Forum Topic: [SHMUP] SteamPunk Level design,

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LaserKarl

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Posted at: 11/8/09 06:26 PM

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At 11/8/09 06:12 PM, Kreu-Zung wrote:
I missed the deadline but I left BmK a comment, hopefully I can still join (maybe even on this team? :) )

You have some nice ideas, i was thinking of something like them aswell. But hey, maybe you should wait until you know if you're on our team before you behave like you are.. Deadlines are there for a reason, and for everyone, you know.


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Kreu-Zung

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Posted at: 11/8/09 06:50 PM

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At 11/8/09 06:26 PM, LaserKarl wrote:
At 11/8/09 06:12 PM, Kreu-Zung wrote:
I missed the deadline but I left BmK a comment, hopefully I can still join (maybe even on this team? :) )
You have some nice ideas, i was thinking of something like them aswell. But hey, maybe you should wait until you know if you're on our team before you behave like you are.. Deadlines are there for a reason, and for everyone, you know.

Of course,
I wouldn't argueif i wasn't allowed to join.
But am I forbidden to share some ideas because I'm not on the team?


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Sgtkillstuff

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Posted at: 11/8/09 06:51 PM

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We could have something that flies up then explodes sending pieces of it in every direction.

[SHMUP] SteamPunk Level design,


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MindChamber

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Posted at: 11/8/09 07:24 PM

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At 11/8/09 06:51 PM, Sgtkillstuff wrote: We could have something that flies up then explodes sending pieces of it in every direction.

i like this idea, AND its a good way for animators to flex their effects muscles.

Btw heres a Clockworks robot i had done a while back, since the originally project it was intended for has been put on hold, I wouldn't object if he had a cameo in this :)

[SHMUP] SteamPunk Level design,

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LaserKarl

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Posted at: 11/8/09 07:31 PM

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At 11/8/09 07:24 PM, MindChamber wrote: Btw heres a Clockworks robot i had done a while back, since the originally project it was intended for has been put on hold, I wouldn't object if he had a cameo in this :)

Im seeing his clock being visable on the boss all the time, starting as a clocktower in the city that is shooting at you.

Also, reposting my other concepts to keep everything in this thread.

[SHMUP] SteamPunk Level design,


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Knocturne

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Posted at: 11/8/09 07:33 PM

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Wait, so we aren't going with the desert to cliff side locale? Or is it still that but it'll end up going on into caverns that brung the player to the city of clockwork?

It's up to me now, turn on the bright lights.

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tyrelx

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Posted at: 11/8/09 07:39 PM

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i saw this thread and was wondering if i could be part of this, btw heres a really quick sketch of a steampunk(ish) dragon

[SHMUP] SteamPunk Level design,

The Tyrelxian empire shall rise in power


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LaserKarl

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Posted at: 11/8/09 07:43 PM

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At 11/8/09 07:33 PM, Knocturne wrote: Wait, so we aren't going with the desert to cliff side locale? Or is it still that but it'll end up going on into caverns that brung the player to the city of clockwork?

Im thinking the level should be from the desert into the clockwork-city, passing caverns on the way.

Also im thinking of following a long steam-train most of the way there.

reposting more concepts.

[SHMUP] SteamPunk Level design,


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Knocturne

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Posted at: 11/8/09 07:47 PM

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At 11/8/09 07:43 PM, LaserKarl wrote:
At 11/8/09 07:33 PM, Knocturne wrote: Wait, so we aren't going with the desert to cliff side locale? Or is it still that but it'll end up going on into caverns that brung the player to the city of clockwork?
Im thinking the level should be from the desert into the clockwork-city, passing caverns on the way.

Also im thinking of following a long steam-train most of the way there.

reposting more concepts.

I also figured that the train would likely be a miniboss, who is carrying parts for the main boss and by destroying some portions you will make the final boss easier/weaker.

It's up to me now, turn on the bright lights.

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Wivernryder

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Posted at: 11/8/09 07:59 PM

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Okay, so I've been watching some videos of steam trains, and it seems that the cloud they let off could be an obstruction for the player's vehicle... like if you fly into it then your whole screen starts to fog up, making it harder for you to avoid obstacles.

Gir rocks.

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LaserKarl

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Posted at: 11/8/09 08:25 PM

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At 11/8/09 07:59 PM, Wivernryder wrote: Okay, so I've been watching some videos of steam trains, and it seems that the cloud they let off could be an obstruction for the player's vehicle... like if you fly into it then your whole screen starts to fog up, making it harder for you to avoid obstacles.

I love details like this, i think those are what makes a game great.

Ok, i've started doing some enviromental stuff, say what you think, this is just to get the image of the level down, say what you like added or removed, lets have a disscussion up.

Here's some mountain side-train-part. Im thinking heres an interesting enviroment for turrets and so on.

[SHMUP] SteamPunk Level design,


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LaserKarl

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Posted at: 11/8/09 08:53 PM

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And some kind of cavern. Tell me if these are too undefined. I have no idea how i'm supposed to work with this. haha.

[SHMUP] SteamPunk Level design,


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LaserKarl

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Posted at: 11/8/09 09:08 PM

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At 11/8/09 04:06 PM, AwesomeSaurus wrote: 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.

I thought i posted a comment on this, but apparently i didnt.

They look great! I can see the top one in a smaller scale, ridden like a steampunk segway, with a minigun! I would love to see more!


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Sgtkillstuff

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Posted at: 11/8/09 09:44 PM

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At 11/8/09 08:53 PM, LaserKarl wrote: And some kind of cavern. Tell me if these are too undefined. I have no idea how i'm supposed to work with this. haha.

these look great!

Also, how about this. It moves up and down the side of the wall shooting at you.

[SHMUP] SteamPunk Level design,


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Sgtkillstuff

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Posted at: 11/8/09 10:00 PM

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We should have the sunset and the music change as you get closer to a boss. Then when you fight the final boss the sun has almost completely set. Also, during the final battle it changes from above ground to below ground. Like a hole is blown in the ground and you have to fly down.


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MindChamber

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Posted at: 11/8/09 10:21 PM

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At 11/8/09 10:00 PM, Sgtkillstuff wrote: We should have the sunset and the music change as you get closer to a boss. Then when you fight the final boss the sun has almost completely set. Also, during the final battle it changes from above ground to below ground. Like a hole is blown in the ground and you have to fly down.

sounds great, I would like to have 3 background changes and possibly 3 song changes, it all depends on the template Bom comes up with and what he is willing to customize.

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LaserKarl

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Posted at: 11/8/09 10:50 PM

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I was thinking this amount of daylight when you reach the final boss. And the whole city should be lit up with small lights, like windows and street-lights and so on, and the background could be an active battlefield. This was very inspired by the small part of cannon fodder memoriesi saw that someone linked as inspiration.

[SHMUP] SteamPunk Level design,


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Sgtkillstuff

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Posted at: 11/8/09 11:35 PM

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At 11/8/09 10:50 PM, LaserKarl wrote: I was thinking this amount of daylight when you reach the final boss. And the whole city should be lit up with small lights, like windows and street-lights and so on, and the background could be an active battlefield. This was very inspired by the small part of cannon fodder memoriesi saw that someone linked as inspiration.

This is so awesome. I love the clock.

Also here is a sort of weak enemy plane

[SHMUP] SteamPunk Level design,


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MindChamber

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Posted at: 11/9/09 01:06 AM

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At 11/8/09 11:35 PM, Sgtkillstuff wrote:

This is so awesome. I love the clock.

Also here is a sort of weak enemy plane

not bad, not try for a sideway shot of the vehicle and maybe tells us how you think it should move.

Snake pattern, shoot and retreat , etc..

BomToons Layed out enough info to really dig in, so every should be bring up as many designs as you can to the table so we can , so we can move on to creating them as finished sprites.

also when we get a chance we should all hit chat again and discuss some level design.

oh heres my shot at some cannonfodder.

Simple remote flyer that approaches in a snake pattern that allots you extra points for killing the whole formation.

[SHMUP] SteamPunk Level design,

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CloudEater

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Posted at: 11/9/09 03:31 AM

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At 11/8/09 03:13 AM, CloudEater wrote: Hey MindChamber, you spelt Shump wrong. You should get someone to correct it.

Sorry I thought it was called Shump cos that's how BMK spelt it in his post.


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Nekow

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Posted at: 11/9/09 08:50 AM

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don't quite understand how the teams we're picked and how they work. If it's possible I could throw in a few designs of my steam-dragon?


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MindChamber

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Posted at: 11/9/09 09:12 AM

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At 11/9/09 08:50 AM, Nekow wrote: don't quite understand how the teams we're picked and how they work. If it's possible I could throw in a few designs of my steam-dragon?

it was a long slow process that began midway through the art forum game dicussion thread.

but you can ask BMK if we are full or not here

At 11/9/09 03:31 AM, CloudEater wrote:
At 11/8/09 03:13 AM, CloudEater wrote: Hey MindChamber, you spelt Shump wrong. You should get someone to correct it.
Sorry I thought it was called Shump cos that's how BMK spelt it in his post.

Lol, I knew I was right, thats why I ignored your post.

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Kreu-Zung

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Posted at: 11/9/09 09:19 AM

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At 11/8/09 10:00 PM, Sgtkillstuff wrote: We should have the sunset and the music change as you get closer to a boss. Then when you fight the final boss the sun has almost completely set. Also, during the final battle it changes from above ground to below ground. Like a hole is blown in the ground and you have to fly down.

Maybe the nearer you get to the end the more smoky it gets.
Or
1. part: dessert
2. part: caves
3. part: a hidden crater in a mountain -> evil hideout, smoke stays in the crater

And for the playermodel:
kind of a steampunk-transformer:
3 different forms:
flying, digging, crawling, driving, walking, train

still no response :(

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Kreu-Zung

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Posted at: 11/9/09 05:03 PM

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oh nose!
I shared all my ideas with my new archenemy-team!
my ideas were eviiil, don't use them.

still you've got some sweet concepts here

FOR THE POSTAPOCALYPTICS!

Happy

Sgtkillstuff

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Posted at: 11/9/09 09:24 PM

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Alright here's one. another weak enemy that flies in a slant up then shoots down. If it is not killed it will fly back and repeat the same thing. They will fly in a large group and you get money or whatever for killing them.

[SHMUP] SteamPunk Level design,


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Wivernryder

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Posted at: 11/9/09 11:50 PM

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We have a problem with the whole bouncing-betty steam bomb thing... If you've ever seen a steam-pipe burst, the resulting steam cloud is massive. This could seriously mess with the gameplay (not to mention the fps rate), especially if there is more than one on the screen at a time. I suppose it could be toned down, but it is still considerable.

Also, once the steam bomb shot upward, the pipe it was connected to would still probably be shooting steam.

Not to mention the fact that going through steam can cause ridiculous burns (which might cause additional health loss for a period after the initial damage)

I hate to be a wet towel (har har)

Gir rocks.

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LaserKarl

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Posted at: 11/10/09 03:07 AM

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At 11/9/09 11:50 PM, Wivernryder wrote: We have a problem with the whole bouncing-betty steam bomb thing...

We shouldn't go completely realistic, that way it gets boring. Theres no way steam could power up a mecha big as a clocktower to run either, you know. As long as it looks cool without being obvisously unrealistic i think we can make a game out ot if. :)


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Wivernryder

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Posted at: 11/10/09 03:25 AM

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Ah okay, sorry. I guess I just thought a little to far into it without thinking about the simple stuff, like how completely unrealistic the entire concept is in the first place.

Gir rocks.

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Wivernryder

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Posted at: 11/10/09 03:34 AM

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Aside from that, I've decided to do most of my drawing off the computer because I fail at drawing on the computer. So I probably won't be posting things as often as I'd like. I'll try to keep current with the posts, but if I miss a few things then I must apologise in advance.

Gir rocks.

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LaserKarl

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Posted at: 11/10/09 04:28 AM

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Heres some kind of balloon.
I was thinking it would fire a pretty rapid stream. Its slow moving, and the reinforcement infront of the balloon would not make it too easy to kill, but you will see it a while before it fires, so the player has the chance to take it out before it fires its minigun!

[SHMUP] SteamPunk Level design,


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