Saturday, October 20, 2007

Oshka

Tom said:

I had a dream I'm suppose to make a game about Russian Matryoshka dolls. Simple run n jump gameplay like Mario with the added feature of Matryoshka doll shells.

So the player would benefit from the shells:
You could nest yourself in shells for strength
Different shells have different abilities
ect.

Pros of leaving the shells:
Enter tiny doors
Go underwater
Leaving a shell gives you upward momentum, so you could do a Nshells-1 jump (ex. quad jump).
ect.

I call it Oshka.

I said:

I like it.

Have you thought about how the dolls should look?
There are the traditional ones, of course, but there are also alternatives.

The idea of the nested shell as gameplay element is interesting- in addition to the different abilities that different shells could grant (which would open up different areas of the levels, a la Castlevania or Tomba or Megaman or other platformer/rpg/puzzle games), the "extra jumping" ability could be a huge part of the gameplay and level design. For instance, you might have the player run around and collect enough shells so that they could eventually reach a very high ledge (while solving smaller puzzles/levels with the shells they collect in the meantime).

I have a suggestion (if I may be so bold): instead of straight platform jumping, perhaps you could have the player be able to "launch" themselves from their largest shell: they could hold down a button which would initiate a little "aiming mode" (like in Yoshi's Island, when you launch an egg, or like in a golf or bowling game), release it when they believed their aim was true, and then all of the shells inside the "sacrificed" one would be flung in that direction. Then, if properly skilled, they could hold the button down again, which would stop them in midair and initiate another launch sequence. In this way, the player could propel themselves around, reach oddly-placed areas, and generally have a good ol' time.

Initial ideas for the dolls' aesthetics:
Different people (they could each be specialists of a nesting-doll strike team, or members of a family- each with unique abilities and personalities)
Different animals (easy to figure out the different shells' specializations)
Shell-bots (we could still make this steampunk)

I see the shells' walking animations as them tipping to the side opposite the one they are heading towards, as if they were being pulled around by their "feet." Like if you put a big magnet in a bowling pin and then used another big magnet to pull it around.

The dolls themselves would be easy as all hell to make art for- I could sketch them out and scan them, and then make two sprites (the head and the body) for each. Effects like battle damage could be incorporated with separate semi-transparent sprites layered over the top, as could different facial expressions (if we go with little people as the dolls). "Launching" and other animations could be accomplished with the engine. Levels could be made with small tiles (the overall style sounds as though it's meant to emphasize simplicity, so blocks might be a good way to start out and get our feet wet with level design).

I have some questions, though: How will the player get new shells, exactly? Will they just be lying around the level, or would the player start with all the shells, and then have to use them up and/or recollect them? What happens when the player comes across a shell that is more than one size larger? Will there just be generic shell icons/powerups that the player can run across, and when they do, a shell of that type of the next largest size is placed over the player's current shells? This would mean that the player would sometimes be forced to sacrifice multiple shells in order to get back down to the specialized shell they need. This would not necessarily break the game (with clever level design, that is), but it would make the levels more difficult to balance.

I'm putting this stuff on the blog.

Tree Fight!

Come on, you know it's a good idea.

Here's how I think it would work:
Players take turns placing new branch segments. They can make a branch taller by extending it, or they can split the branch by adding a joint. Sunlight comes down from the sky, nutrients come up from the earth (I suppose roots should be able to be grown, too), and you also need to have a water source (lack of any of these causes your tree to shrink or die).

Fighting involves blocking the other trees from vital resources by outmaneuvering them in growth. Every certain-number-of-turns, you are allowed to pick a survival adaptation (which you have earned from your years in the wild). These survival adaptations might allow you to store water more efficiently, fend off annoying animals, grow your roots deeper or your branches higher, or even live longer. Some adaptations would be fantastic, like the ability to grow explosive-fruit-launching branches and attack your rivals directly. Some would be taken from nature, like the ability to grow runners underground (and then start a new trunk elsewhere on the battlefield).

Each turn might also bring with it random events or hazards- animals, disease, forest fires, lumberjacks, or even a guerrilla war causing collateral damage. These are obstacles to avoid or even plan your strategy around (some plants thrive and spread with fires, for example).

Winning could be as simple as lasting a certain number of turns, or as complex and fantastical as evolving sentience or growing into space.

COME ON

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You could have the background flow up, so you could break through the clouds and eventually the atmosphere (after picking the appropriate adaptations), and then evolve little space-marine pods that you could send out against other space trees!

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And you could have the camera scale, so that you could see your whole tree at once (which would be really cool if, for example, your tree could grow from one planet to the next). You could conquer whole worlds! Maybe each world could be a new level, which you would have to conquer (remove all competition from), with space growing sequences in between. It could all just be one map! We could do this with simple, reusable graphics (unlike Necropopolis).

Thursday, October 4, 2007

Isla Peril

Got inspired again. Check your emails.

Epic Psykadelia

Hey, I make another song.

Just in the zone lately I guess. Check yo emails.

Sunday, September 30, 2007

Nice riffs yo

Keep it up!

Thursday, September 27, 2007

Yo

Tom n Rollin-- sending you a new song I did over break. School just started today, so I'll get more in on this project when I can.

Monday, September 24, 2007

Friday, September 21, 2007

Tuesday, September 4, 2007

Check It

Some cool footage from the Indy Games Summit- dude talking about prototyping and game design and such. You should watch it!

Yes

Do the zombies first and animate the body parts separately.

Monday, September 3, 2007

Characters Are Next, Right?

So... I think the plow has all of its necessary parts (though they could still be moved around and such). I guess I'm working on characters next, right? Zombies, the player, et cetera.

Couple of questions:

1. Which should I do first?
2. Should I animate the different body sections (head, torso, legs) separately, so they can later be blown off? I think this would be the best way to do it- that way the torso can rotate independently from the legs (necessary for the main character).
I suppose I could just do the legs, torso, and head separately for the main character, and then just do the body and head separately for the others... but then we couldn't have paraplegic zombies crawling around after having their legs explode.

My Thoughts

1. Yeah, screw the plow.
2. I think the crane shows promise- we could have a Kirby-style vacuum (that can't be repositioned) and just have body parts slowly move towards it as the vacuuming button is pressed, and then have the crane to pick up boulders and things and whip 'em around at zombies and such.
The crane could be made less awkward by having the chain shoot out and retract- it would basically be a grappling gun that could only shoot down, but could be "aimed" by rotating it.

The main character should have to get out of the carriage- but he already has to get out for retrieval of items, treasure, wounded crew members, etc... Meh. Gravity gun would still be cool, though. Is there any reason not to put it in?

Sunday, September 2, 2007

Plow, crane, vacuum, gravity gun?

How should the player interact with zombie piles:
  1. I think the plow is out.
  2. The crane could work, but it seems awkward.
  3. I was thinking it would be easy to go with the Kirby style. When a body is vacuumed up it would be instantly shot out of a positionable tube.
  4. Rip off the gravity gun idea from Half-Life. It would also create interesting game play to not allow the carriage to move the zombies which would force the main character to get out of the carriage and use the gravity gun. Or the carriage could have a gravity gun attached to it.
Your thoughts?

Saturday, September 1, 2007

Particle Engine Wish List

1. Zombie Blood
2. Character Blood
3. Gold (Treasure)
4. Water
5. Smoke (Comes out of fuel tank exhaust pipes and a little out of the furnace in the carriage; also tags along with fire)
6. Fire (Comes out of damaged things; also a bit out of the furnace when the carriage accelerates)

Friday, August 31, 2007

Cool Tutorials

The guys that made N (a little platformer about a ninja that has really cool physics) put up some tutorials about hit detection and some other things that I don't really know about. I just thought I'd start posting stuff that might generate ideas.

Wednesday, August 29, 2007

Spotlight on Tom






Perhaps with this nifty spotlight we can deduce... where the hell Tom went?

Tuesday, August 28, 2007

Sunday, August 26, 2007

Bioshock a-rock-a-block

Um, I have a GeForce 7600 in this beast. The game runs great on high detail and looks fantastic, and this rig is probably 2 years old technology-wise. I think the card has shader 2.0? Not sure. You sure you can't play it? Did you try the demo or something?

Saturday, August 25, 2007

Fucking Pixel Shader 3.0 or whatever

I can't play Bioshock. I need to get a better card to do it.
But I'm not upset.

What kind of card do you have, Chandon?
Also- Tom: is Pixel Shading Number 3 the shit that you were talking about, with the upgrading and all that jazz?

Hey

Just letting you guys know that I've been in crunch time for school, and will continue to be for a couple more weeks til finals are over. I have 3 projects due by the 4th (one down), 3 exams next week, and a couple finals the week after that. THEN I GET A WEEK OFF. Until then, I won't be making a lot of FX but I will be turning a soundtrack song in for my REASON final project.

Unrelated:
I also bought Bioshock as a reward. It's pretty damn cool and super perty, I suggest you check it out if you liked System Shock 2. Can't wait to get into it some more.