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Re: Untitled Platformer - Game design, ideas, etc [Re: George] #310432
02/14/10 19:56
02/14/10 19:56
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

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George  Offline OP

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Bucharest, Romania
Dear team members,

Please check Jared's remake of my first level in our skydrive account; he has added a 3d component to my level (an idea we should consider).

Thank you.

Re: Untitled Platformer - Game design, ideas, etc [Re: George] #310436
02/14/10 20:28
02/14/10 20:28
Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
slacer Offline
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slacer  Offline
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Hamburg, Germany
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 wink

Re: Untitled Platformer - Game design, ideas, etc [Re: slacer] #310452
02/14/10 21:39
02/14/10 21:39
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

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George  Offline OP

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I know about those bugs, I hear they're fixed now. A camera with a different position (maybe one that follows the player, etc) would solve the visibility problem for good. I'm interested in hearing what all of you think about Jared's idea in terms of gameplay.

Re: Untitled Platformer - Game design, ideas, etc [Re: George] #310482
02/15/10 00:14
02/15/10 00:14
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline
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Ganderoleg  Offline
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Posts: 470
Balkan
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 smile 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? confused


>>Demos free3DModels Tutorials<<
>>>>>>> by Pavle Nikolic <<<<<<<

Re: Untitled Platformer - Game design, ideas, etc [Re: Ganderoleg] #310500
02/15/10 05:21
02/15/10 05:21
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

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George  Offline OP

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We'll have to see what the other say about this, of course. Adding the moving camera with the zoom in / out / focus / etc abilities is an easy task.

Re: Untitled Platformer - Game design, ideas, etc [Re: George] #310501
02/15/10 05:52
02/15/10 05:52
Joined: Oct 2001
Posts: 1,285
USA
Guardian Offline
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Guardian  Offline
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USA
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. laugh


Guardian


Guardian

Game Models
Re: Untitled Platformer - Game design, ideas, etc [Re: Guardian] #310527
02/15/10 09:33
02/15/10 09:33
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Earth
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
Re: Untitled Platformer - Game design, ideas, etc [Re: Germanunkol] #310544
02/15/10 12:17
02/15/10 12:17
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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Hiporope and its pain
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.
Re: Untitled Platformer - Game design, ideas, etc [Re: txesmi] #310572
02/15/10 17:14
02/15/10 17:14
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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Hiporope and its pain
Sorry for the double post but i have some news:

I have uploaded my suggestion for a general style. It could fit in 2D enviroment drawing?

Re: Untitled Platformer - Game design, ideas, etc [Re: txesmi] #310578
02/15/10 18:06
02/15/10 18:06
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

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Bucharest, Romania
All the team members should have the skydrive login info; please let me know if you didn't receive my previous email with the details. Guardian, I have sent you the needed info.
Germanunkol, it's a good idea to have the players move a specified distance on the y axis. We could limit their movement to 2-3 lanes and make sure that the current lane is clearly visible.

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