Ok, let me try this. I guess I had to be the first one to put some efforts in this idea. What I can do is some (humble) art and story background: here are all the webcomics I've made. I don't think I am good with animation, but maybe there's a possible solution: find a free 3d knight model and apply these free animations (these bvh are free to use for personal and commercial use)?
Also, I am not good to draw "modular" background, but can give it a try. Definitely I can draw character portrait on screen if needed. Anyway, here's some more details with the game.
Notice: I don't know how much hard can be these things done, so I have introduced the basic/advanced paradigm. What's basic it's the "plain idea", what's advanced add more fun to the gameplay... but it's not essential and thus can be avoided if too much issue to program it)
Accelerometer set the speed in which character runs or walk: the difference between both modes (walk mode and run mode) isn't just about speed but also comes with pros and cons, animations need to be different to make more intuitive these animation (ie: when the character walk the shield is lifted and ready to block == easier to realize the knight is more protected).
How it should work: let's suppose accelerometer has a value between +100 and -100. Value "0" is for "even" or "flat", +100 is the max tilt at left, -100 is max tilt right.
When tilt is between +100 and +80: knight "runs" left at max speed with "run" animation (run mode)
tilt between +79 and +40: knight "walks" left fast with "walk" animation (walk mode)
tilt between +39 and +10: knight "walks" left normal with "walk" animation (walk mode)
tilt between +9 and 0 AND -9: knight stand still waiting (between +9, +1: face left // between -1 and -9 face right)
tilts between "-100 -80", "-79 -40", "-39 -10" are the same exact of the previous one.. but with at right instead left.
[movement advanced option: I though a trick to avoid abuse of the "run" mode: sometime there are puddle on the ground... you can past "safety" them only if you walk... whenever the knight try to run onto it... he fall over on the ground <additional animations for fall and rise up required]
Hit or be hit enemies during "walk" and "run" modes )
Simply touch the screen (or see the "hit advanced option") make our hero swing is sword. There are two type of sword swing possible: aggressive (when knight runs) or passive (when knight walks or stand still). The attack value and the "effectiveness" of each swing also depend on the type. here's a detailed view on how things work.
Aggressive (running): when the knight is running his attack value is increased by 30%~40%, but the animation has more frame so take longer time before take effect (remember the original Street Fighter 2: quick and weak punch/kick has only 1~2 frames, strong punch/kick have more "charging" frames). If the enemy is too close to your knight you may run into him (getting hit) before the sword was even withdrew... and you will suffer heavy damage too! The trade off is that a successful it also make your enemy pushed back.
Passive (walk or stand still): Knight cast sword more fast and repeatedly: you aren't able to harm and push back your enemies that much, but the trade of is that you can swing faster and repeatedly. If you're hit by an enemy facing you, take little damage but you're pushed back. If you're hit by an enemy at your back (most unlikely, but it can happen) you take stronger damage and pushed forward. In this The knight can swing is
[hit advanced option:
optionally the "fire button" can be substituted by the swipe: you can swipe left or right... in which result the knight to swing his sword in both direction regardless the direction he's facing]
coming up next: description on how the hero "falls" and other game mechanics