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May 25, 2013, 12:10:56 AM
TIGSource ForumsDeveloperFeedbackDevLogsThe Archer
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Gabriel Verdon
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« on: March 20, 2011, 11:20:01 PM »

Status: Sleeping...


Name:     The Archer
Authors:  Gabriel Verdon, Disasterpeace, HypderDuck Soundworks
Release:  TBD
Tools:    Game Maker 8.0, Photoshop CS5, Wacom Intuos4
Engine:   Game Maker by YoYo Games
          GrandmaEngine by Matt Thorson
          EasyLighting 7.0 Extension by Scyler_27


I will post one update every day until the game is done.


“The difference between a warrior and an ordinary man is that a warrior sees everything as a challenge, while an ordinary man sees everything as either a blessing or a curse.”

-Carlos Castaneda
« Last Edit: March 29, 2013, 02:29:33 AM by Gabriel Verdon » Logged

Gabriel Verdon
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« Reply #1 on: March 20, 2011, 11:33:14 PM »

DAY 1 - March 20, 2011

I'll start by posting the mockups, studies, and design notes I've done up until this point. Keep in mind all of it is raw. I would like to keep this devlog as transparent as possible.






Notes

- Archer game - gameplay focuses on shooting different kinds of arrows. The arrows stick inside walls and then you can jump on them. Different kinds of arrows, explosive, grappling hooks, etc. Gameplay is focused on the puzzles of the bow, very focused and tight. Also teleport arrows. A very gamey game, with distinct puzzles, enemies, very cerebral design.

- What is the core feeling I'm trying to create? Horns, primal, drums of war, solitary quests, raw, powerful, but also atmospheric, dark, and cold.

- Symbols: Horns, axes, clubs, shields, arrowheads, spears, fighting, wolves, beasts.
Scene: Walking through a dark, snowy forest and a horn is heard in the distance. Three cold-eyed warriors come in through the right side of the screen. The player then engages them and fights them.

- Music: Alexisonfire, but more for inspiration. Themes very much like Dog's Blood. The actual game soundtrack would have to be subtler and more atmospheric, to support the gameplay rather than draw attention from it.

- Movie influences: Black Death, The 13th Warrior, Mongol, Robin Hood.

- Like a dark adventure through a twisted world. Your purpose is vaguely outlined at the beginning of the game, but the game is you travelling through this world and defending yourself. Kind of a bit like the Black Death. Maybe you there are themes of faith. Unshakeable faith and your conviction to it.

- Inventory system. You start off with almost nothing, just some simple clothing. When you open the inventory, there is a higher resolution image of your character. When you equip an item, that is represented on the higher resolution version of your character. It is still pixel art but it gives a rewarding visual represention of your low resolution character.

- The items themselves are very textured and detailed. They take into account the material, the quality of workmanship, perhaps the style, interesting names, where it may have been from. Very real and textured and rough, what type of leather, what type of bone, what type of stone. Stone and Bone and Leather. Masks. Masks with lots of interesting designs.

- World is kind of medieval, but more dark age than middle age. Barbarians, wooden buildings, wet trees, a dash of stone age. Pine trees, torches.

- Put some poetry for the player to read and digest while things are loadings.

- The goal is to treat the player as an equal, to provide them with a valuable, engaging, and possibly thought provoking experience. The poetry would serve three purposes - to set the tone, to give the player something to do while the game is loading, and to provide a question or statement to contemplate.

- When you kill an enemy, you can loot his body. There is a massive selection of different items and trinkets that the person might carry, maybe even partially procedurally generated. In different areas, the enemies will have different types of items. Things like charms, stone tokens, necklaces, axe handles, arrows, bullets, leather pouches, coins, scarves, fabrics, bone or wood flutes, drinking horns. Perhaps a letter with the enemy's name on it.

- The game would create a sense of personality for each character that you kill. When you loot their body, the detail and texture of their items would tell its own story of who they were. So it feels like your enemies are real people and not just obstacles.

- Resolutions
  - 4:3
    - 320x240
    - 640x480
    - 960x720
    - 1280x960
  - 16:9
    - 640x360
    - 1280x720

- The final resolution will be 640x360. However, it will be blown up to 2x scale so that it will fit in a 1280x720 window. This way it will still appear sharp and crisp but everything can be drawn at the smaller resolution of 640x360. This way it also remains 16:9 aspect ratio.

- Theme: isolation. Mirrors how even though you sometimes want to strike out on you own you can get lost and mired.

- Archer game - Arrow Types:
Basic: Basic arrow. Can stick into walls, providing a platform to climb up or extend the range of another platform. Perhaps breaks after standing on it for too long?
Fire: As basic, but burns up after a short time if stuck into a wall. Lights torches and ignites flammable block. Does extra damage to enemies. Can be created using actual fire arrows, or by shooting a basic arrow through a lit torch.
Explosive: As basic, but explodes after a short time if stuck into a wall or enemy. Destroys explodable blocks. Perhaps an upgrade for fire arrows?
Teleport: As basic, but causes the player to teleport to wherever the arrows lands.
Platform: As basic, but allows the player to press a button which causes the arrow to turn into a solid platform. If it hits a wall it creates the platform next to a wall. Perhaps an upgrade to the teleport arrow?
Rope: An arrow that is coiled with rope, so when it hits something the rope unfurls creating a ladder that the player can climb on.
Grappling: An arrow with a rope attached to the player's waist that allows him to swing on the ceiling across long gaps.
?? Penetrating - an arrow that goes through walls but can hit enemies.
?? Guided  - an arrow that moves towards to mouse cursor and thus can be controllowed and guided.
?? Pounding - an arrow with a heavy iron tip that doesn't stick into walls but can knock things back. Also knocks enemies back.
?? Acid - an arrow that creates a pool of acid which is hazardous for enemies and also melts through destructible blocks below it.
?? Lighting -  an arrow that electrocutes metal blocks and stuns metal enemies.
?? Water - an arrow that puts out fires.
?? Ice - an upgrade to the water arrow that puts out fires and also freezes enemies and water blocks.

- Archer Game - Bow Mods:
Double shot: Since the left mouse button controls to bow and arrow normally, double shot allows you to set an arrow to correspond to the right mouse button.
Range, power, damage etc.

- "It is said they cut the hearts from the bodies of their fallen opponents."

- Lumberpunk game - the main character is inspired by Dan Miller. Perhaps make the archer game lumberpunk? There could be axemen, wolves, pine trees. Main character is a Canadian styled Dan Miller. Choke specialist. Canadiana/Lumberpunk. The character's name is Archer. Maybe that can be the name of the game as well.
« Last Edit: March 21, 2011, 06:12:04 PM by Gabriel Verdon » Logged

starsrift
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« Reply #2 on: March 20, 2011, 11:51:47 PM »

- Resolutions
  - 4:3
    - 320x240
    - 640x480
    - 960x720
    - 1280x960
  - 16:9
    - 640x360
    - 1280x720

- The final resolution will be 640x360. However, it will be blown up to 2x scale so that it will fit in a 1280x720 window. This way it will still appear sharp and crisp but everything can be drawn at the smaller resolution of 640x360. This way it also remains 16:9 aspect ratio.

Feedback purely on a technical level, 16:9 is a tiny segment of the market. 16:10 is "normal" widescreen format, and 5:4 also commands a higher market share than 16:9.

http://en.wikipedia.org/wiki/Display_resolution#Current_standards


As far as the rest, I might suggest an arrow with a longer shaft if the player can use them to jump on, so they can make wider platforms with arrows. Smiley
« Last Edit: March 20, 2011, 11:57:20 PM by starsrift » Logged

"Vigorous writing is concise." - William Strunk, Jr.
As is coding.

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Gabriel Verdon
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« Reply #3 on: March 21, 2011, 12:08:13 AM »


Feedback purely on a technical level, 16:9 is a tiny segment of the market. 16:10 is "normal" widescreen format, and 5:4 also commands a higher market share than 16:9.

http://en.wikipedia.org/wiki/Display_resolution#Current_standards


As far as the rest, I might suggest an arrow with a longer shaft if the player can use them to jump on, so they can make wider platforms with arrows. Smiley

Cool, thanks for the heads up. I played around with 640x360 a little but now I'm thinking I'd actually like to go smaller. I know Spelunky and Cave Story both use 320x240 (and I love the look on both of those), but I'm really attached to 16:9 just because it looks sexy and when I used to make movies as a kid I could never quite get it right. But I might try 16:10 as well since it seems like a nice compromise. Just doing some quick math it seems like a good small 16x10 one might be 384x240, but that seems a little funky. Any thoughts?

The length of the arrow shaft is something I'll definitely be playing around with, as soon as I get the game moved over from Construct to GM.

Thanks for the comment!
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mokesmoe
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« Reply #4 on: March 21, 2011, 01:25:53 AM »

This looks cool. I like the idea of all the different arrow types.
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Gabriel Verdon
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« Reply #5 on: March 21, 2011, 05:48:00 PM »

DAY 2 - March 21, 2011

  • Today I made a player sprite and tested out 480x270 resolution (16:9) because I didn't like how 384x240 looked on my monitor. I think I will stick with this one.
  • I also tested out Matt Thorson's GrandmaEngine and it's awesome. Probably gonna be working with it from now on.



« Last Edit: March 22, 2011, 12:49:16 PM by Gabriel Verdon » Logged

starsrift
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« Reply #6 on: March 22, 2011, 07:47:17 AM »

Cool, thanks for the heads up. I played around with 640x360 a little but now I'm thinking I'd actually like to go smaller. I know Spelunky and Cave Story both use 320x240 (and I love the look on both of those), but I'm really attached to 16:9 just because it looks sexy and when I used to make movies as a kid I could never quite get it right. But I might try 16:10 as well since it seems like a nice compromise. Just doing some quick math it seems like a good small 16x10 one might be 384x240, but that seems a little funky. Any thoughts?

Well, whichever works for you! I just thought I'd toss that in. In the larger view, as long as it doesn't auto to fullscreen mode, it probably doesn't matter too much. Smiley
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"Vigorous writing is concise." - William Strunk, Jr.
As is coding.

I take life with a grain of salt.
And a slice of lime, plus a shot of tequila.
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« Reply #7 on: March 22, 2011, 08:28:46 AM »

Really like the jumping on arrows mechanic, reminds me of the last Tomb Raider game. Also, lumberpunk.
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Gabriel Verdon
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« Reply #8 on: March 22, 2011, 12:45:51 PM »

DAY 3 - March 22, 2011

  • Added a bow with arms attached that rotates around to point towards the mouse. Also made it so that the sprite is always facing the mouse, and added a temporary running animation.
  • Added in a few temporary tiles, looks good so far.
  • Continued tinkering with the GrandmaEngine to get the movement and feel to my liking.



The only problem is that there seems to be a bit of lag when the bow gets moved to the character's position every frame, which ends up looking like this:



The first frame is what it looks like when I'm running forwards, the second is running backwards. You can kind of see how the bow lags a bit, and although its not too bad in these shots it's a bit distracting when you are jumping around all over the place. Anyone know how I might fix this? The code is just this, which gets executed as part of the player objects "Step" event code (which gets triggered every frame at 60 fps).

Code:
o_player_bow.x = x;
o_player_bow.y = y + 6;


Really like the jumping on arrows mechanic, reminds me of the last Tomb Raider game. Also, lumberpunk.

You know it.


Edit: Arrows.



Also made a quick sketch of the main character. Looks a bit medieval in this one, so I will probably do a few more until I'm happy with the design.

« Last Edit: March 23, 2011, 05:56:07 PM by Gabriel Verdon » Logged

JMickle
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« Reply #9 on: March 22, 2011, 12:55:45 PM »

don't have the player's bow as a new object, rather go into the draw code of your play  object and draw it there.

for instance you could use this:
Code:
draw_sprite_ext(sprite_index,image_index,x,y,image_xscale,image_yscale,image_angle,image_blend,image_alpha);
draw_sprite_ext(spr_player_bow,0,x,y,1,1,point_direction(x,y,mouse_x,mouse_y),c_white,1);

just put that code into the draw event of your player object and it'll work like a charm.
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Gabriel Verdon
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« Reply #10 on: March 22, 2011, 01:08:13 PM »

don't have the player's bow as a new object, rather go into the draw code of your play  object and draw it there.

Oh wow, awesome. How do I get into the draw code though? (This is my 5th day using Game Maker  Cheesy )
Also, will I still be able to rotate it to point to the mouse if it's not an object?


Edit: Nevermind, got it. Should've read more closely. Thank you sir!  Beer!
« Last Edit: March 22, 2011, 01:34:10 PM by Gabriel Verdon » Logged

JMickle
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« Reply #11 on: March 22, 2011, 02:36:04 PM »

No problem. Game sounds awesome, cant wait to see it completed.
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« Reply #12 on: March 22, 2011, 02:53:38 PM »

"Tracking"
Nice devlog btw.
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Gabriel Verdon
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« Reply #13 on: March 23, 2011, 05:41:42 PM »

DAY 4 - March 23, 2011

  • So far I've just been tinkering around with particles and different arrow effects, seeing what game maker is capable of.
  • Added the "charge bar" so that when you hold the mouse down, the power of your arrow charges up. The left and right mouse each control one arrow, so you can hold on to two fully charged arrows at a time.
  • Added in about 10 preliminary arrow types with placeholder art, and also a UI element to track which ones are currently selected.
  • Started experimenting with sound and weather effects.
  • Built a preliminary "starting" area for the game, while keeping the test section separate. The GrandmaEngine has a great map/room system which I am using for this. Thanks again Matt Thorson!









those environment graphics are really really nice ;o

Thanks!

Next I will probably do a mockup or some more environment art for the starting area, and possibly a few level designs.
« Last Edit: March 23, 2011, 10:40:40 PM by Gabriel Verdon » Logged

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« Reply #14 on: March 24, 2011, 03:00:50 AM »

DAY 5 - March 24, 2011

  • Continued to add in and test out different sound effects. Currently getting most from freesound.org, but I'm also checking out soundsnap. Also using some placeholders from Mount&Blade
  • Added in preliminary arrows as platforms mechanic.

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