Kind of a Game Idea

Miscellaneous Forums/General Discussion/Kind of a Game Idea

I've always wanted to see a Mouse Trap type game (like the Incredible Machine, but in 3D) where you set up all kinds of odds and ends and then trigger the contraption. You know... boot on a stick swings down and kicks a ball, ball rolls down a chute into a bucket-on-a-rope, ball weight causes bucket-on-a-rope to travel down a pulley and land on a platform, landing causes gloved hand on a stick to tip bucket, ball rolls out, etc. I'm sure you catch my drift.

This would be a great physics-based "game".

go on then im waiting go make it :)

If it's not already a product - then this may be a great idea!

er... like the incredible machine? why would being in 3D make it better?

why would being in 3D make it better?
It would add another dimension to it, of course!
With physics-based gameplay, a third dimension can actually be a pretty big deal. Now we can have things spiralling down funnels, winding pathways that really are windey, err, etc.

I pondered this once with a sort of dominos focus, then I realized that I already had an idea to pursue (and I somehow turned my spin on the design into pure garbage) so I forgot about it.

Done right, it could be very interesting. It needs some pretty clever design to be fun, though; designing real masterpieces is a rather slow and meticulous process although you want the player making ridiculously convoluted machines! It has to be meticulous, but not be a battle against the interface. Any complexity has to be entirely within the game world, or it will be horribly irritating thanks to the amount of time spent with the builder interface.
Something tells me good sound engineering (and lots of sounds) would breathe life into such a game.
If you haven't seen Electroplankton, I suggest you take a look at it; that kind of interactive (adaptive) music / dynamic sound could be quite a nice background thing to keep it interesting.

A tetris style gameplay may be interesting, where different components get randomly handed over one by one, and the player can only use a certain number of them. That way he can't just drop the components he doesn't want into a corner until the one he wants appears; he has to use what is given to him! It would make for the sort of crazy machines we want while also preventing people from devising exploits.

That would also help, perhaps, to get the different levels a bit more malleable. Instead of having a specific set of objects given out for each level, you could have a bigger library of objects available to the player, and perhaps objects that are forbidden from appearing in the level (and objects that appear more often).

I find it a shame (though really just lame) when a game's salesmanship blurb says "You can build your own [blah]!", while really all you can do is either: Paint an existing object, create your own ridiculously simple inanimate and useless object, or point and click to create a rigidly defined object as though you are building it yourself while you are really just dragging objects onto certain places (oh boy, exciting!).
That's why Spore is so exciting, is because it breaks from that mould. For something like this, you would want to break from that mould as well.

i get how being 3D adds another dimention. But I don't see how that makes it better... Sure, you can make a great game in 3D... and you can make a great one in 2D as well... the fact that it is in 3D isn't what makes it better....

Something like this is a lot easier to control in 2D, in 3D you would likely have to force some snap-to-direction limits... Otherwise it might be too hard to get things lined up right... It would depend on the action-to-inaction ratio really... If you are spending hours and hours to set it up, just to watch it happen over 20 seconds... it will likely get boring... in 3D, you would need some kind of fast 'place' 'rotate in place' 'slide' interface... First you place the object on the ground, then you rotate it in place in whatever directions that is doable in.. then you can slide it across the ground... you could switch back to rotate, it 'clear' it but lifting the object back up again.... Althought... being able to rotate it in the air might be useful depending... Perhaps a key-press interface? Hold shift to move up and down, ctr to rotate, and nothing to move along a horizontal plane....

then... you have to deal with camera control as well... it gets potentially very complicated..

meanwhile.. in 2D, you essentially just move the mouse about and click where you want the objects.. maybe grab a handle to rotate it when it is selected... not very complex, makes a good casual game.. the 3D version would likely NOT make a good casual game.

Like this(ish):-

http://www.armadillorun.com/

?

Dabz