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() {   ...

object render, part 3

 Making a object requires a class call, but also has to be rendered. Monster monster{}; monster = new Monster[10]; void render_monster(Monster* monster_array); The iso c++ standard says you should use classes for making objects, not structs(structures). Considering it is a standard.  With emphasis on  should , not  must . It is a standard, not a coding rule. It was set forth by iso commitee and bjarne stroustrup. Polymorphism allows us to make multiple monster arch map types. virtual void render_monster(std::string map_name, int type=0); Atch map is a data map about what all is happening in the game, like for example campaign map. It allows making archetypes. monsters, for more efficient run time memory and pointers managing bugs and random access memory. Random access memory can hold quite many objects. class BackPack {     std::string inventory_node{}; };

What does a good game consist of? (part 35)

Small goals Challenges can quickly get out of hand, proportionally after have been playing the game for a while. That is why it is important to implement game goals as well. This work as a guiding force for challenge motivation. The terms challenge and goal have very different meanings. Imagine a call of duty 2 mission. It is a challenge, but lacks small goals that keep you motivated, and not beat the mission feel bored and drained and sore. Beating a video game is not exactly a small task. Takes accuracy, will, focus, concentration and understanding your opponents(including AI). An example small goal would a chunk of challenge. Like subsystem parts of a call of duty 2. This parts of a major hard challenge can then be used as a realistic take on or as a memory level map. Small goals are far from being bound easy either; but they are a realistic approach to beating a level. Example would be beating the level's extra challenges by breaking them down into chunks, such as level practic...