tag:blogger.com,1999:blog-1662140190218708863.post4380762959543306877..comments2023-08-03T04:54:13.975-05:00Comments on Critical-Gaming: Design Challenge #5 Novint FalconKirbyKidhttp://www.blogger.com/profile/13866037458298228815noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-1662140190218708863.post-19713255937666923272008-04-10T14:32:00.000-05:002008-04-10T14:32:00.000-05:00While reading some review about it, they were desc...While reading some review about it, they were describing the different feel of the weapons in Half Life 2 and the pull of the bow in one of the default minigames.<BR/><BR/>I was thinking of a water balloon launcher or a spring feel for the game I was describing.<BR/><BR/>Projectiles with different properties would be incredible. You could have extra bouncy ones, extremely heavy ones, projectiles that break into pieces.<BR/><BR/>I'd like to see how different launchers would change the game though. Maybe just like a different set of golf clubs?<BR/><BR/>----------------------------------------<BR/><BR/><BR/>For the RTS, I'd like to see a game which focused on unit position and type, avoiding the attack orders, special abilities, and complicated build queues of modern RTS'. For the noise, maybe you could influence the other teams units indirectly, encouraging them out of formation.Anonymoushttps://www.blogger.com/profile/12065478421509615467noreply@blogger.comtag:blogger.com,1999:blog-1662140190218708863.post-6466366671904634862008-04-10T11:12:00.000-05:002008-04-10T11:12:00.000-05:00Bryan:Interesting idea. I like how you put the pri...Bryan:<BR/><BR/>Interesting idea. I like how you put the primary function of the game in the Falcon controller. If the game is all about firing stuff and things, then there are plenty of ways to vary of the projectiles, firing mechanisms, and targets to really put the versatility of the falcon to the test. <BR/><BR/>In fact, your idea gave me another idea. It would be interesting if a game made a big deal about the "weapon in ones hands". The Falcon could really add interesting physical and tactile interactions with a virtual weapon including... loading ammo, cocking the weapon, holding the aim steady, and doing anything else. <BR/><BR/>The possibilities are exciting, but I do wonder if anyone would actually do ideas like this.KirbyKidhttps://www.blogger.com/profile/13866037458298228815noreply@blogger.comtag:blogger.com,1999:blog-1662140190218708863.post-703915404279189652008-04-10T10:57:00.000-05:002008-04-10T10:57:00.000-05:00I'd like to see a Worms style gravity game, but ha...I'd like to see a Worms style gravity game, but have the players shoot targets instead of other players. Players would adjust adjust their firing position, angle, and power.<BR/><BR/>The levels would encourage bouncing shots off of other objects and allow you to hit multiple targets in one shot.<BR/><BR/>To add even more fun, I would add in other physics entities which you could collapse and hit targets with.Anonymoushttps://www.blogger.com/profile/12065478421509615467noreply@blogger.comtag:blogger.com,1999:blog-1662140190218708863.post-57898759059849845392008-04-09T18:57:00.000-05:002008-04-09T18:57:00.000-05:00Pi: Good start. This is a hard challenge especiall...Pi: <BR/><BR/>Good start. <BR/><BR/>This is a hard challenge especially for RTSs. Basically, RTSs don't have mechanics in the normal sense. You have commands and actions, but these help the player use and organize their units. <BR/><BR/>Can you think of a scenario or a game type that could incorporate a simple mechanic on top of a basic RTS framework?<BR/><BR/>I'm thinking of something like Black and White, where the players take control of the "god hand" and read into the world to manipulate not only the view, but the units, and the environment. <BR/><BR/>If you bend the map around a sphere, then you could have a circular world that the 3D capabilities of the Falcon could really take advantage of. <BR/><BR/>Good work and keep thinking.KirbyKidhttps://www.blogger.com/profile/13866037458298228815noreply@blogger.comtag:blogger.com,1999:blog-1662140190218708863.post-9990377566054693622008-04-09T16:04:00.000-05:002008-04-09T16:04:00.000-05:00I was thinking something like and RTS, that takes ...I was thinking something like and RTS, that takes place on a circular map. The falcon moves your camera. No cursor. The game auto-selects units in your view, and you can narrow down your selection via buttons.<BR/><BR/>As I understand it, the falcon has force feedback? Then what could happen is that you (or your enemy) could launch 'jamming' signals, that would make your camera easier (or harder)to move over certain areas.Anonymousnoreply@blogger.com