Post by Kätzchen on Jan 16, 2014 21:12:16 GMT
No there is no free trip to Disneyworld, life is unfair like that.
But now that I've caught your attention I have some suggestions/questions.
Sugquestions.
I would like it that we discuss these things thoroughly, it's important that I know what I'm getting into haha.
(Yes I realize a lot of the suggestions include examples of Pokemon, sadly those are the only types of video games I am well immersed in.)
I'll be adding more suggestions to this thread later...
4) Right now, the concept art you're asking for is completely blue sky. You sure there isn't exactly anything specific you're looking for in the style of art displayed in your video game? As concept artists we are to bring your vision to life, but if there is no vision we're just gonna have to wing it and see if you like it.
3) So you know those games where the player talks to NPCs for quests and moving along the story (i.e. Pokemon)?
I assume that's the sort of game we're aiming for.
What if we could have little icons of the speaking character's face? You could put in different expressions for different situations and tone of voice. Do you think that would be possible? I think it's also a creative addition since the sprites are quite small and minimal so I think it would be fun to add in the expression boxes as opposed to just the name tag when the particular character is speaking.
It's not so much as a completion to the sprites as it is an addition, as you can see in the Gates to Infinity screenshots, the players are very big and vibrant-- there is no need for the expression boxes to act as a better way to represent the characters' appearances; rather, a way to better represent the tone and mood of voice. We could give them each individual designs so we could create more memorable incidents.
Something like this (screenshots from Pokemon Mystery Dungeon: Gates to Infinity):
2) Battles. How will they work? Will they be a minor or major thing to the game?
Will it be of the rougelike-genre, with randomly generated dungeon levels? When I mean dungeons I don't necessarily mean mines and caves-- generated layouts could to be programmed to incorporate different forest environments, and the player could collect treasures as a reward and motivation to continue the game. Treasures could include herbs and prey, then possibly something special when they reach the end of the level... Such as currency?
Wait a minute, I was talking about battles wasn't I?
"The combat system is turn-based instead of real-time. Gameplay is usually step-based, where player actions are performed serially and take a variable measure of in-game time to complete. Game processes (e.g., monster movement and interaction, progressive effects such as poisoning or starvation) advance based on the passage of time dictated by these actions."
>> en.wikipedia.org/wiki/Roguelike
Will it be a fighting game, where you can have your cat in real-time close combat with different keys for different moves as you try to figure out combos? (This to me sounds way more complicated because you're dealing with more complicated animation)
"Fighting games are a type of action game where on-screen characters fight each other. These games typically feature special moves that are triggered using rapid sequences of carefully timed button presses..."
>> en.wikipedia.org/wiki/Fighting_game
Or is it something else?
Also, there's also the matter of wars. If you incorporate wars in gameplay you could do something like Tower Defense where you set the Clan cats to protect the borders and stuff.
Maybe they could act as gigantic checkpoints, three or four wars in the game total and when the last one is completed the game ends. I dunno, just a thought.
1) What do you think we should do with cutscenes? Aside from regular gameplay, you could cut away to a sort of theater-esque scene every now and then displaying the story. This happens a lot in roleplaying video games, and makes the game much more interesting.
"...a sequence in a video game over which the player has no or only limited control, breaking up the gameplay and used to advance the plot, strengthen the main character's development, introduce characters, and provide background information, atmosphere, dialogue, and clues."
>> en.wikipedia.org/wiki/Cutscene
But now that I've caught your attention I have some suggestions/questions.
Sugquestions.
I would like it that we discuss these things thoroughly, it's important that I know what I'm getting into haha.
(Yes I realize a lot of the suggestions include examples of Pokemon, sadly those are the only types of video games I am well immersed in.)
I'll be adding more suggestions to this thread later...
4) Right now, the concept art you're asking for is completely blue sky. You sure there isn't exactly anything specific you're looking for in the style of art displayed in your video game? As concept artists we are to bring your vision to life, but if there is no vision we're just gonna have to wing it and see if you like it.
3) So you know those games where the player talks to NPCs for quests and moving along the story (i.e. Pokemon)?
I assume that's the sort of game we're aiming for.
What if we could have little icons of the speaking character's face? You could put in different expressions for different situations and tone of voice. Do you think that would be possible? I think it's also a creative addition since the sprites are quite small and minimal so I think it would be fun to add in the expression boxes as opposed to just the name tag when the particular character is speaking.
It's not so much as a completion to the sprites as it is an addition, as you can see in the Gates to Infinity screenshots, the players are very big and vibrant-- there is no need for the expression boxes to act as a better way to represent the characters' appearances; rather, a way to better represent the tone and mood of voice. We could give them each individual designs so we could create more memorable incidents.
Something like this (screenshots from Pokemon Mystery Dungeon: Gates to Infinity):
2) Battles. How will they work? Will they be a minor or major thing to the game?
Will it be of the rougelike-genre, with randomly generated dungeon levels? When I mean dungeons I don't necessarily mean mines and caves-- generated layouts could to be programmed to incorporate different forest environments, and the player could collect treasures as a reward and motivation to continue the game. Treasures could include herbs and prey, then possibly something special when they reach the end of the level... Such as currency?
Wait a minute, I was talking about battles wasn't I?
"The combat system is turn-based instead of real-time. Gameplay is usually step-based, where player actions are performed serially and take a variable measure of in-game time to complete. Game processes (e.g., monster movement and interaction, progressive effects such as poisoning or starvation) advance based on the passage of time dictated by these actions."
>> en.wikipedia.org/wiki/Roguelike
Will it be a fighting game, where you can have your cat in real-time close combat with different keys for different moves as you try to figure out combos? (This to me sounds way more complicated because you're dealing with more complicated animation)
"Fighting games are a type of action game where on-screen characters fight each other. These games typically feature special moves that are triggered using rapid sequences of carefully timed button presses..."
>> en.wikipedia.org/wiki/Fighting_game
Or is it something else?
Also, there's also the matter of wars. If you incorporate wars in gameplay you could do something like Tower Defense where you set the Clan cats to protect the borders and stuff.
Maybe they could act as gigantic checkpoints, three or four wars in the game total and when the last one is completed the game ends. I dunno, just a thought.
1) What do you think we should do with cutscenes? Aside from regular gameplay, you could cut away to a sort of theater-esque scene every now and then displaying the story. This happens a lot in roleplaying video games, and makes the game much more interesting.
"...a sequence in a video game over which the player has no or only limited control, breaking up the gameplay and used to advance the plot, strengthen the main character's development, introduce characters, and provide background information, atmosphere, dialogue, and clues."
>> en.wikipedia.org/wiki/Cutscene