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Re: Untitled Platformer - Artists' corner
[Re: txesmi]
#315446
03/15/10 15:49
03/15/10 15:49
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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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I have uploaded my first 4 levels gameplay to SkyDrive. I'm not too happy with how I handled the mouse role but everything can be modified. @TxesmiI checked your sketch out and I love the way you managed the mouse part(with fissure behind the bed and illusion of prisoners) The boxes part is also o.k. but I must admit I'm not so crease about the boy being so little that he can go between the crosspieces of cell doors It seems a bit off. Maybe we can make a joint sketch taking your first level best parts and my first level best parts.
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Re: Untitled Platformer - Artists' corner
[Re: Ganderoleg]
#315507
03/16/10 08:40
03/16/10 08:40
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
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Expert
Joined: Jun 2006
Posts: 2,640
Earth
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You all have some very cool ideas there. I think we should not use them in the first levels though, as they're quite complicated to solve. I think in the first 10 levels you should only be able to play the sister, and the first 3 should be very simple to intruduce the player to the whole concept of switching gravity. Edit: BTW, I know this is not the step we're at right now, but I'm interested in it: Will we use shaders? I believe we should, even if it's just simple wiki-shaders. Normalmaps and Spec maps would make the game look much more detailed... It would mean we couldn't use simple block geometry though (which I wouldn't want anyways). In fact, I'm just noticing I don't think we've talked about that at all so far: Blocks or Models? I vote for models. They simply tend to look better. And with polygon collision only active on the needed parts, it shouldn't be hard to do. Also, we can then start making lots of models and people can place them in the level and re-use them (like a set of staircase, or a window or wall). Also, we can make them in any program of our choice, and don't have to use WED-only. Edit 2: I'm working on a sketch also, just to let you know I'm not slacking off entirely
Last edited by Germanunkol; 03/16/10 09:05.
~"I never let school interfere with my education"~ -Mark Twain
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Re: Untitled Platformer - Artists' corner
[Re: Germanunkol]
#315510
03/16/10 09:29
03/16/10 09:29
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Joined: Aug 2003
Posts: 2,011 Bucharest, Romania
George
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Posts: 2,011
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I have checked all the sketches - great stuff! A few notes:
Ganderoleg's level_01_01: - The mouse could open the hatch switch by itself, by simply moving over m3. We'll have to think at a way that allows us to have the mouse carry and push things like buttons, etc. - Draining the water is a great idea, but I'd like us to create a much greater anticipation when it comes to reuniting the two brothers. I suggest that the little brother will crawl through the pipes and get out of the cell, but will not meet his sister in this level.
Ganderoleg's level_01_02: - How will the sister reach the sleeping guard to put the cheese in his years? Don't we need to lower the bridge in order to do that? Maybe there's a passage at the first floor, but you didn't draw it because of the text.
Ganderoleg's level_01_03: you have got some good ideas in there. I'm not sure if the player will be able to solve a level like this by himself, though.
Ganderoleg's level_01_04: great work! This is the type of level that would work best in my opinion, because it doesn't require too many explanations.
txesmi's sketch01: I like many of your ideas. I'm not so sure about the one with the boy being so small; it wouldn't be too visible in a regular level if we create it that way. I liked the bed pulling, box transportation and prisoner security counters ideas a lot! Please write the explanation texts on the bitmaps for your following sketches - it makes it much easier for us to understand them.
Germanunkol has raised some valid points here; you (the authors) are familiar with your sketches, so they don't look difficult to you, but they might look very complicated for the player. I think that the levels should have their "I have finally got it!" moments, but I agree that this shouldn't happen too early.
We will use shaders, but the game shouldn't rely on them. If the player has an older computer, the game should run fine on it as well. Choosing between models and blocks is a decision that you (the artists) will have to make. I would choose models as well, but let's not enforce this rule if it is possible - sometimes we might need level blocks for c_content tests, etc. Creating a set of reusable prefabs is a great idea, and since we're here please don't forget that our levels should be created using tiles of 64x64 quants as units: the boxes are pushed 64 quants at a time, and so on.
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Re: Untitled Platformer - Artists' corner
[Re: FBL]
#315515
03/16/10 09:48
03/16/10 09:48
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
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Expert
Joined: Jun 2006
Posts: 2,640
Earth
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Yes, definitely, just not too early into the game.
Also, all these sketches so far are more or less screen-size sketches. Does that mean you're planning on no sidescrolling? Or is it coincidence?
~"I never let school interfere with my education"~ -Mark Twain
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Re: Untitled Platformer - Artists' corner
[Re: George]
#315549
03/16/10 16:09
03/16/10 16:09
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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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I think all the sketches can be expanded making the travellings longer and add some save areas with tips and prizes. @Germanunkol I agree with you. too much difficult for a child. @Ganderoleg Sure, take all the ideas you want! I loved your levels. You can do better than me. However, i will try expanding my level and i will look for an easier way. @George sorry.
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