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Taking a crack at game development
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(07-21-2014, 05:05 PM)psychospacecow Wrote: So, demonic intervention point and click adventure game about spriting? Seems we could get some absurd humor out of that.
What do you think in regards to avenues the game could go?

When you put it that way, that idea sounds extremely good on paper! I'll go for it in that case! Of course, I am wondering what you mean by "avenues" in that context, though. Care to explain, friend?

(07-21-2014, 05:05 PM)psychospacecow Wrote: Also, as for what I am, I've got some experience with Photoshop. 3 years, enough to be 1 question off from getting an official Adobe certified license unfortunately, but I digress.

I've done a lot of different things for a lot of different projects, though programming isn't one of them.

http://www.gamesprout.com/ideas/173
http://www.gamesprout.com/ideas/272
http://www.gamesprout.com/ideas/491
http://www.gamesprout.com/ideas/889

^some ideas I started that fell apart due to lack of input and my inability to program.

V some projects I've helped with that are probably dead now...
http://www.gamesprout.com/ideas/344
http://www.gamesprout.com/ideas/826

Those are some nice drawings, but not the kind of ones I would use throughout the game. I could have you help out if I ever make a doodle land or possibly have you become a tween animator, though.

Maybe you could help me out if this game has voice acting or help me write the script?


Anyway, Puggsoy, you raise a good point about not using Flash. I don't actually know how big this game is going to get (let alone one with voice acting), so programming it in Haxe sounds like a safe bet. Also, since you implied that it works on both Mac and PC, this works out even better for me! As for 3D stuff, don't worry about that. The game is going to be like older click and point adventure games, so everything has 2D graphics instead. Besides, creating CGI models is a little bit troublesome for me.

Regarding mockups, I'll create those gradually as the story progresses. You see, for this kind of game, I want to mostly focus on developing the script first, so I can know which areas to add and which puzzles I can come up with.Since I didn't develop too much of the story yet, all I have are the rough concepts of the world map (I'll add more areas later) and the HUD.

   

   


Here's the story so far. I took the inspiration from the stories found in the Rareware instruction booklets and the DK Vine website. I'll hammer out the first part of the script later.

Is it any good, or did it leave a bad taste in your mouth?


Also, I would like to go over a handful of other things before I wrap this up.

- E-Man has an item called the Star Rod in his inventory. While it is a powerful magic item, E-Man doesn't want to use its powers unless he really has to in order to avoid god-modding. While it could be used for a handful of puzzles, E-Man would have to solve the rest of the puzzles with other solutions. In other words, the Star Rod would work like how Manny's scythe works in Grim Fandango.

- I plan on not having any situations where E-Man dies or badly messes up to the point where there is a puzzle he cannot solve. I might have alternate solutions to puzzles and overall different puzzles for E-Man to solve in case he blew his chance on one, but we'll cross that bridge when we get there. Also, I'm thinking about adding multiple endings to this game, but should I stick with only one for simplicity reasons?

- I would like to have more than one character to play as. Obviously, E-Man is playable, but I think I would like to have one or two additional characters to play as. Starsock is my first choice, but maybe you could think of others I could choose?

- Regarding characters that appeared in other games (such as Doopliss), I was wondering if I could role with that. If I can throw a few in (and maybe make one of them playable), that would be good. Otherwise, I'll just stick with members who are part of this site.

- In several Lucas Arts adventure games, you could make the character walk around on the screen and you use a few buttons to interact with the environment. For Humungous Entertainment games, the character is usually stuck in one place and if you click on an object, you automatically interact with it in the manner the game wants you to. Which style should I go for?
(02-27-2014, 07:31 PM)Gors Wrote: DO NOT BE AFRAID TO SUCK. DO NOT BE AFRAID TO SHOW YOUR SUCKY ART. I think this needs to go noticed to everyone, because sucking is not failing. Sucking is part of the fun of learning and if you don't suck, then you won't own at pixelart

it's ok to suck, sucking is not bad, just try and aim to always do your best!
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Messages In This Thread
Taking a crack at game development - by E-Man - 07-19-2014, 07:58 AM
RE: Taking a crack at game development - by E-Man - 07-20-2014, 11:28 AM
RE: Taking a crack at game development - by E-Man - 07-22-2014, 05:05 PM
RE: Taking a crack at game development - by E-Man - 07-23-2014, 06:24 AM
RE: Taking a crack at game development - by E-Man - 07-23-2014, 12:19 PM
RE: Taking a crack at game development - by E-Man - 07-24-2014, 05:18 PM
RE: Taking a crack at game development - by E-Man - 07-27-2014, 05:38 PM
RE: Taking a crack at game development - by E-Man - 07-28-2014, 06:58 AM
RE: Taking a crack at game development - by E-Man - 07-28-2014, 06:07 PM
RE: Taking a crack at game development - by E-Man - 07-29-2014, 11:00 AM
RE: Taking a crack at game development - by E-Man - 07-29-2014, 11:43 AM

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