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Project UKWinz DEV Thread

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Post by InfinitasImpetum Sun Feb 01, 2015 12:14 pm

About the game(subject to change):
a 2d mecha sidescroller with an adventure mode and a battle mode.  


Game Engine: Unity 4
Programmer: InfinitasImpetum
Artist: Mangakaninja(00f)



Controls:
control style 1 (closer to windomxp)
melee attack button(melee plus directional)
ranged attack button(ranged plus directional)
special attack button
super button.
boost button(hold for flight)(double tap plus direction for dash boost)
directional buttons or analog stick


Platforms:
Windows
Android
Linux(undecided)
Mac(undecided)
IOS(Unlikely)

where will it be released
will be released here.  a indiedb page will be put up though. it will be linking here to get the game.


Last edited by InfinitasImpetum on Mon Feb 02, 2015 4:12 pm; edited 3 times in total
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Post by 00f Sun Feb 01, 2015 3:17 pm

i decided not to use it here anymore for obvious reasons,(it's tied to my admin history) but i'd prefer being credited as mangakaninja... 

also...nice code name.


is there going to be many mechs to chose from or just one that upgrades? ...i think like...6 or 8 mechs to choose from would be cool, but they would need different attacks and specs each, that would give more replay value!
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Post by InfinitasImpetum Sun Feb 01, 2015 3:29 pm

as many mechs as you want. your the artist. 
this is team work so if your not satisfied with something ask and we can work things out.

i decided to ditch content users can make for now, like custom maps. also so we can get stuff done and don't have to wait longer for me to get it setup for use ingame. XD

also modified first post.

also i announced it on my facebook but i didn't give details. just said "UKWinz Coming Soon!!!".
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Post by Ebgundam Sun Feb 01, 2015 10:39 pm

eb approves  Dude! Good Job!
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Post by 00f Mon Feb 02, 2015 5:53 am

awesome... getting me pumped

then yes we'll have various mechs to chose from!
it'll be epic!!

i'll start working on designs...

edit:

did this in like 10 min:
one is more megaman like the other...escaflowne x breakblade maybe? idk it comes from head, these are generic ideas, they are here for improvement and ideas, they at best need refinement , they  need to be able to fly... at least at some point , hence the wings
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Post by InfinitasImpetum Mon Feb 02, 2015 8:15 am

we need to talk controls. i have 2 kinds we can go with. first one is best if you don't want to split the sprite in 2 for the gun.
control style 1 (closer to windomxp)
melee attack button(melee plus directional)
ranged attack button(ranged plus directional)
special attack button
boost button(hold for flight)(double tap plus direction for dash boost)
directional buttons or analog stick

control style 2(closer to bangai-O):
directional analog (left analog)
shoot analog stick (right analog)
melee attack button
boost button
special button


i prefer 1 cause its probably the easiest to handle.


as for levels each level is called a mission and each mission is separated into several sections. similar to mario.  

first level is a tutorial mission to learn controls will be skippable.  we need a story to make this game span a shit ton of missions.
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Post by 00f Mon Feb 02, 2015 8:18 am

we can have missions without story... if you DO want a story the best way is to make a comic book like illustration that will go along with music to add to the drama, i can color the artworks/comic pages to make it look really nice, although that will take a shit ton of time.

imagine people swiping out the pages of our comic book to understand the sotry and get to the next mission...that's pretty cool huh? 

you can pick control 1, that looks fine to me
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Post by InfinitasImpetum Mon Feb 02, 2015 8:52 am

ok, control style 1 it is. 

well, most games have a story. even mario does. though mario story is very simple.

a light background story wouldn't do harm. it give more purpose to games levels.

like your a pilot for so and so, task to do something.
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Post by 00f Mon Feb 02, 2015 8:56 am

InfinitasImpetum wrote:ok, control style 1 it is. 

well, most games have a story. even mario does. though mario story is very simple.

a light background story wouldn't do harm. it give more purpose to games levels.

like your a pilot for so and so, task to do something.
sure, that can be cool, as i said, just  a bunch a picture to sipe/click away, that should be easy to implement between levels...
 the story can come last though, we need to focus on the game mechanics, engine...
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Post by 00f Mon Feb 02, 2015 8:59 am

edit: take a good look at this page mugen:
http://www.cavestory.org/download/cave-story.php

it's the homepage of an indie game called cavestory, it's amazing! didn't finish it though, they have tools and all, if its open source we could use that... maybe...
they released it everywhere: psp, linux, android...   i love the graphic style in it (especially on the psp screen) it's so...awesome
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Post by InfinitasImpetum Mon Feb 02, 2015 9:03 am

i have stuff ready for unity game engine, anyways. so engine is pick out.
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Post by 00f Mon Feb 02, 2015 9:05 am

InfinitasImpetum wrote:i have stuff ready for unity game engine, anyways. so engine is pick out.
yea that good, i wasn't telling you to make a switch just showing you an example of an indie game like the one we wanna make...they are pretty big, have a fan base and a forum for their game. they make 8bit music or something and its just an overall good game.
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Post by InfinitasImpetum Mon Feb 02, 2015 9:49 am

we need to talk sprite sizes mostly player size in dimensions. need to know this so i can find a good sprite to test with.
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Post by 00f Mon Feb 02, 2015 9:59 am

big... big enough  like you see on the pic below, (the shinigamis, not the monster size one lol)

Project UKWinz DEV Thread Hqdefault

just a little smaller than the ones in bleach dark souls
https://www.youtube.com/watch?v=ROXHZz9oWpw

that should be good enough to appreciate the sprites, and have a "figthing game feel ...  let's say between 40 and 30% the height of the screen... idk, either that or small and cute with big heads... lol, both can be good
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Post by 00f Mon Feb 02, 2015 10:04 am

also, an idea for gameplay, you talked about a special attack, that's good, let's add a "bankai" 
https://www.youtube.com/watch?v=SMM0U-X-gVg

that transforms the mech...
maybe add it a new weapon for a limited time
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Post by InfinitasImpetum Mon Feb 02, 2015 10:21 am

how about something like shining gundam where it open up certain parts and changes shape alittle. or make it like trans am. it can still open up new weapons. or cause existing weapons to change.



i will add to controls a super button. and ingame there will be a special meter. special attack consumes less of the special meter than super mode. to super mode you need a full special meter. when in super mode the special meter will slowly drain and when it runs out, you go out of super mode.
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Post by 00f Mon Feb 02, 2015 11:04 am

yes! YEA i like it,

a new color sheme is a GREAT idea, you want a NTD unicorn mode right? that's so cool XD, 
can you make the X button of the xbox 360 controller do the transformation...ive never seen a dev use that button for aything

every mech will ahve an EX form..it's decided !! bounce
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Post by InfinitasImpetum Mon Feb 02, 2015 11:10 am

ugh, i will give multiple control layout options. android will have touch screen controls plus optional controller


my test map made using Tiled, ported into unity using a program.
Project UKWinz DEV Thread UKWinzTestLevel_zpsbfd954cd
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Post by 00f Mon Feb 02, 2015 12:17 pm

InfinitasImpetum wrote:ugh, i will give multiple control layout options. android will have touch screen controls plus optional controller


my test map made using Tiled, ported into unity using a program.
Project UKWinz DEV Thread UKWinzTestLevel_zpsbfd954cd


that looks like a Bangai O map... i was thinking more of a side scroller kinda "mario" map, you know? when you walk toward either left or right and can go higher by jumping ect...like a castlevania! yes exactly liek a castlevania...how that for map progression? do you like castlvania maps? i wanna build a game we can all enjoy...
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Post by InfinitasImpetum Mon Feb 02, 2015 12:37 pm

its a test map not the finalized map design. but also remember there will be arena maps, where you have to battle AI or other players.

the final map style will contain optional routes to the end of the map. that contain hidden stuff. i believe new super mario has hidden red coins in levels. something like that. like collect all of something and it will unlock something special like a secret mech or a bonus level.

flight might need to be removed to balance things or be restricted.
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Post by 00f Mon Feb 02, 2015 1:56 pm

InfinitasImpetum wrote:its a test map not the finalized map design. but also remember there will be arena maps, where you have to battle AI or other players.

the final map style will contain optional routes to the end of the map. that contain hidden stuff. i believe new super mario has hidden red coins in levels. something like that. like collect all of something and it will unlock something special like a secret mech or a bonus level.

flight might need to be removed to balance things or be restricted.
we can restrict the flight mechanic to a jump/long jump i just want booster in the game to add to the designs...

castlevanaia had boss arena/boss stages as well, alternative routes/exploration (to some point) is a must!

i guess what's gonna be tricky to do is gonna be collision, and things like moving, landing, jump, long jumps, atacks and transformation script or something...
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Post by InfinitasImpetum Mon Feb 02, 2015 2:33 pm

00f wrote:


i guess what's gonna be tricky to do is gonna be collision, and things like moving, landing, jump, long jumps, atacks and transformation script or something...

thats actually easy, i had a 3d cartoon cat moving in 2d motion. i am not doing a custom engine too so things won't be hard.

infact i am converting the code to work for our game now. since typing this i am atleast 1/3 done converting the basic movement. landing you don't really need for animation unless you really want it.

should we flip the sprite for going opposite direct or would you prefer to have left and right be each unique. flipping can be done in code, its easy.

added stuff to first post.
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Post by InfinitasImpetum Tue Feb 03, 2015 7:50 am

need an answer to this question before i continue coding:
should we flip the sprite for going opposite direct or would you prefer to have left and right be each unique?




also i might be able to do the sound fx. i have an old keyboard(piano kind) in the basement.
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Post by 00f Tue Feb 03, 2015 9:28 am

InfinitasImpetum wrote:need an answer to this question before i continue coding:
should we flip the sprite for going opposite direct or would you prefer to have left and right be each unique?




also i might be able to do the sound fx. i have an old keyboard(piano kind) in the basement.
The more flexibility you give me the beter i guess.. Make the sprites different! :)

You can do sfx? ...hmmm  we ll see how it turns out, why not!
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Post by InfinitasImpetum Tue Feb 03, 2015 9:39 am

ok, then you have double the work to do.  also most 2d games just flip the sprite. but there are some that make both right and left unique.

shit, i have more work also, do to animating it..........
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