To make sure the story isn't left dangling if we can't finish it (though I don't see why we couldn't) I suggest we make the beginning and end first, then fill in the middle as time permits.
In order to prevent the player from doing the other dungeons early, we'll have to design it so you need the previous talisman to travel there. So the archery dungeon is across a river with an (in-repair?) broken bridge (so you fly across as bat).
The fire dungeon would require some form of archery. So maybe a rock you can shoot to make an avalanche of rocks that creates a makeshift bridge through a lava flow?
The boss dungeon could just have magical flame pillars that stop you from entering, unless you're in ghost form.
I might have to "study" some old Zelda games to see how the dungeon progression went. ;)
cemkalyoncu: Thanks! I didn't apply any of the facial features to the animations, but it's trivial (albeit time-consuming). I'll see if I can whip up a script that does it for me since that could end up being crazy long.
I love the ideas! One thing to remember is that we're not limited by just movement types when we transform. You actually get a full new set of powers along with it. So consider these ideas:
Takes no new code in the engine (afaik):
Bat: Flight (cross pits)
Some sort of form that grants you immunity to a certain type of damage: eg. A fire elemental form which lets you walk through walls of fire that would ordinarily kill you (though I'd prefer to use art we already have)
Some form that grants you limited teleportation
Ghost: Lets you walk through walls (briefly)
A juggernaut form that lets you ignore damage for the short duration of the transform
Maybe a form that lets you shoot something really far, to trigger a switch or something. This would be especially useful if all the base items are melee or short-ranged.
Takes a small amount of code:
Slime: Special acid attack that lets you eat through otherwise impassable stone
Snake: I like the ideas of moving through holes, maybe a spit poison attack
A bush for "invisibility" would be awesome and hilarious
We also can use a map event to transform the player permanently at the beginning of the game (for plot reasons) until he/she can find a way to revert back. That could possibly be a good first quest. I'm thinking something really weak and limiting to start off. I'd like to do 4 dungeons, each with a transformation, plus one plot-related "cursed" transform at the beginning of the game to kick it off. So any ideas about which 5 transformations you'd like to do? The first transform would have to be ridiculously lame, so it could be anything, but the others should feel cool. I'd also say the bat one is obvious. We should definitely do that one.
Even if you don't want to do mapping (though I think you should! It'll be pretty easy with the LPC tiles) it'll still help me a ton for you to work on quests. It should end up looking a lot more Zeldaish since it's all orthographic.
Here's a couple of links to show what I know we have to work with, though it's likely there will be much more.
We have a lot of medieval-looking people to work with but very few animals and creatures. There's also a really nice oriental tileset we can use. I can also make some art, but I'd rather focus on mapmaking and content than art once the coding portion of the contest starts.
Until the programming portion starts, I'll be creating a complete reskin of the Flare UI in a pixel art style that matches the LPC.
Actually, I really like that. 4 dungeons - 4 cardinal directions. It feels complete.
Probably there will be one map per building in the town (maybe 3 to 6?), and one for the town itself.
We'll want 2 to 3 large maps (but light on events) in between each dungeon and the town.
I'd image 3 or 4 small maps (but heavy on events) per dungeon.
Totaly that sounds like... (crunching numbers)... About 30 maps total. Eh, I think that's doable.
The thing I *AM* worried about is that I think I might be underestimating the time it takes to create the core data.
Yes, I think that will work well.
To make sure the story isn't left dangling if we can't finish it (though I don't see why we couldn't) I suggest we make the beginning and end first, then fill in the middle as time permits.
In order to prevent the player from doing the other dungeons early, we'll have to design it so you need the previous talisman to travel there. So the archery dungeon is across a river with an (in-repair?) broken bridge (so you fly across as bat).
The fire dungeon would require some form of archery. So maybe a rock you can shoot to make an avalanche of rocks that creates a makeshift bridge through a lava flow?
The boss dungeon could just have magical flame pillars that stop you from entering, unless you're in ghost form.
I might have to "study" some old Zelda games to see how the dungeon progression went. ;)
Hrm... now I have to make a world map.
cemkalyoncu: Thanks! I didn't apply any of the facial features to the animations, but it's trivial (albeit time-consuming). I'll see if I can whip up a script that does it for me since that could end up being crazy long.
https://dl.dropbox.com/u/23175651/pennomi_laetissima.zip
Here's the entry by laetissima and me.
It has a lot of random stuff, but here's a quick explanation:
makrohn, this is AWESOME!
I was really struggling for a story, but I this really sums up what I was aiming for.
A quick overview of what tilesets we'd need:
Overview of the art we'd need for the hero:
And a thought on the items:
Wulax: wow, those are some awesome scripts :)
And an awesome archive. Can't wait to put those in-game!
Danimal, I'd really like to do something like a koala, but sadly, I am not an artist, so I'm limited by what the artists produce for the competition.
(On the other hand, if any artists are out there reading this, we'd love to have you aboard for the lpc!)
I love the ideas! One thing to remember is that we're not limited by just movement types when we transform. You actually get a full new set of powers along with it. So consider these ideas:
Takes no new code in the engine (afaik):
Takes a small amount of code:
We also can use a map event to transform the player permanently at the beginning of the game (for plot reasons) until he/she can find a way to revert back. That could possibly be a good first quest. I'm thinking something really weak and limiting to start off. I'd like to do 4 dungeons, each with a transformation, plus one plot-related "cursed" transform at the beginning of the game to kick it off. So any ideas about which 5 transformations you'd like to do? The first transform would have to be ridiculously lame, so it could be anything, but the others should feel cool. I'd also say the bat one is obvious. We should definitely do that one.
I was hoping someone would do a T-Engine 4 game :)
Even if you don't want to do mapping (though I think you should! It'll be pretty easy with the LPC tiles) it'll still help me a ton for you to work on quests. It should end up looking a lot more Zeldaish since it's all orthographic.
Here's a couple of links to show what I know we have to work with, though it's likely there will be much more.
http://lpc.opengameart.org/static/lpc-style-guide/assets.html
http://opengameart.org/forumtopic/progress-pic-thread-show-us-what-youre...
We have a lot of medieval-looking people to work with but very few animals and creatures. There's also a really nice oriental tileset we can use. I can also make some art, but I'd rather focus on mapmaking and content than art once the coding portion of the contest starts.
Until the programming portion starts, I'll be creating a complete reskin of the Flare UI in a pixel art style that matches the LPC.
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