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SGDK Version 1 => Projects => Topic started by: eric22222 on 2006-01-25, 11:08:44 PM

Title: Untitled... but still awesome
Post by: eric22222 on 2006-01-25, 11:08:44 PM
For those that remember all my media trouble, I posted a small portion of a game I was working on. Forget that one for now. It'll show up eventually, but forget it for now. The future is on its way. My friend (the one that introduced me to SGDK) and I are working on a huge project. It's a bit ambitious, but I think we'll be able to. It will be taking place in a solar system (not our own) soon to be under attack. We're still hammering out plot line details, so I won't go in depth on it. We plan to have an overworld map (space) which contains planets. Each planet will actually have it's own overworld map. He's been working on graphics, and I'm still in awe. He's still getting some tilesets together. We'll be starting level design soon. I've got some midis ready to put in, and some level design ideas.

I'll be keeping you all posted in this topic. I'll also might post a few screen shots (in the screen shot topic) when we get a few levels together. All in all, I think the best way to describe what we have in mind is "huge."

Wish us luck!
Title: Re: Untitled... but still awesome
Post by: durnurd on 2006-01-26, 08:42:57 AM
Well, if you finish this project, it will be one of a kind among SGDK games, and it sounds pretty neat!  So good luck!
Title: Re: Untitled... but still awesome
Post by: eric22222 on 2006-01-26, 09:33:10 PM
We've got one tileset just about ready... thought I'd post it here (since it isn't really a screen shot from the game).

(http://photos1.blogger.com/blogger/6744/663/1600/Homeworld%20Background.0.jpg)

One idea we're considering is having this planet's orbit cause one hemisphere to be in perpetual day and the other in perpetual night. This'll fill that plot hole of "how come it's always day in this level, but always night in this level?"
After sending me this one, I used Photoshop to give dfferent feels to different levels of one planet:

(http://photos1.blogger.com/blogger/6744/663/1600/Homeworld%20Background2.jpg)
(http://photos1.blogger.com/blogger/6744/663/1600/Homeworld%20Background3.jpg)

This is gonna be good!  ;D
Title: Re: Untitled... but still awesome
Post by: bluemonkmn on 2006-01-26, 09:40:29 PM
Aw, now you gone took my idea...
THANK YOU!
Title: Re: Untitled... but still awesome
Post by: billybob884 on 2006-01-27, 06:48:05 AM
... images aren't showing up..
Title: Re: Untitled... but still awesome
Post by: eric22222 on 2006-01-27, 11:07:55 AM
Really?  ???

Well, here's where I've got 'em stored: http://eric77777.blogspot.com/2006/01/these-are-some-sample-graphics-from.html (http://eric77777.blogspot.com/2006/01/these-are-some-sample-graphics-from.html)
Title: Re: Untitled... but still awesome
Post by: billybob884 on 2006-01-27, 12:13:14 PM
wow dude, those are nice!
Title: Re: Untitled... but still awesome
Post by: eric22222 on 2006-01-27, 10:55:22 PM
 :)

I envy his skill... I feel like I'm doing all the easy stuff. Nonetheless, it's nice to have someone good at that stuff on the team!

Man, I wish I could do that.
Title: Re: Untitled... but still awesome
Post by: eric22222 on 2006-02-05, 08:00:26 PM
Just an update:

   We've made some huge strides in the storyline. It's feeling like an RPG with all this plot...
   Graphics are still coming, though we've decided not to use the previously posted tilesets on the first world. They were originally for the home planet, but we've been changing things up.
   Music is still coming, too. I've got about six songs more or less ready. I decided I'd post one. You can download it at http://eric22222.tripod.com/id39.html (http://eric22222.tripod.com/id39.html).

And as long as I'm posting, we've been thinking about a name for our partnership. You know, one of those (sometimes ridiculous) pseudonyms that people go by when they release a game. We're thinking about just randomly drawing one adjective and one noun out of hat. The best suggestion we've gotten so far is "Angry Toaster."

...Still need to work on the name. Let me know what you think of the music. I'm trying to get as much as I can before we actually start working.
Title: Re: Untitled... but still awesome
Post by: bluemonkmn on 2006-02-06, 06:49:30 AM
The music sounds a little fast for orchestral music.  But as orchestral music it does sound impressive coming out of a MIDI file -- I guess my sound card is good at playing orchestral music :).  This would be OK for a short time span -- I wouldn't want to hear this same short piece playing for extended periods of time.  Would need something slower for that I think.
Title: Re: Untitled... but still awesome
Post by: eric22222 on 2006-02-06, 10:10:58 AM
Well, I'm kind of doing things backwards. Since we haven't started levels, I'm just writing some quick 16-measure songs; mainly things that correspond to the major cliche' environments. If we ever come up with a level that might need the song, I'll expand upon it depending on what's different from how I originally saw the level turning out.

As for the speed of this one... with all the video games with timed escape sequences, it seemed a crime not to write one  :D.

Title: Re: Untitled... but still awesome
Post by: gwal on 2006-02-06, 06:48:24 PM
The song is pretty good. Maybe I'll post some of my game's music sometime. By the way, what program did you use to create it?
Title: Re: Untitled... but still awesome
Post by: eric22222 on 2006-02-06, 07:22:53 PM
It's Voyetra Music Write. Nothing terribly awesome, but it does everything I need.
Title: Re: Untitled... but still awesome
Post by: eric22222 on 2006-05-31, 10:18:39 AM
Update! We've decided on the main character. I don't have any images on my computer, but it looks kind of like a porcupine. Less spikes, though. Basically, he'll be part of an agricultural society (low-tech). His starting weapon is a spear, but after traveling through space, he'll get more. We want to make the weapons very useful for platforming along with killing enemies. Here's some things we came up with for a spear:
So here's my question: does anyone have any ideas for higher-tech weapons that can do some platforming things? We've thought of maybe a charged laser cannon that has some kick to it; like if you fire it at full blast, you can launch yourself across gaps.
(I'm about to go on a long trip and want him to have as many ideas for animations to draw as possible while I'm gone. That way we won't waste any time.)
Title: Re: Untitled... but still awesome
Post by: durnurd on 2006-05-31, 06:45:01 PM
If you want to go really hi-tech, an attractor that draws the "attractant" towards itself (for leaping over larger gaps or wherever you can aim towards).  You would aim the attractor and shoot it into a wall where it sticks, and the Attractant would be something that you hold, so you fly towards the attractor, or you can throw it onto enemies, but then the enemy immediately starts moving towards the attractor, which you are still holding, so you have to throw it away quickly to hold an enemy in place.  This way, you can't actually kill the enemy, but you can just leap over it or past it or whatever, and then "recall" the attractor and attractant to yourself, releasing the enemy.  This would probably involve lots of scripting, but it would be really cool if you could get it to work.

This would be if your game is very long with a large range of technical levels evolving from very low-tech to very high-tech.  If your game revolves around a mostly low-tech society, however, it would probably be a bit out of place.
Title: Re: Untitled... but still awesome
Post by: eric22222 on 2006-06-03, 12:56:54 PM
Heh, sounds a bit hookshot-ish.

With interplanatary travel, I don't think we could have anything out of place in the game. It would just be a matter of putting it in the right part of the game.
Title: Re: Untitled... but still awesome
Post by: eric22222 on 2006-08-15, 09:35:43 AM
We've finally started making some progress! We're starting to actually draw out the maps (pencil and paper first) so we can decide what goes where. Right now we just have a bunch of cool ideas floating around without anything connecting them. Once the maps are drawn out we can start building the maps.

We thought of another cool weapon: a high-tech shield. It starts as this tiny orb you can just carry around. When you hit whatever button, this vector web shoots out and surrounds you, then the shield builds itself around you like a jet-black shell. The animation is great. We plan to have him do some sledding on the overturned shield too, so we've got platforming and weaponry in one.

Music hasn't gotten any further. My computer's been out getting repairs made to a broken D drive, so I've been restricted to pencil and paper.

Still no release date, sorry  ;).
Title: Re: Untitled... but still awesome
Post by: sam on 2006-08-15, 02:08:59 PM
Dude, this game sounds awesome. Wish my friends were good at graphics  :P
My friends are all stupid (literally) lol. They only play the video games  ;)
I do the same with maps lots of the time, in Science classes because by the end of class theres nothing to do except draw.lol, its all good.
anyways. GL with your game, I cant wait for it.
Title: Re: Untitled... but still awesome
Post by: Rubix Cube on 2009-06-16, 04:35:15 AM
Well, if you want to go with equipment that also serves as platforming gear, how about giving your Spaceship a detachment pod that your character takes with him in certain levels that you can pilot around and have your character ride on? Give it some bombs to drop or a drill to dig through walls with and it could make for entire levels! Of course, make it larger than your character so you'll have to get off of it to fit through your well-placed narrow passages (See the Submarine level in Rolly for an example of what I'm talking about).

Or, how about some kind of hi-tech wall jumping gear? Wall jumps with anti-gravity gear sounds good.

Hope this helps.