Forum Topic: [shmup] The Cell Level

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Elated

TurkeyOnAStick

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Posted at: 11/8/09 04:40 PM

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Hello.

Welcome to the discussion thread for the Cell Level designers, a vertically scolling shoot 'em up level set inside the body, for the Art Forum Game.

This ain't a thread exclusively for the cell team, no no.
Feel free to throw out ideas and criticism.

The undisputed best team in the collab consists of:
big-jonny-13 - MSN
Captain-Ben
CloudEater
EJR - MSN
Goat-Man - MSN
Lundsfryd - MSN
rockartofwar - MSN
TurkeyOnAStick - MSN

8=======================================
=============D < my penis

BOMToon's Design Guidelines to the SHMUP level:

HUD:Life bar; Special bar (fills up as you kill stuff, enemy drops "special" replenishers)

LEVELS:
PHASE I:
Smaller enemies, avoidance obstacles. Enemies leave coins/gems/monetary units behind when destroyed.
PHASE II: Boss fight (HUGE boss, bullet hell, multiple forms possible). Boss, when detroyed, leaves tons of coins to collect before level ends.

TEAM LEVEL CUSTOMIZATION:
=========================
Customizable parts:
1. Player Ship
2. Player floating ship guns
3. BGs/FGs
4. Enemies/obstacles
5. Bosses
6. Effects
7. Bullet appearance
8. Level Music/ sfx
9. Maybe a super expensive custom bullet type available in store for each level? Special bullet type unlocked in store for beating a level's boss?

Not-customizable:
1. Bullet behavior (ie: we code a set of bullets for the store and those bullet types always behave the same)
2. Bullet hit-areas
3. Player ship hit-areas

Great stuff.

GUIDELINES FOR GRAPHICAL 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

Let's have fun, and make this an awesomely original level ;) winky face

minutes to follow

[shmup] The Cell Level

When the blood dries in my veins, and my heart feels no more pain ...

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Maverick-Alex

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Posted at: 11/8/09 05:24 PM

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Well, we could use the boss I tried for the PostApoc level, they are going for a MadMax feel, but I strayed into the Horseman stuff- The boss is based on disease after all.

I feel I'll stick only on this team, it has a more easy feel for me.

Games like R-Type, Abadox,and Lifeforce are good source of inspirations. Also Womb Level.

I am gonna cook up some level hazards, I'll post them later.


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TurkeyOnAStick

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Posted at: 11/8/09 05:27 PM

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Minutes for MSN Meeting
Sunday, 8th November, NG Time 1pm
Attended: big-jonny-13, EJR, Goat-Man, Lundsfryd, TurkeyOnAStick
========================================
================
1. LEVEL THEME DISCUSSION
- Will be set running from bottom of human body to top of human body.
- Nanotechnology/radioactive mutation in cells - nanotech decided great idea. Cyborg cells, with nano tech weapons.
- Nanotech is overriding body, destroying system.
- Make shooty mobs more nano-tech oriented.
- Dystopia idea for body (body is a run-down town) - keeping stronger theme with nanotech idea.
- Running from testicles/arse, through disgestive system, circulatory, nervous system, then to brain.
- Deciding between sperm playable character, or suppository. Went with sperm, for fun value.
- If levels will be dreaming boy - will change sperm to a sperm-ship (yes yes, like Stewie!)
- Leaving staged design simple for time being
- Discussed pill power-up system, decided might be odd for scale.

2. CONCEPT DESIGNS
- Turkey and Goat-Man presented concepts.
- Submissions and list of criticism to follow.

3. OFF-THE-WALL LEVEL IDEAS
- Injection of enemy nano-bots.
- Final level boss produces nano-bots.
- Creatures move with tails, or streams of bubbles.
- Possible running theme through designs: cells are translucent, with particles, nucleus visible on enemies, containing power-up.
- Plans of inverting, high-speed and neon look for nervous system.
- Blood clots and fat as objects to blast through.

4. IDENTIFYING TEAM STRENGTHS
Lundsfryd: Feels weak on bosses and BG - would rather work on interesting BG features, such as grafitti idea. Smells of poo.
Goat-Man: Would rather not do large scale pics. Ideal being handed concepts and animating, before being finalised by another team member. Wees the bed.
big-jonny-13: Would be happy with whatever handed. Asked to investigate layout and HUD options, and bullet fire patterns. On a child molester list.
Turkey: Can't animate. Would be fine with anything else. Voted sexiest man in Britain.

===========
Was hoping we could have a similar meeting next Sunday, same time. Working on concepts again, and developing ideas addressed here.
If you can think of anything to bring up next meeting, post it up here.

When the blood dries in my veins, and my heart feels no more pain ...

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big-jonny-13

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Posted at: 11/8/09 05:40 PM

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At 11/8/09 05:27 PM, TurkeyOnAStick wrote: big-jonny-13: Would be happy with whatever handed. Asked to investigate layout and HUD options, and bullet fire patterns. Voted sexiest man in Britain.
Turkey: Can't animate. Would be fine with anything else. On a child molester list.

Fixed XD


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TurkeyOnAStick

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Posted at: 11/8/09 06:04 PM

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At 11/8/09 05:24 PM, Maverick-Alex wrote: I feel I'll stick only on this team, it has a more easy feel for me.
I am gonna cook up some level hazards, I'll post them later.

Yeah, feel free. Would be good to have some more ideas coming our way.
Like I said in the minutes post: we're looking at working up through the body from balls to brain. And weapons we're gonna try going with nanotech cybernetic organisms.

Games like R-Type, Abadox,and Lifeforce are good source of inspirations. Also Womb Level.

Yup.

Well, we could use the boss I tried for the PostApoc level.

Since we're ending up in the brain way, we're prob gonna go with a brain oriented final boss; the control system for the body. This is either nano tech or cancer.
For a sub-boss it's a cool idea, but it needs bit more development. Winged bat creatures seem bit odd, but with work (robot wings/flaps of cell, more cell oriented design) it might work. You'd sell the idea to me more if you provide ideas on how it attacks, and how you beat it since, as it stands, it's simply a bat creature.

========================================
Try to rattle through my concepts, along with the criticism I received. Feel free to offer additional crit, btw.
A: Creature that continually spawns homing mobs (killable missiles)
- Fine idea. Doesn't need more detail.
B: Swarm mob.
- Could do with more stream-lined body, and lose the tail concept. Adopt different group movement profiles for swarm mobs (V design for B)
C: Shotty mob. I thought radial shots, Jonny thinks beam due to beak design.
- Parachute and beak design seem to have gone down well!
D: Blood cell - swarm mob
- Possibly keep blood cells as unagressive objects, or obstacles (re: blood clot idea)
E: Agile mob that swallows and leeches player; traps them inside bubble body so they have to shoot to escape.
- Better than concept P.
F: Neural system mob - shoots lightning. With further damage (breaks globe) mob's rate of fire increases.
- Design went down well. Lose skull face, since nonsensical (nanotech maskface?)
G: Another shooty mob.
- Mainly associated with nanotech robot, but would ideally lose the straight edges.
H: Tentacle cog mob - ends home onto mob, to potentially block/damage character. Only destroyed at node close to cell wall.
- Idea went well.
I: Neurons - non-destructive scenery that works like an electric fence - flashes before becoming electric.
- Needs safe spots.

[shmup] The Cell Level

When the blood dries in my veins, and my heart feels no more pain ...

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TurkeyOnAStick

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Posted at: 11/8/09 06:13 PM

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J: Cell wall background - try and make the background more fun, and go with graffiti on cell walls (go with body running to shit idea)
- Prob too busy, but good to go with for starting area (since we can graffiti our team names)

[shmup] The Cell Level

When the blood dries in my veins, and my heart feels no more pain ...

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TurkeyOnAStick

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Posted at: 11/8/09 06:20 PM

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God I'm getting sick of typing.

K: Shoots jets/blobs of acid. Looks like a bath cushion filled with acid.
- S'allright. Could do with adjusting the hands so it's more/less nanotech.

L: Shoots jets of acid
- I hate this sketch and so should you.

M: Playable character concept, spermies, with differnt weapons.
- Fun idea. If going with day-dreaming lad, the face should be replaced with a cockpit. Weapons should become more nanotech oriented, or looking like mutations.

[shmup] The Cell Level

When the blood dries in my veins, and my heart feels no more pain ...

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Mad as Hell

TurkeyOnAStick

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Posted at: 11/8/09 06:27 PM

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N: End boss concept - brain tumour. Right-hand-side spine fires laser, to keep the player moving (the lasers flash prior to shooting). Tumour has blister like weapons that the player has to destroy, before beating the boss himself. Upon boss mode, spine laser firing-rate increases, as well as the number of lasers in one go.
- Try redesigning concept so its a nanotech organism living on brain.

Oh yeah, bubbles in background for "faster paced" movement.

... is this level in a cone head?

[shmup] The Cell Level

When the blood dries in my veins, and my heart feels no more pain ...

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Lundsfryd

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Posted at: 11/8/09 06:34 PM

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At 11/8/09 05:27 PM, TurkeyOnAStick wrote: 4. IDENTIFYING TEAM STRENGTHS
Lundsfryd: Feels weak on bosses and BG - would rather work on interesting BG features, such as grafitti idea. Smells of poontang.

Erhm.. When have I said that?

But hotdamn Turkeyboy, that is some migthy fine organizing :D


Elated

PigeonOnAStick

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Posted at: 11/8/09 06:35 PM

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Right, last ones:
O: Snake-like sub-boss: front end shoots lasers, sides shott bullets as well. Only destroyable at creatures end segment. Upon death, segment orbs become missiles or mines. (Ok I nicked this idea)
- Idea went well.

P: Redesign of concept E to look more like the original idea.
- Looks cack.

Q: Female egg, the damsel in distress of the level :)
- The egg would have to be inside the head, at the end of the level. Prob best to drop idea. :(

[shmup] The Cell Level

eFaeces


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PigeonOnAStick

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Posted at: 11/8/09 06:37 PM

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At 11/8/09 06:34 PM, Lundsfryd wrote:
4. IDENTIFYING TEAM STRENGTHS
Lundsfryd: Feels weak on bosses and BG - would rather work on interesting BG features, such as grafitti idea. Smells of poontang.
Erhm.. When have I said that?

); change that as you wish, I prob misunderstood you.

eFaeces


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Lundsfryd

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Posted at: 11/8/09 06:39 PM

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At 11/8/09 06:37 PM, PigeonOnAStick wrote:
At 11/8/09 06:34 PM, Lundsfryd wrote:
4. IDENTIFYING TEAM STRENGTHS
Lundsfryd: Feels weak on bosses and BG - would rather work on interesting BG features, such as grafitti idea. Smells of poontang.
Erhm.. When have I said that?
); change that as you wish, I prob misunderstood you.

Hehe.. It's no biggie.. I am happy to work anywhere needed. Though I must admit working on the bg sounds like an interesting challange.. :)


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Maverick-Alex

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Posted at: 11/8/09 06:56 PM

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I thought the concept of nanobots would require more simplistic and less organic and more smooth designs.

You know, to represent mass-production and all that.

Cell-Cyborgs would be a lot more messy though.

[shmup] The Cell Level


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TurkeyOnAStick

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

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At 11/8/09 06:56 PM, Maverick-Alex wrote: I thought the concept of nanobots would require more simplistic and less organic and more smooth designs.
You know, to represent mass-production and all that.
Cell-Cyborgs would be a lot more messy though.

If we went completely nano-bot, then we'd lose the whole idea for the level. So I'd have to sorry, but no to those ideas.
... actually it's worth stating that the nano bots combine with the cells so we have wilder concepts and cooler designs.
For now, we see how the cyborg cell idea works out (since I hope we dont lose the plot). In my mind, I see it as curvy cell geometry, meets circuitboard tron.

When the blood dries in my veins, and my heart feels no more pain ...

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Maverick-Alex

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Posted at: 11/8/09 07:23 PM

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At 11/8/09 07:09 PM, TurkeyOnAStick wrote: ... actually it's worth stating that the nano bots combine with the cells so we have wilder concepts and cooler designs.

Maybe if pure nanobots became sort of the "vanguard" of the fist section, and progressively cell-cyborgs with increasing messier aspect, as a sign of how much fucked up the body is getting as you travel in it. Later sections could have increasing graffiti and maiming and "cyberization".

For now, we see how the cyborg cell idea works out (since I hope we dont lose the plot). In my mind, I see it as curvy cell geometry, meets circuitboard tron.

Maybe you could include not only cells but parasites and cyst worms, being taken over by the nanobots.

Cysts could appear in the digestive track.

[shmup] The Cell Level


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Goat-Man

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Posted at: 11/8/09 08:16 PM

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Geez am I ever glad Turkey is out leader.
Excellent job organizing all of our minutes, and compiling the important points.
Very awesome.

Although publically pointing out that I wee the bed was a tab embarrassing...

GAH!

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Captain-Ben

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Posted at: 11/8/09 09:17 PM

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Can our sperm hero have a cigar in his mouth? Sorry I missed the meeting guys I was in Pittsburgh this weekend and didn't have access to a computer. I'm pretty bushed now, but I have a few concept sketches that I need to scan or take pictures of.

I dig the idea of nanotechnology overrunning the body, I'll try and draw something up with that in mind.

Are we going to have sub-bosses? Because I vote for fighting a chicken wing in his stomach (could be a half-way point).

I WILL KILL YOUR FIRST BORN
PSonline: Its_so_Tender
Look at my art!

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Maverick-Alex

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

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At 11/8/09 09:17 PM, Captain-Ben wrote: Can our sperm hero have a cigar in his mouth?

Something like this?

[shmup] The Cell Level


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Goat-Man

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Posted at: 11/8/09 10:26 PM

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At 11/8/09 09:17 PM, Captain-Ben wrote: Are we going to have sub-bosses? Because I vote for fighting a chicken wing in his stomach (could be a half-way point).

That is actually pure gold. Haha.
At first it should just a wing, which is destoryed extremely easily.
Maybe then have a short animation of nanobots rebuilding the wing and other remains back into a cyborg chicken, which you then fight for real!

GAH!

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Captain-Ben

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Posted at: 11/8/09 11:29 PM

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At 11/8/09 10:26 PM, Goat-Man wrote: Maybe then have a short animation of nanobots rebuilding the wing and other remains back into a cyborg chicken, which you then fight for real!

That's sounds like a bitch to animate. I think it would be really funny just to not even make it a real boss. Just like really hype it up, but it's just a plain chicken wing that doesn't even really attack the player. It just sits there and you just shoot the hell out of it to get past.

I WILL KILL YOUR FIRST BORN
PSonline: Its_so_Tender
Look at my art!

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rockartofwar

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Posted at: 11/9/09 12:58 AM

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here is a minion

viral infection
these things float around and do nothing but shoot killing gass through out the body..... dont get too excited about killing one cuz WTF now theres tooo AHHHHHHHHH.... may be if I ram it....." IT EATS YOU"

[shmup] The Cell Level


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rockartofwar

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Posted at: 11/9/09 01:02 AM

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my next minion

Exploding ulcers

there little mines that hang on the walls..... and there every where... shit better be carefull

[shmup] The Cell Level


Goofy

rockartofwar

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next nimion

Graby Kraby

this ass hole dose nothing but slows you down and messes you up....(WHAT)... i know there just pest that don't belong.... and yeah if there is a exploding ulcer near by sy bye bye and trust me there will.....
how you get ride of it you say push it to an exploding ulcer and your free :)

[shmup] The Cell Level


Mad as Hell

rockartofwar

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Posted at: 11/9/09 01:21 AM

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i know only two in mines can really fit into the vertical style (exploding ulcer and graby kraby) but i want to use the idea of viral infection i will work on some more art to fit the style of the game (cuz i did them before this this was up) also for the boss can i sugest we stay away from the giant boss fight... cuz everyone is doing it for there levels as well...... i sugest a smaller boss that is fast and hard... let me show you (again i did the art work before i knew it was going to be a vertical style game)

Boss fight killer infection

this little guy stays behind a team of enemy's and teleports be hind you too attack... you'll have to do so while dodging the other attacks from the other enemy's....... and graby kraby will be there too with exploding ulcers................ HOLY SHIT that sounds hard.......... cuz it is

[shmup] The Cell Level


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rockartofwar

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Posted at: 11/9/09 01:39 AM

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i guess i will put nanotech in mines as well...

btw awesome stuff guys


Elated

rockartofwar

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Posted at: 11/9/09 07:26 AM

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here is another one for the hole vertical thing

i got a cyber cell and a floating bomb

[shmup] The Cell Level


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TurkeyOnAStick

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Posted at: 11/9/09 07:44 AM

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Was talking to rockartofwar and Cloudeat on MSN earlier, thought I'd draw out what we said (as you know, I don't want to be the one finalising decisions)

------------------------------
ROCKARTOFWAR CONCEPTS
Crab Drag - minion clings to ship, either annoying, or drags player to mine.
- Player can kill creature either by shooting it (although creature has high hp) or by dragging it to a blister, where it explodes.
- Prob best incorporated twice, one time to get cquainted with mob, second time to do same thing, but avoid shots from other mobs.

Teleport boss - Have to kill mobs in front of it first (suggest 7 high hitpoints, so that screen isn't cluttered) before killing boss.
- Boss has own shot pattern, as well as Teleport helmet, which flashes before going behind player and releasing a rear strike.
- Good suggestion for sub-boss. Ideally looking for brain oriented main boss.

IDENTIFYING TEAM STRENGTHS
rockartofwar - comfortable with animating*, good at bg, but not great at colouring bg
cloudeater - up for animating*, would take a while to use PS.

* to make this clear from other people reading this, animations are very simple 2-3 frames, and no emphasis on cut-scenes will be made at the start of the project. Animation is to identify how the developed ideas will move, before they are finalised and rasterized into FBF .png animations.

When the blood dries in my veins, and my heart feels no more pain ...

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TurkeyOnAStick

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Posted at: 11/9/09 08:42 AM

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CALL TO ARMS:
BACKGROUND DESIGN

Since a lot of tlak yesterday was about separating the levels into different parts of the body, BOM suggestions on layout design, as well as needing more suggestion for design, I'd like to issue a call to arms for all the cell level designers to get thinking and attempt a background design!
----------------------------------------
-------

To repeat BOM:

The total area of the stage is 750x550 (750 wide, 550 tall)
BUT I'm letterboxing both the horizontal and vertical levels for performance and to leave room for the HUD so the viewable areas will be:
... VERTICAL - 450x550

There are currently 6 levels of parallax. Hopefully this is enough to handle everyone's needs. Each team should provide art for all 6 levels of parallax. These are set up in tiles that are 423px high for horizontal, and 450px wide for vertical. Having them in tiles lets me load them as-needed so they need to fit together seamlessly where they join.

6 . FAR FAR BG: bg (ie: something like clouds or looped mountain ranges) ie: 2 tiles that fit seamlessly together, 1-->2 and 2-->1
Width > 750 for horizontal and height > 550 for vertical. Not to exceed 2800 px

5. FARISH BG: Same as FAR FAR BG above but closer details

4. FAR BG: Customizable, so if your bg wants to tell a story on this layer, it's ok. Width > 750 for horizontal and height > 550 for vertical. Each tile not to exceed 2800 px

3. BG: Customizable. Same specs as FAR BG above.

2. GROUND: This may or may not actually look like the "ground" in your game. This is the layer that can be crashed into. So, if there are any "crash-into-able" elements, they go here. Width > 750 for horizontal and height > 550 for vertical. Each tile not to exceed 2800 px. You can leave some or all of these blank if you want. Level designers may want to sketch up how these lay out to make it clear to me what you want when you send them over.

1. FG: This goes in front of everything else. Maybe mist? or Clouds? or debris? Just make sure it doesn't detract from screen visibility, unless you really think flying blinded for a section would be awesome :-P

The speed these layers move can be adjusted per-level, but remember that the Farthest BGs move slower than the layers in front of them so FAR BG and BG and GROUND (the customizable, non-looping ones) if you want them to align right to tell a story, need to have progressively MORE art in them.

P.S. If you don't want to make custom tiles for FAR BG and BG you don't have to.

===============================
Great stuff.

Cell Level Specifics
1 - We're running vertically up the body, from groin/arse to brain.
2 - Possibly try to make more nano oriented as you progress to the top.
3 - Discussed areas of body: (Crotch); Digestive; (Stomach); Circulotory; (Heart); Lungs; Nervous; (Brain)
- (Bracketed areas are possible areas of bosses)
- These suggested locations aren't set in stone! They might be shit, or too much work, in which case they'll be scrapped. You may feel other locations may be better (see point 6)
4 - Aim for some areas which are slow, and wall based (for mobs, enemies which rely on walls, and mazing through body), as well as fast paced, open, mob based areas (such as the nervous system)
5 - Be as interesting as possible :) Somebody has to design this, and and the players looking at it! Make it as fun as possible, whilst not distracting to gamplay. (Remember to follow BOM's parralax suggestion)
6 - DON'T MAKE CONCEPTUAL SUGGESTIONS WITHOUT A PICTURE TO BACK IT UP. It's pointless and meaningless, nearly everything looks better in your mind's eye, plus I'll froth at the mouth.
7 - Feel free to tamper and critique other people's backgrounds, or do another version.

--------------------
rararararararar

When the blood dries in my veins, and my heart feels no more pain ...

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rockartofwar

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Posted at: 11/9/09 12:06 PM

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ok here is one concept for the lung back drop

the holes are air pockets and the green stuff is mucus

i guess it will pan slowly for this till the next part if we where going to have the body parts idea

[shmup] The Cell Level


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rockartofwar

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Posted at: 11/9/09 12:26 PM

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here is a more redefined concept one with two walls....... the little hair/grass things on it is more like the foreground and it can be used to hide enemy's like mines and bombs

[shmup] The Cell Level


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