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jellsprout |
Lord of Sprout Tower
Karma: -2147482799 Posts: 6445 Gender: Male pm | email
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What crates should we use and what should they be like?
I suggest the following:
-Replace arrow crates with missile crates. Missiles are just more realistic, both with the firing mechanism and the destructive force.
-Replace boulders with barrels (especially if this will be in a more urban setting)
-Replace treasure chests with power switches
-Replace water tap crates and water crates with water switches
So we should have:
-Plain Crates
-Missile Crates
-Explosive Crates
-Gem Crates
-Barrels
-Power Switches
-Water Switches
The crates themselves should be divided in three parts:
-Fragile
-Regular
-Strong/Fortified
We have already decided what the differences should be.
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Quirvy |
 Â
Karma: 655 Posts: 7753 Gender: Male pm | email
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Wasn't it power boxes instead of switches? I still like that better, although I won't have too much of a problem if we decide to go with switches.
And I dunno how we'd do missiles destroying 1 only 1 crate if you're going for realism. But then again, arrows defy gravity in hatpc.
What about metal crates? Or are those strong/fortified crates?
spooky secret |
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jellsprout |
Lord of Sprout Tower
Karma: -2147482799 Posts: 6445 Gender: Male pm | email
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Metal Crates are strong/fortified.
The missiles aren't strong enough to create a large blast radius, but strong enough to blow up fortified crates with a direct hit. But even with this realism, it is an infinitely better option than arrows.
I to be honest don't really care about power boxes or switches. In the end they do the exact same.
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Quirvy |
 Â
Karma: 655 Posts: 7753 Gender: Male pm | email
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The idea with power boxes is that you needed to use them like batteries when you got to the door, but power switches could work to. Although to give them the feeling of accomplishment, I think that some background lights near the switch should turn on upon hitting it, or something like that. Just background lights. Probably should be connected to switches in the editor, but that might be a bit complex.
spooky secret |
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jellsprout |
Lord of Sprout Tower
Karma: -2147482799 Posts: 6445 Gender: Male pm | email
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Do we need any more types of crates?
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Quirvy |
 Â
Karma: 655 Posts: 7753 Gender: Male pm | email
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I think we should have some water container. Water switches only cover whether or not the water is flowing.
spooky secret |
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Livio |
Age: 31 Karma: 470 Posts: 9620 Gender: Male Location: Arizona, USA pm | email
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sounds good. but the whole thing of missiles brings back disturbing memories of arrow explosions killing me 1.509 seconds after hitting something else. I liked the idea of some form of laser arrow or something that vaporizes what it hits. and since it's a game it doesn't have to make complete sense so it can move slowly? nevermind...
If I had to guess I'll probably start making concrete progess on the new game around the end of July. |
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Quirvy |
 Â
Karma: 655 Posts: 7753 Gender: Male pm | email
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Maybe we could do lasers...
spooky secret |
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Livio |
Age: 31 Karma: 470 Posts: 9620 Gender: Male Location: Arizona, USA pm | email
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or make a new tile for super fast lasers. might be interesting |
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jellsprout |
Lord of Sprout Tower
Karma: -2147482799 Posts: 6445 Gender: Male pm | email
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We can make the explosion of the missiles the exact length we (or actually you) want. There is nothing stopping us from letting the explosion last a single frame.
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Livio |
Age: 31 Karma: 470 Posts: 9620 Gender: Male Location: Arizona, USA pm | email
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yeah I know. I just don't like the whole idea. but it doesn't matter, we could make it work anyway. Or we could come up with as many looks for arrows we want. Like an option that changes only the look and nothing else |
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Quirvy |
 Â
Karma: 655 Posts: 7753 Gender: Male pm | email
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The animation of the explosion should last for more than one frame, but the effect of it, where it destroys things, could last for 1 frame. But I'd think it should last more.
spooky secret |
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jellsprout |
Lord of Sprout Tower
Karma: -2147482799 Posts: 6445 Gender: Male pm | email
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First we should focus on the simple Stick Figure version. Start out easy before we move on to the big work. So no different looks just yet.
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Livio |
Age: 31 Karma: 470 Posts: 9620 Gender: Male Location: Arizona, USA pm | email
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ok then.
I have a feeling that if we're going to use missles for arrows, then we're gonna also have to make another more-powerful tile where they're more like bomb-arrows. |
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jellsprout |
Lord of Sprout Tower
Karma: -2147482799 Posts: 6445 Gender: Male pm | email
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Nuclear missiles.
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canadianstickdeath |
Age: 35 Karma: 350 Posts: 2990 Gender: Male pm | email
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Lol, don't even bother with the graphics at all until you've got something working. Honestly, use for the character, and this for dynamite. That's what I've always done anyway. Just, once you get something working, then you make it fancy. |
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Sefro |
Karma: 313 Posts: 1136 Gender: Male Location: Canada pm | email
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Yeah, didn't we agree that we'd make some kind of functional prototype game first? Maybe we should concentrate on that before we get lost in another perpetual concept discussion. |
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jellsprout |
Lord of Sprout Tower
Karma: -2147482799 Posts: 6445 Gender: Male pm | email
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Accel is the only one doing the coding of the game. He doesn't really have anything to do with the graphics. That is all my job. So as long as we both stick to our own parts, no progress will be lost at all.
And about the concept discussion, we need to let Quirvy do something, right?
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Quirvy |
 Â
Karma: 655 Posts: 7753 Gender: Male pm | email
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What are you suggesting I do, jellpout?
spooky secret |
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jellsprout |
Lord of Sprout Tower
Karma: -2147482799 Posts: 6445 Gender: Male pm | email
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Wear a tutu and perform the Swan Lake.
Seriously though, at the moment there isn't really much to do. I take care of the graphics, Accel of the coding. The basics for the game have already been layed, so not much discussion is required. The only thing you can really help with is discussing all the objects we will put in the game before I start designing them.
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