Originally Posted by JustinC Mr. Lambert, I think you should take some sort of hardline approach to clamping down on the ideas. Or put people in positions where they make the final call on different elements of the game.
As I said earlier in the thread, my plan was and is to select a Coding Leader, Design Leader, Graphics Leader, Music Leader, and Sound Leader, and we six people will begin to make these "hardline" decisions. As of now, I am still looking for someone to head up coding for the game, as not a single person has volunteered, and the other four leaders are to be searched for once we as a community decide what the mood and theme of the game are (so that graphics people will be able to draw, music people able to compose, sous people able to record, and design people able to coordinate it all to the story and make crucial design decisions.
If you want me to make some hard decisions now, I could say that the game will be about a horde of demons that have escaped the underworld through a portal from the underworld or some such place, and you play as a samurai who must defeat the demons and seal the portal to save the world. During your quest, you learn that the demon world is beginning to merge with your world, increasing the urgency in closing the portal.
The game's mood would be serious and somewhat dark, as the world is potentially ending, and this would be reflected by somewhat realistic graphics using darker colors and details. The music would be somewhat similar to what you hear in fighting games like Soul Calibur.
You all, if you were fine with that, could then talk about how the portal opens or how the worlds merge together, what the demons look and act like, how you will close the portal, and things like that. If we can decide on this, I'll be able to establish Design, Graphics, Music, and Sound Leaders.
On your idea: I would say that would be a good decision. Let's go with that as ideas keep getting thrown forward yet nobody's building on previous ideas much.
Originally Posted by Del Duio Serious or no, I think the entire story could / should be summed up on a single screen in a single paragraph.
We don't need no stinkin' novel!
Well, I'm thinking of something along the lines of the Ninja Gaden cut-scenes. In any given game they only amounts to a page or two of dialogue. The animation is vary basic, mostly stills that are moved around. I don't think that's asking too much.
I don't know, here is a link to all the cut-scenes spliced together again, Dose anyone think I'm underestimating how difficult cut-scenes of this style will be to do? I mean, we don't have to do as many as in that game.
I think the nes cutscene style would be a good one to use. Although I'm still not completely sold on the idea of it looking like an 8-bit game, I still prefer 16-bit since the mood has been established as "somewhat dark". I keep thinking about snes games like demons crest.
Here's a genesis cut scene in the ninja gaiden cutscene style:
i don't want to devote TOO much time to this thing because i have my own stuff to do.. so I wouldn't put my hand up as a coding leader, but I probably would have no problem whipping up a good ninja style platform movement so this thing can get off to a good start
here's an example of a movement i made a while back.
Run - Left/Right Arrow Keys
Crouch - Hold Down Arrow Key
Jump - Z
Shoot - X
Charge up Blaster - Press + Hold X
## Special Moves ##
Double Jump - Z While Jumping in Air
Wall Slide - Hold Arrow Key Towards Wall
Wall Jump - Press Z While Wall Sliding
Morph Ball Mode (kinda sorta) - Double Tap Down Arrow Key
Exit Morph Ball Mode - Up Arrow Key
I won't mind being coding leader, but I think the rest of you might. I'm not terribly good at it and produce mostly hacky code.
I'll do it if no one else does, but if there are complaints then the complainers should step up and be the leader.
Jon, once again I like your story idea and we should just run with that.
But really, no one needs to get caught up with the story right now. We have the concept and theme and setting and that should be enough for now.
Responsibilities include coordinating programming efforts for the game. This will require the Coding Leader to have knowledge of platform engines, menus, HUDs, and other such things as required for the game. The Coding Leader will not necessarily have to code everything, but will have to code some things, and decide what other members will code what. The Coding Leader will also have to lead and moderate discussion on what features are to be coded and how to code them.
Current list of volunteers: Smirnoff (need .mfa or .exe example of coding)
Responsibilities include leading discussion of different design elements and making decisions on critical design elements and story elements. The Design Leader will also be required to coordinate efforts in graphics, sound, and music, so that they all fit the game style and story theme and mood. To be eligible for this position, you must prove that you can be a good leader (perhaps in a paragraph citing examples if possible) as well as take the Story So Far that I have provided and flesh out a design for the game. Designs would constitute musical and graphical styles (with examples), sound effect examples as well as when they would play and how they would sound, level design examples, and general game structure.
Current list of volunteers: None
Story so far:
A portal to the underworld has been created, allowing a slew of demons to escape and take over the living world. As a lone samurai, you have put it upon yourself to defeat the demons and close the portal. However, the portal poses another threat as well, for the two worlds are merging together, and should the portal remain open, the living world will meet its end.
Dark game with a serious tone. The graphics will lean toward realism, using darker colors and details to reflect the story. Music will be similar to that in Soul Calibur.
I'll volunteer to be design leader if no one else wants to. I don't think I'll have a lot of time to devote, and would like someone who has more time to volunteer. Though I would really like to be a designer.
What needs to be presented so that I am applicable to be design leader.
Bah, I'd much rather be a design lead than the coding lead. I'm really not that great at it. I've never made a level editor. I'm just surprised that no one has stepped up for that position.
I do have a lot of time to spare, though. I can be fully devoted to this project. I guess I'll send you the mfa I have. It's not pretty, though. That's not to say I don't know how to keep things organized. Still, I'd like to think I'm more of a designer than a coder.
To be a Design Leader, you must give proof of your ability to lead [discussions] and make crucial [design] decisions. You must also take the Story So Far that I have provided and flesh out a design for it. This would constitute examples of graphical style, musical style, sound effects (when they would be played, how they would sound), level design examples, game structure, and other things. If you can both prove yourself to potentially be a capable leader and give a good design for the game, you may have the position.
Here is the expanded version of the story Jon has provided:
In the Begining
In the land of Napaj, a terrible oni has open the demons gate in the Northeastern temple (northeast is an unlucky direction in Japan, and it is sometimes called the Demon's gate). The gate allows demons passage into the living world.
For many months, the creatures from hell have transfered into the Napaj using through the demon's gate, taking over entire cities and killing many innocent lives. If the demon's gate isn't closed, all of the living souls will be sent to hell and then eventually end up back in Napaj, merging the underworld with the living world.
It is night. A samurai is woken up by a voice. The voice is of a Shingami (japanese death god). The shingami tells the samurai of the demon situation. It says that there must be a balance between the dead and the living or the world will be destroyed. The shingami then tells the samurai that he must go through the demon's gate and
close it from the inside. The shingami creates a sword out of thin air. It tells the samurai that this sword is the only sword that will destroy a demon's soul completely. The shingami says, "you know what you must do." Then the shingami disappears. The samurai gets out of bed and puts on his armor. After mounting his horse, he rides of
to the northeast, ready to close the demon's gate, or die trying.
Im not a writer btw so ignore the use of lots of "the". I just wanted to get to the point.
Since the game is about demons and the dead, then it should also be a bit scary.
Edit: I could be the design leader, but I don't think I'm a very good leader.
That's straight outta the Wizardry handbook: Werdna the wizard and Trebor and all that. Everquest's city of Qeynos had that too (Sony EQ).
You stated it, but yeah too many "the"s. It just seems like the above story is a literal translation or something, cut out half the sentences or rearrange stuff and it should read a lot better:
In the Begining
In the land of Napaj a terrible oni has opened the Northeastern temple demon's gate, allowing them passage into the living world.
For many months the creatures from hell have poured into Napaj using this gate, taking over entire cities and killing many innocent lives. If the demon's gate isn't closed all of the living souls will be sent to hell, merging the underworld with the living world!
One night a samurai is woken up by an evil voice. Shingami, Japanese death god, tells him of the demon situation: There must be a balance between the dead and the living or the world will be destroyed. The only solution is for the samurai to go through the demon's gate and close it from the inside.
Shingami creates a sword out of thin air, all the while telling the samurai that this is the only way to destroy a demon's soul completely. Looking at the samurai he fades away saying, "You know what you must do..."
Rising from his bed he pulls on his armor and sheathes the mysterious weapon. After mounting his horse he rides of to the northeast, still confused from the night's events. You are this samurai, ready to close the demon's gate forever.
Or die trying.
Edited by Del Duio
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I will make no direct referrences to Japan or any real world locations. I think it's best we keep details ambiguous.
Long ago in the Eastern Kingdoms, the elders banished the last of the demons to the underworld.
Years later the demons were able to open a portal back to the surface world.
If the portal were to remain open, the underworld would merge with the surface world.
With the kingdoms ruined and all defenses lost, a lone warrior stands against the demons and the impending merger of the two worlds.
I wouldn't lean toward any particular style until I've seen some example work. Fluid animation is more important than strict realism.
I would say the music should take asian cues with Japanese being the primary influence. Again, I'd have to hear some example of what people are capable of.
I want to accommodate peoples' skills and not plan for anything we do not have the means to produce.
Game structure would follow what we've discussed with the wario land 2 structure.
However, I will not do any further research on that kind of structure as I'd like to put my own spin on it.
I imagine it as such:
After the short and sweet(and skippable) intro, the we immediately get into level one. After completion, we see the world map for the first time.
The player can only see where they have been and the level they are about to enter.
If the level they are about to enter is obviously going to have a fork, the world map will reflect the upcoming decision.
However, sometimes story driven events will change the outcome of the level as well as where the player will end up.
For example, the player may have to rescue some villagers. The player can choose to rescue them or ignore them and move on.
Moving on will just need to the next obvious place on the world map.m Rescueing the villagers may lead to a new location such as a demon den the villagers saw.
Each level can be designed almost independently from each other except where a story arc comes into play. There, a designer could design a series of levels relating to each other.
We may have an idea of what the levels will be, but ultimately the designers should have the freedom to do what they want if the levels are fun and well made.
We can build the world map around the ideas given.
Bosses will occur at the end of story arcs. By story arcs, I just mean a small series of levels that follow their own little plot. There will be several small story arcs inside the main arc of the game. Different arcs could potentially lead to different endings. Endings could happen at different points in the game. Perhaps one arc could lead to failing to defeat the demons. Another could be having to close the portal from the underworld instead of the surface world.
I will post my ideas for weapons and other things shortly.
I do think that is a well thought out idea of the gameplay Smirnoff, maybe a few tweaks here and there.
Here's my base story to contribute:
During the year of 1374 in the land of Nyrosrei (N-I-Rohss-R-I) the Priests of Belan sealed away the demons that were materializing out of the evil thoughts of the people, the Priests sent them to Edokiva, a barren land in the center of the universe where they were to live out their lives in eternal suffering. Through many generations the demons planned their revenge and started practicing dark magic. At the start of the year 1629 they put their plan into action, summoning portals and releasing hordes of blindingly deformed creatures to wreak havoc upon the land of Nyrosrei.
The demons did not know however that the Priests were training a skilled samurai to defend Nyrosrei when the demons inevitably returned. This warrior of the people is named Rael. It is up to him to defend Nyrosrei and to kill every last one of the demons.
Short and sweet, and leaves openings for plot twists and places for our artists to create dark and evil looking demons.
What if instead of typical sword slices, it took on sort of a dig dug/ghostbusters feel. Your sword would be used to absorb the demons. You'd send out a beam or steam trail or something and the sword would take in the demons' energy represented by them shrinking. If you release the trail the demon would slowly return to original size. So like dig dug, you'd have to hang on to one enemy and drain it fully to eliminate it. You could have a basic sword slash that would just knock enemies back to give you some time to drain another enemy.
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3rd August, 2010 at 06:28:51 -
Make Jon Lambert leader, take his idea and make it. Kgo.