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Space shooter brainstorm session (Forums : Ideas & Concepts : Space shooter brainstorm session) Locked
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Nov 27 2014 Anchor

Introduction
Hey guys, i'm started to put together a basic idea for a shooter, and prototyped some basic movement. Its set in space, the main mechanics i'm trying to include is gravity boots that can be turned on and off as well as heavy team play. Team play aspects will include options such as marking other players to follow, classes that intertwine in such a way that a successful attack relies on each completely. I also want to include a strategic map that can be annotated by players with push symbols, such that players who agree with this idea can approve of it and mark it as a rally point on there map ect. Another idea I have is that maps should be designed in such a way that up is not distinct and can be played from multiple angles. (Snapping system may be required)

Any further comments , critique or suggestions welcome :)

Prototyped so far,
-Basic controller with floaty space feel
-Auto camera recanter and orientation

Intended prototyping:
-Grav boots
-Hit detection of other objects (Bouncing off them when grav boots are disengaged)

Nov 27 2014 Anchor

Reminds me of the first idea I had when I was creating my game Nirvana: The First Travel. In my case, the whole scene was subject to gravitational shifts, where the direction and the shifting time where completely random (but still multiples of 90°, or things could get crazy). At some point of the development the idea was discarded for that specific game, but who knows, someday I might get back and try it out again.
The hardest part is really make a battlefield that benefits from this mechanic to create tension, since the players have no idea when the next shift will come.

Good to know that there are people still working on gravity-based shooters. :thumbup:

Edited by: GGElias

Dec 19 2014 Anchor

The snapping system sounds really unique, I haven't played a game where that has successfully added to the gameplay yet

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