(You guys are probably annoyed at these personal threads, ain'tcha?)
Now, take some notes Ninja Theory because I'm about to school ya!
You see, I've thought very hard on how to make the best DmC game in history in terms of gameplay. Particularly, what kind of themes and mechanics would it have? Well, I've figured all that out. I've compiled a sort of theory on how to make the best Action game possible. Ultimately, this could combine customization, strategization, and free- form combat all into a perfect mix of awesomeness and bring its platforming to great heights. (As you can see, I'm very proud of this.)
Now, to start with the Control Scheme:
Triangle: Normal Attack/Weapon/Block (no mode)
Square: Angel Attack/Weapon/Dash (no mode)
Circle: Demon Attack/Weapon/Grab (no mode)
X: Jump/Evade/Wall- Run (no mode)
R1: Sword Mode/(Lock- on)
L1: Gun Mode/ (Lock- on)
L2: Devil Trigger
R2: Lock- on
Up: Normal Switch
Down: Demon Switch
Right: Angel Switch
Left: Weapon Switch
Start: Main Menu
Select: Taunt/In- Battle Context (for certain battles)
R3: Default Camera
Now, of course, here are the themes:
Three Modes Turned Attacks, New Modes Come Up
The thing that sucks about Modes is that games tend to make them seem more like different styles of attacks rather than forms of organized gameplay. So, I decided to switch that. Organized gameplay is more economic gameplay, right?
So, what I did was take things as they are: The Angel and Demon modes as really forms of attacks and Swords and guns as forms of weaponry. Once I took the swords and guns as forms of weaponry, I could seperate them and turn them into modes. But what of the original modes?
New Types of Attacks = New Forms of Style
Now that Angel, Normal, and Demon mode were attacks, each individual weapon has three different type of attacks. And I can guess you guys can imagine how many possibilities there are in that. Take the weapons of DMC 3 for example. That's three different types of attacks per weapon, and there are five swords and five guns. That's thirty different types of attacks right there! However, now let's add combos into that. Each type of attack has its set of combos. For now, let's say... 5 combos per attack. So that's 15 different combos times the thirty different types of attacks. That's 450 unique combos! And if we add combo mixing as a factor? I'm pretty sure you guys can imagine how many possibilities there are in that, And that's not mentioning the quick weapon switching as well the ability to switch attack modes for each weapon on the fly. Oh, and don't forget charging attacks and pausing in between them. That's right, the possibilities are now endless. But that's for attacks, what about everything else?
A Third Mode For The Extra
So while all the attacks have their place in Sword and Gun mode, the rest have their place in the third Unarmed (this is a misnomer if you can't tell) mode. Here you can block, grab, and dash. This is meant for both defense and platforming.
The Grab system is the same Angel Lift and Demon Pull system, just all on one button. However, Angel Lift and Demon Pull have different configurations, and now there's a Human Grab which is what you use to swing from place to place as well as to whip and stun your enemies.
But that ain't all, you can infinitely dash in any direction. This could help in tough situations.
Though, I have to admit, blocking is just blocking, but at least you automatically block in all directions, right?
So we've covered platforming and free- form combat. What about customization and strategy?
A Portable Divine Statue For Your Convenience
Yep, that's right folks. Instead of you having to wait in- between missions or for an actual Divine Statue. You can now enhance or demote (is that the right word?) your weapons whenever you want. Though you still need to buy new stuff at a Divine Statue, you can customize your weapons whenever you need to.
So at least Customization's down, now to Strategy.
Enemies Don't Care About Your Razzle Dazzle
If you guys like the way the Style meter has evolved, well kiss all that goodbye. Enemies' will be extremely tough, each will have a weakness and a defence for that weakness (and I don't just mean shields either). So it'll be harder to get high style scores. So, what's the point of the free- form combat? So you can have as many resources as possible at your disposable. The point of this is really to experiment and figure out what works and what doesn't. When you figure out a way towards their weakness and what that weakness is, then you can go willd.
And I think that's about it. So what do you guys think?
Now, take some notes Ninja Theory because I'm about to school ya!
You see, I've thought very hard on how to make the best DmC game in history in terms of gameplay. Particularly, what kind of themes and mechanics would it have? Well, I've figured all that out. I've compiled a sort of theory on how to make the best Action game possible. Ultimately, this could combine customization, strategization, and free- form combat all into a perfect mix of awesomeness and bring its platforming to great heights. (As you can see, I'm very proud of this.)
Now, to start with the Control Scheme:
Triangle: Normal Attack/Weapon/Block (no mode)
Square: Angel Attack/Weapon/Dash (no mode)
Circle: Demon Attack/Weapon/Grab (no mode)
X: Jump/Evade/Wall- Run (no mode)
R1: Sword Mode/(Lock- on)
L1: Gun Mode/ (Lock- on)
L2: Devil Trigger
R2: Lock- on
Up: Normal Switch
Down: Demon Switch
Right: Angel Switch
Left: Weapon Switch
Start: Main Menu
Select: Taunt/In- Battle Context (for certain battles)
R3: Default Camera
Now, of course, here are the themes:
Three Modes Turned Attacks, New Modes Come Up
The thing that sucks about Modes is that games tend to make them seem more like different styles of attacks rather than forms of organized gameplay. So, I decided to switch that. Organized gameplay is more economic gameplay, right?
So, what I did was take things as they are: The Angel and Demon modes as really forms of attacks and Swords and guns as forms of weaponry. Once I took the swords and guns as forms of weaponry, I could seperate them and turn them into modes. But what of the original modes?
New Types of Attacks = New Forms of Style
Now that Angel, Normal, and Demon mode were attacks, each individual weapon has three different type of attacks. And I can guess you guys can imagine how many possibilities there are in that. Take the weapons of DMC 3 for example. That's three different types of attacks per weapon, and there are five swords and five guns. That's thirty different types of attacks right there! However, now let's add combos into that. Each type of attack has its set of combos. For now, let's say... 5 combos per attack. So that's 15 different combos times the thirty different types of attacks. That's 450 unique combos! And if we add combo mixing as a factor? I'm pretty sure you guys can imagine how many possibilities there are in that, And that's not mentioning the quick weapon switching as well the ability to switch attack modes for each weapon on the fly. Oh, and don't forget charging attacks and pausing in between them. That's right, the possibilities are now endless. But that's for attacks, what about everything else?
A Third Mode For The Extra
So while all the attacks have their place in Sword and Gun mode, the rest have their place in the third Unarmed (this is a misnomer if you can't tell) mode. Here you can block, grab, and dash. This is meant for both defense and platforming.
The Grab system is the same Angel Lift and Demon Pull system, just all on one button. However, Angel Lift and Demon Pull have different configurations, and now there's a Human Grab which is what you use to swing from place to place as well as to whip and stun your enemies.
But that ain't all, you can infinitely dash in any direction. This could help in tough situations.
Though, I have to admit, blocking is just blocking, but at least you automatically block in all directions, right?
So we've covered platforming and free- form combat. What about customization and strategy?
A Portable Divine Statue For Your Convenience
Yep, that's right folks. Instead of you having to wait in- between missions or for an actual Divine Statue. You can now enhance or demote (is that the right word?) your weapons whenever you want. Though you still need to buy new stuff at a Divine Statue, you can customize your weapons whenever you need to.
So at least Customization's down, now to Strategy.
Enemies Don't Care About Your Razzle Dazzle
If you guys like the way the Style meter has evolved, well kiss all that goodbye. Enemies' will be extremely tough, each will have a weakness and a defence for that weakness (and I don't just mean shields either). So it'll be harder to get high style scores. So, what's the point of the free- form combat? So you can have as many resources as possible at your disposable. The point of this is really to experiment and figure out what works and what doesn't. When you figure out a way towards their weakness and what that weakness is, then you can go willd.
And I think that's about it. So what do you guys think?