XNA Game - Positive Elements

RPGs

Grinding, but maybe not required to defeat
Spell choices matter
Same screen battles
Mindless clicking with addictive rewards
Goofy humor
Simple gameplay
Dialogue choices that matter
Quests for good and evil
Mature content
Violence
Turn based combat
Hex based actions in battle
Intricate plots with twists that blindside the player
Strong antagonist
Lots of secrets, hidden areas, collectibles, optional dungeons (for completionists)
Problem solving
Optional bosses require a lot of grinding and strategy to defeat
character customization with multiple viable builds
dialogue choices that result in different endings
good music for atmosphere
ability to kill anyone, even quest givers

Strategies

Resource management

Puzzles

Pick up and play for only 5 minutes

First Person Shooters

in-game engine cutscenes
atmospheric
graphic design
hectic combat
co-op gameplay
huge bosses
real-time events
creative side scroller levels
requires quick reaction/memory

Fighter/Beat-em ups

Notes to refactor 1 Oct 2009

standard FF2 style side view turn based RPG

precision targetting system: right before you attack an enemy a crosshair appears you must drag the crosshair to the enemy sprite if get the crosshair over the sprite, damage is doubled if you drag the crosshair to a precise weak spot, damage is tripled every enemy has such weaknesses in the beginning the weaknesses are obvious (the head) but later they become more obscure in the beginning, the crosshair appears far away at a random spot on the screen, and there is little time to drag it as you level up your “targetting” skills you can choose to: – fix the crosshairs appearance location – cause the crosshair to appear closer to the sprite – give yourself more time to drag the crosshair – make the crosshair’s movement faster, slower, more precise – activate an indicator which flashes over the enemy sprite’s weak spot defeating mega bosses should require the use of precision targetting not necessary for stock enemies possibility: effects for attacking limbs as in: – cripple legs to escape battle – cripple arms to drop weapons, reduce attack damage – cripple head/eyes to reduce chance to hit – these effects can hit the player’s characters as well

counterattack system just before you are attacked, a bar appears the bar looks like the renzokuken overlimit bar in ff8 or the swing bar in hot shots or pangya you click the bar at the right marker to execute a counterattack in the beginning the bar moves quickly and has a narrow active marker this way only masters can do it in the beginning leveling up your counterattack skill can: – slow down the bar – increase the size of the active marker