Game Development Community

Aztec Gladiatorial team blood sport

by Technomystic · in Game Design and Creative Issues · 02/03/2005 (6:44 pm) · 3 replies

To revisit a thread I started here many moons ago.....

I wonder what kind of response a 3rd person Gladiatorial Bloodsport type of game would garner? I have an idea for a game set in a kind of Pseudo Aztec fantasy universe where in there take place great gladiatorial games between rival tribes vying for the blessings of their living gods.

The gameplay would revolve mostly around trying to score goals by " shooting " a small ball ( about half the size of a basketball ) through the opposing team's goal, or by " sacrificing " members of the opposing team to your team's god. Heh heh heh ;)

The arenas would be non conventional, meaning that the make up of the game spaces would be much more complex than a rectangular court with two opposite facing goals. There would be death traps and obstacles that would make shooting the ball much more interesting. There would also be mulitple goals per team with each goal being more or less difficult to shoot while also offering different point values or team buffs.

Players would be able to use hand to hand melee to combat opponent players, attacks would consist of punches, kicks, grapples, throws, and specail attacks. These attacks would be determined by button input, character movement, and target tracking.

There would be multi player and single player settings. I would imagine that the AI required for SP would be a monstrous undertaking....

SOund like fun? Too ambitious? Tell me what you think.

#1
02/03/2005 (6:52 pm)
Sounds a lot like "Headball", in Rune's Expansion Pack

Gary (-;
#2
02/03/2005 (7:00 pm)
:D Man I LOVED RUne.... But I am actually thinking of something MUCH more frenetic and acrobatic.

Think Ninja Gaiden meets Deathrow ( Xbox titles. )
#3
06/24/2008 (2:54 am)
How would be game like this done - i mean the the physics. I guess there would be some detailed collision meshes needed which should be "in phase" with animations, which is a demand for CQC(Close quaters combat), on other words: what u see is what u play.Other story is at FPS; animation is one and projectile is other because players aren't in close interaction so it doesn't matter really.

You know I'm talking about abilities like: high,low,right,left punch; kick; blocks,swording...sounds pretty complicated.