I'll try to explain what this "environmental battle system" of Mirage of Dragon is.
See the picture below:
Have in mind: it's only a concept art! |
The most
basic example of a good environmental battle would be the Bowser fight in the
very first Super Mario Bros on Nintendo. The key difference is: you don’t
attack the enemy directly; instead you change the state of environment using a
certain “switch” object. You don’t kill the enemy – you create a situation in
which the enemy can die naturally.
As you can
see on the picture there are several Prince of Persia style buttons on the ground – you
activate these just standing on top of them. Each has a certain effect. It can
be anything, but the standard “reactions” can be categorized as:
*Attack
*Counter-Attack
*Resist
*Move
It’s like implementing
your normal RPG-style menus directly in the environment. You don’t choose
“fireball spell” in the menu – you run and jump to “attack button” on the
ground, which creates a fireball for you. “Resist” type buttons can create
various shields or walls even. “Move” type can create a teleport or extra
platforms (this will be used often...). Some buttons
can transform you or summon creatures. The number of all possible reactions is
nearly infinite.
The
“switches” can be anything too. In a science fiction game I would swap the
buttons with some kind of energy fields. There are many ways to use it.
I think
this system is perfect for puzzle platformers (or any other puzzle+action
combos). Mirage of Dragon won’t be able to show you even half of its potential,
but as an introduction to this battle style it should work well. (I got to
leave something for the sequels :)).
Ark,
X-mas coming...
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