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879426 Posts in 32978 Topics- by 24365 Members - Latest Member: Mimiga

May 24, 2013, 04:24:33 AM
TIGSource ForumsDeveloperCreativeIndie Brawl (Moderators: Clemens, Soulliard)Indie Brawl: Main Characters
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Soulliard
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« Reply #960 on: December 22, 2009, 01:35:15 PM »

Because all four knights are equally important, it would be best to choose the one with the most potential for interesting gameplay. The Blue Knight's freezing abilities are more interesting than any of the other elemental attacks.
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William Broom
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« Reply #961 on: December 22, 2009, 05:19:24 PM »

How about this: You control all four knights, but only one is present at any one time. Each knight has two attacks, for a total of eight. When you attack, the current knight phases out and the knight who is going to do his attack phases in. When you're running, jumping, etc, your sprite is that of the knight who was last summoned.
This would only result in a negligible increase in artwork requirements, since we can easily recolour one knight into any other knight.
Also, let's say that switching between knights takes a small but still significant amount of time. This means that if you are currently in (for example) yellow knight mode, you can use yellow knight attacks faster than green, red or blue. Understanding this difference doesn't really matter for casual play, but gives high-level players something else to think about.

I haven't played Castle Crashers though, so I don't know if this would actually work...
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MaloEspada
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« Reply #962 on: December 22, 2009, 05:30:16 PM »

I would need different attacks for each knight, making more sprites for just one character.
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William Broom
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« Reply #963 on: December 22, 2009, 05:41:16 PM »

No... I'm saying that each knight only gets two attacks: one normal and one special. So the total number of attack animations stays the same. The only place you would need more animations is walking, jumping and hurt, and those would just be recolours.
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mokesmoe
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« Reply #964 on: December 23, 2009, 12:35:54 AM »

Sounds like a neat idea to me.
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JaJitsu
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« Reply #965 on: December 23, 2009, 12:12:58 PM »

Because all four knights are equally important, it would be best to choose the one with the most potential for interesting gameplay. The Blue Knight's freezing abilities are more interesting than any of the other elemental attacks.

That makes sense.
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Logabob
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« Reply #966 on: December 25, 2009, 11:25:57 AM »

I suppose it's really irritating for man-babies who haven't contributed and probably won't to make character suggestions, but unless I'm mistaken, there's one big indie game that hasn't been mentioned yet: Wesnoth.

Probably with good reason too, seeing as it hasn't got a "primary mascot" who would be suitable for IB. But I thought I'd mention it, just for kicks.

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JMickle
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« Reply #967 on: December 25, 2009, 01:25:44 PM »

no thats a good point i think, the only trouble is if you go for a generic warrior, which probably would be the best choice, then it would be a bit too similar to dwarf from dwarf fortress.

though, i see no problem in making an elf from wesnoth character, if theres room. OR an army, for support characters. i think support character would be good actually. like; a castle that spews out orcs/elves for a while.
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Logabob
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« Reply #968 on: December 25, 2009, 09:30:31 PM »

That was the cool thing I thought; there's a diversity of characters from the universe (even if they are all derivatives of something else!), so you could pick whichever one balances best with the current cast.

For instance, there aren't very many villainous indie brawlers. I'm sure you could find something unpleasant and evil looking from the Wesnoth universe that would fit nicely into that category.

Of course, I think I remember hearing that everyone is currently concerned with finishing the current roster before even considering anything else, but I figured it wouldn't hurt to throw it out there.
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Mentalpatient109
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« Reply #969 on: December 26, 2009, 12:16:36 AM »

What's a character holding an item going to look like in the final build?
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Soulliard
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« Reply #970 on: December 26, 2009, 08:48:53 AM »

Logabob: Wesnoth characters aren't very iconic or memorable. Put one of them in the game, and the reaction will be "Oh hey, it's a generic warrior" instead of "Hey! It's him from that game!" They might fit as support characters, though.

Godwill: Probably the same.
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Logabob
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« Reply #971 on: December 30, 2009, 04:45:08 PM »

Has anybody mentioned Tela from Guardians of Paradise? Of course, the creator is Japanese so getting his permission would be more complicated than normal. Nevertheless, Tela fits quite nicely...
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Soulliard
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« Reply #972 on: December 30, 2009, 05:56:58 PM »

Yeah, he's been mentioned. Since it was made by the same guy who made Akuji the Demon (who we already got permission for), I can't imagine permission would be an issue. He's near the top of the list of characters I'd like to add eventually.
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Inanimate
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« Reply #973 on: December 30, 2009, 09:47:45 PM »

He'd be pretty easy to make a moveset for... I don't see why he shouldn't be included, except for obscurity reasons.
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Soulliard
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« Reply #974 on: December 30, 2009, 10:05:53 PM »

Yes, that's the main concern. He's a fine character, but there are plenty of other characters that would work at least as well.
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