MichaelElmquist

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About MichaelElmquist

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    MichaelElmquist
  1. Character ideas for my fighting game

    Yeah. If you give a character trope a narrative, then it'll be easier to figure out what they're fighting style would be. You can use existing movies as narrative examples, or come up with your own, or a mix of the both.
  2. Game Idea

    While I fully support your goal in coming up with ideas for making a game, I also suggest that you may find coding or programming someone else's idea might be more inspiring; someone who isn't good at what you're good at. Obviously it's a good decision to want to exercise your own creative talents, and you still should, but working together with someone who offsets your talents may be what gives you extra creative drive. I understand that wasn't your question, but I feel like it may be helpful.
  3. Character ideas for my fighting game

    Anchoring all of your characters to a back story is the best way to solve this sort of thing. When you limit the reach of what each character can do, then the answers to each thing will become more clear. For an easy example, Write the types of characters you want on one side of a piece of paper and horror movies on the other side. Then draw lines. (IE, a Clown connected to Texas Chainsaw Massacre. So, a clown who was responsible for that sort of horror narrative would move like so, etc.) Try and use that inspiration to 'answer' how these people would fight rather than 'make up' how they do. Hopefully that's helpful.
  4. It's a difficult thing to consider, so a good topic to bring up. I think the best way to feel about it, is think of it organically to the overall narrative of your game. Don't spoil what could be a charming village/town due to streamlining the players' impatience. Make a town that makes the most sense to you, and then from that, chisel away things that might be outlandishly annoying for players, ie, having one save point on the second floor of a tavern that's in the middle of town. I would say another very important thing to consider, is rewarding exploration. If a player walks between two trees, past a hole in a fence and looks behind a rock, maybe there's something there. Even if it's dialogue driven (like a note) it's still rewarding. This kind of thing makes the player not mind if a village is bigger, more complex, and less streamlined. I think as gamers, we love to identify in other cultures, and a town/rest area is the best place to show the subtleties of your world.
  5. Michael Elmquist

    Hello! My name is Michael Elmquist, and I'm a composer living in New York City. I've traveled to several places of the world, and I have taken back various inspirations that help create a diverse portfolio of sound that is well suited for video games and helps draw out the narrative aspects of them. If you'd like to work together on a demo for your game and see if we can collaborate beyond that, please contact me and we can begin the process. - MichaelElmquist@gmail.com Here is a link to my video game music album :: Music for Games
  6. one man vs many men on a single tile

    I agree with missionctrl, the usual suggestion of single tiles means that single things are on them. It'll force to game to spread out more as well, especially if the maps are as big as 100x100.
  7. Starter Question

    Okay, sunandshadow, that's sort of what I was thinking. I'll probably find something more difficult - like the math portion - rather than the art side. I have had music based game ideas, but they end up being even more complicated. I suppose I should reconsider work-shopping them and plan them for a starting game. Thank you for your advice! Oh, I apologize Tom. Can you please move this to 'For Beginnings' then? I've also since read the 'Forum FAQ' link.
  8. Starter Question

    Hello!    I'm generally new to these forums, but I'll probably be around a while. Unless I'm not, then I won't be.    Anyway, I'm a composer doing work for a couple other games, but I also really want to make my own game. I have an idea that SEEMS like it wouldn't be insanely tough to accomplish, but I have virtually no experience, so I wanted to ask.   What are the easier/tougher parts of,    - Isometric grid-based games (like disgaea, ff tactics) - 2-D side scroller - Top down/semi-top down   I've downloaded Unity, and began doing a rudimentary 2-D side scrolling tutorial, and I was getting the hang of it pretty quick. Of course I understand that's not even the tip of the iceberg, but the point is I felt comfortable using the program.    Any tips from people who are familiar with any of these styles would be greatly appreciated.    Thank you in advance!