden Axe magic for a platformer? I love it!

Nandrew
15-12-2009, 02:27 PM
That sounds pretty elegant, actually. I was trying to brainstorm ideas surrounding realtime/non-realtime platform fusion and didn't come up with anything earlier. Good luck on this, hope to see it come to completion. :P

Kharrak
15-12-2009, 05:59 PM
Thanks :P

I just need to figure out a few systems - I've got platforming down nice and smooth (with the exception of one or two hiccups), so now I need to figure out a pop-up menu system, enemy selection, and how to "pause" the game while you make your choices.

That said, the story is evolving by leaps and bounds, which is a problem, I shouldn't be focussing on that yet xD

Plus, I need to mold the story in a way so that it can be told in my game, which means certain limitations/elements which have to be used. Here's hoping I get all the basics done soon, so I can focus on building in a meaty story :P

dammit
11-01-2010, 08:00 PM
Are we going to see a prototype any time soon?