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Welcome to AGDG, keep working on your game anon!
See also: /ideaguy/ | /vm/

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bac61a (3) No.26173 >>26187 [Watch Thread][Show All Posts]

i just realized that my 2 favorite not strategy games share the same fundamental mechanics, so i decided to make a game around that.

the mechanic is crash team racing sprinting system and monster hunter bow system, it works this way.

>you keep a button down and a bar start charging.

>there is a critical point at which you must release the button(or press another one) to activate the effect you charged util now.

>if you do that too early it's inefficient.

>if you do that too late it's wasted/inefficient.

>your position and what you are aiming at is extremely relevant.

>while charging it's extremely important to move in the right way.

on top of that this mechanic is not something you do once in a while. it is the core feature of the game. in ctr half of the speed of the cart comes from this. in monster hunter 100% of the damage comes from this.

from start to finish of a quest you keep charging and releasing no matter what happens, and only after you can do this without thinking you can actually play the game properly, because the game throws at you hundred other things to take care and you must use this charging system to advance.

when i noticed this similar system in two completely different game i started thinking what other genre could use it.

does anyone knows other (good) game built all around this charging mechanics?

____________________________
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bac61a (3) No.26186

Worms uses this for multiple weapons.

- Let go too early, it'll curve back and hurt you, or send you flying off of the map to your death.

- Let go too late, and all of its curvature is lost. So it either moves in a straight line towards your intended target, or if you were relying on the curvature for it to hit a target, it'll hit somewhere else entirely.

- Position and angle are really important. You're limited to a certain degree of angle, so you want to position your worm in very specific spots.

Another example of it was an old atari game wher you have to charge up a spring to shoot ants over a wall to land in a jar.

I'm pretty sure quite a few sports games have used it too, especially for shooting hoops in basketball.

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bac61a (3) No.26187

>>26173 (OP)

I recently saw an LP of a Scarface tie-in vidya that used this mechanic for intimidation.

The bar has a failure zone at the start, and a success zone at the end, with a nothing-happens zone in between.

Charge too long, and the bar wraps around from the end to the start, which leads to failure.

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2e2e1b (1) No.34286

Worms uses this for multiple weapons.

- Let go too early, it'll curve back and hurt you, or send you flying off of the map to your death.

- Let go too late, and all of its curvature is lost. So it either moves in a straight line towards your intended target, or if you were relying on the curvature for it to hit a target, it'll hit somewhere else entirely.

- Position and angle are really important. You're limited to a certain degree of angle, so you want to position your worm in very specific spots.

Another example of it was an old atari game wher you have to charge up a spring to shoot ants over a wall to land in a jar.

I'm pretty sure quite a few sports games have used it too, especially for shooting hoops in basketball.

fodassss men

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