I feel the same way, we're not scope creeping, we haven't created a scope yet. We want a barrel of ideas to pick from. I can trim it down, even make a few design options, etc. No worries guys, let the ideas fly for now. Don't think of what we can't do, think of what we could do. When it comes time to make a few adjustments and cuts, I have the ability to know what is "too much work" for a team. I'm only going to keep what is realistic in the end. After many discussions, of course.
Also just saw the art comment, anything you can do is much better than my artwork. I'll be happy if we can make it cohesive. I'm not expecting any certain level. We're going to give the best we can, that's all we can expect from each other. We can always discuss and iterate. The way I usually work is get a bunch done early, then slow down near the end, and really have time for polish.
I can get on board with that, I like the idea of dropping in. With that, I could also see having a randomized world, seeded (for speedrunners). The drop in would get you to a safe area, outside of which the player would encounter small battle areas where there is almost an rpg/RTS feel. These encounters could either be entirely offline against AI, or against another player who enters an encounter within a certain time frame. Upon completion of the battle, they can continue in the game world. This allows for other gameplay options, such as questing, co op play, etc. The only caveat is that if the player is in co op mode, the encounter needs to get another "co op team" or generate an AI enemy co op team. Thoughts?
Either Slack or Discord work for me, I have both of them running most of the time.
I'll start getting some of these ideas gathered in one document. That way I'll have something that we can read over and discuss.
I like the theme, it sounds really interesting. We can play more with the use of the elements. Possibly wind could be added to make the aiming/shots harder.
I think the camera should be able to move pretty freely, possibly with a "snap back to player". This allows for better planning by the player.
The colors being bright and pretty flat make sense. We could use bright pastels or watercolors. I feel like animations are going to increase the "cute" factor way more than the color scheme will.
The Annelids should be highly animated, with idle animations really accenting how cute these little guys are. Maybe some winking, head scratching, foot tapping... stuff like this. When they're animating for attack sequences and such, they should look angry but still cute.
The HUD should be minimal, with just counts of what the player has/can be used. Possibly even disappearing when certain things happen (once the player shoots, when the player is scrolling around the game world, etc). And the menu system should be highly animated. Buttons should grow and shrink, even when idle. Again. This will add to the cuteness of the visuals.
The sounds should be similarly cute, I'm thinking almost minion-sounding critters. The sounds should be jibberish but sounds like words.
Let me know what you guys think so far. I'll work on the Doc over the next couple of days, but we can discuss a few things in the mean time.
Google Docs works for me. Do we have a high level concept/elevator pitch I can run from? I'd like to try to align with what you all were thinking before I showed up lol
There should be a one day expiry on that link, so everyone join today. If you miss it, don't worry. I can make another one if need be.
https://join.slack.com/t/annelids/shared_invite/enQtNzc1NjYwODE4OTAwLTcw...
I just saw the last 2 posts... I already created a Slack workspace.
Annelids.slack.com
I'm trying to figure out how to make a shareable link.
I feel the same way, we're not scope creeping, we haven't created a scope yet. We want a barrel of ideas to pick from. I can trim it down, even make a few design options, etc. No worries guys, let the ideas fly for now. Don't think of what we can't do, think of what we could do. When it comes time to make a few adjustments and cuts, I have the ability to know what is "too much work" for a team. I'm only going to keep what is realistic in the end. After many discussions, of course.
Also just saw the art comment, anything you can do is much better than my artwork. I'll be happy if we can make it cohesive. I'm not expecting any certain level. We're going to give the best we can, that's all we can expect from each other. We can always discuss and iterate. The way I usually work is get a bunch done early, then slow down near the end, and really have time for polish.
Nice to meet you too! This is going to be fun!
I can get on board with that, I like the idea of dropping in. With that, I could also see having a randomized world, seeded (for speedrunners). The drop in would get you to a safe area, outside of which the player would encounter small battle areas where there is almost an rpg/RTS feel. These encounters could either be entirely offline against AI, or against another player who enters an encounter within a certain time frame. Upon completion of the battle, they can continue in the game world. This allows for other gameplay options, such as questing, co op play, etc. The only caveat is that if the player is in co op mode, the encounter needs to get another "co op team" or generate an AI enemy co op team. Thoughts?
Either Slack or Discord work for me, I have both of them running most of the time.
I'll start getting some of these ideas gathered in one document. That way I'll have something that we can read over and discuss.
I like the theme, it sounds really interesting. We can play more with the use of the elements. Possibly wind could be added to make the aiming/shots harder.
I think the camera should be able to move pretty freely, possibly with a "snap back to player". This allows for better planning by the player.
The colors being bright and pretty flat make sense. We could use bright pastels or watercolors. I feel like animations are going to increase the "cute" factor way more than the color scheme will.
The Annelids should be highly animated, with idle animations really accenting how cute these little guys are. Maybe some winking, head scratching, foot tapping... stuff like this. When they're animating for attack sequences and such, they should look angry but still cute.
The HUD should be minimal, with just counts of what the player has/can be used. Possibly even disappearing when certain things happen (once the player shoots, when the player is scrolling around the game world, etc). And the menu system should be highly animated. Buttons should grow and shrink, even when idle. Again. This will add to the cuteness of the visuals.
The sounds should be similarly cute, I'm thinking almost minion-sounding critters. The sounds should be jibberish but sounds like words.
Let me know what you guys think so far. I'll work on the Doc over the next couple of days, but we can discuss a few things in the mean time.
Google Docs works for me. Do we have a high level concept/elevator pitch I can run from? I'd like to try to align with what you all were thinking before I showed up lol
Hello everyone!
Tom here, just introducing myself.
I met Joe through CodeBuddies, and he told me about the project you're working on.
I'm experienced in Game Design and Development and I'm happy to join this project as a designer.
Let me know if you have any questions for me.