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Project DYKG (Official Thread).
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cingchris Offline
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Post: #31
RE: Project DYKG (Official Thread).
I would love to see where this is headed but unfortunately I can't contribute really all I can do is observe thinking *what's wrong with this so I can tell them about it* and no one likes those people. Sad
07-06-2012 04:25 AM
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Mr.Katana Offline
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Post: #32
RE: Project DYKG (Official Thread).
(07-06-2012 04:20 AM)damerdar Wrote:  
(07-06-2012 04:14 AM)Mr.Katana Wrote:  I like the different character things for Action/ Stealth. Here's just my idea on it. How about like a 2D platformer with action/stealth? Almost like a Megaman type feel but not exactly.

I was actually imagining it as a mix between Megaman and Castlevania.

Yeah exactly. It would be easy I think to be able to incorporate the bosses into the flow of it with that style.
07-06-2012 04:26 AM
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Equinox Offline
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Post: #33
RE: Project DYKG (Official Thread).
I know this kind of contradicts what we've been planning, but I feel the whole thing would work better with one genre of gameplay. I mean, if we do an action platformer, we could always incorporate space travel, that way we could always do the space shooter levels. I dunno, it just seems the whole thing would work best if we didn't throw EVERYTHING and the kitchen sink into the game.
07-06-2012 05:02 AM
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damerdar Offline
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Post: #34
RE: Project DYKG (Official Thread).
Ooo I forgot about the kitchen sink! So that is going to be with the cooking level right? lol

There are drawbacks when developing it, but the multiple worlds allows there to be completely different art styles as well as other things, not just the gameplay. Its like creating minigames, except the minigames actually have some effort put into them. And this way, people of all walks of gaming genres can still find a part that will fit into their niche.

I like the idea, but I can understand why it shouldn't be done. What does everybody else think about it?
07-06-2012 05:12 AM
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Equinox Offline
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Post: #35
RE: Project DYKG (Official Thread).
(07-06-2012 05:12 AM)damerdar Wrote:  Ooo I forgot about the kitchen sink! So that is going to be with the cooking level right? lol

There are drawbacks when developing it, but the multiple worlds allows there to be completely different art styles as well as other things, not just the gameplay. Its like creating minigames, except the minigames actually have some effort put into them. And this way, people of all walks of gaming genres can still find a part that will fit into their niche.

I like the idea, but I can understand why it shouldn't be done. What does everybody else think about it?

The way I see it is that we're going for quantity over quality. Like are we actually shooting to make a great game here? Or are we just screwing around?
07-06-2012 05:18 AM
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cingchris Offline
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Post: #36
RE: Project DYKG (Official Thread).
(07-06-2012 05:18 AM)Equinox Wrote:  
(07-06-2012 05:12 AM)damerdar Wrote:  Ooo I forgot about the kitchen sink! So that is going to be with the cooking level right? lol

There are drawbacks when developing it, but the multiple worlds allows there to be completely different art styles as well as other things, not just the gameplay. Its like creating minigames, except the minigames actually have some effort put into them. And this way, people of all walks of gaming genres can still find a part that will fit into their niche.

I like the idea, but I can understand why it shouldn't be done. What does everybody else think about it?

The way I see it is that we're going for quantity over quality. Like are we actually shooting to make a great game here? Or are we just screwing around?

I'm just gonna go ahead and say I agree with him making an excellent decently sized games is way better than making a "meh" giant game.
07-06-2012 05:23 AM
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Nicknclank Offline
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Post: #37
RE: Project DYKG (Official Thread).
(07-06-2012 05:18 AM)Equinox Wrote:  
(07-06-2012 05:12 AM)damerdar Wrote:  Ooo I forgot about the kitchen sink! So that is going to be with the cooking level right? lol

There are drawbacks when developing it, but the multiple worlds allows there to be completely different art styles as well as other things, not just the gameplay. Its like creating minigames, except the minigames actually have some effort put into them. And this way, people of all walks of gaming genres can still find a part that will fit into their niche.

I like the idea, but I can understand why it shouldn't be done. What does everybody else think about it?

The way I see it is that we're going for quantity over quality. Like are we actually shooting to make a great game here? Or are we just screwing around?

I think we WANT to make a good game, but right now, we are pitching a lot of ideas.

What I think we should do right now is to plan who does what. And not just "Do you do the story or the art?", but really "What is the level you are gonna make? How will you help with it?"

ALSO, I read everything and if people are going to make different types of levels (that's what we planed), we need to know the choices. here is what we noted so far:

-Space Shooter
-Platformer
-Monster Kill (Kill a bunch of monsters to advance!)

What I think we could add:

-Tower Defence (With a cooking theme ^_^)
-Racing (With the roman chariots idea from damerdar)

I will extend the list when people give more ideas ^_^
(This post was last modified: 07-06-2012 05:36 AM by Nicknclank.)
07-06-2012 05:31 AM
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damerdar Offline
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Post: #38
RE: Project DYKG (Official Thread).
It doesn't have to be giant, and it definitely doesn't have to be "meh", just because there isn't a centralized gameplay style.

But that's alright. The story that Nicknclank put out (which is what I'm going with until/if we get something better) would still work either way.

So what would everyone want the gameplay to be? I'm still a fan of a Megaman/Castlevania/Metroid-esque action/adventure/platforming thingy. Plus, 2d is (in my limited experience), much easier to do than 3d, but doesn't necessarily make any major sacrifices.

(07-06-2012 05:31 AM)Nicknclank Wrote:  What I think we should do right now is to plan who does what. And not just "Do you do the story or the art?", but really "What is the level you are gonna make? How will you help with it?"

ALSO, I read everything and if people are going to make different types of levels (that's what we planed), we need to know the choices. here is what we noted so far:

We do need to figure out specifically who is doing what, but we also need to decide on some kind of over-arching idea of the entire game. That way we we at least have an idea of what each person's goal is.

(Regardless, dibs on ninja-steampunk level if there is one)
(This post was last modified: 07-06-2012 05:40 AM by damerdar.)
07-06-2012 05:37 AM
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Equinox Offline
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Post: #39
RE: Project DYKG (Official Thread).
(07-06-2012 05:37 AM)damerdar Wrote:  It doesn't have to be giant, and it definitely doesn't have to be "meh", just because there isn't a centralized gameplay style.

But that's alright. The story that Nicknclank put out (which is what I'm going with until/if we get something better) would still work either way.

So what would everyone want the gameplay to be? I'm still a fan of a Megaman/Castlevania/Metroid-esque action/adventure/platforming thingy. Plus, 2d is (in my limited experience), much easier to do than 3d, but doesn't necessarily make any major sacrifices.

I'm still working up my idea. We need to come up with a great story first so Nicknclank, Fearless, and Holmes, we've all gotta get together and put one together.
07-06-2012 05:43 AM
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damerdar Offline
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Post: #40
RE: Project DYKG (Official Thread).
(07-06-2012 05:43 AM)Equinox Wrote:  I'm still working up my idea. We need to come up with a great story first so Nicknclank, Fearless, and Holmes, we've all gotta get together and put one together.

That too lol. Once the story is finished, we'll at least have an idea of what will need to be done and the scope of it.
07-06-2012 05:49 AM
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Equinox Offline
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Post: #41
RE: Project DYKG (Official Thread).
This is why we need a chat system.
07-06-2012 05:51 AM
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SERIOUSLY THOUGH Offline
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Post: #42
RE: Project DKYG (Official Thread).
(07-06-2012 03:51 AM)DHXIII Wrote:  
(07-06-2012 03:49 AM)SERIOUSLY THOUGH Wrote:  
(07-06-2012 03:38 AM)Sohakmet Wrote:  Holy shit, this would be a perfect song for a boss fight. I can even imagine it being something like a final boss fight. It starts with a dialogue that doesn't go any faster just so it follows the build up of the music, at around 1:10 he starts transforming and then at around 1:30 the dialogue ends, the boss who is now in it's true form (something that looks like pure evil) start to fly a few feet from the ground and at 1:35 the battle really begins.

It would be epic

Many thanks Big Grin
I'll note down what everyone says about the pieces to make sure we don't forget

(07-06-2012 03:38 AM)DHXIII Wrote:  Hey I know this is asking a lot but since you seem to be very very talented when it comes to music could you try do a kind of progressive rock song similar to this song:

[video]

I'll look into it Smile
Thanks it's just I have a level idea and I want the music to have a kind of ambience yet be rock infused, I'm almost certain that whatever you create I will be impressed with regardless!

Haha, it's at the top of my music-making priority list.
Just putting everything on hold for the holidays though - I've got some chilling that's overdue Cool

As for the gameplay, I think we can pull off the whole "different gameplay in different worlds" thing. Though we should be prepared to scale back the second that the project seems too big. Better to aim big and to shrink than to aim small then to try and add some stuffing


EDIT -
(07-06-2012 05:43 AM)Equinox Wrote:  I'm still working up my idea. We need to come up with a great story first so Nicknclank, Fearless, and Holmes, we've all gotta get together and put one together.

Gettin a Google Doc or similar up and running for the story would be a good idea. I think it's been mentionned before and I agree that it would be the best way to collaborate for a story
(This post was last modified: 07-06-2012 05:55 AM by SERIOUSLY THOUGH.)
07-06-2012 05:53 AM
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DHXIII Offline
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Post: #43
RE: Project DYKG (Official Thread).
(07-06-2012 05:37 AM)damerdar Wrote:  It doesn't have to be giant, and it definitely doesn't have to be "meh", just because there isn't a centralized gameplay style.

But that's alright. The story that Nicknclank put out (which is what I'm going with until/if we get something better) would still work either way.

So what would everyone want the gameplay to be? I'm still a fan of a Megaman/Castlevania/Metroid-esque action/adventure/platforming thingy. Plus, 2d is (in my limited experience), much easier to do than 3d, but doesn't necessarily make any major sacrifices.

(07-06-2012 05:31 AM)Nicknclank Wrote:  What I think we should do right now is to plan who does what. And not just "Do you do the story or the art?", but really "What is the level you are gonna make? How will you help with it?"

ALSO, I read everything and if people are going to make different types of levels (that's what we planed), we need to know the choices. here is what we noted so far:

We do need to figure out specifically who is doing what, but we also need to decide on some kind of over-arching idea of the entire game. That way we we at least have an idea of what each person's goal is.

(Regardless, dibs on ninja-steampunk level if there is one)
Ninja Steampunk? Did that idea arise from my concept art?
07-06-2012 05:56 AM
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Nicknclank Offline
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Post: #44
RE: Project DYKG (Official Thread).
Hey, for the chat, I found a temporary one. It's called quakenet. Only problem is, we need a sort of server-thingy, and I got none. Any ideas?
07-06-2012 06:04 AM
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Equinox Offline
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Post: #45
RE: Project DYKG (Official Thread).
Or we could just use MSN... Why did no one think of Instant messaging?
07-06-2012 06:11 AM
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