NekoIncardine
Level: Master Delver
Rank Points: 127
Registered: 08-23-2005
IP: Logged
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Crossing games with DROD. (+1)
I'm pretty sure a lot of the people here at the CaravelNet Forum are fans of more general gaming, especially quirkier stuff. So I figured it would be interesting to see what weird ideas we could get by crossing other games out there with DROD.
I'm not doing any of these with intent to create; I merely want to exercise my mind a bit and this sounds like an interesting subject.
That said, here are three ideas of DROD-and-other-game crossings:
1) DRODamari Damacy - Turn-based Katamari? Beethro starts with a Katamari as large as he is, and swings around it (rather than it swinging around him) to avoid enemies and get them to touch the ball and get stuck to the ball. The more enemies get stuck to the ball, the larger it gets, allowing you to grab original types at the expense of mobility through the dungeon. Special 'collectors' allow you to get a fresh Katamari and gain points - exponentially, of course, so there's encouragement to get as large a ball as possible.
2) Metal Gear DROD - Metal Gear Solid is sneaking action incarnate. Metal Gear Ac!d for PSP has shown that turn-based Metal Gear can work. But why all the unnessesary cards for weapons, armor, etc.? Beethro Budkin only needs ONE weapon for HIS sneaking missions. Much more badass than this Snake fellow, no?
This variant is traditional Beethro-and-sword DROD in terms of control scheme (meaning it's more like the MSX Metal Gear 1 and 2 than the Solid series), but throws in three BIG differences:
- Enemies normally move along scripted paths (patrols) instead of their simpler AI patterns. Beethro can use this to his advantage, passing rooms without getting chased.
- Enemies can only chase Beethro if they can see him. Enemies only see Beethro if he's within a conic field of vision of a certain length - the length varies with the environment, though. (For example purposes we won't account for hearing.) When any enemies see him, an ALERT mode starts, and a spawn timer appears. When a spawn timer is showing (whether due to ALERT mode or due to Roach Queens and the like), if one enemy can see Beethro, ALL enemies can and will behave more like they do in normal DROD. The spawn timer will only go down if Beethro is out of sight (obviously, this means dungeon designs should have places to hide). If the spawn timer runs out, the enemies will return to their patrols.
- Enemies with bows (or guns, or whatever). If they see Beethro, they'll start aiming, and will shoot after five turns unless Beethro gets something (including another enemy) between him and the shooting enemy. A visible timer appears over their heads to help Beethro time his moves.
(Obviously, this idea wouldn't work so well with certain enemies like Wraithlings.)
3) DROD: The Space Shooter! (I just looked through my games and this seemed an idea.) Turn-based top-down "space shooter" in the vein of old games like Gradius - except, of course, turn based in DROD style. Beethro's sword is always aimed 'up' (and no, it doesn't shoot bullets. However, 'upgrades' can make it longer maybe?), and enemies move in pre-defined patterns, droppping varied 'falling' objects (also in pre-defined patterns) which make Beethro's life more interesting as he tries to avoid said objects while striking as many foes as possible.
Anyone else up for doing writing exercises like this? The three key rules:
1) It's Beethro, just because it can be.
2) Control schemes should be nice and simple, like DROD is.
3) Keep it turn-based (many games where it SEEMS that real-time is critical can actually work fairly well in turn-based too with some thought). The goal is to take games and DRODify them, after all.
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The secret to using a sword is that you hit people with the sharp end and then they die.
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