TIGSource Forums

Developer => Art => Topic started by: akuryo on July 12, 2009, 04:26:34 PM



Title: [FOUND] New Project : Wrap Warp
Post by: akuryo on July 12, 2009, 04:26:34 PM
Hello!

I'm here to ask help. Yeah, i know it's pretty impolite since it's my first post... :(

Anyway, here is the informations about the game :

Title : possibly be "Wrap Warp" , you can suggest any idea(ask me by PM if you want the scenario)
Scenario : Mainly completed
Kind of game : A-RPG in an half futuristic universe
View : Top view(2D)

This is the main thing, now you have to be aware that the scenario is currently being written by someone(RPG expert) and I'm programming the engine. The last part is the art.

So this will be tile based, you have to imagine a zelda-like but with levels, experiences, more items...etc. And the main thing is the fighting system. It's something very evolved i'm working on, it has never been seen before.

but it's pretty hard to explain here, and my english is getting worse with the time when it's late :droop: .

edit : check this (http://forums.tigsource.com/index.php?topic=7237.msg230839#msg230839)

For more information contact me at [email protected] , I'll explain you the thing in details.


Thank you!


PS : This project is really serious, I'm programming alone, but I'm progressing pretty fast into the code, the classes are done.

When the engine, editors and scenario will be done, i suggest us three(me, the scenarist and you, the pixel artist) to go into level design, which is going to be the funnier part!

edit : nvm, i found a great pixel artist that searched like a collaboration.

Just wanted to say that i'm a bit disappointed, since this forum has lots of pixel artist, and nobody even asked for some more information...


Title: Re: New Project : searching for (pixel?) artist.
Post by: ChevyRay on July 12, 2009, 08:10:42 PM
You new that it was impolite, yet you still did it? Strange.

Anyhow, you could at least drop by the obligatory introduce yourself (http://forums.tigsource.com/index.php?topic=45.0) thread, and tell us a bit about yourself. It generally makes the folks around here accept you a little easier, and more likely to check out your project :)

This thread (http://forums.tigsource.com/index.php?topic=155.0) is also a good one to check out.


Title: Re: New Project : searching for (pixel?) artist.
Post by: akuryo on July 13, 2009, 02:36:22 PM
Yeah, i did my presentation. I got maybe a little fast, but this game is going to be great, and i'm pretty sure the engine will be finished in one week max. I just need the tiles =/ .


Title: Re: New Project : searching for (pixel?) artist.
Post by: Lemming on July 14, 2009, 12:57:56 AM
If you need the tiles to work with, use some shitty mockup tiles before you get an artist. (16x16 in example)

(http://lemming.ceri.se/tigdump/shitsprite.png) ... :-*

Also, you need to distinguish yourself from any other project. An undisclosed fighting system and a promise that it will get done is possibly/probably not enough to get people interested. Also it seems like the type of game that's large/complex enough that you really have to commit to it.

This is not necessarily a bad thing, imo. You just need to have something to show people instead of telling them "omg gonna be liek so best game ever".

Still, good luck with the game and finding artists, these are just my 2ยข. :)

Also, I should write into the obligatory introduction foo.


Title: Re: New Project : searching for (pixel?) artist.
Post by: akuryo on July 14, 2009, 04:28:26 AM
Ok, i'll explain the concept.

First, you have to know that the creatures you're gonna fight are unicolor, i'm thinking of black. This will involve some shadows monster or i dunno what, this is not my work, the scenarist already have some ideas.

So. Imagine your unicolor monster, it has a certain pixel shape. Weapons are mainly gonna be guns. the "bullets" will only be pixels. So the first gun will be a simple pistol that shoot 1 pixel ever 1/2 seconds for example.

When you hit a monster, the pixel you hit will lose "health". Every pixel has health. The first monster are gonna be worth like... 8 pixel, and every pixel will have 1 of health.

When a pixel is dead, the pixel will fly away, and vanish after 1 second. A monster itself has health too. This health must be smaller than the number of pixel he has. For example, if the 8 pixels monster has 4 health, he'll die after you killed 4 pixels of him.

The health should be around half of the monster's pixels, so when you removed half of him he dies, and that avoid monster to be single pixels walking around, if you see what i mean.


This may be a little confusing, i'm sorry, but the idea is clear in my head and my code. I already coded the monsters, they are full working. Just to tell you that i'm not making impossible things to do. I always take care that this will be codable before beginning it.

So if someone wanna join us, just let me know!   ;D:handthumbsupR:


Title: Re: New Project : searching for (pixel?) artist.
Post by: Aquin on July 14, 2009, 12:12:00 PM
It's pretty clear in my head.  I'm actually working on a shmup right now that has that same concept.  It's tough to do, since there are a lot of particles on screen.  Doing it efficiently can be quite a challenge.

I found that trying to do more than 320x240 on my old compy is just way too taxing... and I've optimized it as far as I can go.  So you may want to focus on low-res pixel art for your project.  Of course, I have no idea just how far you'll take the 'individualized pixels' idea.  Maybe it won't be a concern on your end.


Title: Re: New Project : searching for (pixel?) artist.
Post by: akuryo on July 14, 2009, 12:28:37 PM
erm, i think it will only ask some memory. Not a big deal.

And by the way it will be a zelda-like, so no gigantic screen.

By the way, the scrolling system will not be like zelda.
In the old zelda, when you touch the borders, you get to a new area. So going from one point to another may ask lots of scrolls. This one won't load ALL the map, but parts of the map. The parts of map will be bigger. So you'll have to get through a door, a little passages through trees...etc to go to the other part.


Title: Re: New Project : searching for (pixel?) artist.
Post by: akuryo on July 16, 2009, 05:03:27 AM
NEW CHANGE :

We let the pixel thing get off, because the monster would look like shadows, or ugly black clouds. So we'll keep the black monster idea, but with a real design.

By the way the scenario is done in the big line, we have the story from the beginning to the end, we'll only need to add some parts of gameplay, but this will be done during level design probably. Believe, the story is really great. i finally asked another scenarist and in one night he had greats ideas.

I'll just tell the beginning, try to understand even if my english is a lil poor.

You are the hero. One day you have some sort of flashback, when you remind the old good time with friends fighting the evil forces. It was fun. But some parts doesn't stick. Some thing are going wrong in your memories. And then, you clearly remind being killed. You try to search very deep in your memory, but this is clear. You died, and then it's the black hole. You're remember your parents got killed by the master of all of those evil troops. You'll now have to find what happened. You'll have to find someone or something that can enlighten your memories.

And here the quest begin.

It will be very intense in the game, since you'll also play the flashback.



PS : the level loading system is finished. Level are encoded in hexa and not ascii, so one tile will be set in only 1 byte instead of two.


Base resolution is 40x40 with tiles of 15x15 , so yeah, it will be 600x600. This will probably be changed too, but the tile size is good i think.