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    Character, situation, location

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    Michael pw

    Posts : 202
    Join date : 2010-11-02

    Character, situation, location

    Post  Michael pw on Tue Nov 02, 2010 3:26 pm

    We have gathered so far that the game will be taking place in a city, but not just any city, one that is in the process of being torn apart by some natural disaster (may be best not to call it the apocalypse, idk i don't want to offend anyone) and that you are escaping.

    Right we have all this however we need to come to a conclusion about what the character will be, so far we have a ball but like you said it's not very original and kind of boring, also i agree, all the games we make shouldn't consist of balls of some shape or form. i think we should go for a realistic or abstract style, steer away from the cartoonish style siege wars had and let objects have a bit more life.

    My thoughts on this were some form of man but someone who is shaded so you can't see any key details. the character will need to stand out but not too much as it would be great if the visual effects could take over.

    Twisted-Liquid

    Posts : 176
    Join date : 2010-11-02

    Re: Character, situation, location

    Post  Twisted-Liquid on Tue Nov 02, 2010 3:36 pm

    I actually drafted a design on what i think the main character should look like it basically a one wheel motorcyle drone looking thing. I will drop in some sketches when i can. I think it fits the game nicly and its not cartoonish ro bubbly its actually more retro mechanical looking. which will allow us to use a dark gloomy style for the ruined city.

    Michael pw

    Posts : 202
    Join date : 2010-11-02

    Re: Character, situation, location

    Post  Michael pw on Tue Nov 02, 2010 3:55 pm

    that sounds nice! so going for a slightly futuristic style would be nice! just one thought, i don't want to be to strict on like the spec and all that but the graphic is going to have to be limited to 48*48 as a max. just a thought, if it turns out that we are using the HD resolution screen, then it would be a 96*96 mas size sprite.

    Im liking this idea and looking forward to some sketches.

    for particle effects, i thought of smoke but with bit's of ash in it. i thought that would look nice coming off burning buildings.

    Twisted-Liquid

    Posts : 176
    Join date : 2010-11-02

    Re: Character, situation, location

    Post  Twisted-Liquid on Tue Nov 02, 2010 5:36 pm

    Sounds great unless i hear otherwise i will start the graphics 48x48 but once i do its set in stone so make sure to let me know asap.

    Here is the concept I had for the main character its only the basic shape i would obviously detail the shit out of it. keep in mind the wheel is always rotating forward and i would animate the motions from moving forward to pulling back so they image won't look choppy.



    also there is a lot of media games and movies that feature post-apocalyptic worlds i wouldnt be afraid of offending anyone besides its clearly explained that way.

    Michael pw

    Posts : 202
    Join date : 2010-11-02

    Re: Character, situation, location

    Post  Michael pw on Wed Nov 03, 2010 9:33 am

    those pics are looking great, i really like the style, it could work well!

    Twisted-Liquid

    Posts : 176
    Join date : 2010-11-02

    Re: Character, situation, location

    Post  Twisted-Liquid on Wed Nov 03, 2010 9:43 am

    I'll move forward with it.

    Michael pw

    Posts : 202
    Join date : 2010-11-02

    Re: Character, situation, location

    Post  Michael pw on Wed Nov 03, 2010 2:52 pm

    Does this robot have a name?

    Twisted-Liquid

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    Re: Character, situation, location

    Post  Twisted-Liquid on Wed Nov 03, 2010 2:54 pm

    uuuh... yeah... ita uh called the uh... MPW 3000 (Mechanical Power Wheel 3000) yea thats it...

    Michael pw

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    Join date : 2010-11-02

    Re: Character, situation, location

    Post  Michael pw on Wed Nov 03, 2010 2:56 pm

    lol i laugh how MPW are also my initials Razz

    Michael pw

    Posts : 202
    Join date : 2010-11-02

    Re: Character, situation, location

    Post  Michael pw on Wed Nov 03, 2010 2:56 pm

    Michael pw wrote:lol i laugh how MPW are also my initials Razz

    or was that intentional?

    Twisted-Liquid

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    Re: Character, situation, location

    Post  Twisted-Liquid on Wed Nov 03, 2010 2:58 pm

    LOL yea i just took your initials LOL

    Michael pw

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    Re: Character, situation, location

    Post  Michael pw on Wed Nov 03, 2010 2:59 pm

    Facepalm* to my self at first. but still the name works lol.

    Twisted-Liquid

    Posts : 176
    Join date : 2010-11-02

    Re: Character, situation, location

    Post  Twisted-Liquid on Mon Nov 08, 2010 12:15 pm

    As for location i was thinking we could travel around the world a bit and explore famous monuments that have been destroyed during this period.

    so far im thinking...

    Americas - Statue of Liberty
    Tibet - Potala Palace
    Cambodia - Angkor
    China - Great Wall of China
    Italy - Colossium
    Italy - Leaning Tower of Pisa
    Greece - Acropolis of Athens
    Europe - Stonehenge
    India - Taj Mahal
    Egypt - Great Sphinx
    France - Eiffel Tower
    London - Clock Tower
    Germany - Brandenburg Gate
    Mexico - Chichén Itzá


    Michael pw

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    Join date : 2010-11-02

    Re: Character, situation, location

    Post  Michael pw on Mon Nov 08, 2010 12:16 pm

    that's a quality idea, the background can show like other landmarks in that city to unless you just want the destroyed landmarks as the background.

    Twisted-Liquid

    Posts : 176
    Join date : 2010-11-02

    Re: Character, situation, location

    Post  Twisted-Liquid on Mon Nov 08, 2010 12:21 pm

    The landmarks will be the furthest piece in the background and moves no more the 2 px at a time. I call these the backdrop. the there is going to be a city background infront of that moving at the current speed your city is moving in. then there is yet onather infront of that , which only has large detailed pieces of builings every so often and move at the players speed. there there is the playground where the character sits, then a foreground with shrubs and trees maybe a few more building pieces. each city will look different with their unique landamark in the background and unique building structures.


    Also I need to add that i want the backgrounds to move up as the player goes down and vise versa except for the backdrop that contains the landmark this will give us a sence of height when using large ramps and give us a sence of depth when gown down underground. (the higher you are the more of the landmark you can see the lower you are the less you can see. think we can pull this off?


    Twisted-Liquid

    Posts : 176
    Join date : 2010-11-02

    Re: Character, situation, location

    Post  Twisted-Liquid on Mon Nov 08, 2010 2:56 pm

    here is an example of the background. see how the different background layers give you a sence of depth?

    https://www.youtube.com/watch?v=bMSm1A9CRm0&feature=player_embedded

    POSSIBLE?

    Michael pw

    Posts : 202
    Join date : 2010-11-02

    Re: Character, situation, location

    Post  Michael pw on Mon Nov 08, 2010 2:58 pm

    Yah, easily possible, the city bg atm already gives a slight feeling of depth as it moves half the pace, i would just get the third layer to move 1/4 the pace. I am loving that games tunes Razz

    Twisted-Liquid

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    Join date : 2010-11-02

    Re: Character, situation, location

    Post  Twisted-Liquid on Mon Nov 08, 2010 3:52 pm

    WHAT ABOUT THE UP AND DOWN FEATURES CAN U DO THAT TOOO?

    Michael pw

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    Join date : 2010-11-02

    Re: Character, situation, location

    Post  Michael pw on Mon Nov 08, 2010 7:03 pm

    Yeh

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