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Post by binarygeek119 on Jul 8, 2015 8:41:05 GMT
will you guys be adding in dj hero support in the future and battle mode like tag a war in rock band or the guitar battle but maybe put your own spin on it and maybe to make old song compatible use star power/overdrive to get battle items and for newer ones add a new put of the midi that is for battle items and have them editable witch ones you can pick up like 5 sec in you get a button remaper and like 30 in the notes disappear for a few seconds and you can place a random item in so it be always a new take on it maybe a item that changes the song all to gather
anyway that what i had for a idea love to see some kind of battle mini game if you want i could try to comeup with a new take on t i have made some card and board games in the past just let me know i think online battles be great
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Post by knapman [FD] on Jul 8, 2015 11:53:15 GMT
There are no plans for dj hero for ps, but extra multiplayer modes like battle modes are something we are looking to expand on.
We recently added the board scaling functionality so we were talking about a vs mode making use of that. So the better you do the larger your board gets and the smaller the other players boards get, trying to reach the point where they can't see what they are doing so fail, or the inverse where the better you do the smaller you get, so its a handicap feature for better players to play with people of different abilities.
We are interested to hear peoples ideas if they have any on fun sounding modes, ideally not going off into crazy complexities. The scaling mode is a nice fit as it is making use of an existing feature, but anything achievable would be open for consideration.
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Post by Æmetta on Jul 8, 2015 21:39:17 GMT
We recently added the board scaling functionality so we were talking about a vs mode making use of that. So the better you do the larger your board gets and the smaller the other players boards get, trying to reach the point where they can't see what they are doing so fail, or the inverse where the better you do the smaller you get, so its a handicap feature for better players to play with people of different abilities. No, no, no! No board scaling as a game mechanic. That's a horrible idea and you should feel bad for it! It doesn't take into consideration that some people have higher resolutions, and so can see their smaller board better than others. It also doesn't consider that if you're playing the same instrument and difficulty, you can look at the other players' boards. Most of all though, being able to see small boards shouldn't be a skill you need to develop for a game like this. Each player is allowed to set their own board size, neck angle, theme, and all that to be comfortable playing how they like. The challenge of the game is the notes themselves and being able to play them. So cheap visibility handicaps like shrinking the board, or in the example of guitar battles turning on lefty mode or making the notes blink; they're cheap tactics that disregard the qualities of the game in favor of silly arcade elements that only apply to one gamemode, allowing players to win with no real skill if they get lucky. If the classic, famous Guitar Battle mode could ever be implemented, these are the kinds of attacks I see it using: - Mirror the notes on the board. It may cause slight confusion with the high notes being green and low being orange, but mainly it screws up note anchoring.
- Simply disabling note anchoring for single notes, in the spirit of above point.
- Shuffling the notes around so they're not always in the lane they should be.
- Turning all HOPOs and sliders into strum notes.
- Switching instrument mechanics, eg: guitar player suddenly has to play the notes like they would on keys
- All notes in one lane become mines
With that in mind, there are a couple gamemodes I've thought of. “Hot Potato” can be the working title. Everyone plays the same instrument. When it starts, one player becomes targeted. The targeted player plays normally, except any misses cause a lot of damage. After one measure, the target switches to the next player. Players who aren't targeted will either be playing one lower difficulty, or if they're playing guitar they might be playing rhythm or bass instead. The target continues to switch between players every set amount of time until the end of the song. “Knockout” can be the working title. It only works with three or more players, so let's say there are five players. 25% of the way through the song, the person with the lowest score is killed. 50% through, the second person with the lowest score is killed. 75% through, the third player with the lowest score is killed. By then, there are only two players left, and the one who finishes with the highest score wins.
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Post by knapman [FD] on Jul 9, 2015 8:56:42 GMT
No, no, no! No board scaling as a game mechanic. That's a horrible idea and you should feel bad for it! lol not at all, and theres no need to be worried about it anyway, these are just ideas we randomly throw around, we have nothing against optional modes that are just fun party modes, part of the development process is to explore and experiment, not every idea ends up as originally planned, sometimes you can find interesting ideas along the way that lead to other discoveries so we like this kind of thing. As with any multiplayer game type you use them when appropriate for the situation. Any game will have optimal configurations for modes to play well, its never been a requirement for a mode to be suitable for any and every situation. Note this won't take priority or be added at the expense of other modes, its simply something identified as achievable so on the list of things to experiment with, if people share interesting modes we like the sound of then when we get around to looking into game modes again we'll weigh up the options and go with what stands out at the time. “Knockout” can be the working title. It only works with three or more players, so let's say there are five players. 25% of the way through the song, the person with the lowest score is killed. 50% through, the second person with the lowest score is killed. 75% through, the third player with the lowest score is killed. By then, there are only two players left, and the one who finishes with the highest score wins. This is something that was already on the list, we have a knockout mode based on meter rather than score at the moment, we considered the score option as well but picked just one to start with as we wanted to focus on variety first then handle variations when we have a few more options worked out
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Post by JD2504 on Jul 12, 2015 0:51:15 GMT
The only battle mode i've played was in GH3 and it was really fun, whats good about that mode is that raw skill doesnt determine who will win, because powerups seem to be random and you can store them and use them at tricky parts so they are more effective.
So my suggestions for PS would be:
Hitting SP chains gives you a power up but also X number note streaks gives you power ups so that battle mode works for poorly charted songs but also to keep the power ups going back and fort.
Depending of the % of a solo you get a very strong power up.
During the song the loosing player gets better "luck" with power ups so catch ups are possible.
Killing blows only happen during the final part of the song, last quarter or so. So songs dont end too early.
THeres could be offensive and defensive power ups, for the ofensive one you could have: Light speed (VERY fast board speed, additive to personal board speed) Slow-mo (the very oppposite, also additive) Freeze (freezes all the frets for a short time) Mute (mutes the rival sound track) The classics: lefty, increased difficulty, added chords, broken string/fret/pad, hidden, sudden.
For defensive: Mirror (if it by a power up when active it reflect the effect on the other player) First aid (small "heal" over time) Invulnerable (negates any power up during a short time)
Also a had the idea that player health shouldnt be determined by notes hit (i.e. you cant heal without power ups) instead notes missed would slowly drain from your health bar. This is so matches betwen players using diferent difficulties are fair, but im not sure what issues this would create.
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