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    Index » FZC General Forum » New Sci-fi PC Adventure Game Inspired by F-Zero
ZenrokStudios
Mr. EAD
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New Sci-fi PC Adventure Game Inspired by F-Zero
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 I'm a game developer and I would like to share my project and opportunity for you all, 

 
https://www.kickstarter.com/projects/wormholecity/wormhole-city-sci-fi-pc-game-xbox-one-ps4-stretch
 
Wormhole City, a sci-fi adventure with gravitational force physics, Metroidvania gameplay and vehicle sections so you can navigate upside down and sideways throughout a level. You play as an android reactivated and must protect Wormhole City while trying to find your missing creator. Exploring, vehicle sections, solving puzzles, enemy A.I. combat, and equipment upgrades are all implemented in the game. We aim to create a story-driven narrative through characters and audio logs that you will encounter and affect the story's outcome with the decisions you make.
 
https://www.youtube.com/watch?v=btNthXeBc0k[
 
http://i.imgur.com/w11sHpT.jpg[
http://i.imgur.com/HjuIefx.jpg[
http://i.imgur.com/hakOCwf.jpg[
 
https://www.youtube.com/watch?v=vNTLz1QPAGg[
 
We hope to involve the community in this project, if you like or share our project on social media, please e-mail us at [email][email protected][/email] and we will include your name in the credits of our game!
yoshifan
Fire Stingray
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Re: New Sci-fi PC Adventure Game Inspired by F-Zero
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Looks pretty interesting. You're certainly making good use of the graphics engine! The environments look quite impressive.

I guess you'd be looking for thoughts on the racing aspect here. If you asked me, I'd be a bit concerned that you may be implementing quite a lot to fit in a single project. Making a good futuristic racing game (or sub-game as the case may be) seems a handful in itself, let alone making that part of a much larger adventure game with all the features you have listed. Not that I have much game making experience personally (nor can I judge how capable you guys are), but it's something I thought of when I looked at your Kickstarter page.

But it depends on how prominent the racing is going to be. As a random example, there were only a few short Arwing sections in Star Fox Adventures (which was primarily a third person adventure game), so even if they weren't that polished they'd probably still be a welcome diversion from the main action.

If the racing is going to be pretty prominent, I think it's always worth keeping in mind that F-Zero isn't just about super speed, rollercoaster tracks, and defying gravity. X and GX had well-tuned tight controls and several turning options, which helped a lot - it's a world of difference between riding the high speed and feeling like you're mastering it. And the risk/reward (or difficulty/reward) elements are key as well. Do I charge through this chicane at high speed, or do I just stop chaining my boosts here and lose some time? Do I use my last bit of energy here and risk dying when I hit a wall? Do I stick with the stable Hyper Speeder or do I learn the unwieldy Fat Shark for this difficult track? If a player has a lot of these questions, then I'd think you're on the right track for making a deep racing game that's rewarding to master.

I guess that's the "hardcore" aspect of F-Zero that I feel sets it apart from other racers - not sure if that's your goal necessarily, but something to think about at least.

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