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.
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.