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[SHMUP] SteamPunk Level design,

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MindChamber
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[SHMUP] SteamPunk Level design, 2009-11-07 19:28:52 Reply

Alright, SteamPunk -Level, Uh- Alpha Go Team...

Time to set up a thread where we can pitch designs for our level, as well as discuss ways on how to make it it unique , yet cohesive.

The plan still stands that once a design is ok'd, it will more than likely be tweaked by one of the painter /illustrators of the group, to keep the aesthetics and details homo- homa... same.

All art for our level will be raster.

When ever possible , try and explain how you would like your enemy design to behave in the game. and explain their patterns and functions.
Glance at the outline from time to time, so you know the limitations of the player.

Also if you are not sure what steampunk is, this page here will give you the basics
Giving yourself realistic limitations to the mechanics actually forces you to be more creative!

ALRIGHT Go TEAM STEAM ROCKET.

[SHMUP] SteamPunk Level design,

Maverick-Alex
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Response to [SHMUP] SteamPunk Level design, 2009-11-07 20:19:14 Reply

Giant Battleship-esque sub boss, colorcoded for your convenience. Yellow is for stuff you blast the shit up for points, red is for baddies, and orange is for weak points.

I am a very big fan of shmups, I just breath those games.

Sorry if I rushed.

Maverick-Alex
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Response to [SHMUP] SteamPunk Level design, 2009-11-07 20:25:41 Reply

At 11/7/09 08:19 PM, Maverick-Alex wrote: Giant Battleship-esque sub boss, colorcoded for your convenience. Yellow is for stuff you blast the shit up for points, red is for baddies, and orange is for weak points.

I am a very big fan of shmups, I just breath those games.

Sorry if I rushed.

Forgot to attach pic srry

[SHMUP] SteamPunk Level design,

Daverom
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Response to [SHMUP] SteamPunk Level design, 2009-11-07 20:31:12 Reply

Sir yes sir

Wivernryder
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Response to [SHMUP] SteamPunk Level design, 2009-11-07 21:37:23 Reply

Aye, sah! I'll have to do a bit of sketchwork before I get the whole vehicle thing down, so I'll probably be practicing for a while before putting anything of merit in. I might put in some sketches and concepts.


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Wivernryder
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Response to [SHMUP] SteamPunk Level design, 2009-11-07 22:20:23 Reply

Okay, so I started an iScribble board for the Steampunk team... If you'll message me with your usernames I'll invite you all in.

I think that the bombs the player drops should look somewhat old-fashioned for this section of the game, like sacks full of gunpowder with a fuse on them. Also, I think that some of the trains going by should be somewhat three-dimensional (come in from the background, follow the map for a little and then turn back into a tunnel in the background)

[SHMUP] SteamPunk Level design,


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just2pale
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Response to [SHMUP] SteamPunk Level design, 2009-11-07 22:51:50 Reply

I kept seeing lincoln in every steampunk reference I looked at.. so I though why the hell not use him..

[SHMUP] SteamPunk Level design,

just2pale
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Response to [SHMUP] SteamPunk Level design, 2009-11-07 22:55:51 Reply

These would be your bombs... because lincoln was hard core on ending slavery!

[SHMUP] SteamPunk Level design,

just2pale
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Response to [SHMUP] SteamPunk Level design, 2009-11-07 22:57:21 Reply

A flash bomb for clearing the screen of enemies.!!

[SHMUP] SteamPunk Level design,

just2pale
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Response to [SHMUP] SteamPunk Level design, 2009-11-07 22:58:35 Reply

A hardcore Weapon!!

[SHMUP] SteamPunk Level design,

Wivernryder
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Response to [SHMUP] SteamPunk Level design, 2009-11-07 23:28:38 Reply

Okay, sorry it's an extremely tiny sketch, but one of the available vehicles should be a Da Vinci-like helicopter device, propelled by steam jets (for forward movement), and internal gears which turn the spiral.

[SHMUP] SteamPunk Level design,


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UltraPitchFork
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Response to [SHMUP] SteamPunk Level design, 2009-11-08 02:45:38 Reply

LOL I SPY ON YO TEAM

Wivernryder
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Response to [SHMUP] SteamPunk Level design, 2009-11-08 02:48:25 Reply

At 11/8/09 02:45 AM, UltraPitchFork wrote: LOL I SPY ON YO TEAM

Umm... and this helps your team how?


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CloudEater
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Response to [SHMUP] SteamPunk Level design, 2009-11-08 03:13:19 Reply

Hey MindChamber, you spelt Shump wrong. You should get someone to correct it.

Nekow
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Response to [SHMUP] SteamPunk Level design, 2009-11-08 07:49:13 Reply

What about a steampunk dragon, would something like that be allowed?

Ashman
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Response to [SHMUP] SteamPunk Level design, 2009-11-08 08:28:00 Reply

dragons cool and wivern we need your msn if you have it thats what were all using

IDuDe
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Response to [SHMUP] SteamPunk Level design, 2009-11-08 08:38:35 Reply

Can I get a short explanation on what a "SHMUP" is?
I seriously have no idea.


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Re2deemer
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Response to [SHMUP] SteamPunk Level design, 2009-11-08 08:43:59 Reply

At 11/8/09 08:38 AM, IDuDe wrote: Can I get a short explanation on what a "SHMUP" is?
I seriously have no idea.

It's short for "Shoot 'em up". If you on't know what that is then just take a look at the videos here


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MindChamber
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Response to [SHMUP] SteamPunk Level design, 2009-11-08 09:20:50 Reply

At 11/8/09 07:49 AM, Nekow wrote: What about a steampunk dragon, would something like that be allowed?

would probably make a decent boss, if its designed right

idiot-monarch
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Response to [SHMUP] SteamPunk Level design, 2009-11-08 09:41:09 Reply

At 11/8/09 02:45 AM, UltraPitchFork wrote: LOL I SPY ON YO TEAM

Let it be known that i predicted the rivalry.

a bit of a surreal team injoke there, hehe ;)

Latest Blog Entry - thx

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LaserKarl
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Response to [SHMUP] SteamPunk Level design, 2009-11-08 14:36:05 Reply

Maybe we should get to work towards the same sort of goal here.

I'm more into the cool slick and rather realistic look, rather than humoristic stuff. I'm not quite sure what pennies have to do with steampunk, if you know what i mean.

Opinions?

Wivernryder
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Response to [SHMUP] SteamPunk Level design, 2009-11-08 16:05:24 Reply

I think LaserKarl is right... the realistic stuff seems to be what we should be aiming for. The humorous stuff is good, but I think for a game like this the players will probably be looking for realistic.

And my msn is wivernryder@hotmail.com (go figure)


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AwesomeSaurus
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Response to [SHMUP] SteamPunk Level design, 2009-11-08 16:06:05 Reply

At 11/8/09 02:36 PM, LaserKarl wrote: Maybe we should get to work towards the same sort of goal here.

I'm more into the cool slick and rather realistic look, rather than humoristic stuff. I'm not quite sure what pennies have to do with steampunk, if you know what i mean.

Definitely agree, I think going for a badass type of level rather than silly would be much better.

It's kinda hard to get a solid understanding of making the realistic looking machines, but that website that MC provided in the game thread is pretty helpful, I feel like I am getting it more the more I draw, so here's a few rough starts to grasping our topic, nothing special, just want to see if I am moving in the right direction.

[SHMUP] SteamPunk Level design,

Sgtkillstuff
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Response to [SHMUP] SteamPunk Level design, 2009-11-08 16:39:41 Reply

How about something that is on the ground and shoots up steam you have to avoid.

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LaserKarl
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Response to [SHMUP] SteamPunk Level design, 2009-11-08 16:51:28 Reply

At 11/8/09 04:39 PM, Sgtkillstuff wrote: How about something that is on the ground and shoots up steam you have to avoid.

These kind of ideas are nice. We need to work more with the eniroment aswell.

Are we gonna try to work with this as if it was the finale of some kind of story? It could be more interesting than if you just randomly went around killing everything. I think we should keep in mind the dreaming-theme the game overall is about. This is just brainstorming though.

MindChamber
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Response to [SHMUP] SteamPunk Level design, 2009-11-08 16:56:34 Reply

Hows about, for backgrounds it could go into a series of looped caverns, then maybe some wooden structures, like imagine scenes from metropolis, but with wood. then the boss stage could be a rustic clockworks city.

breakfast-muffin
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Response to [SHMUP] SteamPunk Level design, 2009-11-08 17:12:33 Reply

can we stop with the trains though? its too much like the DAD game hated that part.


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LaserKarl
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Response to [SHMUP] SteamPunk Level design, 2009-11-08 17:21:45 Reply

At 11/8/09 04:56 PM, MindChamber wrote: Hows about, for backgrounds it could go into a series of looped caverns, then maybe some wooden structures, like imagine scenes from metropolis, but with wood. then the boss stage could be a rustic clockworks city.

The wooden structures should have lots of steam-technology on them though.
I like the clockworks city idea. If the final boss has a few different forms it could start out as the city, and in one of the last stages of the fight the evil leader could be trying to run away in his awesome steam-mecha.

Hahaha, it feels like im 6 years old again, playing with lego.

Also, I think there would be some kind of logo reappearing over the backgrounds and on the enemies, like if the player is out to stop some military state or something, adding to the game-feeling.

Also, big guy-concept here, might be put on a railway-cart or just grounded or something.

[SHMUP] SteamPunk Level design,

Sgtkillstuff
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Response to [SHMUP] SteamPunk Level design, 2009-11-08 18:03:11 Reply

At 11/8/09 05:21 PM, LaserKarl wrote:
At 11/8/09 04:56 PM, MindChamber wrote: Hows about, for backgrounds it could go into a series of looped caverns, then maybe some wooden structures, like imagine scenes from metropolis, but with wood. then the boss stage could be a rustic clockworks city.
The wooden structures should have lots of steam-technology on them though.
I like the clockworks city idea. If the final boss has a few different forms it could start out as the city, and in one of the last stages of the fight the evil leader could be trying to run away in his awesome steam-mecha.

That would be cool and as you are killing the boss pieces of the city could fall off and you would have to avoid them. Then when you finally win the city is destroyed.

Kreu-Zung
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Response to [SHMUP] SteamPunk Level design, 2009-11-08 18:12:40 Reply

At 11/8/09 05:21 PM, LaserKarl wrote: Also, I think there would be some kind of logo reappearing over the backgrounds and on the enemies, like if the player is out to stop some military state or something, adding to the game-feeling.

Bossarea could also be a factory of this evil group (also works together with the clockwork)
For the specialbar i would suggest a pressurebar: you have to collect coal (and/or water) to build up the bar to:
1) build up pressure for a huge gun/use a steamtank as bomb
2) keep your machines running: the bar goes down over time and when it reaches 0%-10% you lose some powers (and maybe also your machine breaks down at 0% <- wuhu realism)

I missed the deadline but I left BmK a comment, hopefully I can still join (maybe even on this team? :) )

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