Post by nomax5 on Dec 23, 2014 14:00:27 GMT
Core game kit seems to be particularly orientated towards "Mobile Type" games "Arcade" games, what I call "kids games". Typically single player short duration high score based games, with brightly coloured objects, lots of particle effects, 8 bit sound etc.
What I am hoping is the core game kit could be used for "Dare I say it" more serious grown up games, (I know I know that not the best way to explain but you know what I mean.) 3D open world multiplayer games.
The concept of "waves of spawns" at first glance seems particularly suited to space invader type games where you clear the first wave and then subsequent harder waves spawn until you die and check your high score and give your mate a go.
But many modern 3D open world games use spawn waves techniques, DayZ spawns zombies in the town centre when you are 500 meters away then spawn loot at 300 meters, and the more zombies you kill the more they spawn. And they all despawn when the players leave the area.
7 Days to Die spawns hordes of zombies X meters away from each player who then head towards the players location. In fact 7DTD is mostly about spawning, 90% of the game mechanic is spawning imho, and its a good game.
So I'm asking do you think core game kit could be the "Core" mechanic of a multiplayer game?
I'm trying to get my head around how it would work, I'm thinking a single game manager object that is controlling the monster population. Each monster / NPC / MOB communicates its position to each client.
The Game manager would be initiated by the first player (master client) if not already running.
Sorry for the long winded question but I'm beginning to think that "Spawning" is the single most important part of game design and therefore it is probably the Starting point for any game design.
Are we on the same page? or am I delirious?
Roy
What I am hoping is the core game kit could be used for "Dare I say it" more serious grown up games, (I know I know that not the best way to explain but you know what I mean.) 3D open world multiplayer games.
The concept of "waves of spawns" at first glance seems particularly suited to space invader type games where you clear the first wave and then subsequent harder waves spawn until you die and check your high score and give your mate a go.
But many modern 3D open world games use spawn waves techniques, DayZ spawns zombies in the town centre when you are 500 meters away then spawn loot at 300 meters, and the more zombies you kill the more they spawn. And they all despawn when the players leave the area.
7 Days to Die spawns hordes of zombies X meters away from each player who then head towards the players location. In fact 7DTD is mostly about spawning, 90% of the game mechanic is spawning imho, and its a good game.
So I'm asking do you think core game kit could be the "Core" mechanic of a multiplayer game?
I'm trying to get my head around how it would work, I'm thinking a single game manager object that is controlling the monster population. Each monster / NPC / MOB communicates its position to each client.
The Game manager would be initiated by the first player (master client) if not already running.
Sorry for the long winded question but I'm beginning to think that "Spawning" is the single most important part of game design and therefore it is probably the Starting point for any game design.
Are we on the same page? or am I delirious?
Roy