Michael Stearns ([info]helldray) wrote,
@ 2007-07-16 14:20:00
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First appearance! :O

So here's a few of the characters for that new game I discreetly mention from time to time. :) No weapons yet, haha :D But the plan is for a sort of dungeon crawling-brawler (a Dungeon Brawler?), the only game idea Danny and I seem to be equally jazzed about. At the moment the game is just a pile of art assets and code, we've yet to string any of this stuff into anything playable yet. We haven't really done 3D before (though SkyPuppy's 2D engine uses 3D acceleration), I've done some modeling here and there obviously, but the coding is all-new (a shame since our 2D engine is pretty awesome) though making use of some pre-existing engine that Danny's still fiddling around with. We had been meaning to stick with 2D because, you know, 2D is cool, and we'd talked about this game before but I didn't want to have to draw 2D characters from so many directions, and then finally it just occurred to us that hey, we could do 3D if we wanted to... so there you go.

Obviously there's a Guardian Heroes vibe going on with these characters, and that's just what happens when I do fantasy. :) I tried at least to get the barbarian/fighter-guy to look a little less like Han but in the end I just gave up and went with ye old homage. That's what we'll call it, anyway. There will ultimately be a ton of carnage on screen at once and the characters will not be especially large, so we've taken the low-poly approach (I admit I'm more comfortable with that, too..). Also not being sure what exactly our engine is going to be capable of (and on a variety of computers), heck, I'm worried the polycount (around 1200 each) is too high already. ^^;



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[info]freakservo
2007-07-16 09:53 pm UTC (link)
Dude, if there's going to be a 'Guardian Heroes' vibe to this next game, I suggest character-levelling that carries through multiple playthroughs.

I keep saying that Guardian Heroes would've had better replayability if it did that. It worked with Radiant Silvergun!

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[info]happypenguin
2007-07-16 10:02 pm UTC (link)
You're insane. GH is still being played through regularly here 11 years after launch - can you get more replayability than that? Mind you, I've got to the point where the final boss takes two hits to kill, so maybe I've invested too much time in learning how to level fast...

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[info]helldray
2007-07-16 10:39 pm UTC (link)
What is your fast-leveling technique? I always head for the arena--those high-level enemies are thrilling but I wouldn't call the process "fast." :)

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[info]happypenguin
2007-07-16 10:55 pm UTC (link)
OK, 'long and arduous' levelling technique :) Usually it involves keeping the first big ogre in the air for 10 mins or so.

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[info]freakservo
2007-07-16 10:57 pm UTC (link)
I want to know this 'fast' levelling process, too...

But see, I've always enjoyed the Chrono Trigger-esque 'New Game +" concept, where part of the reward is charging into the bosses with your levels and be like "AHHH I'M GOD I KILL YOU WITH MY GENEROUS STYLE" and beat them down with no sweat then the next goblin takes 1 HP off of you and you're like "DAMN YOU MOFUGGA YOU SCRATCHED ME I MAKE YOU DIE ARRRBAGEL" then you kill everybody like Voltron on a caffeine binge and you're happy.

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[info]helldray
2007-07-16 11:18 pm UTC (link)
ARRRBAGEL :D

CT had it going on, that's for sure. It would have been neat if you could use Game+ to jump to other time periods out of sequence besides just the end!

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[info]helldray
2007-07-16 10:32 pm UTC (link)
There'll be something like that but it's a carry-over from PC-based dungeon crawlers like Diablo, I think it's pretty standard with that kind of thing. RS is cool that it supports that for a different playstyle, but I got a lot more replayability from starting from scratch every time and going for chains. Just blowing everything away with strong weapons from the get-go seems rather shallow, dontcha think? (not that I was ever able to 1-credit the game or anything, but don't think I didn't try :)

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[info]freakservo
2007-07-16 10:49 pm UTC (link)
Doesn't have to be shallow if you know how to use it. I imagine branching paths with varying difficulties (Obviously, the hard route won't exactly be beatable until you're strong enough...) or learning certain special moves that you'd be too weak to get during the first playthrough...

Besides, I see being able to go through a second...or third...round with stronger weapons as being a reward for beating the original challenge the first time. If I so want to play it with the original difficulty again, I just delete the save file.

It's like in Shadow of the Colossus, how you can carry your life meter and grip gauge through numerous rounds....until you're strong enough to climb up to the garden....

....Oooh yeah, I like that....

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[info]vr_eli
2007-07-16 10:19 pm UTC (link)
I will love you with mouth if you make a Golem/Suit of armor type character

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[info]helldray
2007-07-16 10:37 pm UTC (link)
Who you talkin' to? ;)

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[info]baines
2007-07-17 12:12 am UTC (link)
When you say the coding is all new, does that mean you aren't using someone else's pre-built 3D engine? Using prebuilt engines seems to be pretty popular.

I recall reading the Dynasty Warriors characters at one point used something like 600 to 800 polygons each. The third or fourth actually dropped the polycount, but looked as decent because they had better textures. If necessary, you should be able to drop the counts on the models above if you can afford some detailed textures. If you need to...

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[info]helldray
2007-07-17 12:34 am UTC (link)
Nope, I just meant it's new to us and we don't have anything to build from except the engine (which isn't familiar either). When we did SkyPuppy it was built off the backs of like three games that never surfaced, so we don't have that quick boost to get started this time.

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[info]baines
2007-07-17 02:37 am UTC (link)
What engine are you planning to use then? Not that it would likely ever help me, but I tend to be curious about how well some of the engines available work.

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[info]dock
2007-07-17 12:45 pm UTC (link)
Wow, great work! I hadn't expected to see any of this for a while.

Although at first I thought they were Guardian Heroes characters... and the girl looks a quite bit like Cotton. ^^;;;

Low poly is the best approach by far. It means you can worry less about everything in the game, including bone optimisation, number of characters on screen, and all sorts of jazz.

Good stuff! ^_^ Can't wait to see more.

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