Eureka! Level Design... I've found you.

If you listened to the latest podcast, you know that I've been mulling over how to approach solidifying the level design for GuitaRPG. Here's a short list of all the elements I've been tossing around...

Enemies
  • How they move
  • How they attack
  • How the represent music
  • How music is made through their interaction with the player
Player
  • How to have 4 players without them crowding each other
  • How the player moves considering the limitation of the Guitar Hero controller
  • Coordinating moving/music/and attacking
HUD
  • power meters
  • combo meters
  • roulettes
  • and other notifications
RPG stuff
  • Turned based/Real time
  • Random Battles
  • world map/dungeon map/battle area
  • How all these elements work with music

Well now I have the answer. In my head at this moment, I'm battling in GuitaRPG and I'm having a blast. I know that doesn't mean much for you guys because you can't play what I'm thinking. I'll surely get to work pumping out a demo of my mind. In the meantime, let me just say that it's a combination of...

  1. Grandia's Battle system
  2. Crystal Chronicles
  3. Dragon Quest Swords
Special thanks to Peter Gault who's own ideas for a Guitar RPG game helped jog my thoughts back on track.

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