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Gamemaker2010
Registered 22/10/2008
Points 31
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here is a great site for any sound effect anyone could ever want. http://www.sound-effects-library.com/
you should download audacity which is free and easy to use to record the sounds and save them. Or any audio recording would work.
Whats a goon to a GOBLIN?
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Gamemaker2010
Registered 22/10/2008
Points 31
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i love adams idea for a grim violent/bloody game using a cartoony and vibrant style
Whats a goon to a GOBLIN?
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Matthew Wiese The Fencer
Registered 01/02/2009
Points 149
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Like a grim, gloomy game using sprites kind of like Piki?
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Gamemaker2010
Registered 22/10/2008
Points 31
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sorry but whats piki?
Whats a goon to a GOBLIN?
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Matthew Wiese The Fencer
Registered 01/02/2009
Points 149
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D:
http://create-games.com/download.asp?id=7568
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Gamemaker2010
Registered 22/10/2008
Points 31
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haha that piki game was pretty fun but i was awful at it/ my high score was 11. anyways i think that we could use the bright colors but the sprites could be a little bit more advanced
Whats a goon to a GOBLIN?
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Jon Lambert Administrator
Vaporware Master
Registered 19/12/2004
Points 8235
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A recap of styles suggested so far:
From Adam Phant: moderate pacing--first play through it takes you 4-6 hours to go from start to finish, then that's a good pace.--100th playthrough and you can clear the game in 30-60 minutes--optimal level scope should probably be huge levels, or areas--Have a handful of areas, 4-6 of them, and within them have 2-4 "levels." Each area would have a starter level, and you could travel between the "starting point" of those levels to a central hub. This hub would basically act as a "level select" level, where as you progress you can jump to the other levels at will. Or if you're feeling adventurous, you could skip the hub and just travel between levels and/or areas on your own, and explore the in-between zones. For example, you have Area A, and Area B. You could use the hub to get from A to B, or you could explore and find a path from A to B (and maybe pick-up some goodies along the way, but that's getting ahead of discussion again.)--grim, though cartoony/vibrant game--deep or somewhat complex plot, with several themes working togeth to create a really compelling narrative--art style would ironically contradict that, being more vibrant and colourful than it should be. The art style would distract you from the plot, because you'd be asking yourself things like, "How can something go wrong in a such a cute world!?"--steampunk-- Multiple playable characters. Just a handful of them, 2-4 at most. They would use the Smash Bros system of moving and combat, where it's the same controls with different abilities. However, every character would have the same "stats;" The all move and attack the same way, but it's their special abilities that will set them apart.
From AilsArk: something more RPG and less action--So talking about the pacing, the game could have some big areas with enemies, where you can fight and fight and fight... then you find yourself in front of a locked door and you need to find the key, so you go exploring (some enemies on the way)
So i think there should be just one big level, or small connected levels, with a world map
From Gamemaker 2010: slow pace would be nice--quality of fights over quantity of fights
From Sketchy: Zeliard--I don't like the idea of random encounters--I think everyone should at least play Zeliard - it's a really good game
From MBK: Zelda 2 for the NES kinda style?--You know, a map to travel on with random battles that pop up, but the battles and castle areas are 2d platforming.--Then get someone to make a good platforming engine, a good map engine, and the best character sprites, and piece them together on an example, preferably in TGF1 so everyone will access the files and participate.--As for making battles rewarding, how about making it so there are lots of bosses and mini-bosses and after you defeat one, it adds something to the attack for mini-bosses (take a look at how the weapon in King of Dragons for SNES changes as you travel through levels), and adds a new attack to use for the big bosses. Attack style could be changed via a menu to keep it to a few buttons during battle (one button opens the attacks menu, and another button to quickly pick the attack, and same thing with the attack style menu).--
From Matthew Wiese: Also, I would like to suggest using a cute, fasted paced fun style, because I'm sure many more people would be able to create graphics for that type of a game, rather than complex MS style sprites.
Now let's see, from examining these different styles, it seems to me that a good way to combine them would be as so:
Leisurely pace-one can move through at a moderate pace if they want, but if they feel like taking it slowly, the plot won't be so restricting as to force them to continue. You should be able to avoid battles if you want to. A hub world leading to other worlds, may or may not be a map, and you can get to other worlds through the hub or by following a path from one world to the next (interconnected worlds). Steampunk style, but with cute, fun, colorful, vibrant colors to contrast the deep, grim, complex plot. Multiple playable characters with similar stats and controls but upgradeable and specific abilities, either upgrade through experience points or bosses. Build the game in such a way that people with any click product will be able to make levels and worlds.
Anyone have anything against that? Anything to add? Any comments whatsoever? Voice your agreement or disagreement with this style now, because if you don't, then we'll be moving on to features, programming, graphics, story, and sound! Yippee!
Sandwich Time!Whoo!
JoyCheck & KeyCheck Widgets
For easy implementation of customizable joystick and keyboard controls.
http://www.create-games.com/download.asp?id=8364
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Neuro Ludologist
Registered 29/10/2006
Points 437
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Cute, vibrant Steampunk sounds awesome, perhaps lots of neon colors?
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aphant
Registered 18/05/2008
Points 1242
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I thought vibrant meant complimentary saturated colours, not neon.
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Matthew Wiese The Fencer
Registered 01/02/2009
Points 149
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exciting; stimulating; lively: vibrant colors; a vibrant performance.
Definition by Dictionary.com
That's one of the definitons of vibrant, and the one we'll use.
@Neuro Can you give me a picture example of steampunk? I'm still not sure what it looks like.
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Sketchy Cornwall UK
Registered 06/11/2004
Points 1970
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I used to watch "Watercolor Challenge" a lot when I was younger. The word "vibrant" was always used by the judges as a euphimism for "shit"
I am also not familiar with "steampunk". Sounds like it ought to be a low-tech version of "cyberpunk"?
As Neuro says, neon could work - his "Plasma Warrior" game was awesome.
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aphant
Registered 18/05/2008
Points 1242
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Steampunk is pretty much cyberpunk, yeah. Only everything is powered by steam. Most contraptions and machines look like they're built out of brass, copper, and wood; Iron and steel being too heavy would typically be left for things of heavier duty nature, like machine guns and tanks. Stylistically, steampunk designs seem to have an art deco look to them.
Do a Google search for steampunk and you should get some ideas.
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Neuro Ludologist
Registered 29/10/2006
Points 437
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The word vibrant always conjures an abstract picture with bright, glowing colors in my mind, so I thought... mixed with a technological theme, neon.
I probably mixed up steampunk with cyberpunk, though. Neon doesn't seem very steampunky, though it could work if very subtle. Maybe like... glass pipes with... lava flowing through them... or something Take the steampunk style and make it our own, with lots of crazy fantasy technology. If you take the fact that most everything in steampunk is powered by steam, and we change that to being powered by, for example, lava, then we have a lot of basis for different graphics and gameplay elements. Lava is usually associated with instant death, but as the game progresses the equipment and abilities you obtain would help you avoid and resist it, maybe even turn it to your advantage.
These are just little ideas to stimulate ideas and inspire some thought, I'm not really making any concrete suggestions. Anything could work for an appealing style, but maybe some thinking ahead with what gameplay opportunities the style opens up is a good idea.
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Matthew Wiese The Fencer
Registered 01/02/2009
Points 149
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When I was younger, I played an AMAZING RPG, though comparitively old now, you could build guns out of basic parts, and more advanced parts would make better weapons. Like, if you have rusty parts, the weapon would make a weapon of that type, only rusty, which in turn its accuaryc etc. would be bad. But if you could have had the basic parts, plus other special parts, would make a special version of the gun.
Here are some cool examples of cool steampunk weapons I found. And others.
Rusty pistol (like the rifle below, this was made to be used)
http://www.crunchgear.com/wp-content/uploads/scaled11.jpg
Rifle/machine gun (note this gun was made by Chechens to actually be used to harm)
http://img176.imageshack.us/img176/9927/12xi0.jpg
Steampunk styled legos (I like the uniformity in the soldiers suits, and their strange little oxygen/energy pack on their stomachs)
http://www.brickshelf.com/gallery/Morgan19/dardenbahst/32_minifig_group.jpg
Cool steampunk finger dagger, like Altair's finger dagger (could be a lock pick)
http://www.instructables.com/files/deriv/FVQ/U2EW/FDTDOB9N/FVQU2EWFDTDOB9N.MEDIUM.jpg
A REAL modern assault rifle, has camera to shot around corners (for ideas)
http://www.geekologie.com/2007/12/21/corner-gun.jpg
Steampunk styled airsoft handgun (airsoft guns shoot tiny plastic pellets)
http://farm3.static.flickr.com/2321/2526266623_440cf4425f.jpg
Cool Lego Steampunk walker
http://farm3.static.flickr.com/2157/2128484396_712ed7661d.jpg
All for now!
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Jon Lambert Administrator
Vaporware Master
Registered 19/12/2004
Points 8235
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So does this mean that everyone agrees with the idea of?:
Leisurely pace-one can move through at a moderate pace if they want, but if they feel like taking it slowly, the plot won't be so restricting as to force them to continue. You should be able to avoid battles if you want to. A hub world leading to other worlds, may or may not be a map, and you can get to other worlds through the hub or by following a path from one world to the next (interconnected worlds). Steampunk style, but with cute, fun, colorful, vibrant colors to contrast the deep, grim, complex plot. Multiple playable characters with similar stats and controls but upgradeable and specific abilities, either upgrade through experience points or bosses. Build the game in such a way that people with any click product will be able to make levels and worlds.
Because if it does, them we'll get to work on features, programming, graphics, sound, and story.
Progress is a good thing, I guess.
I forgot that I'm supposed to be acting less cocky.
Sandwich Time!Whoo!
JoyCheck & KeyCheck Widgets
For easy implementation of customizable joystick and keyboard controls.
http://www.create-games.com/download.asp?id=8364
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