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3:02 PM on 05.30.2009

So I made a game...

So I made a little game, it's nothing major, my first real game, took me a few weeks to learn/re-learn the fundamentals of ActionsScript and put this together. Similar to Music Catch if you've ever played that. Orbs flow across the screen in time with some classical music, click 'em without missing any and you build up a combo for a high score.

Check it out here if you want. It'd be awesome if you did.

  read


11:07 AM on 01.16.2009

Get Crosus or Fail! Here's why...

Crosus
It's a Free and Easy way to manage your Mods, Maps and Indie Games!

Download at Crosus.com



So let me break it down for you?
Just what the shit is Crosus anyways?

Crosus is a free lil' app that keeps track of your installed retail games and hosts a ton of mods that you can download and play through Crosus without having to install individual files and patches.

Saves alot of time when you don't have to mess around with .zip and .rar files.

And it does the same thing with Indie games.
Browse through the categories, see something you like, take it for yourself.
Take it! Take it all! Seriously, why the hell not?

It's alot like Steam, except with free shit.

As for what games have mods available through Crosus... well here's a list.
BULLET POINTS AWAY!

- Age of Empires III
- Battlefield 2
- Battlefield 2142
- Civilization IV
- Civilization IV Beyond The Sword
- Command and Conquer 3
- Command and Conquer Zero Hour
- Company of Heroes
- Crysis
- Deus Ex
- Doom 3
- Galactic Civilizations II
- Garry's Mod 10
- Half Life
- Half Life 2
- Max Payne 2
- Neverwinter Nights 2
- Oblivion
- Prey
- Quake
- Quake II
- Quake III
- Quake IV
- Star Wars Empire at War
- Starcraft
- Unreal Tournament 2004
- Warcraft III: The Frozen Throne
- World of Warcraft

It's also got maps for:
- Age of Empires III
- Battlefield 2142
- Civilization IV
- Civilization IV Beyond the Sword
- Civilization IV: Warlord
- Command and Conquer 3
- Command and Conquer Zero Hour
- Company of Heroes
- Counterstrike Source
- Crysis
- Day of Defeat Source
- Doom 3
- Galactic Civilizations II
- Garry's Mod 10
- Gears of War
- Half Life
- Half Life 2
- Iron Grip
- Medieval 2: Total War
- Starcraft
- Supreme Commander
- Team Fortress 2
- Warcraft III: The Frozen Throne
- Warhammer 40k Dawn of War

Download at Crosus.com   read


2:14 AM on 08.12.2008

Instant Replay: Eternity's Child

What?!

It's a good game.

Disagree?

Well if you disagree I suppose I should say that you're entitled to your opinion and that we can all get along amiably despite our differences. But I'm not that kind of guy so, let's restart.


Nah not really, but seriously, it's a good game.

Now, I gotta say, I love it when a game surprises me. Especially those that just dumbfound me. Games that give that whole, "Wait, huh, what? Did that just happen? Shit! Fer real? Wow!". And that is exactly the feeling I had when I realized that after beating Eternity's Child, I wanted to go back and play it some more.

This is rare. I hardly ever replay games, let alone right away. What can I say, I'm not a fan of doing shit twice.



This got me thinking about the rare exceptions, and the only other games that come to mind that I can beat and then just jump right back into are Super Mario Bros., and Fancy Pants Adventures.



- 2D Platformer.
- Simple controls.
- Solid controls.
- Beatable in one sitting.
- Visually interesting.
- Brilliant level design.
- You can see what's coming.

Which leads me to believe that I'll probably wind up jumping right back into Braid once it's released on PC.

2D Platformers are my favorite, big whoop, wanna fighdabouddit? I can think of few other genres that can do so much with Left, Right and A. It's all about mastery of the controls and the levels. When I play a platformer I play it differently than I would a first person shooter. It's not about beating the game, it's about beating the game perfectly. It's about the challenge.

Of course this can only be true if the controls are solid. If the controls are precise. Controls are like hookers, if they're too loose, I don' want 'em. When I hit jump, the protagonist at my mercy better jump. And I mean right the fuck now! Not a few seconds after when the lil' guy feels like he's up to it. Of course it may have taken Eternity's Child awhile to get the responsiveness down, but now it's as tight as a twelve year old.



Patience? Well you might want to try the next store over because I sure as shit don't got any. I want something I can beat without having to pause or save in between. Overly long games do nothing but muddle the experience, like the Hoover Dam, they fuck with the flow.

Few people want to play ugly games and even fewer people want to play ugly games twice. A visually interesting and attractive game is much more likely to keep my attention for the same reason I'll pick up a Victoria's Secret magazine, I like having pretty things to look at, they make me happy.

Every game's got different mechanics, that give the game its feel. Smart designers make levels that compliment their game's mechanics. If you got good mechanics you make levels that show them off. Honestly, why wear a turtleneck if you got a nice rack?



Mario Bros. came from a time when you could count the pixels, giving you remarkably precise jumps as Mario hung off a ledge with one blocky toe. Its levels took advantage of this, with hidden blocks and jumps that could only be made with such an elevated level of control.



Fancy Pants meanwhile is all about speed, smooth transitions and rhythmic timing which is played up by its long winding levels, oil-slicked wall jumps, loop-de-loops and conveniently placed platforms that allow the smart player to jump back into the air as soon as he's landed, never having to stop moving forward.



Meanwhile Eternity's Child gives you control over your character's generous air time, brilliant bullet mechanics and one way platforms. This is reflected in its level design as you fall through gaps in spinning blades, beat otherwise unstoppable swarms with clever charged shots and navigate your way around increasingly cleverly positioned platforms that can only be jumped and shot through one way.

Finally, I think the major key to the replayability of Eternity's Child as well as Mario Bros. and Fancy Pants is their predictability. They didn't need to try and startle you with clever plot twists or jump-scares because the games had the balls to tell you, "this next bit is brilliant, go on, take a look."

In short, what made these games awesome the first time is the same stuff that makes them awesome the second, third, fourth, fifth and however many other times.   read


12:58 AM on 08.06.2008

Retro's Broken

A lot of games come with a learning curve. The game holds your hand and walks you through the basics, then once you've got them down introduces some more complexity and eventually once you've got it all figured out, turns up the difficulty slightly to keep things entertaining.



Eternity's Child does not have this.

Eternity's Child has a fucking learning WALL.



A wall which it'll grab you and slam you up against violently and repeatedly.

Nobody likes having a game make them its bitch, Eternity's Child does this.

Seriously, it's harder than Chad Concelmo at Sea World.



I felt different when I was playing Eternity's Child this morning, their was something familiar about its gameplay. It took me awhile to figure out what it was but then it hit me, Eternity's Child plays a lot like old retro platformers.

It provides you with transparent and unforgiving systems and mechanics which are at their core broken by today's standards. It reminded me alot of Abe's Odyssey, a game I had tried to get through recently, everything done well except for the gameplay. And in a more complimentary comparison, I'd liken it to the original Mario Bros. where you could hang onto a platform with a single-pixeled toe.

As with alot of retro games, Eternity's Child is not about getting good at the game mechanics, but rather finding loopholes and glitches that allow you to operate outside of them. Essentially playing it in a way it wasn't intended to be played, so you know, you can actually beat it.

So if you paid for the game and want to make it easier on yourself:

- I find standing still then jumping will get you farther than a running leap. True story. Stupid but true.
- Enemies can't shoot down through platforms, neither can you. But you can shoot up through platforms. Stand a platform beneath a turret and blast that son of a bitch.
- Those exploding metal heart-bats? Yeah don't shoot them, just run, you'd only be punishing yourself. Unless you can really get them from a distance, in which case the probability of a heart drop is worth it.
- The charged shot? Useless against anything but turrets. Often you can hide behind a platform, wall or some other barrier and guide the charged shot around and into the enemy.
- Bouncing springs? Time you jump right and you'll get some sort of crazy super-jump, go ahead, skip a few platforms, you deserve it.
- Gotta go up? Take a ride on a giant robot bird. Skip a few platforms as you fall from his clutches.
- Call up a buddy. Game gets a ton easier if one of you runs the mouse while the other uses the keyboard.


I've only played a little while, but from what I understand, the game's supposedly fairly buggy, I'm sure there's more exploitation to be had.   read


9:57 AM on 07.23.2008

Homosexual

Title's "Homosexual", cause DToid censored "Faggot" out.

If you seek to avoid my horrid wall of text:
Long story short, people need to quit bitching.

Anyways, the honorable Jim's article on the rather FAT Princess game, or if you want to get all accurate and specific, Jim's article on the rather opinionated FAT lady's article on the FAT Princess, y'know made me think 'bout some shit I wanted to talk about.

(See what I did there, I made the word "fat", rather, fat.)

Basically, chill out, your life isn't that big of a deal, there's billions of rather similar ones running concurrently to yours and countless ones that've come before and that'll come after. So relax.

But if you really can't get over yourself and your opinions, occasionally, take a look in the mirror and fuckin' deal with what you see there.

Thinkin' 'bout this shit also reminded me of a bit of a story (y'know, cause I'm a self-centered egocentric prick so everything's gotta be about me):

So, I've just graduated high school. Wasn't all that exciting. A dyke friend of mine mentions to me, "Hey! Y'know how we just had prom? Well there's another one going on in Vancouver, much like ours, except gay. You should come."

And since I'm a person with a penis who occasionally likes other people who happen to have penises, I respond, "Yeah sure."

Then, she followed up with, "Sweet! See ya there... well if I can find a ride with someone."

So I give her a ride since she had asked so passive-agressively, show up, meet a few guys, a few dances a few make-outs yadda yadda. It's all good, until I get talkin' with the guys. All they want to talk about is being gay. Like it's their whole identity, like it's all they do. How they just wish they'd be accepted the way they are, that they wouldn't be treated any differently, yadda yadda, bleeding hearts of the world unite. Then they ask me what I think of the whole deal.

"Yeah I don't really give a fuck."

"You're gay aren't you?!" Like this automatically meant I cared.

"Nah, I'm Angus, nice to meet you,"

"Ha, very funny," said with a face like it's the least funny thing ever. "But you like guys?"

"Yeah."

"Then you're gay."

"Not really, I dig chicks too."

"So you're Bi?"

"Nah, I go through phases usually I prefer chicks though."

"So you're straight?"

"I don't think you can say that once you've fondled a dick."

These guys, who are supposedly trying to raise awareness for some sort of penultimate "Gay Cause" are usually the biggest hypocrites. They can't wrap their head around somebody who hasn't tailored their sexuality into one of three little boxes.

Honestly, boxes don't matter. Nobody can really, fairly be put in one. So if somebody pokes a lil' fun at a stereotype, don't worry about it because chances are you aren't going to fit it perfectly, so it's not like they're making fun of you. If they're making a generalization that isn't true, don't worry about, you know it's not, let them keep their ignorance. If they're saying something that is true, well, fucking deal with it, it's fact.

"Faggot!"
"Um, yeah. Wow, you really got me there, way to go champ."

Anyways back to the game about the chubby princess, "chubby people like to eat". Yeah, usually true. But not always, I know a few people who eat pretty healthy and in normal amounts who's metabolisms can just never seem to keep up. Those people it's not true for don't got to worry about it because they know the joke's not about them, and the people that matter to them know that.

Y'know similar stereotype that applies to me, (y'know, self-centered guy I am) "fags are wimps". Yeah, usually true. But not always, I've been in rugby matches and wrestling matches where I've taken out guys who were rather simply way bigger and stronger than me physically. I could do this because they were wimps, too busy with spray-on tans and how much they could bench to actually man-up, get their heads in the game and fight like real men. I don't worry about the stereotypes associated with my sexuality, because I know I don't fit them, and so do the people whose opinions matter to me.

Long story short, people need to quit bitching about words and stereotypes.   read


4:57 PM on 03.03.2008

Canada NARP?

All this NARP stuff sounds like its alot of fun, but I is far away from it all.
So, anyone nearby Vancouver that'd be interested in a NARP if I get some shit set up?

CaNARPda?   read


3:47 PM on 02.28.2008

Dtoid Game: First Coded Class

For you coders out there, actionscript class of the triangles that the player will be able to build on.

If you DON'T GIVE A FUCK, check out the Concept Sketches and Ideas instead.


package{
class GridTriangle{

var accelX:int; //How much creeps are accelerated along the x axis when they stand on the triangle.
var accelY:int; //Same as above but for y axis.
var buildCost:Number //How much the cost of a tower is multiplied by when it is built on this triangle.
var threePoints:Array; //Keeps track of the location of each point of the triangle.
var color:Color; //Keeps track of the color that the triangle will be drawn.
var buildable:Boolean; //Keeps track of whether or not you can build on this triangle.
var tower:Tower; //Keeps track of the tower built on this triangle.

function gridTriangle(x1:int, y1:int, x2:int, y2:int, x3:int, y3:int){

threePoints[1] = new Point(x1,y1); //Creates the three points with info from the constructor
threePoints[2] = new Point(x2,y2);
threePoints[3] = new Point(x3,y3);
accelX = 0; //Accelerations are 0 by default
accelY = 0;
buildCost = 1; //Buildcost is 1 by default, implying 0 percent change in the cost to build on the triangle
color = new Color(0,0,0,1,0,0,0,0); //Color should be black by default4
buildable = true; //Can build on the triangle by default


}

function gridTriangle(x1:int, y1:int, x2:int, y2:int, x3:int, y3:int, aX:int, aY:int){

threePoints[1] = new Point(x1,y1); //Creates a triangle with acceleration from the constructor
threePoints[2] = new Point(x2,y2);
threePoints[3] = new Point(x3,y3);
accelX = aX;
accelY = aY;
buildCost = 1;
color = new Color(0,0,0,1,0,0,0,0);
buildable = true;

}

function gridTriangle(x1:int, y1:int, x2:int, y2:int, x3:int, y3:int, aX:int, aY:int, bCost:Number){

threePoints[1] = new Point(x1,y1); //Creates a triangle with acceleration and build cost from the constructor
threePoints[2] = new Point(x2,y2);
threePoints[3] = new Point(x3,y3);
accelX = aX;
accelY = aY;
buildCost = bCost;
color = new Color(0,0,0,1,0,0,0,0);
if(bCost != 1){ //Changes the color of the lines to reflect the build cost.
if(bCost > 1){ //If the build cost will increase the lines get a red tint.
if(bCost <= 3){ //Build cost should never be more than 3 times the original
color.redOffset = bCost * 85; //The red value = the build cost modifier multiplied by 85.
}else{ //In the rare event that the build cost modifier is greater
color.redOffset = 255; //than three, the red value is set to 255.
}
}else{ //If the cost is going to be cheaper than normal the color
if(bCost >= 0){ //gains a green tint.
color.greenOffset = (1 - bCost) * 255; //The cost should never be less than 0, implying 0% of the
}else{ //original cost. Color changing technique is similar to red
color.greenOffset = 255; //and should be self explanitory.
}
}
}
buildable = true;

}

function gridTriangle(x1:int, y1:int, x2:int, y2:int, x3:int, y3:int, aX:int, aY:int, bCost:Number, canBuild:Boolean ){

threePoints[1] = new Point(x1,y1);
threePoints[2] = new Point(x2,y2);
threePoints[3] = new Point(x3,y3);
accelX = aX;
accelY = aY;
buildCost = bCost;
color = new Color(0,0,0,1,0,0,0,0);
if(canBuild){ //Same as above, but buildability is taken from
if(bCost != 1){ //the constructor. The line color will be set to
if(bCost > 1){ //gray if the player will be unable to build on the
if(bCost <= 3){ //tile.
color.redOffset = bCost * 85;
}else{
color.redOffset = 255;
}
}else{
if(bCost >= 0){
color.greenOffset = (1 - bCost) * 255;
}else{
color.greenOffset = 255;
}
}
}
}else{
color.greenOffset = 140;
color.redOffset = 140;
color.blueOffset = 140;
}
buildable = canBuild;

}

function gridTriangle(x1:int, y1:int, x2:int, y2:int, x3:int, y3:int, aX:int, aY:int, canBuild:Boolean ){

threePoints[1] = new Point(x1,y1); //Creates triangle with acceleration and buildability from constructor.
threePoints[2] = new Point(x2,y2);
threePoints[3] = new Point(x3,y3);
accelX = aX;
accelY = aY;
buildCost = bCost;
color = new Color(0,0,0,1,0,0,0,0);
if(bCost != 1){
if(bCost > 1){
if(bCost <= 3){
color.redOffset = bCost * 85;
}else{
color.redOffset = 255;
}
}else{
if(bCost >= 0){
color.greenOffset = (1 - bCost) * 255;
}else{
color.greenOffset = 255;
}
}
}
buildable = canBuild;

}

function gridTriangle(x1:int, y1:int, x2:int, y2:int, x3:int, y3:int, canBuild:Boolean ){

threePoints[1] = new Point(x1,y1); //Creates a constructor with buildability from the constructor.
threePoints[2] = new Point(x2,y2);
threePoints[3] = new Point(x3,y3);
accelX = 0;
accelY = 0;
buildCost = bCost;
color = new Color(0,0,0,1,0,0,0,0);
if(bCost != 1){
if(bCost > 1){
if(bCost <= 3){
color.redOffset = bCost * 85;
}else{
color.redOffset = 255;
}
}else{
if(bCost >= 0){
color.greenOffset = (1 - bCost) * 255;
}else{
color.greenOffset = 255;
}
}
}
buildable = canBuild;

}

function gridTriangle(x1:int, y1:int, x2:int, y2:int, x3:int, y3:int, bCost:Number){

threePoints[1] = new Point(x1,y1); //Creates a triangle with cost modifier from the constructor.
threePoints[2] = new Point(x2,y2);
threePoints[3] = new Point(x3,y3);
accelX = 0;
accelY = 0;
buildCost = bCost;
color = new Color(0,0,0,1,0,0,0,0);
if(canBuild){
if(bCost != 1){
if(bCost > 1){
if(bCost <= 3){
color.redOffset = bCost * 85;
}else{
color.redOffset = 255;
}
}else{
if(bCost >= 0){
color.greenOffset = (1 - bCost) * 255;
}else{
color.greenOffset = 255;
}
}
}
}else{
color.greenOffset = 140;
color.redOffset = 140;
color.blueOffset = 140;
}
buildable = true;

}

function gridTriangle(x1:int, y1:int, x2:int, y2:int, x3:int, y3:int, bCost:Number, canBuild:Boolean ){

threePoints[1] = new Point(x1,y1); //Creates a triangle with cost modifier and buildability from the constructor.
threePoints[2] = new Point(x2,y2);
threePoints[3] = new Point(x3,y3);
accelX = 0;
accelY = 0;
buildCost = bCost;
color = new Color(0,0,0,1,0,0,0,0);
if(canBuild){
if(bCost != 1){
if(bCost > 1){
if(bCost <= 3){
color.redOffset = bCost * 85;
}else{
color.redOffset = 255;
}
}else{
if(bCost >= 0){
color.greenOffset = (1 - bCost) * 255;
}else{
color.greenOffset = 255;
}
}
}
}else{
color.greenOffset = 140;
color.redOffset = 140;
color.blueOffset = 140;
}
buildable = canBuild;

}

}
}   read


12:55 AM on 02.28.2008

Dtoid Game: Some Concepts, Your Thoughts?

PLEASE EXCUSE THE AWFUL ARTWORK IT'S JUST TEMPORARY I SWEAR

So I quickly through these together, while listning to I KILL PXLS's "Drugs in my body" on loop. So my mind's been in a bit of an altered states, so some of these concepts may just be plain stupid.



So here's some concept images for the Tower Defense game.
I figured I'd try and do some things to switch up the tower defense genre a little bit.

For starters I thought I'd try a semi-circular map, allowing for the enemies to come from various angles. Enemy spawn locations would be made known to the player well in advance through the use of the red arrows around the edge of the map.
The circular arena and wide variety of spawn locations would force the player to make interesting decisions with regards to tower placement and path-making.

To compensate for the larger number of entry points early in the game a basic "Wall" would be provided at damn near no cost. This would allow players to plan their paths well in advance of the first wave. The walls could then easily be swapped out for proper towers.

I'd also like to include diamond and triangle pieces, essentially dividing the grid in half into triangles. This would allow the player more creative freedom when creating the paths they want the creeps to follow.The circles on the edges of the circle would represent tower icons that could be dragged and dropped to create towers.

Some other things:
- Health bar at the top, with Win representing mad health and fail letting you know you're about to lose.
- Currency for buying towers would be represented by that most praised attribute of rankwhores, comments.
- Time until next wave, along with a picture of the next type of creep would be displayed in the center of the HUD.
-The small white rectangles in the middle of the HUD represent buttons for things I haven't thought of yet.
- Towers would be upgraded by clicking on the tower and clicking on the upgrade.

(The WiiSucks tower was the only tower I could think of worth degrading in this concept sketch)


The basic deal.


I also thougth of doing this as a mixed genre game.
The creeps being little balls that would bounce around and damage the base if they hit it.
The player would be given a paddle to deflect these balls. He'd control the paddle with the arrow keys, deflecting balls until the towers were able to destroy them.
This would add an action element and allow further game depth through paddle upgrades.


I also thought it might be interesting to have terrain sections that move.
These moving sections would either speed up or slow down the creeps depending on the terrain's direction and the creep's direction.
This would make tactical tower positioning more interesting.
The towers would remain stationary regardless of terrain of course.


Other ideas I brainstormed:
-Having creeps be unaware of the proper fastest path to the base. Allowing them to make random decisions at intersections about which way to go, allowing the creator to make "mazes" of towers with dead ends etc. forcing the creeps to pull a 180 and head back the way they came. Also adding an element of chance to make the game more exciting.
-Money generating buildings that the creeps would seek out and attack, creating a secondary building needed to be protected by towers, also could be used as a diversionary tactic to draw some creeps away from the main base.
-I also had this really bad idea involving tetris. Falling tetris pieces would make up the grid, with towers placed on waiting tetris pieces and then the arrangement of the tetris pieces would mandate the arrangement of the towers.

Tower Ideas:
-A shaaaark tower that could be upgraded to a JAWESOME tower.
-Neonie tower and Tragic Hero tower, cause they wanted a tower game so damn much.
-Wiisucks tower, shooting spam posts everywhere.
-Sterling tower, with monocle whip attacks.
-A Rick Atsley tower, super powerful, but, when you place it the music starts playing quietly, the more Atsley towers, the louder it plays.
-I KILL PXLS tower, moderately powerful, used to counter the music of the Rick Atsley tower.
-K, idea well running dry, you want a tower, leave a comment or send me a message about what you'd want your tower to do. And well, I'll see what I can do.   read


8:08 PM on 02.27.2008

Dtoid Game - Tower Defense It Is

Neonie Wins!



So it turns out HawtPawkitHero's gonna bring you guys a side-scrolling shooter. Wedge has got the beat 'em ups down.
So I guess Neonie wins. I'll be starting work on this shit when I get home.

(Also shitty two-minute MSPaint art seen above is by no means representative of the final shit.)   read


12:29 PM on 02.27.2008

Dtoid Game Update - Wedge's making a beat 'em up.

Voting will still end midnight tonight, and then the work will commence!



Alright, so the response has been heavily in favor of a Destructoid Beat 'Em Up game, but... apparently Wedge is already all over that shit.

So, I can make the Tower Defense, or The Man In The Orange Hat, said that what I was proposing as a beat 'em up sounded similar to a side-scrolling shooter (think Alien Hominid or Metal Slug), which is also a viable option, cause I think it would feel very similar to a beat 'em up while still being different enough. Also a side scrolling shooter would be totally fun to make.
Or if people really want I could still make a straight-up beat 'em up.   read


9:09 AM on 02.27.2008

REPOST: Tower Defense or Beat 'em up?

Voting will end Wednesday midnight, and then the work will commence!



So earlier I made a post about my intent to make a Destructoid themed video game, with (hopefully) heavy input from the community.
So I asked you guys about what genre the game should be, and well it's been really close between Beat 'Em Up and Tower Defense and not that many people have voted.
So I ask you, what you think it should be?

Beat 'em up or Tower Defense?

In the case of beat 'em up I'd probably do something along these lines:
Arrow Keys to move.
Hold left shift to run.
S, D, F, W, E and R will be buttons for six slots, different moves which you can [i]find/earn/unlock would go in these slots.
C would bring up your inventory, (items for clothing/weapons/etc.)
V would bring up your skill menu, and allow you to switch the moves in the slots.
In game currency would revolve around comments.
Sample moves/items being:
Drink: Restores health, various levels, something like: pint, pitcher and keg
Flame: OMG INTERNET FIGHT
Banhammer
LAZAR: FIRIN MAH LAZAR
Ray Gun: Pew pew pew
Bombs: bomberman
Spam blogging: Rapid fire blog pages that immediately combust due to flaming
Rick Roll: Rick Atsley, you roll him into people
Double Post: % Chance to do a double attack
Repost: Increase in comment count for kill
Also, cocks: % Chance a rooster will come help you fight for awhile after every attack.

As far as what I'd do for Tower Defense, well I'm not sure yet, it wasn't really winning when I started brainstorming...

Sample enemies for either game would be along the lines of: Wiisucks, Noob posters ("GOD TOL ME 2 POST1!" credit: Brecksher), Trolls, DMCA problems, cursed PS3s, Red Rings ...   read


9:37 PM on 02.26.2008

DToid Game - Tower Defense or Beat 'Em Up?

Voting will end Wednesday midnight, and then the work will commence!



So earlier I made a post about my intent to make a Destructoid themed video game, with (hopefully) heavy input from the community.
So I asked you guys about what genre the game should be, and well it's been really close between Beat 'Em Up and Tower Defense and not that many people have voted.
So I ask you, what you think it should be?

Beat 'em up or Tower Defense?

In the case of beat 'em up I'd probably do something along these lines:
Arrow Keys to move.
Hold left shift to run.
S, D, F, W, E and R will be buttons for six slots, different moves which you can [i]find/earn/unlock would go in these slots.
C would bring up your inventory, (items for clothing/weapons/etc.)
V would bring up your skill menu, and allow you to switch the moves in the slots.
In game currency would revolve around comments.
Sample moves/items being:
Drink: Restores health, various levels, something like: pint, pitcher and keg
Flame: OMG INTERNET FIGHT
Banhammer
LAZAR: FIRIN MAH LAZAR
Ray Gun: Pew pew pew
Bombs: bomberman
Spam blogging: Rapid fire blog pages that immediately combust due to flaming
Rick Roll: Rick Atsley, you roll him into people
Double Post: % Chance to do a double attack
Repost: Increase in comment count for kill
Also, cocks: % Chance a rooster will come help you fight for awhile after every attack.

As far as what I'd do for Tower Defense, well I'm not sure yet, it wasn't really winning when I started brainstorming...

Sample enemies for either game would be along the lines of: Wiisucks, Noob posters ("GOD TOL ME 2 POST1!" credit: Brecksher), Trolls, DMCA problems, cursed PS3s, Red Rings ...   read





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