Post subject: A game I'm making about TAS in general.
Joined: 5/13/2013
Posts: 180
I decided to take up game design as my future career. I've made a few projects that people (most specifically friends and family) were impressed by but I lost them over the years. And when I discovered TASVideos, I had no idea the possibilities were that more boundless. Well then I thought this: Why not make a game about tool assisted speedrunning altogether? But not just any sandbox game to mess around with; I would call this: TAS Factory: SuperPlay It. So here's how it would work: you know how most XBox 360, PC and PS3 games like Skate 1, 2 and 3, GTA IV and various others let you record gameplay in-game and set up different viewpoints, edit the video in different ways and etc.? Well, TAS Factory could have characters from different video games, in a 3D environment, in a pre-built map or maps that other people create, then, you determine a certain goal from a simple Settings menu. Now, you won't use a seperate program that slows the throttle speed to do this. No, TAS Factory would have it's own timescale/frame advance/slowmo system that records your input at different slowmo speeds, then when you're finished with your speedrun, play it back at 100 % speed and VOILA! You have your own next-gen TAS. Goal Types: Max Kills: Self-explanatory. Kill as many enemies as you can. Low %: Just get to the goal. 100 %: Get EVERYTHING and get to the goal. Playaround: Just screwing around with glitches/tricks/physics abuse! 2P: You and a friend playing with superhuman hands. 3P: You and two more friends playing with superhuman speed. Full Party: Four people take human input to the next level. Pacifist: Get to the goal, but GOD HELP YOU do not touch anyone. Play input methods: Controller/Keyboard input: Play with a controller or keyboard. Path Run: Instead of traditional controller input, use the mouse to define paths for your avatar to automatically move on; this includes running, jumping, attacking, wallkicks, bhopping, wavedashing, etc. TAS A.I.: This is something I thought would be very cool, even for this game (If I make it) or any other emulated game: a CPU script that would take control of another player. And the script system could use a command input like this: You just press a key that brings up a radial menu during TAS production, with the following commands: Cover Me: The CPU player moves behind you and attacks enemies behind during production. Stack Me: The CPU player stays as close to you as possible during production. PlayWith Me: In Playaround sub-mode, the COM player does its best to follow your lead while messing about with throws, special moves, etc, i.e. play tennis with an energy ball, acrobatics using throw attacks... Grab...: Select this command and click a power-up or another object and the COM player will go and get it during production. I haven't started work on this yet but when I do it will change the way you look at TASing forever. Maybe.
A wise man once said "Damn, that's one hell of a steak."
Post subject: Re: A game I'm making about TAS in general.
Player (144)
Joined: 7/16/2009
Posts: 686
YushiroGowa wrote:
Low %: Just get to the goal.
Oh for fucks sake. Will people ever learn? "Just get to the goal" is called any%. Grab ALL the collectibles: 100% Be as fast as possible, ignoring collectibles: any% Actively AVOID collectibles: low%
Experienced player (703)
Joined: 2/5/2011
Posts: 1417
Location: France
I am so excited!
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
Post subject: Re: A game I'm making about TAS in general.
Skilled player (1707)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
YushiroGowa wrote:
Playaround: Just screwing around with glitches/tricks/physics abuse!
Uh....how would that work? Since you're making the game, aren't you supposed to look out for gltiches, rather than just leaving them there? Because if you deliberately left them there, it won't be an unintended software bug, but a gameplay mechanic.
Post subject: Re: A game I'm making about TAS in general.
Joined: 5/13/2013
Posts: 180
Scepheo wrote:
YushiroGowa wrote:
Low %: Just get to the goal.
Oh for fucks sake. Will people ever learn? "Just get to the goal" is called any%. Grab ALL the collectibles: 100% Be as fast as possible, ignoring collectibles: any% Actively AVOID collectibles: low%
That's what low% is? Oops. Sorry, I get confused with terminology easily.
A wise man once said "Damn, that's one hell of a steak."
Post subject: Re: A game I'm making about TAS in general.
Joined: 5/13/2013
Posts: 180
jlun2 wrote:
YushiroGowa wrote:
Playaround: Just screwing around with glitches/tricks/physics abuse!
Uh....how would that work? Since you're making the game, aren't you supposed to look out for gltiches, rather than just leaving them there? Because if you deliberately left them there, it won't be an unintended software bug, but a gameplay mechanic.
Well of course I wouldn't just leave them in there intentionally. I plan to have "easter eggs" in this game in the form of things that mimic classic TAS glitches (ie phasing yourself into walls into OoB areas, walljumping with characters that can't normally do so, etc.) and you could find these as achievements as well as tricks, but it just depends on how you look at it. I know it sounds weird but hey, it's TASvideos, man! Glitches are like fruit flies here, you see them all the time!
A wise man once said "Damn, that's one hell of a steak."
nesrocks
He/Him
Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Also, it is unlikely that your game will be perfectly glitchless even if you try.
Joined: 5/13/2013
Posts: 180
FODA wrote:
Also, it is unlikely that your game will be perfectly glitchless even if you try.
I didn't say it would be perfectly glitchless. I just said in layman's terms, you could find a way to abuse these glitches.
A wise man once said "Damn, that's one hell of a steak."