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"I'm a little tired of the term God of War Clone. God of War took its style of hack and slash gameplay directly from Devil May Cry, which evolved it from previous games."
-The Youth Counselor

I've heard this argument before, and it doesn't hold weight for me. Being the first doesn't necessarily mean you get to be the benchmark: Doom was the game that put FPSes on the map, after all, despite Wolfenstein 3D being the first (and there were others that were even earlier, like Catacomb 3-D). Devil May Cry might have created a model for frantic hack-and-slash gameplay, but God of War gave it style.

Besides, despite similarities in the core gameplay, God of War and Devil May Cry aren't cut from the same cloth. It seems more like they're heading vaguely towards the same place from vastly different directions. DMC has more of the Japanese-style hack and slash about it - extremely over-the-top, with more emphasis on combat variety and less on level design, and with end-of-mission scoring screens that give a more arcade-y feel. Whereas God of War's model has greater emphasis on environments and storytelling but with gameplay that's more function-over-style, treating monsters more as obstacles to get past than opportunities to show off your skills. And that's what Dante's Inferno rips off. So there.

Meanwhile, on Fun Space Game: The Game

It's amazing how much re-education is required for the simplest operations when you're learning a new dev tool. This week's major stumbling block was making rocks not phase harmlessly through the player. One would think you could at least trust a rock to behave.

I'm starting to regret not using more of the included controller scripts Unity provides. I'm generally iffy about using scripts when I don't understand how they work - except the Mouselook one, 'cos I'll be buggered if I can get my head around all this quaternion angle shit. Besides, I wanted to use an original movement system (forward and backward speed remains constant when you release the key, while strafing and vertical speeds go down over time). All of which worked perfectly fine except that a giant asteroid I'd plonked directly in my path had the consistency of helium. Eventually I figured out that the two colliders were iffy about the Translate function, and wanted me to use Move instead. Snobby little bastards. So that was a weekend down the drain.

I wasted another one trying to make the game instantiate stars and space debris that fly past as you move, trying all sorts of exotic code before realizing I could just glue a particle cloud to the player's face. Anyway, It's taken me a few weeks, but I've finally got the basic skeleton in place. You can move around, smash into rocks, lose health based on how fast you smashed into them, and get a big fat Game Over if you make a habit of it. Everything's ready for me to start building the actual game part of the game. I just need to figure out what that is.

Next: Plot!

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