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[GAME][IN DEVELOPMENT] Unnamed Game needs spriters
#1
Hey there, just joined the community so hello everyone!
Anyway i recently started working on a game. I've kind of been dying for to play another zelda game and was quite sad they no one makes 2D games anymore so i decided to fulfill my own wishes. This isn't going to be a zelda fan game, we have our own storyline (as seen below) and ideas. However much of the gameplay will be similiar. This is the current version:
http://www.mediafire.com/file/h0ei4hti1k...%20V.1.rar
Arrow keys move. Combat isn't implemented yet. Hit the edge of the screen to move to the next one. Enemies don't currently scroll and the pathfinding is very shaky.
Right now i'm using a link sprite as a placeholder and black boxes as barrier placeholders. We do have some background textures done and others being worked on.

And last but not least here is the first draft of the storyline. (its been modified quite a bit, but we don't have a new version with those changes typed out. This is just a rough idea of the storyline.)
Quote:The main character is a militiaman in one of the towns in the game. You can state all of this in text and throw in some relevant images where appropriate. When the game begins, the main character comes to outside his barracks. It's the middle of the night, it's raining, and the corpses of his comrades are laying all over the place. The protagonist finds that his memory is fuzzy; he remembers his life and retiring to his quarters for the night. Then, all he can say for sure is he remembers the warning bells ringing and the savagery of combat.

Meanwhile, the local lord has been notified of the disturbance. Royal guardsmen arrive on the scene and discover the protagonist just as he recovers his weapon from the ground. The guard captain quickly orders his men to detain the protagonist. Concluding that he can't make a very strong case in his own defense and aware that if he hangs for this the real culprit will escape, the protagonist chooses to flee. He makes his way in to a deep forest searching for a hermit rumored to live there.

The hermit is a very old man. After some convincing, he decides to help the protagonist. He reveals that to find the murderer that attacked the protagonist's town, the protagonist should seek a number of relics (proportional to the number of dungeons, say) which can be used in a divining ritual. Everywhere the hero goes, he continues to see signs of attacks on villages similar to the one in his own town. Because the captain of the guard has spread the word that the hero is a fugitive, he is forced to keep a low profile.

Upon gaining the relics, the protagonist receives word (magically or via carrier pigeon, etc) that the hermit is in dire peril. Rushing to his aid, the protagonist arrives just as royal guardsmen are leaving the house. Remaining hidden, he enters after the guardsmen have vacated the premises. The hermit has been slain and the hero believes that the relics are useless; however, he discovers instructions left behind by the hermit and performs the ritual.

The hero is revealed to be a monster, transforming by night and wreaking havoc on the innocent. It was he who attacked his own town unknowingly and each subsequent one he visited while gaining the relics. Grief-stricken and on the brink of suicidal madness, he decides to avenge his fallen companion and goes after the guard captain.

The hero/villain is able to fight his way through and defeats the captain using his ability to become a beast. Though the captain is beaten, the hero's bestial side vies for control so as to deliver the coup de grace. During this internal strife, the lord of the castle impales the hero from behind. In a furious final burst of energy, the hero slays the lord in a single slash before succumbing to his wounds. In death, his body reverts to its human form.

So thats what we have. What we don't have is any spriters and only one pixel artist who just does terrain textures. This isn't paid its just a fun project for anyone interested. If I eventually host it to be downloaded it will be free, but with a donation option, any donations would be split equally. Thanks for reading.
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#2
may i suggest reducing the game's window size to half its current state, and instead zoom it 2x? such a huge space for a game of this tipe is more of a waste than something functional(not to mention it would took way more work to fill with proper background elements)
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#3
(08-12-2010, 11:04 AM)Francisco Cifuentes Wrote: may i suggest reducing the game's window size to half its current state, and instead zoom it 2x? such a huge space for a game of this tipe is more of a waste than something functional(not to mention it would took way more work to fill with proper background elements)

The game window will stay its current size, it'd be really small if it was smaller. But the size of the character right now is smaller than it will be, its just a place holder. So yes it looks like its zoomed out more than it needs to be.
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#4
I'm not willing to download the game to find out the screen size - what are it's dimensions?
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#5
(08-12-2010, 04:13 PM)Gabe Wrote: I'm not willing to download the game to find out the screen size - what are it's dimensions?

800X600
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#6
Why the fuck would any game need a resolution that big unless it was 3D?


spoilers: it's a trick question, no 2D game would ever, EVER need a resolution that big
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#7
problem of workong on such huge resolution is not only that you'll have to work extra to fill each screen with objects, but that objects itself will look extremely small unless you get larger, more detailed sprites wich at the same time means even more work from the spriter.

take my advice. for a fan game, you'd rather work on a more friendly, easier to handle resolution (heck, youc an even make it 400x300 and the 2x it) that would help you and your spriter complete the game faster before your motivation runs out.
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#8
(08-12-2010, 08:53 PM)Francisco Cifuentes Wrote: problem of workong on such huge resolution is not only that you'll have to work extra to fill each screen with objects, but that objects itself will look extremely small unless you get larger, more detailed sprites wich at the same time means even more work from the spriter.

take my advice. for a fan game, you'd rather work on a more friendly, easier to handle resolution (heck, youc an even make it 400x300 and the 2x it) that would help you and your spriter complete the game faster before your motivation runs out.

Wow, this is my first ever game so i had no idea. I thought i chose a medium sized resolution, but maybe thats cause i'm working in 1440X900. Still it seems like it would be very small on the screen and one would have to lean forward.
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#9
(08-12-2010, 09:42 PM)Dandz Wrote: 1440X900
Dude...that is like a mammoth screen you must be working on.
Gifts
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#10
(08-12-2010, 09:54 PM)CeeY Wrote: Dude...that is like a mammoth screen you must be working on.
Yes, let's make irrelevant comments about someone's mmonitor size in a REQUEST thread.
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#11
(08-12-2010, 10:27 PM)Track Eleven Wrote:
(08-12-2010, 09:54 PM)CeeY Wrote: Dude...that is like a mammoth screen you must be working on.
Yes, let's make irrelevant comments about someone's mmonitor size in a REQUEST thread.
Welp, it is relevant because we are now discussing his screen size.
Gifts
[ PK - TomGuycott - MoneyMan ]
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#12
uh
not really
my laptop's screen in 1366x768 and it's 16 inches
his is probably like 17 or 18, which isn't huge at all (my brother's is 23, and my friend's is 25, for example)
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#13
Uhh, even 320 x 240 is a little hard to work with.
Just do what they said and make it smaller in resolution and magnify the game play resolution by 2.

800x600 at normal resolution is insane for a sprite game.

Unless you looking for spriters that can sprite and animate Guilty Gear style.
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[Image: Intro_Project2_zpsa3f9d668.gif]
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#14
exactly my point. in any case, i'd move this to game dev since you would actually want to keep on working on the engine while using placeholders, and then someone will eventually be interested.
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#15
Heres an update, hopefully generate some interest from spriters. I'm going to move away from a zelda clone and mostly only keep the graphical style and puzzle-dungeon aspect. However, i'm going to do a bit of a zelda meets borderlands thing. There'll be tons of randomly generated items with cool affects of varying power. Some effects are:
Concussive-knocks opponents back
Confuse- Confused enemy
Teleport-Randomly teleports you to another place on the screen (only available in certain areas)
Explosive-Each hit generates an AoE explosion
Also variations in damage and swing speed.

In addition there will be magic, with randomized magic spells to be found.

Just need someone to help sprite it Big Grin
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