Hey folks, this is the official thread for Team Surreal!
I know there's a lot of information here, but, I wanted to try and create a good starting point for ideas and discussion by giving us all the info we need to know before we start. Give it a skim at least and then start posting concept art.
- - - - - - - - - - - - - - - - - - - - - - - Team Roster and Contact Info - - - - - - - - - - - - - - - - - - - - - - -
As of 11/7/2009, Team Surreal is:
TimFrommeyer
ReNaeNae (specializing in coloring and cleanup) (MSN = renaev2@hotmail.com)
johnnycancer (team leader) (I can be contacted via MSN messenger or email as johnnycancer@live.com)
idiot-monarch (MSN = idiot-monarch@hotmail.com)
KillHammer
Spaghetti14
zooominsh
UltraPitchFork (technical advisor) (MSN = samuelstgermain@hotmail.com)
MSN Messenger is currently the default communication device for the team. If you don't have MSN Messenger, I need you to go download it and create an MSN account.
MSN Messenger can be downloaded here:
http://download.live.com/?sku=messenger
You can sign up for an MSN account for free here:
If your contact info isn't listed above, please PM me with it, or post in this thread so that the rest of the team can know how to contact you. We need to be able to communicate outside of Newgrounds because the private messaging system isn't particularly advanced and because I want to be able to mass email people with updates and other information.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Team Motto!- - - - - - - - - - - - - - - - - - - - - - - - - - - -
Our team motto, as showcased on our official Team Banner is:
"We our the music makers, and We are the dreamers of the dreams."
I think this is an appropriate rallying cry since, as surrealists, we will be drawing heavily upon our dreams and subconscious mind for inspiration.
- - - - - - - - - - - - - - - - - - - - - - - - - - - Level Information- - - - - - - - - - - - - - - - - - - - - - - - - - -
Here's what we know about our level so far:
Theme: Surreal - if you want to get an idea of what surrealism encompasses, check out the following websites:
beinArt Surreal Art Collective
Scrolling: Vertical, meaning that we will be viewing the player's ship, landscape, and enemies from a top down perspective. For examples of this see: Legendary Wings, Raiden, Ikaruga and some of the levels in Abadox for examples of vertically scrolling shooters
Level Structure:
- Phase I: smaller enemies and avoidance of obstacles. Enemies leave coins/gems/monetary
units behind when destroyed.
- Phase II: Boss Fight! (HUGE boss, bullet hell, possibly multiple forms). Boss, when destroyed,
leaves tons of coins to collect before level ends.
Customizable Elements:
1) Player ship
2) Player floating ship guns
3) Backgrounds / Foregrounds
4) Enemies / Obstacles
5) Bosses
6) Effects (explosions, glowing lights, etc.)
7) Bullet appearance
8) Level Music and Sound Effects
9) Special bullet types available for purchase
An outline with this information and other useful facts can be found here:
http://bomtoons.com/ngshmup/outline.php
As I find out more information about the specifications of the game, I'll be sure to inform the rest of the team about it.
- - - - - - - - - - - - - - - - - - - - - - Guidelines for Graphic Design- - - - - - - - - - - - - - - - - - - - - - - -
Tom suggested the following graphical guidelines:
1) Distant, solid background pieces should be JPG for file size, but GIF is alright
2) Parallax layers of background should be transparent GIF, unless they absolutely need to be
24-bit PNG, i.e. clouds and objects with alpha elements.
3) Player and enemies could be transparent GIF or 24-big PNG. PNGs will increase the file size a lot
and may perform slightly slower than transparent GIFs, but they can also look a lot nicer with
smooth edges.
4) Bullets and explosions will likely be 24-bit PNGs, with fun glow effects built into the art
- - - - - - - - - - - - - - -- - - - - -Division of Labor- - - - - - - - - - - - - - - - - -- -- - - - - - - - - - - - - -
We need individuals or teams working on the following things:
1) Backgrounds and foregrounds - these are larger pieces that will be highly detailed; we really
want these to shine because they're going to be a huge part of what creates the mood and
atmosphere for our level
2) Player ship design, including the following elements:
a. Physical look of the ship
b. Floating guns / options
c. Bullets (look and animation)
d. Upgrades and special bullet types
e. Ship damage (?)
3) Regular enemies - these are the cannon fodder for the level so we want to have lots of them
and we want there to be lots of unique designs to keep things interesting
4) Obstacles - these are solid barriers scattered throughout the level that players will have to avoid
5) Mini-Bosses / Sub-Bosses - these are special enemies that will be located in key areas
throughout the level - they will be bigger and tougher than regular enemies and they may have
more than one form
6) Boss - this is the big boss of the level; this baddie will be HUGE and we want it to go through
multiple transformations as it takes damage (check out the bosses in Smash TV if you want an
example)
If you're interested in working on a specific aspect of the game, let me know. As we divide up the labor, I will try to place people on projects they want to work on, but I reserve the right to place people where I think they will be the most useful since I'm concerned with maintain a high standard of quality for the entire project.
- - - - - - - - - - - - - - - - - - - - - - - Guidelines for Conceptual Art - - - - - - - - - - - - - - - - - - - - - - -
For at least the next month, we're going to be focusing on conceptual art, trying to figure out what works and what doesn't for our level and theme.
Whenever possible with enemy designs, please try and explain how the enemy will behave in the game; what its patterns will be; its function in the game; and how it will attack.
Glance at the outline from time to time to see what's possible in-game and what's not.
Keep in mind that our level is a vertically scrolling level, so most of the enemies and objects will be seen from a top-down perspective.
You can work in any medium you want when doing conceptual art. However, once an idea is approved for in-game use, be prepared to go back and clean up your art using Photoshop / Illustrator / GIMP / Paint.net / Flash / other image editing software.
ReNaeNae will be in charge of cleaning up all art submitted for the level and insuring that everything has a uniform and consistent look to it. Understand that designs you submit may be modified in order for us to have a cohesive final product. Additionally, please use image editing software capable of producing JPG, 24-bit PNG, and GIF output, as these will be the formats that we will primarily be working in (unless ReNaeNae informs me that she needs other file formats in order to do her job).
- - - - - - - - - - - - - - - -- - - - - - -- - - - Final Words - - - - - - - - - - - - - - - - - -- - - - - - - - -- - - - - -
Good luck everybody and have fun with this! We're going to all be working together for a long time so we might as well enjoy it. If you feel yourself getting discouraged or overwhelmed, keep in mind that you are participating in the largest collaborative effort that the Art Forum has ever produced and you have a unique opportunity to be a part of Newgrounds history. I am quite honored to be working with all of you and I am excited to see what we can come up with in the following weeks and months.
- johnnycancer -