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Taking a crack at game development
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With that kind of logic, Puggsoy, I'm going to focus on the click and point adventure game idea. I tell stories better than designing level layouts, so this seems like a natural choice for me. Also, due to my interest in most adventure games and how the Humungous Entertainment games are a big part of my childhood, I have enough inspiration to make a good one. Also, I really like how you offered to help me program it, my friend, but let's see if this would be the kind of project that would interest you before we make any serious commitments.

(07-19-2014, 08:34 PM)psychospacecow Wrote: I'm not the best artist, but I'll help if you want.

I'm willing to have more people work on this project, so if you could tell me about the kind of talents you're good at, I'll see what I can have you do for this project. Sounds good?


Anyway, to start this game out, we need to come up with a scenario that most of us could agree upon and decide a few key elements. I already have a scenario in mind, but I'm not sure if you guys are going to like it.

Basically, there is a surge of popularity in the Mario & Luigi sprite style and this bothers E-Man. He must preform a series of tasks to make at least another style of sprites more popular to prematurely end the M&L craze. Of course, what might happen if he encounters a deal with the devil on the way?

Can I role with that, or do I need to think it over some more?

Also, for the size of the game, I am thinking that it should be at least as large as the Curse of Monkey Island. As for cutscenes, I think that they should only show up if this game is going to have voice acting. Since I'm planning on having the game programmed in Flash, I was wondering if there are any limitations I need to know about. That way, I could keep track of how much I could throw in before I hit certain boundaries. Worse case scenario is that I divide the game up in episodes, like how Taletell does it with their games.

Got any other ideas and questions to share before I move on?
(02-27-2014, 07:31 PM)Gors Wrote: DO NOT BE AFRAID TO SUCK. DO NOT BE AFRAID TO SHOW YOUR SUCKY ART. I think this needs to go noticed to everyone, because sucking is not failing. Sucking is part of the fun of learning and if you don't suck, then you won't own at pixelart

it's ok to suck, sucking is not bad, just try and aim to always do your best!
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Messages In This Thread
Taking a crack at game development - by E-Man - 07-19-2014, 07:58 AM
RE: Taking a crack at game development - by E-Man - 07-20-2014, 11:28 AM
RE: Taking a crack at game development - by E-Man - 07-22-2014, 05:05 PM
RE: Taking a crack at game development - by E-Man - 07-23-2014, 06:24 AM
RE: Taking a crack at game development - by E-Man - 07-23-2014, 12:19 PM
RE: Taking a crack at game development - by E-Man - 07-24-2014, 05:18 PM
RE: Taking a crack at game development - by E-Man - 07-27-2014, 05:38 PM
RE: Taking a crack at game development - by E-Man - 07-28-2014, 06:58 AM
RE: Taking a crack at game development - by E-Man - 07-28-2014, 06:07 PM
RE: Taking a crack at game development - by E-Man - 07-29-2014, 11:00 AM
RE: Taking a crack at game development - by E-Man - 07-29-2014, 11:43 AM

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