Forum Topic: [shmup] Cyberpunk Level

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Kinsei01

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Posted at: 11/11/09 07:21 PM

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I have been reading over the post and seeing what others have been coming up with, I must say I feel impressed, this is going well.
I feel inspired.
I'll get some stuff scanned to night..... o.0...

And don't worry too much about a mutiny M-Buddy.... I'll wait until all the work is done before overthrow you.... >:)

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FatKidWitAJetPak

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Posted at: 11/11/09 07:38 PM

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Should there be particle effect elements in the game?

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BoMToons

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Posted at: 11/11/09 11:55 PM

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At 11/11/09 07:38 PM, FatKidWitAJetPak wrote: Should there be particle effect elements in the game?

Not that you need to worry about. If particle effects are necessary they'd be added in towards the end of the game making process.


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FatKidWitAJetPak

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Posted at: 11/13/09 12:21 AM

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At 11/11/09 11:55 PM, BoMToons wrote:
At 11/11/09 07:38 PM, FatKidWitAJetPak wrote: Should there be particle effect elements in the game?
Not that you need to worry about. If particle effects are necessary they'd be added in towards the end of the game making process.

Ok gotcha. I would love to help with that, but im sure you guys got that covered.

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Kinsei01

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Posted at: 11/14/09 04:51 AM

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Honestly I have been bouncing in and out of the group for over a week now.
but I think I'm back on track now.

so anyway, I have some Sketches.
First I want to lead with some city pieces I roughed with. I have seen a few cityscapes so far so I'll add my two cents.

Btw I'll be double and triple posting here in a minuet to show more concepts

[shmup] Cyberpunk Level

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Kinsei01

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Posted at: 11/14/09 04:53 AM

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second is some ship pieces and enemies.
to be honest though, it doesn't seem to be many concepts on the player ship...

[shmup] Cyberpunk Level

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Kinsei01

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Posted at: 11/14/09 04:58 AM

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And finally I have only seen one enemy in the thread so far and it was by M
so I figure that since every one seems to be focusing on either the city and the Player ship then I would do some enemy concepts

[shmup] Cyberpunk Level

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Re2deemer

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Posted at: 11/14/09 05:40 AM

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At 11/14/09 04:53 AM, Kinsei01 wrote: to be honest though, it DOESN'T SEEM TO BE MANY concepts on the player ship...
...since EVERYONE SEEMS TO BE FOCUSING on the Player ship...

..I see a contradiction there. But to be honest, the player's ship needs to match BoMToon's template so that we could apply upgrades to it. He hasn't yet made a template so it's a bit rushing ahead of time to be designing the player's ship.

At 11/14/09 04:58 AM, Kinsei01 wrote: And finally I have only seen one enemy in the thread so far and it was by M

Heyheyhey, now that was cold. I've been working on enemies too >:(
Besides, what's with the X-s and O-s marked on your sketches?


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Kinsei01

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Posted at: 11/14/09 02:30 PM

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At 11/14/09 05:40 AM, Re2deemer wrote: Heyheyhey, now that was cold. I've been working on enemies too >:(
Besides, what's with the X-s and O-s marked on your sketches?

yes, it was cold, cold like my heart

Burn!...oh wait....

anyway,
the "X's' and "O's" thats just a habit of mine when I am doing concepting. I tend to write an "X" on things I don't like and "O" that I do

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FatKidWitAJetPak

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Posted at: 11/14/09 04:37 PM

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Could someone remove me from the team please? I am afraid that I wont be able to help because of some things that have happened in my life recently. Thanks and sorry.

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Vousielle

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Posted at: 11/15/09 01:56 AM

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I have been working on some sketches of Police vehicles, including a po-po hoverbike. uploading to happen tommorow.

Cyberpunk 4 life bitches
[Shmup]

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Kinsei01

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Posted at: 11/15/09 02:05 AM

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At 11/14/09 04:37 PM, FatKidWitAJetPak wrote: Could someone remove me from the team please? I am afraid that I wont be able to help because of some things that have happened in my life recently. Thanks and sorry.

well even though I am not the team leader, I won't have you removed. There is plenty of time, so if things work out for you you can still contribute with out much hassle

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Vousielle

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Posted at: 11/15/09 05:02 PM

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I am going to start on billboards and signs, which I think should be a big part of the city portion.

Cyberpunk 4 life bitches
[Shmup]

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Kurofelis

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Posted at: 11/15/09 07:17 PM

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Some enemy concepts.

A- The Sawfish

Has two energy blades that it will use to try and hack at the player, each strike does immense damage. However, the attack is hesitant, since it is not a kamikaze attack, so it is slow enough to intercept easily. Has lots of health to counter that.

B- Super Canister

Canister ships are launched from catapults either mounted in individual emplacements or in large ships. These canisters are massive death machines, capable of deploying "swarm" ships and deadly rates of fire with the vulcan cannon on its nose. However, these are slower than regular canisters due to their size and insufficient propulsion.

These will only be encountered on harder levels, or later ones, with more enemy firepower.

C- Canister Ship

Has a single small gun on its nose.

Here, I will describe movement of the ships. The canister ships are launched from catapults at high speed, in a straight line.

If not shot, they will later approach the player, possible from behind.

These are faster and weaker than the former canisters.

D- Canister Catapult

Launches regular Canister ships

E- Barricade Mine

When the player reaches a certain point, this wall like thing will shoot up from the ground and blast the player with an intense, but not unavoidable, wall of bullets. Destroying the port from which it launches is difficult, but not impossible. The mine itself is indestructible.

This variant has a regular rocket tip, but in later levels, ordinary gun turrets could also turn out to be barricade mines, forcing the player to try to destroy everything.

My scanner scans things with extra light, it seems, so everything seems pale. I edited it in PS to make it look like it used to be.

[shmup] Cyberpunk Level

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FatKidWitAJetPak

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Posted at: 11/15/09 10:46 PM

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At 11/15/09 02:05 AM, Kinsei01 wrote:
At 11/14/09 04:37 PM, FatKidWitAJetPak wrote: Could someone remove me from the team please? I am afraid that I wont be able to help because of some things that have happened in my life recently. Thanks and sorry.
well even though I am not the team leader, I won't have you removed. There is plenty of time, so if things work out for you you can still contribute with out much hassle

Well alright... I may be able to help by monoprinting textures and voice acting then. I just dont know though.... my life kind of sucks right now. ahhhhh fffff I really want to help with this though.

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Re2deemer

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Posted at: 11/16/09 02:32 PM

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At 11/15/09 07:17 PM, Kurofelis wrote: E- Barricade Mine

I am confused. Are you saying that the WHOLE WALL is indestructible?

Regarding the rest of your ideas....interesting, but they all sound so difficult. They alone could populate the end part of level filled with the harder enemies.

-------------

I've been developing my level plan that I presented at the first page. I got an idea what the theme of the first section could be - mining colonies. Below are tow concepts of the general look of the level.
One thing I would like to have there is giant mining robots stomping in the background. Would be such a nice background element.

[shmup] Cyberpunk Level


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Re2deemer

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Posted at: 11/16/09 02:41 PM

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Continuing with the idea of mining colony...
The two topmost ships are simple grunts. The one on the left can actually shoot too, but the one on the right tries to do kamikaze runs, being equipped with explosives.

Below is the concept of the Mining Cannon.
It's a mobile mining rig which can pull it's miner out of the ground to fire at you. In addition, it can sometimes fly into the air (remember, it starts off as aground turret) and hover there while shooting.
Leftmost sketch is the mining(idle) posistion, middle and bottom show the ground turret position and rightmost sketch has the hovering cannon configuration.

[shmup] Cyberpunk Level


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Re2deemer

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Posted at: 11/23/09 01:17 PM

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I almost feel as if I'm spamming this thread.

Oh well. Moar enemies.
First one is a simple walking turret. Can only walk on the ground (duh) and attacks by pointing it's gun in the skies and firing HAPPY RAINBOWS.
*ahem*

Seconds one is some sort of drone carrier that flies onto the screen, launches it's four drone (that in turn start attacking the player) and flies into the sunset.

[shmup] Cyberpunk Level


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M-Vero

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Posted at: 11/23/09 08:06 PM

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Well I can say for sure that it is at least partly because of my poor ass leadership.
But whether I would be leader or not, what i'v contributed so far is pretty shameful.
I'll have some more sketches up on Wednesday.

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M-Vero

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Posted at: 11/29/09 12:43 AM

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Well, I did something...
Snail update

it also doesn't help that a third of the team has become unable to work

[shmup] Cyberpunk Level

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Kinsei01

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Posted at: 11/29/09 01:09 AM

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At 11/29/09 12:43 AM, M-Vero wrote: Well, I did something...
Snail update
it also doesn't help that a third of the team has become unable to work

ok M-Buddy. my personal computer may be out of commission like 2 dollar whore after 2 for 1 nickel night. But I still have access to other computers and programs.
So we need to get the ball rolling. Just tell me what to do and I'll start working.

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M-Vero

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Posted at: 11/29/09 01:35 AM

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At 11/29/09 01:09 AM, Kinsei01 wrote: ok M-Buddy. my personal computer may be out of commission like 2 dollar whore after 2 for 1 nickel night. But I still have access to other computers and programs.
So we need to get the ball rolling. Just tell me what to do and I'll start working.

Me thinks it'd be best to make a list.
---We need a solid plan out of the level progression, looping depending on what part you are on. I like the idea of going from nature to city theme.
---We need to start picking what concepts will be worked on more and what falls by the wayside, we have a lot of variety to pick some from courtesy of Re2deemer
---We need a solid player ship design, I don't know if we have one yet and I don't feel like looking cause it's 1:30.
for now I think that's what we should focus on.

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Kinsei01

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Posted at: 11/29/09 01:48 AM

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At 11/29/09 01:35 AM, M-Vero wrote: Me thinks it'd be best to make a list.
---We need a solid plan out of the level progression, looping depending on what part you are on. I like the idea of going from nature to city theme.
---We need to start picking what concepts will be worked on more and what falls by the wayside, we have a lot of variety to pick some from courtesy of Re2deemer
---We need a solid player ship design, I don't know if we have one yet and I don't feel like looking cause it's 1:30.
for now I think that's what we should focus on.

Ai, Ai, Sir.
So a list it is.To recap what you said...
-So we Need a level, possibly one very long strip or a easily looping parts that we can assemble in to a longer strip.
-We need to choose and finalize out enemy concepts
-we need to Choose and finalize our player ship

For my own opinion I like the city concept,
I have yet to take serious thought of the other concepts so I have no opinion at this time, Sir

P

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M-Vero

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Posted at: 11/29/09 01:50 AM

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At 11/29/09 01:48 AM, Kinsei01 wrote:
P

Emotifail
Okay I'm gointa bed....

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Kinsei01

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Posted at: 11/29/09 01:53 AM

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At 11/29/09 01:50 AM, M-Vero wrote:
At 11/29/09 01:48 AM, Kinsei01 wrote:
P
Emotifail
Okay I'm gointa bed....

The Damn System Screwed Me!
...
.....
kk, night

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Re2deemer

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Posted at: 11/29/09 12:08 PM

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Would recommend against designing the player ship at the current time. Tossing around ideas and base concepts, sure, but remember that we are going to have a predetermined hit area to the ship. There will most likely be a layout template by BoMToons that we are to follow. So there's no point is creating a circle-shaped ship if it actually has to be pear-shaped.

These were just examples, FYI

Also, below is a concept for the city level.
Welcome to City 17.

[shmup] Cyberpunk Level


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Kinsei01

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Posted at: 11/29/09 04:45 PM

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I agree that we should follow any template given to us by bomtoons, but at the same time, us waiting on a template is a very stupid idea. if we don't get all our planning done now along with all of our concepts we'll be out of time later.
besides it isn't too hard to change the hit state in flash, so, um yeah.

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FatKidWitAJetPak

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Posted at: 11/30/09 10:03 PM

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Hmm i say we get this a bit more organized or else this will never get done.

I will state what i will offer again just to clear things up, I suggest others do as well so we can get organized and combine our skills more efficiently. *lol sorry i sound like a jackass*

I can offer Voice Acting, texture design made from monoprints *which would be used to be put on walls, clothes, dirt, sky, metal, wood,e.t.c.*, and sound effects made from various plugins and synthesizer tools I have stashed away on my computer

I will check this thread every now and then and look for updates. Just let me know when you guys need my nooby art skills hehe.

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Kinsei01

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Posted at: 11/30/09 11:50 PM

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At 11/30/09 10:03 PM, FatKidWitAJetPak wrote: Hmm i say we get this a bit more organized or else this will never get done.

I agree. and no you don't sound like a jackass so don't sweat it

ok we have a main theme, Cyberpunk.
lets get some sub themes going, we need them

I think for the level design we have pretty much 2 choices wasteland or city.

my vote on this one is the city.

We also need a theme for the enemies to keep them organized. I liked M-buddy's Snail he had going, so I say we go with the animal theme. It's a pretty solid idea, we can make a small list of critters, robofy them and call them the baddies.

I was setting in class and some old megaman baddies came to mind, so I went with it.

I have some sketches I'll get up in a few minuets

And finally we need to get a user ship.

Now I know that BomToons may give us a template and none of our pieces match the template, but we can deal with the bridge when we come to it. As for right now we need to get to work and have something to show.

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Kinsei01

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Posted at: 12/1/09 01:26 AM

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Took a while to get my scanner working again, but here are the concepts I was talking about.

[shmup] Cyberpunk Level

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