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TIGSource ForumsCommunityDevLogs[Ghosts&Makers] Haunting for Treasure
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Draknek
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« on: November 24, 2010, 03:29:10 PM »

So since we have potentially up to eight weeks (is that right?) to make this, I wanted to try a narrative-heavy game. It's something I've never been able to do when most of my projects are started for 48hr competitions.

I will be programming the game in FlashPunk, KittenEater will be doing the art and we're collaborating on the story. Too soon to start on level design just yet, we're still working out the gameplay elements.

I'll let KittenEater post about the initial concept for the plot: it's kinda similar to Soul Brother but hopefully the gameplay will be different.
« Last Edit: December 13, 2010, 03:17:04 PM by Draknek » Logged

KittenEater
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« Reply #1 on: November 24, 2010, 04:27:03 PM »

Awright, so what we're thinking so far is, there was once a little ghost. This ghost wanted very much to be a living creature again, but for it to live inside a body, the body must be a pure vessel, having never been used before. There is a way to make a vessel, though, which involves collecting the special (things, temporary name) that can combine to form one. So the ghost set out on a quest to create a new body for itself.
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Parthon
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« Reply #2 on: November 25, 2010, 09:58:02 AM »

KittenEater on art? This game is going to rawk! :D

Draknek is probably great at coding too! :D
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Draknek
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« Reply #3 on: November 25, 2010, 03:40:32 PM »

Post the character concept art! I would but I've lost the link.

Have been trying to think about directions to take the gameplay in. Had a weird idea last night: as a ghost you're too fragile to touch anything solid, so if you touch the floor/walls/ceiling you go poof and evaporate. But you can possess animals to interact with the world. It would be about controlling both the ghost (left/right/up/down) and the animals (left/right/jump) simultaneously, so they move left/right together and you have to avoid the ghost touching anything solid while doing platforming.

Not completely sure whether I like the idea though, so this may well not end up being the game.
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JMickle
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« Reply #4 on: November 25, 2010, 03:40:55 PM »

draknek is great at coding. this will be awesome (if not a ghost)
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KittenEater
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« Reply #5 on: November 25, 2010, 06:25:38 PM »

Scribbled out some ideas for what the ghost may look like.



Not sure what we'll go for. If we do end up having the ghost be too fragile to touch solid objects, it will make more sense to have a ghost of legless design, of course.
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Inanimate
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« Reply #6 on: November 25, 2010, 06:31:39 PM »

Bottom left and upper right are my favorites. Bottom left looks very angelic, top right looks very neat. Both are quite ethereal and 'ghosty'.
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Draknek
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« Reply #7 on: November 26, 2010, 03:51:07 PM »

Still not entirely nailed down the core gameplay but it'll revolve around possessing creatures for some reason or another.

Having to use my programmer art until KittenEater makes some awesome sprites, not really much to show yet:
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KittenEater
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« Reply #8 on: November 26, 2010, 07:06:32 PM »

So the ghost controls animals. There need to be animals to control! I made some quick concept art for animals.



Each animal should have a different feel for how they move, and different things they can do.


Also:
First try for a ghost sprite, as well as a bear for the ghost to control. Will make the other animals soon. Wanna try using this 4 color pallet of white, grey, red and black. At least, if it turns out bad, it's easily changable.

At the moment, I feel like making some tiles, so I'll get on that as well.
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MaloEspada
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« Reply #9 on: November 26, 2010, 07:13:00 PM »

sup kitteneater

that is looking sweet. godspeed.
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Sensenmann
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« Reply #10 on: November 27, 2010, 08:50:39 AM »

This all looks great. Is it going to be in stages, screens or is it scrolling?
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Inanimate
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« Reply #11 on: November 27, 2010, 11:19:29 AM »

Fish lips
0 3 0
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KittenEater
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« Reply #12 on: November 27, 2010, 11:32:06 AM »

Yes! A few more animals.

   

Wish I could make the animation speed for the hummingbird even faster.  Shrug

Sensen, we're thinking of making this a metroidvania, so it probably won't have stages. Probably screens.
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TobiasW
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« Reply #13 on: November 29, 2010, 07:14:14 PM »

   
These are awesome! And so are the scribbles.

If you are ghosts, make this game afterwards anyway please!
(Or secretly. Like a ghost, you know.)
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KittenEater
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« Reply #14 on: November 30, 2010, 07:23:26 PM »

Thank youuuu, good sir. :>

Alright, some WIP tiles. Or maybe not WIP? It might be all we'll end up using, but I dunno, I think I'll add more later.



Lighter is foreground, darker is background.
Also, I got the rat moving.



I cannot figure out rodent ear movement at this scale. D:
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Inanimate
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« Reply #15 on: November 30, 2010, 07:46:03 PM »

NOT WIP NOT WIP NOT WIP

I like them way too much. Funky pattern stuff is the best.

Fantastic animation, too!
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Draknek
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« Reply #16 on: December 01, 2010, 03:55:25 PM »

Have been making good progress, hopefully proper update within the next few days. In-game animated characters look great!

The temporary title is really starting to bug me, we're going to have to fix that soon.
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KittenEater
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« Reply #17 on: December 03, 2010, 08:41:11 PM »

I made a couple of backgrounds! One for above ground, one for under.



I'm not sure if they're eye-burny at all, but I think they should be fine.
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« Reply #18 on: December 04, 2010, 10:53:15 AM »

The underground one is kind of odd to look at... but the above ground is nice.
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Draknek
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« Reply #19 on: December 13, 2010, 03:43:22 PM »

Been massively busy, but progress has been made. Not least being we have an actual name: Haunting for Treasure. The treasure being the broken pieces of the pure vessel that our ghost needs to re-acquire a body.


The bear and the rat in-game. The rat feels nice and fast to play as, need to work on the bear a bit more though. At the moment he's a bit too slow (and I haven't implemented anything smashable yet, so he's worse than the rat in just about every way!)


A fairly open cave section. If the ghost touches anything solid he gets torn apart because he is so fragile: hopefully this aspect of the game will end up being kinda like a much more forgiving When Pigs Fly.
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