I drew something?!

Published January 28, 2006
Advertisement
The weapon system is almost done. So far I have one new weapon working, the minigun. I'll post several screenshots later, but I want to wait tell I've completed all the weapons to take screenshots.

Today I drew up some concept art for two levels that I thought of. They basically show how the level will look in the game and what enemies will appear in them. I scanned them to show here, but sadly I drew them in pencil, so they didn't come out so well. Still, I decided to show them since I already uploaded them, plus I was going to write my ideas about these levels here anyways.

This will be the second level. Basically it's just an extension of the first level, but now you are on the roofs of the buildings. There are going to be bomber planes attacking along with jetpack robots.

This will be the third level. This level is called "Robot Town". Basically your job in this level is to fight off an invasion by the robot army. This is by far my favorite level that I have thought of so far, as the amount of enemies will be enormous. Infantry and tanks will be on the ground, while Battleships will be in the air, shooting down and dropping more infantry.

As a side note, yes I realize I'm not a very good artist by hand either[smile]

I'm still trying to think of more levels for the game. I want to have at least 8 levels in the finished game. So far I have 3 concrete designs, and 2 that I'm still developing ideas for. I'm also trying to make the levels follow a storyline, but that isn't that important to me.

After I finish weapons and items, I plan to actually create all of the levels.
0 likes 6 comments

Comments

mikedoty
Through these first 3 levels, I think you have a cool level progression (and a logical one at that). The Level 3 paratroopers look cool.

I think on level 2, you could maybe have enemies climbing out from the windows up to the rooftop to battle you. (Like, maybe the guys that were sniping you now, since they can't snipe you, climb up for hand-to-hand battle.)

My prediction is that our hero will have to hijack a plane at the end of level 3... maybe another level will be an in-the-sky-flying level... then another level inside the plane... then you arrive at the enemy's base. A lot of cool things you can do with this, I'll be interested to see how it all pans out. ;)
January 29, 2006 12:26 AM
Stompy9999
Quote:My prediction is that our hero will have to hijack a plane at the end of level 3... maybe another level will be an in-the-sky-flying level... then another level inside the plane... then you arrive at the enemy's base. A lot of cool things you can do with this, I'll be interested to see how it all pans out. ;)


This was exactly the sort of thing I was thinking about doing. My idea was to have the villians fortress be on a floating island, and the fourth level would be on an airship. The fifth would be the entrance to the island. The sixth would be on a bridge leading to the fortress. The seventh would be the fortress itself. Finally, the eight level would be the final showdown with the boss.

I think that might be a good topic for my next entry, explaining how all of the levels flow together plotwise.
January 29, 2006 08:35 AM
ukdm
It would also be nice if you introduced doors, so when you are at street level and walk past a door pushing a button would enter that room. This could just be a bonus area, a few enemies behind some random interior objects such as a bar, tables etc, even one coming through another door or on a balcony. Maybe something for the later levels as well perhaps...

ukdm
January 29, 2006 02:02 PM
mikedoty
Little side-rooms like that would also be a good way to hide the cool weapons. ;)
January 29, 2006 03:01 PM
ShoeStringGames
Those are some pretty cool concepts though, even if you cant draw :), still looks cool.
January 29, 2006 10:06 PM
Metorical
Yes side rooms would be cool!

You're going to have to keep track of all the various objects everywhere though as you level transition between the rooms.
January 30, 2006 11:05 AM
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Advertisement
Advertisement