The Enchanted Cave 2
Delve into a strange cave with a seemingly endless supply of treasure, strategically choos
4.34 / 5.00 31,296 ViewsGhostbusters B.I.P.
COMPLETE edition of the interactive "choose next panel" comic
4.07 / 5.00 10,082 ViewsAs for the story, I don't think we really need anything as complicated as some of the suggestions, we need something simple that lays the premise for the game, something like this:
"after a numbingly long day of school, homework and awful television programming masquerading as "family time" your head finally hits the pillow, your sanctuary, your place of dreaming and imagination. 'Life is for squares,' you think, 'dreaming is where the action is.' Your mind becomes hazy as you... drift... off... to... zzz..."
I'm no writer, but I think that's the kind of thing that can set the stage. Simple and direct, the reader knows what's going on and, hopefully, can identify with it.
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as similarly mentioned with by jonny,
I would like both upgradeable skills threw levels and a shop to buy enhancements
A good example of what I am thinking of is here in this game Sky Fyre, it was on the front page a little while ago, I'm sure some of you played it, the only thing is with the stats I want them to be much more in depth and alot more to the shop.
Click to view.
At 10/20/09 12:59 AM, Kinsei01 wrote: as similarly mentioned with by jonny,
I would like both upgradeable skills threw levels and a shop to buy enhancements
A good example of what I am thinking of is here in this game Sky Fyre, it was on the front page a little while ago, I'm sure some of you played it, the only thing is with the stats I want them to be much more in depth and alot more to the shop.
http://www.newgrounds.com/portal/view/51 3016
^^ totally go with that
... how about rather than levelling up, the character picks up items that enhances its stats/provides alternative fire, like in WC3? And uses a 6 slot system.
Better equipment is picked up from harder worlds, and you can spec/respec easily.
Level transition - thought it would a constant loop during gameplay, with pick-ups to go onto next world (say 3 minion orbs + 1 boss orb). On death there is some form of penalty (level drop, stat penalty, item loss ...) and brings it back to a world map (which is avaialable onthe pause menu).
At 10/19/09 06:45 PM, BlackmarketKraig wrote: I think it's important to pick the themes for the levels as soon as possible so that people can get brainstorming on the types of elements that they want for those levels, from music and sounds to the graphics and special effects.
Yup.
Night-terror world.
Wet dream land.
Fantasy.
Memories-Cannon fodder anime (An industrial country devoted to artillery - wait til they go down the lift for better example) (think this could really work, I don't want to say steam punk, but ...)
Wonderland (kind've hope for this kind of surrealism throughout the game) (place devoted for people without Flash or PS)
Tiki jungle ... :) (no idea how to make this a flying shooter)
Disease world, or microscopic world
"Honey I've shrunk the kids" world
Deep-sea clock work fish world.
Just want to underline I reckon abstract designs would be much better. Say the dragon in fantasy land isn't a typical one, but maybe like a mockturtle, or looks like a gigantic wooden cupboard (bedroom references)
At 10/20/09 03:38 AM, TurkeyOnAStick wrote:
Night-terror world.
Wet dream land.
Fantasy.
Memories-Cannon fodder anime (An industrial country devoted to artillery - wait til they go down the lift for better example) (think this could really work, I don't want to say steam punk, but ...)
Wonderland (kind've hope for this kind of surrealism throughout the game) (place devoted for people without Flash or PS)
Tiki jungle ... :) (no idea how to make this a flying shooter)
Disease world, or microscopic world
"Honey I've shrunk the kids" world
Deep-sea clock work fish world.
Just want to underline I reckon abstract designs would be much better. Say the dragon in fantasy land isn't a typical one, but maybe like a mockturtle, or looks like a gigantic wooden cupboard (bedroom references)
I think we should also make a list of what will be required in each level. I think at this stage before we have an ASer we should stick with things that can be aplied even if some of the ideas can't be implemented, such as background images and concept sketches of enemies and whatnot.
I don't think much work should be put into finished pieces before you've gotten feedback from everyone else, first. Save you putting in alot of effort and it not fitting in or needing to make some changes. Stick to ideas and sketches.
I wonder if it would be a total disaster if a unique programmer took on each level, with a core engine the drives the game. I've been wanting to do a programming contest for years now where people can create the boss routines to challenge a common player... The only tricky thing here is that most programmers would rather make their own engine from scratch, and if I made the engine a lot of programmer would probably laugh at it, although I think I could make something that would be flexible for people to have fun with... Or maybe I could just try programming it but I'm not totally reliable. I do wanna program a new shooter though... 60fps with all raster art and 24 bit pngs... with crazy explosions and fancy glowing bullets. Madness Accelerant was slowed down by all the vector art, but 100% raster would be blazing fast.
Should we consider a contest for aspiring game designers... All the "idea guys" who don't draw or program... Let them come up with inventive boss routines, at which point the artists try to visualize what those bosses would look like and the programmer interprets the routines into code?
At 10/20/09 10:17 AM, TomFulp wrote: I wonder if it would be a total disaster if a unique programmer took on each level, with a core engine the drives the game. I've been wanting to do a programming contest for years now where people can create the boss routines to challenge a common player... The only tricky thing here is that most programmers would rather make their own engine from scratch, and if I made the engine a lot of programmer would probably laugh at it, although I think I could make something that would be flexible for people to have fun with... Or maybe I could just try programming it but I'm not totally reliable. I do wanna program a new shooter though... 60fps with all raster art and 24 bit pngs... with crazy explosions and fancy glowing bullets. Madness Accelerant was slowed down by all the vector art, but 100% raster would be blazing fast.
I don't know enough about actionscript to know if that would work well or not, but if you want to work with us on getting this project realized that would be fantastic.
Blazing fast sounds great to me, so 24 bit pngs it is, that'll be perfect for those who work with Photoshop, Gimp, Painter, Flash or whatever.
At 10/20/09 10:18 AM, TomFulp wrote: Should we consider a contest for aspiring game designers... All the "idea guys" who don't draw or program... Let them come up with inventive boss routines, at which point the artists try to visualize what those bosses would look like and the programmer interprets the routines into code?
That works for me too, I like the idea of getting as many different kind of talent as possible involved. A contest would be a good way to drum up more interest.
I really appreciate you supporting this project and bringing in some ideas. Thanks a lot.
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I think having different programmers for each level would be a total disaster... I mean, you could pull it off, but you`d need to have quite talented programmers. I`d rather have a team of programmers (4?) that can work together on everything and divide some tasks... Compare it to building a lego castle; If one guy makes one wall, and the other guy makes a tower, and yet another guy makes the gate, you would end up with a wall thats wider than the tower, and a gate thats higher than the tower....
okay bad comparison, but you get what I mean right?
In the same light, I think a contest for programmers/game designers (two seperate contests that is...) would be totally awesome, but I think they should be seperate from this project.... It is going to be difficult enough to get this thing together as it is. I mean, we will have a few dozen artists working on this... getting a dozen programmers as well is only going to make things extremely complicated.
some other points:
I still think making groups is a good idea, every group would do a level....
Seeing as how a lot of poeple are against the whole story idea (and you guys do have some valid points), I suggest just making it really random...
well not really random but just have a selection screen like below:
You can have different dreams (episodes) all with multiple levels (stages). You start in the level selection screen. You then choose a certain episode. Once you have finished the first stage of that episode, you go back to the level selection screen. You can now play the same episode again, and will be taken to the second stage in that episode, or choose another episode and do the first stage in that episode.
The stages increase in difficulty but the episodes dont; stage 3-1 is as difficult as stage 7-1. Stage 3-1 is easy, 3-2 moderate 3-3 hard.
Succesfully completing a stage makes your sleep deeper, but when you die, you come closer to waking up.... die three times in a row and you wake up, game over.
Certain episodes might be unlockable for completing episode 3 and 5, or for completing an episode by killing all/no enemies.
Upgrades could be bought from the menu select screen, and would make it easier to complete the later stages.
Goal is not story related, just keep on dreaming as long as possible. so maybe there could be an unlockable neverending dream, which is like exhaustion mode.
I'd love to take part in this.
As for upgrades, we could go with a kind of "Upgrade workshop" You cant BUY upgrades, you FIND them, just floating around after killing certain types of enemy e.g a golden version of a normal enemy. This is a similar idea to the gummi ships in Kingdom Hearts. You could choose where parts go, like in http://www.newgrounds.com/portal/view/49 0290
I ran. I ran until my muscles burned, and my veins pumped battery acid. Then I ran some more.
At 10/20/09 11:46 AM, J-qb wrote: well not really random but just have a selection screen like below:
You can have different dreams (episodes) all with multiple levels (stages). You start in the level selection screen. You then choose a certain episode. Once you have finished the first stage of that episode, you go back to the level selection screen. You can now play the same episode again, and will be taken to the second stage in that episode, or choose another episode and do the first stage in that episode.
The stages increase in difficulty but the episodes dont; stage 3-1 is as difficult as stage 7-1. Stage 3-1 is easy, 3-2 moderate 3-3 hard.
Succesfully completing a stage makes your sleep deeper, but when you die, you come closer to waking up.... die three times in a row and you wake up, game over.
I really like this idea. I can see an awesome cut scene when you enter a level of you falling asleep, then when you die waking up a little, waking up a little more each time you die and then violently wake when your lives are up.
Beginning the game could even be falling asleep. Winning the level means you have an awesome dream and wake up in a great mood. Each new level could be the next day's sleep. Mini-games could be naps in work\school.
At 10/20/09 12:42 PM, de-cider wrote: Beginning the game could even be falling asleep. Winning the level means you have an awesome dream and wake up in a great mood. Each new level could be the next day's sleep. Mini-games could be naps in work\school.
I think that's a brilliant idea. That way it doesn't force the entire game to be in one sleep, which could ruin some aspects.
ok, just had a quick skim through here... just picking up with the idea of the levels n stuff, instead of having a fixed "space ship" why not each level be themed... like an underwater one where your a dolphin or something, then a robotic one where your a star ship... then a ye old themed one where your some sort of wright brothers plane.... sticking with the idea of different ammo.... you could choose what type you wanted before the game... they stay the same for all the levels but in each "dream" they look different but do the same job...
for example... you could have a newgrounds ship going through the flash portal... and all the rubbish flashes are "waking up from the graveyard" OMG ZOMBIE FLASHES!!!... and you choose your aura and thus effects what damage you do, speed and stuff.. for example... evil aura might do the most damage but be slow... where as light aura is really fast but doesnt do much damage... neutrals somewhere inbertween, fab aura does crazy stuff.... who knows...
idea picture... to get the mind thinking :3
Tom's idea about the independently programmed stages seems pretty cool, it's be more labourious but if we round up a bunch of programmers it won't be.
I think we should take stock of whom is actively willing to participate, who's leading the stage groups and what kind of stage everyone wants to make so we'll know who belongs in what group.
I want to do one of those fantasy type dream stages, a playful one, with some abstraction and a childishness to it.
I'd probably redraw my old character here as the boss if that was permitted.
Who is the hunter?
At 10/20/09 02:53 PM, Knocturne wrote: I'd probably redraw my old character here as the boss if that was permitted.
Kid A much?
I know it looks a bit like the Radiohead bear. But I think it's just the teeth.
The point of your reply was?
Who is the hunter?
Less talk more action.
I think if we really want this to get started we need to start establishing the constants, or the things that are decided upon. Once we have stuff locked in it means people have a destination to shoot towards.
We can throw ideas around till the cows come home and nothing will get done. Sure the established ones can change a bit here and there, but if we don't start chiseling stuff into the rock the sculpture will never develop.
Since its BMK's idea I say he runs and organizes the things, he can designate different tasks to whoever, but he has the last say.
What we need is a list of what needs to get done, starting from concept to polishing, to submitting.
Here is a rough one, someone make a more official one though. (or one that makes sense at least because i dont know the order of stuff or what actually goes into making a game)
Idea - Done (scrolling shooter)
Story - Done (dream) need to establish exact details
# of Lvls
groups
actionscripters
designate artists to tasks
submit drawings for animation
animate
script
Audio
polish
co-author
submit
Booze and hookers
For deciding on the number of levels we should figure out how many different themes we want to pack in since we can equate each theme to a level. I don't think we should pack in a TON of levels, but rather a few really polished ones 5 or 6, maybe.
I do like the idea of going from happy/dreamy/safe levels early on to scary/nightmare levels near the end but I don't know how realistic it is, if we can develp some themes around that progression then we can do it.
Anyway here are some of ideas for themes that might work, some of which were suggested by others, I took the liberty of assigning where I think they might fall in the dream-nightmare progression:
1) Bumblebee/insect level (easy)
2) Fish/underwater/dolphin level (easy)
3) Circuitboard/computer virus level (medium)
4) Space shooter level (medium)
5) Steampunk level (hard)
6) Hell level (hard)
We should make a list of all the ideas for themes that people have and whittle it down to 5 or 6 good ideas and then we can decide on teams for making the art and level layouts.
Sound good?
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At 10/20/09 05:41 PM, BlackmarketKraig wrote: We should make a list of all the ideas for themes that people have and whittle it down to 5 or 6 good ideas and then we can decide on teams for making the art and level layouts.
Medieval/fantasy level
Prehistoric level
At 10/20/09 11:46 AM, J-qb wrote: Certain episodes might be unlockable for completing episode 3 and 5, or for completing an episode by killing all/no enemies.
How about some rpg-features?
like when you kill enemies/victims you become evil or you save them to become good, last level could change between heaven and hell (destroy the other side)
evil/good could also affect the ship's look and the specialpowers
some story ideas:
like mentioned falling a sleep in class:
first level is a "doodle-level" on your paper, then you fall asleep and dream of your drawn game
At 10/20/09 06:30 PM, Kreu-Zung wrote: How about some rpg-features?
like when you kill enemies/victims you become evil or you save them to become good, last level could change between heaven and hell (destroy the other side)
evil/good could also affect the ship's look and the specialpowers
We'll already have rpg features of upgrading your ship, but the good/evil thing is just too complicated.
What if the last level is just a mix of all the other levels? The previous levels merge into one twisted insane one that makes no sense whatsoever.
At 10/20/09 06:38 PM, big-jonny-13 wrote:
We'll already have rpg features of upgrading your ship, but the good/evil thing is just too complicated.
the good evil thing sounds more like a concept all all on it's own, it would be kind of difficult to add in to our present choices
At 10/20/09 06:04 PM, J-qb wrote:At 10/20/09 05:41 PM, BlackmarketKraig wrote: We should make a list of all the ideas for themes that people have and whittle it down to 5 or 6 good ideas and then we can decide on teams for making the art and level layouts.Medieval/fantasy level
Prehistoric level
How about a mountain level?
Hm?
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At 10/20/09 08:23 PM, Endless-Psychoticism wrote: How about a mountain level?
Hm?
Too general an idea. Although looking at your sig makes me crave a feudal japan levels. Samurais, Ninjas, maybe dragons?
:3
I definitely am liking the idea of having it switch from overview to sideview scrolling shooter. I'd like a level with a much darker theme to be included.
At 10/20/09 08:33 PM, SirNightOwl wrote: I demand a penicorn boss.
Lol. That could go with the Newgrounds themed level someone suggested earlier.
I think we just need a few more ideas before we decide which ones we want to do and then we can assign teams.
Bumblebee/insect level
Fish/underwater/dolphin level
Circuitboard/computer virus level
Space shooter level
Steampunk level
Hell level
Medieval/fantasy level
Flash portal/Newgrounds level
Surreal level
Prehistoric level
Feudal japan level
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If someone draws all the parts of their character (arms, legs, torso, etc.) I can animate it, if you want...
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At 10/20/09 08:39 PM, BlackmarketKraig wrote: Bumblebee/insect level
Fish/underwater/dolphin level
Circuitboard/computer virus level
Space shooter level
Steampunk level
Hell level
Medieval/fantasy level
Flash portal/Newgrounds level
Surreal level
Prehistoric level
Feudal japan level
Here is a test ship for a space themed level, although I do like LegolaSS's ship better.
PerhapsI should model it :P