Login

Not a member? Sign up!

Graphics

NH's FIRST COLLAB (Cont.d) Login to reply!
Forums > Graphics > NH's FIRST COLLAB (Cont.d)
BluMess Profile Contact


Name: Chris
Posts: 465
Sign-up: 15/12/08
  NH's FIRST COLLAB (Cont.d) Posted 1 year ago
Previous Posts (That forum isn't in use anymore)

Welcome back, you lot

How do you like the new forum, grilled or fried?

So, here's what we have so far:

"Your name is Egar, Corporal in the generation army. You are part of the special sniper unit named AIM. You are off fighting in a war against a neighbouring nation. Your wife [I don't know what to call her] cheats on you with Al, the head of the Mob. The war ends in victory for the generation army and you come home. Not too long later, you are walking down the street when the mob attack you, killing you. You leave your body behind and you see yourself being beaten even more. Rage fills inside you and you find yourself in your army gear, with your trusty sniper rifle on hand." Storyboard, by AutoTank

The game will be programmed in AS3, mainly by Kaolin, Vartagh and MagicalZorse.

Audio will be done by me

Graphics + artwork will be done by me + AutoTank



OK, let me know if I missed anything

Let us continue!

 


Zenron Profile Contact


Name: Jack
Posts: 194
Sign-up: 15/12/08
  Re: NH's FIRST COLLAB (Cont.d) Posted 1 year ago
StoryLine


You take on the role of Edgar, Lieutenant in the Generation Army, the fighting force of the royal empire. Edgar is part of the special fighting force named AIM, a group of fighters of the highest caliber. They are at war with the neighboring nation. Unknown to him, back in his hometown, his wife, ella, is having an affair, with a man named Al. The victory is won by the hands of the Royal Empire and Edgar makes his way back home. Things continue as they would normally for Edgar, Ella is afraid to tell him of her affair.

Edgar is walking down the street one day, when a group of men surround him with baseball bats and knuckle dusters. Even with Edgar's strength, he is overpowered by the amass of men and is killed. He can feel himself floating out of his body, the men still beating his dead body. Rage builds inside him, but he can only watch, a shining cord keeping him at the scene. The men eventually leave and the cord snaps and power floods into him, pure rage empowering his entire body. He raises his hand and a gust of wind forms into a sphere on top it, an evil grin shines across his dark face.

He travels home through various alleyways and streets to catch up with his killers. Through the power they can see him and try to fight him, but to no avail. All but one are dead and he picks him up by the scruff of his collar. He wants some answers. He finds out who these people are, they were part of the mob...

The lifeless warrior travels around searching for clues as to why the mob killed him. He travels back to his home and finds a letter on the table saying "He has been dealt with -Al". He didn't know who this Al was, but he knew what he wanted to do to him. He deduced from the fact that the mob were the ones that attacked him, that Al was the leader of the mob.

He eventually, after extensive research, finds a restaurant Al would be attending to that very night. He sits outside, waiting, and watching. He tracks them after they leave to there hideout, where he kills many of the mob and eventually kills al himself. During the massacre, Al tells Edgar about there affair, he realises he doesn't love his wife anymore, and after the fight, he can finally rest in peace.

classes


The classes in this game would work on a scale of Physical-Ethereal. You start off as a ghost, and depending on your actions, depends on how you end up. A person who is a ghoul would have been using bullets and other human means to kill his targets, wheras the Poltergeist would be using the magical powers gained from being a being of the dead.


• poltergeist -- strong/fast specter -- weak/fast ethereal
• ghost -- weak/slow ethereal <-- this is where you start
• zombie -- weak/slow physical
• ghoul -- strong/fast physical

 




BluMess Profile Contact


Name: Chris
Posts: 465
Sign-up: 15/12/08
  Re: NH's FIRST COLLAB (Cont.d) Posted 1 year ago
OK!
And collactables?

Parts of his lost soul maybe?

I'm happy to do the backgrounds + scenery, as well as music

Kaolin and Vartagh, do you have any ideas for the code? If it's too complicated, we can tone some things down

 


Zenron Profile Contact


Name: Jack
Posts: 194
Sign-up: 15/12/08
  Re: NH's FIRST COLLAB (Cont.d) Posted 1 year ago
We decided in the last thread that collectables would be not parts of his soul, but the souls of the people he killed.

 




kaolin Profile Contact


Name:
Posts: 13
Sign-up: 24/12/08
  Re: NH's FIRST COLLAB (Cont.d) Posted 1 year ago
ok, let's start talking gameplay and environment.

arrows to move (physical: crouch, jump, walk; ethereal: float any direction, slowwwwwwwwwly drift back down to the ground?) shift key to shift your mode (shift up, shift down?)? space to fire? all controls configurable from the main menu...

environment ... did we decide a sort of skewed platformer where you have some depth to walk towards/away from the screen? Or did I just make that up in my head?

 


MagicalZorse Profile Contact


Name:
Posts: 5
Sign-up: 01/01/70
  Re: NH's FIRST COLLAB (Cont.d) Posted 1 year ago

The game will be programmed in AS3, mainly by Kaolin, Vartagh and MagicalZorse.


Whoa, hold your horses. I don't work with as3. So I guess I'm out

 


BluMess Profile Contact


Name: Chris
Posts: 465
Sign-up: 15/12/08
  Great! Edited 3 times Posted 1 year ago
ok, let's start talking gameplay and environment.

arrows to move (physical: crouch, jump, walk; ethereal: float any direction, slowwwwwwwwwly drift back down to the ground?) shift key to shift your mode (shift up, shift down?)? space to fire? all controls configurable from the main menu...

environment ... did we decide a sort of skewed platformer where you have some depth to walk towards/away from the screen? Or did I just make that up in my head?


Zorse:
No problem, you don't have to contribute.


I think you make the 3D bit up in your head I'm afraid that might make it a bit too confusing.
Those controls all sound perfect, nothing much I can add
And it would be great if you could configure the controls, but if that's not possible don't worry about it

Yep, I think we decided a platformer-type game, and maybe depending on how ethereal you are, it affects how "floaty" you are

 


kaolin Profile Contact


Name:
Posts: 13
Sign-up: 24/12/08
  Re: NH's FIRST COLLAB (Cont.d) Posted 1 year ago
ok, presuming we don't hit any immediate backtracks, then, I'd like to see some level design brainstormed... some back and forth with that will help determine the actual engine.

I'd really like to use a physics engine, just because I haven't yet, but I'm also ok with faking it.

 


BluMess Profile Contact


Name: Chris
Posts: 465
Sign-up: 15/12/08
  Level Design Posted 1 year ago
ok, presuming we don't hit any immediate backtracks, then, I'd like to see some level design brainstormed... some back and forth with that will help determine the actual engine.

I'd really like to use a physics engine, just because I haven't yet, but I'm also ok with faking it.


Alright!
You can use whatever you're comfortable with, perfonally I never understood what on EARTH Box2D did and how to use it.

Basically the levels would probably have separate platforms to use, which could just be invisible movieclips, with the drawn platform underneath - to allow for the paltforms to blend in with the scenery, if you get what I mean

The levels could also have a few traps in which would make you lose some health, such as spikes, mines - you know, that kind of stuff.

And then, there would most likely be enemies who run into the screen when you pass a certain point (after the first level, when the mob know who you are).

Oooh and it would be nice if we could put collectables in, which just increased your health or your energy or score, something simple.


Get the picture?
That's my opinion anyway, anything else I missed?

 


Ixintro Profile Contact


Name:
Posts: 9
Sign-up: 15/12/08
  Re: NH's FIRST COLLAB (Cont.d) Posted 1 year ago
As I said a while back, I'm still offering to produce some backgrounds and other elements that you guys need.

 


kaolin Profile Contact


Name:
Posts: 13
Sign-up: 24/12/08
  Re: NH's FIRST COLLAB (Cont.d) Posted 1 year ago
As I said a while back, I'm still offering to produce some backgrounds and other elements that you guys need.


woot

 


kaolin Profile Contact


Name:
Posts: 13
Sign-up: 24/12/08
  Re: Level Design Edited 2 times Posted 1 year ago
Basically the levels would probably have separate platforms to use, which could just be invisible movieclips, with the drawn platform underneath - to allow for the paltforms to blend in with the scenery, if you get what I mean

The levels could also have a few traps in which would make you lose some health, such as spikes, mines - you know, that kind of stuff.


traps--advanced levels, I think, if they're setting up that sort of ordinance. They'd have to know you're coming (and ideally have figured out you're some sort of revenant). Maybe more physical or more ethereal traps scattered around (randomly placed, or specific places on the map but the type is selected at runtime) based on how you've been playing.


 


kaolin Profile Contact


Name:
Posts: 13
Sign-up: 24/12/08
  Re: NH's FIRST COLLAB (Cont.d) Posted 1 year ago
Oooh and it would be nice if we could put collectables in, which just increased your health or your energy or score, something simple.


I think this would be the previously mentioned bits of souls left when you kill people, though perhaps some could be hidden throughout the level as well.

Want to sketch out the first level? the alley where you're running after the people who just killed you..

((it seems like the display fn on these is broken... anything before the last quote isn't displayed inside of a given post...))

 


BluMess Profile Contact


Name: Chris
Posts: 465
Sign-up: 15/12/08
  In Response Edited 2 times Posted 1 year ago
((it seems like the display fn on these is broken... anything before the last quote isn't displayed inside of a given post...))


I found that error too. Not much I can do about it, unless you can make sense of its scrambled source code (I'll PM it to you )

but that's true - maybe no traps until further on in the game, if any at all.
Yeah I'll try drawing out the first alley Just a skecth mind you. Expect to see it later!

 


Zenron Profile Contact


Name: Jack
Posts: 194
Sign-up: 15/12/08
  Re: NH's FIRST COLLAB (Cont.d) Posted 1 year ago
Ok I'm back .

Ixintro- The main thing we need is an animator, could you by any chance do that?

 





Sponsored Links