Before
considerable amounts of research, I could only think of 3 main
stances that the protagonist would perform, standing, crouching and
crawling, but after a look at the masters of 3rd person
Shmups, I discovered a library of actions, that when considered,
evolved the environment into a more interesting and appropriate level
with additions like hidey holes in the form of boxes and oil drums
and endless types of cover.
In the old days (lol) I could clearly see how TPS views
were not just more cinematic, but totally necessary. In Tomb Raider,
it was essential that the player could see exactly where in the map
Croft was standing in order to make those life threatening decisions
to make the series of jumps she needed to get to the next
frustratingly vague and overly tiled textured room. In a different
way, GTA totally relied on its cam
viewpoints. I don’t think that punching an old lady to death and
stealing her money to pay a hooker would have been half as funny if I
couldn’t see the ridiculous character carry out this completely
irrational behaviour. The ability to see the inevitable car chases,
crashes and explosions in full cinematic view, was so shockingly fun,
that every single person I have watched playing it, has become
totally distracted from the games missions and spent most of their
time just killing and crashing.
In
addition to being a 3rd person shmup, I will be adding
stealth to my gaming style.
Metal
Gear Solid and the Splinter cell series are a perfect example of how
game play can benefit from having a generous and more detailed view
of not just the map but the situation they are in.
These
stealth games wouldn’t be possible without this view, it is
essential for the player to be able to see exactly where the
protagonist, the enemy and the cover is, to be able to make the next
decision, and stay hidden.
Successful
FPS “Shoot em up” games:-

So just to be clear, that's Metal Gear Solid, Splinter Cell, Uncharted, Tomb Raider and Batman.
Granted some the these games are less respectable then others among the serious gaming audience. For example Hideo Kogima the creator of the Metal Gear Solid series is one of the most respected men in the gaming industry, so I will direct most of my attention to his work, but I can of course still research, learn and steal ideas and techniques from all of the above.
So I have been noting ideas that can be used for the rooftop and just throwing together some plans and moodboards.
I thought the composition would also become more appropriate if I were to consider enemies.
Just a blog to let you know what I've been researching. Didn't want to make the design document to long but will of course include all of my development in it.
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