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Jeric Hikari
07-06-06, 21:53
I'm posting here instead of in the gamesforum since, as of right now, I've no actual product to show(hence the thread would end up deleted). Basicly I want to know how importaint a story is to a mm themed game even if its there only so the author can say 'look, see, we have a story!'. On the same theme I'd like to know at what point people here would feel there's too much story for a side scroller. Granted I'm not planning on every other room being an uninterruptable sequence of events, but I want to know how people stand before I start cobbling something together(granted this is going to be a megaman game due mainly to the fact that I don't have enough sprites for much of anything else).

Finally I want to know how hard I should try to design levels that look like they have a little actual structure as opposed to throwing lots of random hallways and barriers up and calling it good(as you see in most megaman games). I'm not wanting total realism since, lets be honest, its megaman, meaning we're fighting walking hardhats, robots that're generally themed around something(cutting things, blowing stuff up, strength, ect ect).

Just wanting this thread open for my questions to everyone while I work as opposed to having a dozen or so that get deleted in quick succession.

Flame On!

Solarblade
07-06-06, 22:10
Hummm, as for level design, I would pick a over all theme, and stick to that.
For example, in my sniper joe game, in Fuel Man's level, there is the flammable goop stuff. But thats an example. If it helps, play other fan-games
or megaman games and see how they design levels.
But that just me rambling on.
As for a story, can't help there.
(yea, I'm a Stormtrooper Effect!)

Jeric Hikari
12-06-06, 15:45
Sorta what I had in mind anyhow since even in the zero series themes are sortof the norm rather than exception.

Who out there's using game maker for their fan games? Asking since I could use a few engine relavent tips(I'm better at design than the nuts and bolts, hope to change that).

Kairos
12-06-06, 23:08
For a story. HUGE! If I play a game,just shooting Robotmasters for no reasin,that would make me blow my CPU up. Storylines are a big part,so,yeah,make a good story.

200 post ^-^ and I'm still a God damend Harry kim.X_X

Fluttershy
13-06-06, 00:30
well im using gamemaker for a game but alas I am also a newbie with it. but yea what Rags said the story needs to be big enough to the point where people will want to play it. For a side scroller I would say a medium sized sequence to plot out events for example: beginning= introduce whats happening; After 4 bosses= Add a revelation; After 4 more bosses= Climax; After the final boss= Conclusion see it's that simple

Kairos
13-06-06, 18:30
Jace put it in words I couldn't ^_^

Fluttershy
13-06-06, 19:43
That's because I'm just that good:g-winky:

Jeric Hikari
16-06-06, 17:16
Thanks, already have a bit of a story in mind(for once Wily isn't the main antagonist). Now I just need to try and build the bloody thing, add in diolog, interesting stuff to gather along the way, the obligitory secrets, ect ect. All I ask when I finally do have something to release is that anyone giving C+C understand that I'm working on this project by myself and that my personal skills as a spriter are at best mediocre hence my rather liberal recycling of pretty much everything that I think sorta fits together.