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File: 66866f90fe556d5⋯.jpg (78.81 KB, 649x522, 649:522, 02f.jpg)

88c3e0 No.14915913

I want to make a game without combat, or at least without melee combat.

But how do you make an interesting game without a HP lifebar?

616e07 No.14915931

Introduce other stakes. Imagine working as a scholar in a certain university and having found an inkling of some greater truth. You could, of course, let sleeping dogs lie, but without publishing something of value, you'll languish in the tedium of students and papers and whatnot for eternity. But as you pry apart the mystery, you mind slips away, piece by piece. What is important to keep? What can be bartered away, sacrificed? Time? Comfort? Sanity? Your peers?

Not sure how you'd do that in a way that's playable, but it's a thought. Other games have done it.


d35936 No.14915935

Is the concept of puzzle games foreign to you?


7fc6be No.14915951

YouTube embed. Click thumbnail to play.

make it call of duty


70ceae No.14915965

I want to make a thread without effort, or at least without quality.

But how do you make an interesting thread without dubs?


d709ca No.14915966

File: b5fceac331093c1⋯.png (207.37 KB, 350x221, 350:221, ClipboardImage.png)

it's possible but you gotta be tricky


8aba07 No.14915974

Hotline Miami has no health bar because everything is 1-hit. Makes combat really dangerous, tense, and fast-paced.


1fbd03 No.14915990

>>14915913

A sanity level, could have multiple values to it like real life, depression, rage, madness, ect.


5c626e No.14915993

I wanted to make an RPG maker game without the shitty turnbased combat but couldn't decide what to replace it with.


88c3e0 No.14916003

>>14915931

>>14915935

>>14915974

>>14915990

I'm not sure, I want to make a clearly action jrpg but without combat, at least melee combat.

but not sure how to design the lose state without a HP bar

I was thinking that you lose score points when you get hit.


ee98ba No.14916020

>>14915913

Camera snapshots/collecting

Found treasure/collecting

Stealth focused/action

Monster catching/sighting

I could go on, use your imagination.


d709ca No.14916025

>>14916020

>Camera snapshots/collecting

being a night-defenseless photojournalist could make for a kinda interesting stealth game


46016c No.14916040

>>14916003

>wants to make a jrpg

>not being japanese


88c3e0 No.14916045

>>14916020

I was thinking I could be a farmer protecting his crops from vermin, but without a way to lose.

>>14916040

I can draw waifus, does that count?


520cce No.14916048

File: e92bbec80bb25ea⋯.png (85.64 KB, 500x560, 25:28, e92bbec80bb25ead203411daa9….png)

>>14915913

Get fucked you piece of shit.


2b916c No.14916092

>>14915913

No melee combat or maybe not reliable combat in general? have you played games like Clock Tower and Haunting Ground? combat is only some kind of last resort and not encouraged, there are Amnesia clones like Alien Isolation as well, combat is unreliable there.


467142 No.14916113

File: bbbbdef8ec0e064⋯.jpg (124.41 KB, 800x923, 800:923, 11855-myst-windows-front-c….jpg)

>I want to make a game without combat

Make an adventure game.


19c08b No.14916121

>>14916003

in that cast points ARE a health bar. OP have you never played a shooter?


e9b1cb No.14916125

>But how do you make an interesting game without a HP lifebar?

Literally any City Building Sim/Theme Park Sim/"Tycoon" game


88c3e0 No.14916135

>>14916121

but you can't die if your score reaches 0 though.


68cce6 No.14916149

>>14916003

>clearly action jrpg but without combat, at least melee combat

Undertale without an HP bar?


46a406 No.14916166

>>14915913

Maybe a platformer? Look at N or Super Meatboy


51384c No.14916178

>>14915913

By introducing other failstates you dolt


1cd2f5 No.14916274

what a fucking terrible cuckchan tier thread


ed4626 No.14916316

>>14915935

or a racing game or a fucking basketball game or millions of fucking games in existence that don't involve combat at all…. OP is special


dbc050 No.14916343

File: 84416ba3765098a⋯.jpg (106.23 KB, 1024x568, 128:71, speedgrapher34983495834.jpg)


ee98ba No.14916351

>>14916045

>I can draw waifus, does that count?

If you want to make a shit ton of money, make a game set in an apt building, with voyeur opportunities utilizing stealth, camera, telescope, and whatever those types use. Sex sells, sex plus game mechanics that are fun would sell a lot.


2049f6 No.14916427

File: 6ded28a994fa7af⋯.jpg (198.48 KB, 1080x1080, 1:1, Wario_Land_3_-_2000_-_Nint….jpg)

>>14915913

>But how do you make an interesting game without a HP lifebar?


e7d4dc No.14916456

Tight time restrictions. See Sine Mora.


a39af4 No.14916621

File: 56e217a9dd800db⋯.jpg (141.05 KB, 800x534, 400:267, fred east.jpg)

>>14916025

>nigh-defenseless

lmao do you even cover wars?


5ef2ea No.14916634

>>14916025

Whatever happened to metal gear pantsu anyway?


9905e0 No.14916640

>>14916634

t got released one or two years ago.

I remember, because Yandev played it, and wanted to add bicycles and a full fledged town, to his "game"


ed4f35 No.14916665

Make a virtual casino and stop sucking cocks.


104077 No.14916711

>>14916640

And then he played Yakuza and wanted a martial arts system. Every time he played a game, he would want to add features of that game into Yandere Sim, and he'd get butthurt when people told him it was best to keep Yandere Sim's scope small.


9905e0 No.14916746

File: ea2531b90b517ab⋯.webm (Spoiler Image, 13.1 MB, 640x360, 16:9, oops.webm)

>>14916711

I remember that, he actually made a video apologizing for his shitty idea, well, for the first minute, then he tried to sell it again, saying that it's simple and easy to implement, or that it would add depth to his game.


43b919 No.14916959

>>14916621

Mark has finally lost some weight i see and contracted icterus in process


cbdcf4 No.14917291

>>14915931

I like this. It could be top tier VN or walking sim.

>>14916003

>I want to make a clearly action jrpg but without combat

Nigger, you aren't clear on anything. You couldn't even be bothered to gather your thoughts before making this thread.

Since you want an action rpg with PROGRESS BARS, I'll just spit ball here.

>You aren't combatant

>you are support

>you gather party members from the pub or guild hall or whatever

>they're glad a healer recruited them, odds of survival are low without them, making you the natural leader (an excuse for why the player isn't playing the front line party member)

>keep your AI DPS fags alive as you crawl through the dungeon

>quest rewards are money and exp, the usual fare.

>skill tree for you, and each member

>your tree is split between the effectiveness of your support spells/actions and improving your inventory (since you aren't fighting, you're the packmule).

>spell tree should include new spells that do new things, or improve older spells so they don't go obsolete.

>Item tree could include improved oragnization (lowers the time your party needs to wait before they receive the item they need), bigger bag to take more stuff, and improved rationing (a percent chance to not consume the item; or make it so items have a number of uses before it's consumed entirely. at the start, you use up all of the item, and leveling it in the tree makes it so each use leaves more and more of the item intact). you'll have to get creative if you include such a strange skill tree like this you can't even form a proper OP, so good luck

>you can just make skill trees appropriate to what ever class of party member you recruit. swordsmen get sword skills. tanks get tank skills. etc.

>as you gitgud, word gets out that you're worth partying with, so you can command larger cuts of the quest rewards. You should start with less than an even split (in a party of 4, an even split is %25 for everyone) since you aren't sticking out your neck like the rest of the party.

>if word gets out that you suck and partying with you is a death sentence, game over. Start a new game, since you won't be able to recruit people anymore.

>>14916020

>Camera snapshots/collecting

was Pokemon Snap the only one of its kind?

>Rail shooter

>no boolet

>just show Prof. Oak your gets and they go into an album

Are there any more like this?


cbdcf4 No.14917425

>>14917291 sage for doublepost

I just thought that you could build on the idea of reward cuts. Pay someone more than fairly, and they grow affinity to you. A lot of affinity, and they'll start singing your praises, or brag about how they have such a good party leader. Pay someone so low that they feel cheated, and they'll lose affinity. Too low affinity and they'll eventually quit the party and start badmouthing you to other adventurers. To pay someone generously is to be stingy with someone else. You can't please everyone here, and to split the rewards so there are no affinity penalties means you get very little to no gold for yourself. NPCs should be responsible for their own gear, and you for yours and your consumables. Do you want them better equipped than normal for the next dungeon crawl, or do you want better control of the resources to provide more provisions? (potions, etc.) It's all a balancing act.

Affinity should also be determined by how well you keep party members alive. The normal implication of RPGs where "everything is alright as long as you have at least 1 HP" should go out the window here. If you take a quest that's too much to handle, your party will feel like you aren't able to properly assess danger levels, which means partying with you could be too much of a gamble.

You could also introduce a "personal goal" mechanic to further affect affinity. When you go recruiting, you should be able to ask what someone is after. If your next excursion gets them what they want, (a certain amount of gold, a specific monster drop, specific loot, etc.) it'll raise their affinity towards you. This should be able to be used to counteract affinity penalties for damage taken/not healed and for lower reward cuts if you're trying to rush some specific goal.

bonus for players who care about things like backstory and lore: increase someone affinity enough, and they'll tell you more about who they are, why they are adventuring, their life goals, enemies and rivalries they have, and all sorts of shit that makes for a deep character.


f6c9f0 No.14917970

so let me get this straight OP

>no combat, or at least no direct melee combat

>no singular HP bar on your screen that is the ultimate lose condition

idk maybe some strategy game akin to that Majesty game where you never directly control the toons, rather influence them by bounties, rewards and blackmailing. I guess the game over state would be when you turn your own men against you as a consequence of running out of money/food/morale/military?

Or heck just make a racing game or some shit


2562c6 No.14918138

You serious? There is a million ways.


cbdcf4 No.14918152

>>14918138

>is a

>million

brainlets. brainlets everywhere


6e67cb No.14918479

Milk naturally has estrogen in it,so don't act so emotional over someone correcting you. I don't bother with soy, but you all seem to be under the impression that soy makes people fags. That's incorrect. People eat soy because they are fags.


d489e0 No.14918496

>>14915913

You don't. Simple design. Welcome to the AAA league.


d489e0 No.14918500

>>14918152

>is a

>is a tranny

No safe home for thee.


39a6d5 No.14918520

File: 8e011bce12224b3⋯.gif (1.66 MB, 423x234, 47:26, go away.gif)

>>14915913

>ideaguy frogposter makes his 100th thread

>anons still reply

This faggot will never make anything. You guys are wasting your breath.


5151b1 No.14918642

>>14916003

Warfare game with one hit kill on most guns. Small bullets majorly slow down your guy,and after a while kill you.


ff9a96 No.14918669

>>14915913

>But how do you make an interesting game without a HP lifebar?

Tetris, Pong, Super Hexagon, loads of games do it.


8b34be No.14918732

File: 5883d4eadf204e2⋯.jpg (82.5 KB, 680x680, 1:1, vomit.jpg)

>>14916045

>Doesnt even know what the word waifu means

>wants to make a "J"rpg


9f6b1c No.14918937

>>14915913

If you want combat in any shape or form but don't want neither melee nor HP bars, then you need a different means of causing damage and different damage altogether.

Consider magical weapons for one, spells or simply guns. You can also include some quirky ideas instead like battle music as well. There's a load of different things that can be used to cause damage besides blunt or sharp instruments.

For damage, you can go for stackable debuffs. Everytime you are hit in combat, you get a Wound of a particular type depending on the weapon used. Fireballs will cause Burns, bullets cause Bleeding Wounds, unholy chants cause Sanity damage.

Then you suffer effects based on how many of these you have, like Burns reducing your ability to dodge, Sanity making your own spells less effective, etc.

For a death condition, you might have a character capable of sustaining a certain amount of damage based on one of his stats. High constitution means you can take many burn, bleed or blunt wounds while mental stats let you take more sanity damage, etc.

It's almost like a health bar but never visible and has more effects to work with. If the effects are maxed at 3 charges, you're better off varying your attacks in order to inflict the most debuffs possible instead of having an enemy with 7 Burn wounds and still requiring 3 to die but all he got was less dodge instead of more effects.

You can also change the definition of "combat" to mean something else and have different stakes.

If you had a political intrigue game, your HP would actually be things like reputation, likeability and credibility. You could have speeches in public and debates where you use every once of information you can get, suits that boost stats and "personality stats" to influence everything.

Then you get several gameplay choices about trying to damage your oponent's reputation in-between debates, risking your credibility by saying false things (especially if you only have 76% certainty they are true) that damage your oponent's likeability, etc.


9f6b1c No.14918945

>>14916045

>I was thinking I could be a farmer protecting his crops from vermin, but without a way to lose.

You have a non-healthbar right there you can use: your crops.

Vermin will try to eat them, so you have to shoo or squash them. The longer and the worse you are at it, the less crops you have left, with the added bonus that, the more crops you start with, the harder it'd be to defend them all.


e25574 No.14921201

File: 7c8e1b00d60bb40⋯.png (199.43 KB, 467x456, 467:456, 1442743373405.png)

>>14915913

>I want to make a game


a1f09b No.14921293

File: a51d56ea15eeb60⋯.jpeg (45.02 KB, 460x400, 23:20, 1464836063635.jpeg)

> But how do you make an interesting game without a HP lifebar?

Make a game with choices and consequences about being an autistic sperg. You have to fulfil bodily functions and needs, which requires going out in public and getting groceries and not shitting yourself in the middle of the market. But if you see a cute girl your social anxiety goes up and your belly begins to rumble so you have to run away. But if you run away and bump in to an old man he gets mad and yells at you and then you piss yourself and everyone laughs at you, and the market kicks you out so you don't get any food and can't eat for the day, and with no toiletries or detergents you can't properly shower or clean your clothes, so the next day you have to go back, unwashed, and try again, without getting kicked out for stinking like shit or piss.

Being a former manager at EB Games in a big mall in a major city I can tell you that people like this actually exist.


85e1df No.14921322

File: 02bc3d537db4d36⋯.jpg (47.4 KB, 430x333, 430:333, Consider the following.jpg)

>>14916003

Okay, that's a little more clear. Your OP post makes you sound like a 12 year old retard.

Anyway, first you have to think of health bars as a 1 dimensional object (because that's what they are). Rather than doing that, consider 2 or more dimensional objects - where falling into any kind of extreme will lead to failure. The player would perhaps need to balance out some kind of resource or resources in order to make sure they don't fall into any extreme (think of this as a box, where they could fall "out of" the box if not managed properly). These elements would need to be interconnected, rather than individual variables, though - otherwise it's just "more HP bars", which defeats the purpose, obviously.

From there, you can design a game around any number of concepts to fill the role of keeping the player from going "overboard". Gotta keep your blood pumping, gotta keep your sanity in check, gotta keep your magic flowing, I don't know. There's tons that could be done with this idea, but most devs are pussies and want to play it safe.


b59d64 No.14921332

File: f361868955747ba⋯.jpg (46.12 KB, 619x411, 619:411, 1526604998387.jpg)

>>14915913

make a movie


b0b1ba No.14921952

File: c617b9d7ac57fe1⋯.png (123.32 KB, 500x416, 125:104, 24999124_p6.png)

>>14916427

just came here to post this. Wario Land 2 and 3 you were completely immortal and couldn't die. The only draw back was losing money or getting inconvenienced so you had to redo a platforming segment.

Wario Land still had melee combat though, but there are definitely ways to having failstates surrounding other areas and there are ays you can have "combat" or action without just just mere physical violence.


b698f0 No.14921962

What was that game where you're Groundhog Day'd and slowly lose your mind?

It was on the ds.


7afc93 No.14930296

test


118a91 No.14930594

>>14915913

>But how do you make an interesting game without a HP lifebar?

Use hearts instead.


1f80c9 No.14942884

File: cb5b404b9a4705e⋯.png (3.96 KB, 225x225, 1:1, cb5b404b9a4705ee60b45a62db….png)


1d7f47 No.14961276

>>14915913

>facebook frog

>>>/out/


9e47a4 No.14969707

>>14921962

Time Hollow maybe?




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