Subject: Re: [stella] Death Derby From: "Thomas Jentzsch" <tjentzsch@xxxxxx> Date: Tue, 28 Aug 2001 15:01:46 +0200 |
Glenn Saunders wrote: > But really, I'm just trying to focus on designing the game so that it is fun > based on the play-pattern, not the cheap thrill of running down pedestrians. I guess that cheap thrill was the main reason why they designed the game that way, but i'm sure that's not the reason why you choose to make a remake now. And I think, it's just, that I dislike that original Death Race intention, and I don't want to see that anybody is giving this "game" any attention. > You should be able to forget what those guys are supposed to be and get > into the zone like any good classic game. I hope so, too :) (You have changed the title already, why not change the word "pedestrian" into something more harmless?) > I like the idea of variations on > driving games where the goal isn't just to win a race. It's something that > hasn't been done a heck of a lot on the 2600, not to mention games that > feature the driving controllers (I think Stellasketch is the only other game > than Indy500 that uses them). So that all contributes to the motivation for > this game. I like your motivation much more than the original Exidy one. > Death Race's original play pattern was pretty limited. I was never much of > a fan of timed games, so I don't see myself sticking to a faithful port in > the end. > > I've thought of lots of ways to make the game deeper. > > For instance, if it were wave-based, I could have pairs of waves, one where > you kill X pedestrians, and then a zombie wave where each of the tombstones > (two at a time) revert back to zombies which chases down the nearest car. I > really like the symmetry of that. Or I could have pedestrians occasionally > drop a mine. I've also thought about ways to treat the pedestrians as > belonging to a player, where you try to protect them so that they can get to > the other end, while preventing the pedestrian linked to the other player > from reaching your end. So at any one time you have to make quick decisions > about whether to be defensive or offensive. I don't know what the "story" > behind that would be, but that would give the game more of a complex goal > (like Oystron where you are gathering and protecting pearls while attacking > the enemy). I like those ideas very much! That way the game becomes much more interesting and original. (and it leads your "remake" away from that bad original game intention :) Have fun! Thomas _______________________________________________________ Thomas Jentzsch | *** Every bit is sacred ! *** tjentzsch at web dot de | _______________________________________________________________________ 1.000.000 DM gewinnen - kostenlos tippen - http://millionenklick.web.de IhrName@xxxxxx, 8MB Speicher, Verschluesselung - http://freemail.web.de - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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