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Gamedev stepbystep
#6
okay let's see. alot of this stuff is visual and action...means, not that much of GDD contributes into the gameplay.

Character does action according to control... let's pretend PS control as using ABXY and then UP LEFT RIGHT DOWN
Analog +-XY left and right... and then R L 123

These controllers contribute a pattern and the characters do actions...
In maya or 3d software...all the actions are in timeline...means there is T pose, idle, walk, until some fancy slashy moves.
You could even put cinematics in it but that doesnt usually happpens since the resolution is different.

All those actions don't include targetting and direction, means the action only happens in one direction, then retargetting according to the
enemy etc.

I don't understand much about targetting yet since my experience with unity or GE (game engine) is minimum..
But basically the character find targets and the body parts direction becomes relative to it.
Relative because sometimes the movement does not, go to the direction, but against.

So, now, what's left is....the purpose of alll the assets.
In general, it is entertainment...to make people happy.
But certain moves do not make people happy...regardless of how vile or sexual it is... so, alot of things
are...cultural, and unplanned...placed according to the society.

DMC is blessed with both action variety and alot of old popular texxts like biblical references.
Question is, why use one than another? Why dante, not, uriel?
why Devil may cry? not angels cry too? or...devil money curry?

Purposes like above is more towards dialogue and story.
Now...actions. basics in DMC is travelling, movement, and dealing damages.
It is not a platformer, so movement is not its priority...especially the hand hook thing
that can only be done when ALL ENEMY in the are is defeated...
Clearly it does not emphasize freedom in platforming...it cares more about defeating the enemies around first..
stylistically....

And style...or "cool" value...is also abit cultural.
You cannot have dante doing cardboard stealth and call it cool, without the crowd saying it cool first.
Basically, it has inspiration.
And the source of cool, bleeding slashy thing.... is movie...being first than games.
or live kungfu war thing...you know, teaching violence and "self defense first". (i'm blabbering ignore as needed)

So, the value of cool of the game... is unknown until the game is released. only serving the trailer.
Players only know this game will do cool fights, only from trailer and the brand's attitude from DMC1.
Before dmc1, well, it has "genre" to inform people what it is.

So, from those info above...
the main content of the game's value...cool stuff and story...
is chosen from
1. popular texts and culture
2. pre release audience which is, the creators and fan inputs...maybe even fan arts...
3. references....other competing brands

from these 3 things...terms, like devil triggers and air combo, counters...etc
is built, and upgrades are made to make the gameplay completely customizable to each players.
and these things has value from 0 to max...in regards to speed, damage, vitality (honest i dont play these types of games much...
except activision's prototype) to make the game
1. finishable
2. dynamic (although this is broken by narrative value and cinematic...which is main character, antagonists...bla bla, making it
streamlined to story...unlike stuffs like diablo or mmo which is super dynamic)

So from those 2 variables again...the main content of the game is chosen to catter the game into a certain way...
but what? especially since the cinematic and narratives are completely independent from gameplay...annd probably
play more value than the gameplay...
For mmos or roguelikes... it means to provide a vvariety to lots of kinds of player...
those who like classes a or b or z to 100...will have and must have good time, even if their class is not popular or good enough
to pass the dungeon... this then tend to be an issue making the game, unfinishable by a certain type.
Example of a very popular case from another game...

Chunli and guile : one has a spammable kick to protect her from any attack...essentially a shield of DAMAGES
while guile's generic artillery move had a very hard spin the analog button to execute...(this is from my memory of SFEXPLUS in psx
but i think it still exist...especially less people are addressing it popularly)
So, it makes these two character...one being very easy...and the other is very hard.
Kinda like magician and knights...
or popularly...flyff's billposter that can level solo with its buff and hp stuff...while the magician and knights need to
stock a bloody many potions of many types, being unable to heal and focuses alot on offense.

This..."dynamic" is rather hard to explain... i might need to draw and record for easier reading...
but basically, DMC is while customizable...its experience is rather...streamlined. and just like
SF, judging from the playthrough i watch...
V is very hard to play, it is not smooth like dante and nero's gameplay...
Popularly also happens to the females... LUcia, trish and lady....
these three secondary character are just not tthat "polished" compared to the main star, dante.
They have really good cosmetic, compared to...what, castlevania....
kinda like X and ZERO and any megaman has a good balanced cosmetic. SOnic and friends too.

Mario...not so much.

But yeah, dmc is comestically good. but the gameplay...is really, not very cosmetic to its gameplay.
So you could say...the game is not dynamic at all.
maybe could even be played without customizing at all.
So then, why even bother with costumization? since the crazy cutscenes and cosmetics are good enough?
Making its price true.... almost like 10 disc movie...you could play the game just by watching.

The answer i can ever think of is...
because DMC is still staying true to its popular trend...being a game.
Otherwise...it will be movies only already and it can still sell.
The gameplay, is completely secondary to the narrative and cosmetic...
So now...
since we are still designing... "game"
what is the design consideration being done for the gameplay? replayability? dynamic? difficulty?
If difficulty is an issue...might as welll make it a movie...as it does not has multiple endings or anything.
replayability is almost 0. after the story ended...it does not have much value. not even multiplayer. maybe we'll see dlc, but the main
design is done and gone.
So then, leave, gameplay and dynamic.
It has multiple character... lots of customization...but these two is dead once the narrative is done.
The cool value is lower than the cinematics. the cosmetic is tied to cinematics...
and custom cinematics is not exactly...that fun. Kinda like noctis from FFXV in ramen cup head... a worthwhile meme.

So....the gameplay and dynamic...is completely...independent from the narrative and cinematics...
almost a different experience of its own.... then...what is its purpose? Almost nothing?



probably need more research... but this concludes...that dmc is more of a movie than a game.
Do you even need a GDD for it? Or does it actually uses...movie script only?
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Messages In This Thread
Gamedev stepbystep - by teeobi - 03-08-2019, 01:18 AM
RE: Gamedev stepbystep - by iyenal - 03-08-2019, 08:07 AM
RE: Gamedev stepbystep - by teeobi - 03-08-2019, 09:34 AM
RE: Gamedev stepbystep - by iyenal - 03-08-2019, 03:02 PM
RE: Gamedev stepbystep - by teeobi - 03-08-2019, 07:05 PM
RE: Gamedev stepbystep - by teeobi - 03-08-2019, 09:17 PM
RE: Gamedev stepbystep - by iyenal - 03-09-2019, 10:28 AM

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