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Author Topic: Carapace  (Read 7188 times)
Dhomochevsky
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« on: November 22, 2011, 07:27:51 AM »


What is it?

Carapace will be a simple 2D platformer, developed in actionscript3 with the flixel framework, and will be distributed freely via web once completed.

The gameplay

Carapace will be a small but polished interactive experience to be played in one brief session (about 15-30 min. of gameplay). It will play like a little marathon: no savegame, big health bar and no health pickups.

Actually, no pickups at all; instead, the core mechanic of Carapace will be inverse character progression. Dropdowns. I have yet to nail all the details and the background story, but basically it will play something like this:

you start the game as a pretty big and clunky knight, in what appears to be a traditional fantasy setting (on a traditional fantasy quest). After a few easy fights (you’re almost invincible in your heavy armor), you encounter some little physical obstacles in your path; to go on, you must leave some pieces of your armor on the ground (small pieces at first, like the helm or the shoulder pads) to gain a little bit of agility. As you go on, you encounter stronger enemies and bigger obstacles, so you keep getting weaker, but also faster and more agile; you acquire a little different moveset every time you drop something (example: no jump –> little jump –> normal jump –> running/long jump –> ability to climb over ledges –> wall jump etc.). In the end, what remains is only a man and his suit.

The (only) level, will spawn vertically, with numerous floors, and slowly becomes a strange mix of classic fantasy and ’80s corporate office hell (it’s tied in some ways to the story, but more on that later)

Development

First of all, I’m doing this to learn; I would like to make games for a living, I already know the basics of programming, but I’m a total rookie regarding game mechanics and game programming (on the other hand, I’m kinda experienced in doing graphics). For this reason I’m starting this devlog, which will be published here and in some other places; I will need help! Smiley

Of course I will be doing this on my spare time, so no daily updates, hopefully once a week, I already expect a long long development time.

First Milestone

Get the hang of flixel and platform physics/control and implement the first character, the guy in a suit with sword and shield.

Soon (hopefully)

Forgive this wall of text, more graphics next time!
First animations for the main character, and maybe some moveset/control scheme.



a few notes for last:

- yes, the visuals are heavily inspired by superbrothers works. I choose this style for a few reasons, it's cool, it's easy, and it's fast. I will have to do a lot of animations, and I want them to be very fluid, which would be a pain to do with a more realistic style (and classic super-deformed pixel-art doesn't fit the theme very well).

- i also have an official dev-blog here: http://aboutlivingthings.wordpress.com/ but i want this thread to be the place of WIP and discussion!

walk little man, walk

« Last Edit: December 07, 2011, 03:18:33 PM by Dhomochevsky » Logged

HernanZh
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« Reply #1 on: November 22, 2011, 07:29:45 AM »

Looks cool. Nice and fluent animation!
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PompiPompi
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« Reply #2 on: November 22, 2011, 07:47:59 AM »

Cool idea. It even make sense.
In many games you become stroner but the enemies become stronger with you, so it feels kind of pointless to get stronger. You could have just stayed the same level and have the enemies become slightly stronger. :/
Your idea make more sense, to me.
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Cornelisjordaan
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« Reply #3 on: November 22, 2011, 12:02:55 PM »

Really really liking the idea behind this!
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Belimoth
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« Reply #4 on: November 22, 2011, 12:05:12 PM »

This is good. This is a good thing.
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kamac
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« Reply #5 on: November 22, 2011, 12:07:47 PM »

Quote
Cool idea. It even make sense.
In many games you become stroner but the enemies become stronger with you, so it feels kind of pointless to get stronger. You could have just stayed the same level and have the enemies become slightly stronger. :/
Your idea make more sense, to me.

Yup!
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tchassin
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« Reply #6 on: November 22, 2011, 02:54:46 PM »

Nice concept, and even nicer sprites. Kiss
I'm really looking forward to this.
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« Reply #7 on: November 22, 2011, 02:57:05 PM »

Sounds great, and looks wonderful!  Shocked
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Belimoth
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« Reply #8 on: November 22, 2011, 03:00:41 PM »

I'm just going to call it now; last boss will be the suit you've discarded, animated to oppose you.
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John Hutchinson
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« Reply #9 on: November 22, 2011, 03:04:13 PM »

Sounds great!  I feel it may be a bit ambitious for a first game but I wish you all the luck with it. Coffee
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John Hutchinson
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« Reply #10 on: November 22, 2011, 03:05:40 PM »

I'm just going to call it now; last boss will be the suit you've discarded, animated to oppose you.

Nice
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Dhomochevsky
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« Reply #11 on: November 22, 2011, 03:11:37 PM »

Thank you guys for the warm welcome! Smiley
Yep, it's a bit ambitious, I hope to get the hang of it, step by step

@Belimoth: wow, that's brilliant, I'll consider it for sure, thanks!
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Tumetsu
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« Reply #12 on: November 22, 2011, 03:17:59 PM »

Looks and sounds interesting. I like the idea of mixing fantasy and office hell together!
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Belimoth
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« Reply #13 on: November 22, 2011, 03:20:00 PM »

 Hand Thumbs Up Left Wink
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« Reply #14 on: November 22, 2011, 03:43:50 PM »

I'm just going to call it now; last boss will be the suit you've discarded, animated to oppose you.

Please, this  Beg

Also: nice fluent animation of that suit guy, I love the idea too  Kiss
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« Reply #15 on: November 22, 2011, 06:35:40 PM »



Work it guuuuuurl
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Dhomochevsky
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« Reply #16 on: November 27, 2011, 07:53:48 AM »

a quick mockup
mostly brainstorming on furniture and stylization
Hand Any Key Noir
haven't decided the tile size yet
edit: (thinking about 10x10, is so uncommon? so the suit guy would be a little less than 4 tiles high)




working on:
- moveset scheme
- running and jumping animations

must sketch more on:
- xeroxes and punched cards
- forest/fantasy setting
- some enemies?
« Last Edit: November 27, 2011, 09:28:28 AM by Dhomochevsky » Logged

Dhomochevsky
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humm.


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« Reply #17 on: December 04, 2011, 04:49:20 AM »

adapted the mockup to a 10x10 tiles grid




also
a boar sketch, which ended up looking kind of cute..  Gomez

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JackMenhorn
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« Reply #18 on: December 04, 2011, 04:59:40 AM »

Loving the style.  Can't wait to see more!
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Taugeshtu
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« Reply #19 on: December 04, 2011, 05:14:27 AM »

Concept is pretty interesting. I really like the idea of becoming weaker and weaker, but I'm afraid it would be HELL hard to balance...

Your boar is soooo cute ^_____^
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