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1028808 Posts in 41320 Topics- by 32923 Members - Latest Member: DrDiamond

August 01, 2014, 07:54:39 AM
TIGSource ForumsDeveloperCreativeCollaborationsArchived ProjectsIndie Brawl (Moderators: Clemens, Soulliard)Indie Brawl: Stage Design
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« Reply #870 on: January 21, 2011, 05:48:49 AM »

In response to the suggestions in the character thread;

A couple of suggestions:

We Want YOU stage (scrolling forever downwards, tilesets changing as time passes; has weapon pickups that can destroy terrain, flamethrowers and health tents)

Weapons aren't going in. The discussion's been had and it'd be more work than they're worth.

Super Meatboy stage (sick amounts of saws that instakill any character)

Filling it with hazards would make it an awful stage to play on (people would be too busy avoiding hazards to actually play) and if we just used less hazards it could be a level from anything. There's been a suggestion for Meat Boy, as a support character, running across the screen chased by saws which would work a lot better.
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-Frikman-
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« Reply #871 on: January 21, 2011, 12:54:37 PM »

But the scrolling down idea is way too badass to let it pass. Maybe if the platforms are random generated (1 big one or 2 maybe)...
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Soulliard
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« Reply #872 on: January 21, 2011, 02:30:39 PM »

We Want You does not have memorable locations or graphical style. There are plenty of other ideas for stages that could scroll vertically in either direction.

Super Meatboy is probably too generic for a level. Besides saws, there isn't much that really stands out in my mind about the environments.


As far as weapons go, the reason they aren't included is that each weapon would require a separate set of animations for each character. Essentially, adding a single weapon would take more work than adding an entirely new character.
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Sir Raptor
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« Reply #873 on: January 21, 2011, 07:55:17 PM »

If I could make another suggestion for a stage:
The Void
From Fetus/setuF.

EDIT: And only then do I notice this whole discussion was already had in the Meta topic. Nevermind then.
« Last Edit: January 21, 2011, 08:00:23 PM by Sir Raptor » Logged
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« Reply #874 on: June 26, 2011, 08:36:48 AM »

As much as I think that we have enough stages, an idea hit me that I just cannot let go of:

Brennenburg Castle (Amnesia: The Dark Descent)

Before you say it's too realistic of a game to have anything included, hear me out. I honestly think it would be cool to have a level were lighting affects play, in which torches mysteriously blow out, leaving players only visible in and the environment (if designed not to be too frustrating in the dark) barely visible. Adding the occasional gatherer and brute appearance, the growth of "the shadow" from the game, and some view distortion and other affects indicating "insanity" and we've got an interesting level.
« Last Edit: June 26, 2011, 08:45:42 AM by Goodbye » Logged
Soulliard
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« Reply #875 on: June 26, 2011, 05:14:59 PM »

Yeah, that could be interesting.
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« Reply #876 on: June 26, 2011, 07:00:35 PM »

Okay if that is a verification I have some more concrete ideas.

1. Should probably be based on this area:

It is probably the most recognizable

2. Torches and windows will be sources of light. Torches can blow out and come back on, while windows are permanent. The Shadow only grows near players who are in the dark.

3. There will be doors in the background. Every once in a while, banging will be heard and seen in the doors, causing great warning (and panic) before an extreme danger. Eventually, a gatherer will break down the door, seriously damaging anyone in the immediate vicinity. Afterwords,it will look left and right, and, if it sees a player, will run towards him/her and deliver a powerful slash that deals massive damage,and then will walk off the stage. Otherwise, it'll simply walk off of the stage.
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« Reply #877 on: July 22, 2011, 08:25:02 PM »

Rotating shouldn't be a problem, but rotated pixel art usually looks bad, and I don't think we have rotating solid object support. We could have a mainly circular level with mostly non solid platforms though.

Something like this:

We could have it periodically rotate with some sort of warning. Anyone one on the ground would get moved with it, and anyone in mid air would not be affected.

Late on this topic, but maybe a stage based on Remaddening where the fighters have to either kill each other or knock them into the slow-moving red wall. Idea for a moving stage and it provides some use for this mockup.
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« Reply #878 on: July 23, 2011, 06:29:50 AM »

we could use d3d models to support the level, and then just give it a non-rotating mask and stuff. It'd look great.
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« Reply #879 on: July 25, 2011, 11:03:26 PM »

Here's a shot in the dark for a scrolling stage: Big Building Boom Blues.

The screen would have some small occasional shakes, flaming debris falling down, platforms are outcroppings of the building.

Does this sound good to you guys or bad?
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« Reply #880 on: December 03, 2011, 01:09:45 AM »

Have you ever suggested the area from Garden Gnome Carnage? That would make a cool stage, with all the explosives being thrown around, thus, damaging opponents!
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« Reply #881 on: December 05, 2011, 01:45:49 PM »

Have you ever suggested the area from Garden Gnome Carnage? That would make a cool stage, with all the explosives being thrown around, thus, damaging opponents!
Yes. Yes, we have suggested the area from Garden Gnome Carnage.
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Houndninja
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« Reply #882 on: August 17, 2012, 03:25:25 AM »

Is a super crate box level being made? If not can I work on one?
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Soulliard
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« Reply #883 on: August 18, 2012, 01:15:33 PM »

The project's on hold right now until someone volunteers to code it.
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Houndninja
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« Reply #884 on: August 18, 2012, 04:06:11 PM »

Thats sucks :/ have you posted in the jobs section?
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