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#ActualAlexwbc

Posted 13 March 2013 - 11:34 AM

###############################
#######Dungeon Fall############
###############################
The main setting of this game is fantasy... all about dungeons really. This dungeon looks more like a reversed underground tower (a well or a valut, you name it). I designed this concept for smartphone or tablet: it does use accelerometer (tilting left/right to move sideways) while swipe and touch (thumbs only, so swipe controls need to take in account the limited motions) will be used for other operation (cast magic, attacks or whatever) or using two simple virtual button.
image: http://i41.tinypic.com/2iwas5s.png
The "core" idea for this concept is similar to this and many other clone but it's also extended to a richer gameplay thanks to swipe and/or touch features; the game is pretty much about 2D but since actions are quite limited (walk left/right, fall, attack... and optionally jump, cast magic)
image: http://i41.tinypic.com/2n747bs.png
This scheme is how you should see it on your smartphone/tablet; a spiked ceiling on the top lower constantly trying to squash our hero. Below there's space for two virtual buttons (just touch) if code swipe function is a bit of a issue... but definitely these button should't be used for the main function (walk left/right) otherwise the gaming experience will resemble something coming from the 'ol good '80 handheld gaming
image: http://www.playnow.it/flex/download.php?dkind=image&UImageID=279&thumb=1

Landscape mode
there are three main reason I've opted for this mode rather picture mode one, these are:
1. bigger sprites: on picture mode you can't make the sprite too big otherwise you need larger holes for a small floor
2. gameplay is focus more during the walks and the floor is longer: you need to make quick decision if fall below on the next floor or fight enemies to catch powerups.
3. it's easier to tilt your (supposedly widescreen) smartphone/tablet in landscape mode


#2Alexwbc

Posted 11 March 2013 - 05:12 AM

###############################
#######Dungeon Fall############
###############################
The main setting of this game is fantasy... all about dungeons really. This dungeon looks more like a reversed underground tower (a well or a valut, you name it). I designed this concept for smartphone or tablet: it does use accelerometer (tilting left/right to move sideways) while swipe and touch (thumbs only, so swipe controls need to take in account the limited motions) will be used for other operation (cast magic, attacks or whatever) or using two simple virtual button.
image: http://i41.tinypic.com/2iwas5s.png
The "core" idea for this concept is similar to this and many other clone but it's also extended to a richer gameplay thanks to swipe and/or touch features; the game is pretty much about 2D but since actions are quite limited (walk left/right, fall, attack... and optionally jump, cast magic)
image: http://i41.tinypic.com/2n747bs.png
This scheme is how you should see it on your smartphone/tablet; a spiked ceiling on the top lower constantly trying to squash our hero. Below there's space for two virtual buttons (just touch) if code swipe function is a bit of a issue... but definitely these button should't be used for the main function (walk left/right) otherwise the gaming experience will resemble something coming from the 'ol good '80 handheld gaming
image: http://www.playnow.it/flex/download.php?dkind=image&UImageID=279&thumb=1

Landscape mode
there are three main reason I've opted for this mode rather picture mode one, these are:
1. bigger sprites: on picture mode you can't make the sprite too big otherwise you need larger holes for a small floor
2. gameplay is focus more during the walks and the floor is longer: you need to make quick decision if fall below on the next floor or fight enemies to catch powerups.
3. it's easier to tilt your (supposedly widescreen) smartphone/tablet in landscape mode

#1Alexwbc

Posted 11 March 2013 - 05:11 AM

###############################
#######Dungeon Fall############
###############################
The main setting of this game is fantasy... all about dungeons really. This dungeon looks more like a reversed underground tower (a well or a valut, you name it). I designed this concept for smartphone or tablet: it does use accelerometer (tilting left/right to move sideways) while swipe and touch (thumbs only, so swipe controls need to take in account the limited motions) will be used for other operation (cast magic, attacks or whatever) or using two simple virtual button.
image: http://i41.tinypic.com/2iwas5s.png
The "core" idea for this concept is similar to this and many other clone but it's also extended to a richer gameplay thanks to swipe and/or touch features; the game is pretty much about 2D but since actions are quite limited (walk left/right, fall, attack... and optionally jump, cast magic)
image: http://i41.tinypic.com/2n747bs.png
This scheme is how you should see it on your smartphone/tablet; a spiked ceiling on the top lower constantly trying to squash our hero. Below there's space for two virtual buttons (just touch) if code swipe function is a bit of a issue... but definitely these button should't be used for the main function (walk left/right) otherwise the gaming experience will resemble something coming from the 'ol good '80 handheld gaming
image: http://www.playnow.it/flex/download.php?dkind=image&UImageID=279&thumb=1

Landscape mode
there are three main reason I've opted for this mode rather picture mode one, these are:
1. bigger sprites: on picture mode you can't make the sprite too big otherwise you need larger holes for a small floor
2. gameplay is focus more during the walks and the floor is longer: you need to make quick decision if fall below on the next floor or fight enemies to catch powerups.
3. it's easier to tilt your (supposedly widescreen) smartphone/tablet in landscape mode

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