Need help getting my game idea off of the ground

tbizzle

Well-known member
So the other day I was driving home from work and I was thinking about the NES game Tecmo Super Bowl. I play online at tecmobowl.org and a big thing between all the Players is who is the best "tapper". A good tapper is able to press the "A" button the fastest to be able to break or make a tackle while engaged in a "grapple". My idea was to take that grapple and tapping aspect then apply it to an arm wrestling NES game. I have no clue where to begin with this idea, but I would really like to try. Which module would you begin with? How would you go about making the two opponents? And then two modes come to mind: Mode 1, campaign-tournament style against computer AI. Then Mode 2, Exhibition-style Human vs. Human, two controller set up. All ideas welcome! P.A.W. Professional Arm Wrestling!
 

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vanderblade

Active member
Setting the basics of this up would be simple enough. And you could probably get away with using the simplest Maze module since you'll just be using a single-screen. The basics would be something like have the tapping add to a variable, and if the variable is a certain number, the animation (or tiles more likely) of your two gripping wrestlers changes to reflect one side winning. At a certain number, the player/AI wins. Add a cooldown timer to reduce variable number so if players stop pressing the button they go back to neutral or negative numbers (for AI or player 2). For AI, I guess you would have various speeds of adding to the variable, so an easy opponent wouldn't really put up much of a fight, but a harder opponent would force players to really hammer on the button.

The problem comes with the nuance and adding more mechanics to make the game interesting beyond a few minutes.

Anyway, this is totally possible with just a basic amount of knowledge, but I wouldn't count on people handfeeding you the scripts.
 

mouse spirit

Well-known member
Ive been toying around with a competitive button masher myself.
The basics should be simple.just have both players inc and dec the same
variable according to whos pessing what the fastest, or "on time" presses.
Match animations or states accordingly.

Like vander is saying. Making it worth more than 5 minutes is the issue.
Add flies to swat, or sweat to wipe. Things that make the player press the other buttoninstead.
Taking away from their concentration and fingers so the other player gets a chance.
If you dont swat or wipe, then you may have to press twice as hard OR maybe somethings help you.
A nice rack distracts a character and they must resist.
Things like this.
 

tbizzle

Well-known member
@mouse spirit I haven't dabbled with any variable stuff at all. But one way I pictured it in my mind would be like maybe having multiple screens, each with their own animation. After one single screen "mini" battle was won, you would be warped to another screen on the battle spectrum containing a new animation and new tap battle. I think that could also prolong the matches?52-526434_rectangle-border-png-ionic-blank-transparent-png.jpg
 

mouse spirit

Well-known member
Ok i see. Could be cool. Go ahead and play some track and field 2. It has arm wrestling. May give you some ideas also.
 

mouse spirit

Well-known member
Nice. Well just for basics on a variable. Say we call it hereorthere( starting it at 100). Whenever p1 presses A, hereorthere increases. Is p2 presses A, hereorthere decreases. Animate according to what hereorthere currently equalls. Like have it animate between these 2 frames when hereorthere is between 100 and 80. Now these 2 frames when 80-60. And so on
 

tbizzle

Well-known member
Nice. Well just for basics on a variable. Say we call it hereorthere( starting it at 100). Whenever p1 presses A, hereorthere increases. Is p2 presses A, hereorthere decreases. Animate according to what hereorthere currently equalls. Like have it animate between these 2 frames when hereorthere is between 100 and 80. Now these 2 frames when 80-60. And so on
I see what you're saying. What goes into creating a variable?
 

mouse spirit

Well-known member
In project settings. You can make one in the variable tab. A variable is just that. It can be "0,1,2,3,ect. Its useful because you can load the variable and use it to check against things. Or save numbers into the variable. They can be very useful.
 
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