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Re: Untitled Platformer - Game design, ideas, etc
[Re: George]
#310436
02/14/10 20:28
02/14/10 20:28
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Joined: Jan 2004
Posts: 2,062 Hamburg, Germany
slacer
Expert
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Expert
Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
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It would help if the folders names follow the forums names. I could not find a "Jared" folder. If you talk about "SirCamaris" - I tried this level already. But it is hard to see the gaps in the floor and roof. Don't know if a 7 year old kid would try that without additional hints (arrows or smoke particles could give an idea of possible ways to the door.) Btw. I had a nice time below that level after I managed to go one step too far
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Re: Untitled Platformer - Game design, ideas, etc
[Re: George]
#310482
02/15/10 00:14
02/15/10 00:14
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Joined: Oct 2006
Posts: 470 Balkan
Ganderoleg
Senior Member
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Senior Member
Joined: Oct 2006
Posts: 470
Balkan
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As for me, I think it's o.k. to go that way since it could provide a much more complex gameplay, but I wouldn't rush into it at the moment since we don't yet have final design solutions for project. This could be a problem if we decide to go with 2D characters(it may not be with a nice turn animation but still...). Moving camera is something that I wanted from the project start because it would allow for zoomed player and closer view on the game-world, but that would change the project direction from it's roots. In my opinion, The Forest Temple is easy/logical game to play since you can see the whole level and see how both characters can function together in order to exit the screen. If we zoom on characters we lose all functionality of the level. The only thing that would work here, as I see it, would be to have a possibility to switch zoom from sister to brother, and reverse, with option to zoom out from both of them and have a full view of the entire level. That would be interesting but a bit complicated... or not?
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Re: Untitled Platformer - Game design, ideas, etc
[Re: George]
#310501
02/15/10 05:52
02/15/10 05:52
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Joined: Oct 2001
Posts: 1,285 USA
Guardian
Serious User
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Serious User
Joined: Oct 2001
Posts: 1,285
USA
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Hi George could you give a link to the skydrive account. I'd like to look at Jared's remake and have no clue where to look. Thanks. Guardian
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Re: Untitled Platformer - Game design, ideas, etc
[Re: Guardian]
#310527
02/15/10 09:33
02/15/10 09:33
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
Expert
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Expert
Joined: Jun 2006
Posts: 2,640
Earth
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If we go for the "character can walk away from the screen" concept, I would make sure we have only two "lanes" the player can be on. He can either be on the one closer to the screen or, by pressing the up key, the one farther away. That way we'd make sure it's still a 3d-walking-concept, but we wouldn't need to worry so much about bugs/collision and it would make it check if there's a wall/gap or not, you wouldn't have to try running against the wall 5 times because there might be a gap, you'd only run into the wall once on both lanes, then you can be sure you checked that place and look for a door somewhere else.
~"I never let school interfere with my education"~ -Mark Twain
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Re: Untitled Platformer - Game design, ideas, etc
[Re: Germanunkol]
#310544
02/15/10 12:17
02/15/10 12:17
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Joined: Jun 2007
Posts: 1,337 Hiporope and its pain
txesmi
Serious User
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Serious User
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
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In a isometric view it will be a bit complicated to see in what plane player is. I like the idea in spite of this.
I think zoom in/out is essential. I got lots of problems with level and player dimensions in my art suggestion. There is not enought space. I don't think that all functionality is lost, it is just hidden. It is the firt clue for an exploration game.
Salud!
Last edited by txesmi; 02/15/10 17:13.
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