03-31-2015, 12:35 AM
Quote:I was trying to learn how to use Game Maker Studio a while back for the same reason. Its more of a 2D engine which I figured would be a lot easier than trying to make a 3D game.
Doing a 2d game can be even more difficult than a 3d one, it depends. But doing even a simple asset or animation in pixel art can take you up to 10 hours, keep that in mind. There is a reason why everyone jumped into 3d as soon as the technology became avaiable.
Roguelikes are experiencing a revival lately so thats not a bad idea at all Adam! you can always replay Azure dreams and think "i dont like this particular thing, or i would have done this differently, etc..." and think about your own version of the game, eventually it will become your own concept.
Quote:I have all these grand ideas for game mechanics that are probably completely impractical and I'll have to condense down into something I might be able to code. Maybe if enough people are interested we should start a study thread for people working on their own games. If anything to shoot game ideas at each other.
That sounds great too, one might argue that this forum is focused on art/concept art but game design involves basically everything that people come here to practice, so i dont think i thread like that would be out of place. Also i forgot to mention, one awesome thing about unity, is that you can make a test scene or a prototype, upload it to the net and let everyone test it from their browser, without downloading or installing anything. It can be great to try out features and mechanics and let people test them with ease.
Quote:Okay so, assuming we set azure dreams as our base game design ,how do we twist it's design and build upon it.
Alright , so I took a look at some images I'm guessing instead of the funny looking , anime-esque vibe it has , instead , it could have a gloomy dark souls/ bloodborne vibe.
I guess we could set the mood first.
What about going with that anime happy times looks on the surface, but making the story and the mechanics of the game have a much darker and disturbing nature. So the player starts adventuring and everything looks nice but there is a feeling of "something is not right..." then after a few hours into the game the player starts thinking "this is not for kids, definitely not for kids..." and you can leave it at that or going into full downer ending/mindscrew/existential crisis territory haha.
Or if you if you want to make the game more humorous and comedic, do the inverse. Let the aesthetic of the game be as dark as possible but make the actual story/characters/mechanics be as soft and lighter as a childrens saturday cartoon.
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Sketchbook: http://crimsondaggers.com/forum/thread-1227.html
Facebook: http://www.facebook.com/eduardogarayart
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