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Stupice

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  1. My system wouldn't be too hard! A modder would start with a sprite sheet (meaning a single PNG image) for a "cloth tunic" that would essentially look like 60 floating shirts in all different directions. All they would have to do to add new items is manually edit each of those 25 pixels that make up the shirt. For a non-artist player this could be very interesting and fun. Pros could come out with their own custom packs of items and equipment that would look gorgeous. As I said up above, the paper doll system would only have two character models, male and female. This would make it easy as most of the items would paper-doll fine over both (helmets, boots, necklaces...). I agree about the weapons. It's not mentioned in this post because it's a forgone conclusion for me! It sounds like in your game the armor only comes in full sets with no combinations of helmets/pants/etc. from different sets allowed. What I'm proposing would (once again) be a lot like Terraria or Minecraft (shame...) where your appearance varies based on what equipment you can find/make/buy at the moment. Your character can have a golden helmet and shoes made out of bacon, if you like. Is that how your game works? Only full sets of armor? Thanks for the comment!
  2. Thanks to Reloaded_ I've made a few more constraints and come up with a more focused version of my question. Note: There's a strong possibility that this will have an online option. You won't just be changing your character for your own amusement. Method 1: Paper Doll You can dress up your character in anything as anything, but the human character underneath never changes. You can also continue to change your appearance as the game progresses. (There's also the possibility that equipment's appearance will signify to other players what kind of stats you have.) Method 2: Custom Character You can make your character any kind of shape, size, style, you want, but you're stuck with that one character (unless you mod/re-mod the game to change the model) as they appear, no matter what equipment you find. Keep in mind that these are VERY simple graphics, but done well enough that they stand out as a feature. Any insight you guys can give me into what a gaming audience (particularly a PC gaming audience) would prefer is greatly appreciated.
  3. None of this matters at all in terms of gameplay. If I choose the paper doll method I would probably include a "vanity slot" for the items (just like in Terraria ) that let you appear in one set of equipment while a whole other set was dedicated to your stats. I could also let items degrade and break so you wouldn't care what you were wearing if you're in a dungeon, your pants break, and you find a fresh pair in a chest . There are lots of options like that that don't really matter to me right at the moment. I'm personally 50/50 on the whole thing. Completely custom characters or generic characters with changing graphics both sound cool, but implementing both for the project I'm looking at would be a pain. I have to choose one and then I can develop further. In that way I'm going to have to say that my question is context-free. If you know nothing about the gameplay other than the fact that it's a Zelda-like 2D action adventure game, what would you want? What's most important is what people ACTUALLY want more than anything. I should rephrase my question to say "forget what gamers THINK they want, what would they ACTUALLY find more interesting 5 hours into the game?" You're helping me think of a way of putting the question into simpler terms. That's really valuable to me as I don't quite have a full understanding of the problem myself. Thanks for the response!
  4. Thats a bug in your imagination. Ask a programmer to combine them procedually when the game starts. A) Base sprite (each base sprite has its own unique coordinates for the center of every body part (where things will be overlayed), you can add Size Bounds to them if you want to resize cloth if it is too big) b) Cloth : add it in center of "body part". C) other accessories, hats, boots, etc. [/quote] 1. I suggest you look up a sprite sheet for any of the games I mentioned. Keep in mind that a frame is a single static image. I think what you're referring to are animation cycles or "loops." Here's how it breaks down if you eliminate duplicates through "mirroring" animations ( so walking left and right use the same frames, but flipped)... Idle = 4 frames Walk = 3 Directions (plus 1 mirrored) x 4 frames (at a minimum) = 12 frames Run = The same, 12 frames Knockdown/Get Up = 6 frames Sleep = 2 Frames Attack With Sword = 3 directions x 3 frames = 9 frames Attack With Axe/Club like weapon = 9 frames Attack With Whip/Chain weapon = 9 frames Etc. 2. Nothing about this makes sense to me. "Combine them procedurally when the game starts." What does the "game start" have to do with anything? A) B) C)... We're taking about individual pixels here, not high-resolution textures applied to 3d models. Centering the image, adding "size bounds" and resizing pixels are not really options. What you're proposing would be like making the clothing transparent and applying the same texture underneath for each character body type in all 60 frames. Look at a left/right walk cycle animation of a 2D character in 18x30 pixels and tell me how this would work. Say I put a red dot on the character's elbow. Now I animate the four frames of the character's arm swinging left and right as it walks. How does the computer know where that character's elbow is? Does it know where to put the red dot? No. It's not possible, or if it is possible, making it work would take so much effort for so little gain that you'd be insane to do it. If you read through my post you'll see that the goal is to make modding easy for players if they wish to do so. With the paper doll system modders can download a single image that contains all 60 frames of cloth tunic and just paint over it with Microsoft paint if they wish to do so. This is infinitely easier than what you proposed and requires no complex understanding of art or computers on the part of the player.
  5. I'm doing research for a 2D Action-RPG game project that uses 2d top-down sprites (think SNES and GBA Zelda, the Mana series, etc). I've already decided that I want the player to have different graphics for different weapons displayed in the main character's animations and I was looking at the possibility of adding a "paper doll" function to the game sprites. This would mean the clothes and appearance of the sprite would change as they put on or took off clothing/armor/accessories. I'm looking to the future and trying to conceptualize for a game with customizable graphics (like the skin-packs in games like Minecraft or Terraria), but in order to do that the game's sprites would have to be "standardized." By this I mean that the player's character sprite would have to always remain the same size and shape. For example... I create a human character with close to 60 frames of animation (which is as small as I can go) in a 18x30 pixel area for all of his actions/movements. I create a standard "cloth tunic" item that has to have 60 frames of animation to match each of the character's frames. (Which will be over-laid like a shirt on a paper doll.) I then create a dwarf character with the same 60 frames of animation. The cloth tunic will not over-lay on the dwarf correctly, appearing on his face because of the difference in size and shape. I then have to either lock certain items to certain character types or make 60 additional frames of animation for every character type who is wearing the same item (this would be insane). The point here is that I have a choice to make when it comes to player-made graphics and content. I either have a game with 1-2 "standard" character types (probably male and female human) that are generic in form and very easy to sprite for, or I can say no to paper doll equipment and that opens the door for a wide variety of custom characters whose appearance doesn't change, but their body types can be anything that fits within the character's hit box and matches the 60 frames of animation (and weapon animations). Or I could POSSIBLY decide to split the difference and make standard characters that will allow paper-doll animations and non-standard characters who can equip items, but will not display them. I'm a game artist so this question really hits home for me. Keep in mind that creating these custom animations and characters wouldn't necessarily be done in-game. Most likely it would apply only to the content created specifically for the game and then be an option for modders to take up in customizing the game (again, like Terraria and Minecraft). The big question, put simply, is this; do people want completey custom characters with no change in appearance based on equipment or just 2 characters with thousands of different "looks" based on equipment combinations?
  6. Anyone wanting to respond to this please just ignore it.
  7. It wasn't the game design patterns wiki, was it? http://gdp2.tii.se/index.php/Main_Page Thanks for the links! They're exactly what I've been looking for in my other research. All of my own searches for game concepts, game mechanics, game features, etc... failed me miserably! Stroppy Katamari's suggestion of looking in "game patterns" brought out a lot of great material.
  8. Partially to satisfy my own curiosity and partially to help me make a few decisions about what a future project could be (or whether or not it SHOULD be). Right now I'm an artist/designer on a 3-man team working on a mobile point and click style game. This stuff isn't related at all to my current work so I don't have a lot of time to play, just to plan. I definitely wouldn't be silly enough to try to add every feature in history into a single game! Also, "start from the basics?" What basics? Are my basics and your basics the same? There seem to be some warped perspectives on using authoritative resources here. Like, "figure it out yourself in the dark and it'll be that much sweeter." Sure, you can learn to paint or play the guitar without ever cracking a book or taking a lesson, but you would WASTE SO MUCH TIME. Doesn't game design take enough time as it is? There's a lot of what I call "go with your heart" advice happening here. Advice that pop-philosophically questions the relevance of the initial question itself without working to add anything of substance to the discussion. Thanks for the question. I hope I didn't sound too negative here and I do appreciate your curiosity!
  9. THANK YOU! This is exactly what I was looking for. I don't have a full copy of the book to read yet but just having the term "game patterns" to search for has uncovered a lot of the information I needed.
  10. Game mechanics aren't limited to just tiles, y'know. [/quote] I wrote the post asking for these "tile mechanics" specifically. I also asked in the postscript for resources on other/related mechanics.
  11. I agree that first-hand experience is important but books are written on these subjects for a reason. No-one should have to start from scratch if they don't have to. You also have to consider the amount of time you're putting in versus how much you're actually getting out of the experience. One chapter in a good book may be equal to a week's worth of test play/rom hacking/whatever.
  12. I've looked everywhere and I can't find a decent resource for this! I'm looking for a list of 2D top down (¾ view) platformer game mechanics as applied to tile-based/grid-based level design. Even 2D sidescroller game mechanics would be useful. Everything I've found on this subject is either extremely limited (to only one or two suggestions) or completely esoteric and inapplicable to practical game design (“what is game design REALLY?!?!?!”). I want a list that says things like... destructible platform, one-way door, pressure plate, damage tile (spikes, poison, whatever), move tile (moves character in one of 8 directions), pit tile, attract tile (pulls character towards center of tile), repel tile, slow tile (slows character movement), jump tile, fall tile, etc. I've been running through old games to research a few of these mechanics and elements manually but there's got to be an easier way! Thanks for the help in advance, but remember, I'm looking for a large list of these features that's organized and possibly discusses the use of these mechanics, not individual suggestions from forum members. P.S. If there's a resource that lists and discusses action-adventure game elements, such as items, weapons, enemy behavior, etc., and their applications toward 2D gameplay, please let me know about it!
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