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#ActualAlexwbc

Posted 17 April 2013 - 06:28 AM

Is this still purely conceptual, or have you started working on a prototype?

Not yet: I've lot of projects in mind and would like to establish a such important things like coding work when an actual programmer would join me.
I've found that animations really helps me a lot to get a clear idea without having to stuck with old/unused source code. Also I am additionally working on various project (in hope to propose the right project that "charm" future developer to join me) and animations helps really a lot on define multiple ideas from scratch and, yet, very detailed on mechanics.

One example: I am currently designing a VG based upon Super Dodgeball arcade.
The hero is a guy who wear a skull as helmet:
34sjql2.jpgb6ujip.jpg
The skull itself it's his only weapon since he throws his skull/helmet to enemies for kill them (that's the scratch thread: once ready I will post it here!)
Now, as feature I planned that you have only one helmet in the whole game (basically it's your talking companion like Baldur's Gate... except the skull only talk in the mind of the protagonist). To define the way the hero can grab his ball-skull-helmet again I planned him with telekinesis power (otherwise would be too frustrating wander around the level every time) which work this way:

youtube video
(geez, gues my answer should be a bit shorter ^^")

Tilt controls can sometimes be a bit of a pain to work with, so you'll probably need to do some fine tuning of the actual numbers once you have a game to play with.

Someone already pointed me the same issue, I've put this difficult feature genuine thinking it was about just taking a string value and put it into code. The main reason I've opted for tilting was due to the lack of "physical reference" you may have when playing with a touch device (virtual button and such). Considered the difficult a programmer may find then I've though to an alternative:
33xvb47.jpg
Basically in the given example the "border of the screen" it's the physical reference when the player need to run (I think about 70~80% of Android tablet/smartphone have tactile difference between screen display and frame)
This is just a possible option where player can still use touch swipe to hit with Rosame's daggers... or just put other two virtual buttons on borders if the player want her to swing danger nevertheless left or right (without having to face either way)

Well,having played the game you post similar to your concept,I can understand what you want to get.But I do think the speed is too fast for smartphones and tablets,you would cut down the speed,won't you?

The video was fast because I had problem with the number of frames may be too many (slow video for few frame == laggy), but yes. The ceiling descent is supposed to be more slower: additionally if you're enough faster to descent down below (almost out of the screen)you get even some time bonus and the camera give you full view below but the ceiling falls is paused. In this way the player can

As for the character and scene,I am really looking forward to those,a game scene similar to Temple Run raising in my head.

I planned a story for this game
quick version: Rosame find different cities undergrounds // each city is contain shops and plot // between each city there's a batch of 5~6 levels // once a city is "reached"/conquered you can travel between them with special underground elevators (and you can repeat previous level to collect missed treasures) // during the game you can unlock extra stuff.

Or (optionally without a in game story): levels are randomly generated... it's all about survival (like mostly casual game out there)

#2Alexwbc

Posted 17 April 2013 - 06:24 AM

Is this still purely conceptual, or have you started working on a prototype?

Not yet: I've lot of projects in mind and would like to establish a such important things like coding work when an actual programmer would join me.
I've found that animations really helps me a lot to get a clear idea without having to stuck with old/unused source code. Also I am additionally working on various project (in hope to propose the right project that "charm" future developer to join me) and animations helps really a lot on define multiple ideas from scratch and, yet, very detailed on mechanics.

One example: I am currently designing a VG based upon Super Dodgeball arcade.
The hero is a guy who wear a skull as helmet:
34sjql2.jpgb6ujip.jpg
The skull itself it's his only weapon since he throws his skull/helmet to enemies for kill them (that's the scratch thread: once ready I will post it here!)
Now, as feature I planned that you have only one helmet in the whole game (basically it's your talking companion like Baldur's Gate... except the skull only talk in the mind of the protagonist). To define the way the hero can grab his ball-skull-helmet again I planned him with telekinesis power (otherwise would be too frustrating wander around the level every time) which work this way:

youtube video
(geez, gues my answer should be a bit shorter ^^")

Tilt controls can sometimes be a bit of a pain to work with, so you'll probably need to do some fine tuning of the actual numbers once you have a game to play with.

Someone already pointed me the same issue, I've put this difficult feature genuine thinking it was about just taking a string value and put it into code. The main reason I've opted for tilting was due to the lack of "physical reference" you may have when playing with a touch device (virtual button and such). Considered the difficult a programmer may find then I've though to an alternative:
33xvb47.jpg
Basically in the given example the "border of the screen" it's the physical reference when the player need to run (I think about 70~80% of Android tablet/smartphone have tactile difference between screen display and frame)
This is just a possible option where player can still use touch swipe to hit with Rosame's daggers... or just put other two virtual buttons on borders if the player want her to swing danger nevertheless left or right (without having to face either way)

Well,having played the game you post similar to your concept,I can understand what you want to get.But I do think the speed is too fast for smartphones and tablets,you would cut down the speed,won't you?

The video was fast because I had problem with the number of frames may be too many (slow video for few frame == laggy), but yes. The ceiling descent is supposed to be more slower: additionally if you're enough faster to descent down below (almost out of the screen)you get even some time bonus and the camera give you full view below but the ceiling falls is paused. In this way the player can

As for the character and scene,I am really looking forward to those,a game scene similar to Temple Run raising in my head.

I planned a story for this game
quick version: Rosame find different cities undergrounds // each city is contain shops and plot // between each city there's a batch of 5~6 levels // once a city is "reached"/conquered you can travel between them with special underground elevators (and you can repeat previous level to collect missed treasures) // during the game you can unlock extra stuff.

Or (optionally without a in game story): levels are randomly generated... it's all about survival (like mostly casual game out there)

#1Alexwbc

Posted 17 April 2013 - 06:23 AM

Is this still purely conceptual, or have you started working on a prototype?

Not yet: I've lot of projects in mind and would like to establish a such important things like coding work when an actual programmer would join me.
I've found that animations really helps me a lot to get a clear idea without having to stuck with old/unused source code. Also I am additionally working on various project (in hope to propose the right project that "charm" future developer to join me) and animations helps really a lot on define multiple ideas from scratch and, yet, very detailed on mechanics.

One example: I am currently designing a VG based upon Super Dodgeball arcade.
The hero is a guy who wear a skull as helmet:
34sjql2.jpgb6ujip.jpg
The skull itself it's his only weapon since he throws his skull/helmet to enemies for kill them (that's the scratch thread: once ready I will post it here!)
Now, as feature I planned that you have only one helmet in the whole game (basically it's your talking companion like Baldur's Gate... except the skull only talk in the mind of the protagonist). To define the way the hero can grab his ball-skull-helmet again I planned him with telekinesis power (otherwise would be too frustrating wander around the level every time) which work this way:


(geez, gues my answer should be a bit shorter ^^")

Tilt controls can sometimes be a bit of a pain to work with, so you'll probably need to do some fine tuning of the actual numbers once you have a game to play with.

Someone already pointed me the same issue, I've put this difficult feature genuine thinking it was about just taking a string value and put it into code. The main reason I've opted for tilting was due to the lack of "physical reference" you may have when playing with a touch device (virtual button and such). Considered the difficult a programmer may find then I've though to an alternative:
33xvb47.jpg
Basically in the given example the "border of the screen" it's the physical reference when the player need to run (I think about 70~80% of Android tablet/smartphone have tactile difference between screen display and frame)
This is just a possible option where player can still use touch swipe to hit with Rosame's daggers... or just put other two virtual buttons on borders if the player want her to swing danger nevertheless left or right (without having to face either way)

Well,having played the game you post similar to your concept,I can understand what you want to get.But I do think the speed is too fast for smartphones and tablets,you would cut down the speed,won't you?

The video was fast because I had problem with the number of frames may be too many (slow video for few frame == laggy), but yes. The ceiling descent is supposed to be more slower: additionally if you're enough faster to descent down below (almost out of the screen)you get even some time bonus and the camera give you full view below but the ceiling falls is paused. In this way the player can

As for the character and scene,I am really looking forward to those,a game scene similar to Temple Run raising in my head.

I planned a story for this game
quick version: Rosame find different cities undergrounds // each city is contain shops and plot // between each city there's a batch of 5~6 levels // once a city is "reached"/conquered you can travel between them with special underground elevators (and you can repeat previous level to collect missed treasures) // during the game you can unlock extra stuff.

Or (optionally without a in game story): levels are randomly generated... it's all about survival (like mostly casual game out there)

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