This time in this new number of A Compilation of Game Features, I am going to write about an innovating game feature seen in the 2008 release of Alone in the Dark.
And this feature lied in the fact that the player could access his inventory not necessarily by opening a backpack represented by an unrealistic menu with icons, as seen in most games, but by actually opening the controlled character’s coat and looking into his pockets then picking what was needed.
Ever realize that in almost every game your character can just read some words in a book, and then BAM! you can shoot flaming death out of your fingertips? How about the next time you level up, you can suddenly now just drop flaming balls of world ending apocalypse down onto your enemies? No? Just me then? Oh well. This type of thing has always bugged me. In the real world, we don't learn things completely.
Today is a great day, a special day since we welcome a new contributor who is going to add more ideas to the site, please welcome Shoe!
Shoe has started learning how to make games with Unity recently, and has many ideas and concepts he would also like to share!
You will find more details about our new contributor, Shoe, in the about section of the site tonight.
Thanks for coming back!
PS: Another contributor just joined the team, and it is... Tcey! She is a graduate in Interactive Animation and Game Development, and has "plenty of ideas" to share! So stay tuned for more articles right here on devMuse!
This time I will gather in this series of stories which starts with the #1, an assortment of innovating game features, often seen in current generation games, previous, or never seen before.
First let’s dedicate this number of “A Compilation of Game Features” to the health status and management which was showcased in Metal Gear Solid 3: Snake Eater, or feature more appropriately called by Wikipedia: the injury-and-treatment system.
For warming up, as the first story on devMuse, I have chosen to introduce you to a middleware concept I had imagined a while ago.
Behaviour Engine, an engine for behaviour.
Like a dedicated physics engine to simulate the laws of physics in a game, this middleware would be designed to handle any other kind of laws, those of objects, environment and non-playable as well as playable characters' behaviour, to add another layer of realism and unpredictability, to have a more random game. The more the random the better, more complex too, everybody knows it.
I'll publish here a brief version of the document I attached to my candidacy for the 2008 Ubisoft Campus (Morocco), which to my great cheering finally was not accepted.
Hello and welcome! This site is meant to gather all the ideas and concepts that may be of interest to game developers, free of charge, only credit asked!
From time to time you will find new stories about game components, concepts and design ideas, fresh and original, if not well researched.
So stay tuned, and see you soon!