The AT game Brainstorm, Ideas for the game and story |
The AT game Brainstorm, Ideas for the game and story |
Jul 12 2005, 01:36 AM
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Soul Hunter Group: Magister Posts: 2208 Joined: 10-April 03 From: NJ Member No.: 23 |
I was thinking about possible scenarios and ideas for the game, and thought maybe making this thread would be a good way to get things rolling. I think it was agreed that the game would be a 2d scrolling action game.
Story: I've been trying to come up with original ideas but end up hating them. Someone proposed that it be set in a futuristic setting, I think its a cool idea too. I was thinking something post apocalyptic too such as Fist of the North Star or Mad Maxx. features: Several AT personalities could be bosses. Example Cushinator could be a ninja robot that dances and melms you while you try to figure out his weak points or SCU could be some huge robot thats chases you while fleeing on the back of some truck all the while the characters have to chuck things or shoot him. Also each selectable character could have their own special move of sorts. Such as the ninja vanish from Dive's mock up Lastly on the ideas a stage involving vehichles of some sort. Well those just a few of the things Ive been thinking. -------------------- "Brotherhood asked for no friendship, only loyalty. They stood back to back as the galaxy burned - always brothers, never friends; traitors together unto the last." --an Excerpt from a Night Lords Novel Void Stalkers Chapter X: Revenge |
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Jul 15 2005, 07:09 PM
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Neckchopping Avatar of Angst Group: AT Certified Posts: 98 Joined: 16-March 04 From: Austin, TX Member No.: 129 |
So roughly timeline wise it should look something like this: finish art prototype we don't need to have strong concept art at this point just something workable 2-3 animations (walk, attack, etc) 1-2 backgrounds do some kind of concept art figure out how much art we want to generate, determine colors, look, etc rough game flow breakdown finish 2-3 characters and 2 levels, first level widgets, first particles and ui flush out bugs and gameplay break the rest of the game down into mini-milestones (usually per-level) finish it up.. add polish and possible some minor features To address unit's engine questions directly: - the engine supports 32 bit color, 'unlimited' layers, alpha blending etc - palette's are not worth the effort anymore for modern game programming - there is a rough particle engine which we i would like to expand to do some nice environmental effects - i think for general level design i will go with 3-4 layer parallax scroller and add some generalized trigger support I have a sample game which is just about done running on this engine, I originally wrote it to do games on symbian OS (cellphones). If we get some file space I can upload various versions of the game (it's a texas holdem poker game) as well as some other 3d demos I have laying around. |
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