Skip to main content

What does a good game consist of? (part 16)

Street life

After seeing so many repeating themes in games(FPS competition and war-theme, strategy, tactics, teamwork) I have of making a refreshing one. While I have likes for many themes in games, I thought adding a new, refreshing theme would be nice.

Why street life?

Because I have so many bad memories with street fighting, being broke and cold blood pumping trough my veins-the last one because of heavy schizophrenia, and it is not a pleasure feeling.

How would you implement it in a game? I'm not sure, but I can readily it was cool in GTA San Andreas.

So many rappers draw inspiration from it. The street life, not GTA.

If we conclude, GTA is based on street life.

I think this is important to notice, as many people(including myself) live many kinds of street life, so it would probably smart to fix this hole in games.

Let me talk about my schizophrenia: ugliest form of schizo. When I first had it(12 years ago), I could see colors flying around me, demons, ... on the other side, what was real, many people tried to hurt me badly because I kept staring at other people and saying nonsense.

I think walking down the street every day an constantly thinking someone is going to kill me is one of the forms of street life. Along with being dead-broke and involved in street fights(which I'm in
neither).

It hurt be deeply once to have to sleep on the street. And I see no reason, why a street life game wouldn't help relieve some stress of street lifers.

Another part of street life could be partying, but this is the mildest form.

How could one implement street life into a game? Street Fighter is another form of street life inspirations. So in my opinion it would mean having to repay debt to mafia, survive being dead-broke and use some good rap. What do you think how could it be implemented?

Comments

Popular posts from this blog

object oriented programming

Object oriented programming is a sound and bold approach to c++ and internet wiring application and video games. It reduces a lot of code messes, made by global and half global functions. One of the more advanced object programming techniques are private access, poly morph and object message inheritance. It is set by c++ bjarne stroustrup and iso isometric standard convention comitee to use classes instead of structs and structures for making objects. Which means you most definitely should , but not must or have to. class Monster {     std::string memory_attributes{}; public:     void treck();     void track();     void trace(); }; The treck() function makes the monster roam and do human like jogging and trimming. track() means the monster goes ai path tracking and trace() means it tries to find other monsters in the area. class Weapon {     std::string memory_attributes{}; public:    void use(); }; void Weapon::use() {   ...

What does a good game consist of? (part 19)

Programmer's Role in Game Development -part 1: Better Code Organization This will be a bit different blog post compared to the previous. It will be a sub-series of the role of programmer in the game development. The first part of the sub-series will explain how a game programmer is more effective alone or in a team. Code organization is in my experience essential, as the amount of code quickly increases, especially if the game has many features. It includes: knowledge of the programming language, APIs, dev kits and make sure you know the techniques with which will you finish the project  list of steps to get there a clear to read and understand GDD a clear task list don't rush to learn everything about everything related to your project-set to make a project which you can actually handle(=have learnt 98%-100% about it) There you go, one step closer to understanding how to make a classic game.