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Read September 06, 2006, 05:20:54 pm #0
geekman

Alice in Shmupland

The title may change later, but for now, I'll just name my entry as Immortal.

This is my first attempt in making a full scale game (have been working on some mini games before), so hopefully I could come up with something to submit for the compo.

The game will be Oriental themed sidescroll shooter, with some strategic elements (or may be even skill trees?). I am a chronic RPG addict anyway, lol. laugh

Edit: Changed the title of the game.... What does that mean? He he, will tell later, when I have the engine ready.

Edit2: finalized the title.
« Last Edit: December 05, 2006, 12:44:10 am by geekman »
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Read September 20, 2006, 05:07:53 am #1
geekman

Re: Immortal

Trashed the idea, since it conflicts with the rules (the camera/perspective)... I have decided to revert to the classic "space ship" or "robot" kind of setting, the title might get changed... currently I am considering something similar to Ray Crisis from the Arcade/Playstation as my game style.... on the other hand I am pretty obssessed with the crazy combo style of Devil May Cry 3... hmm... can I add that in the game too? We'll see....  Grin

The idea is, the player is controlling a battle cruiser instead of a fighter ship (I know, some one have that kinda idea too, but I'll have something new, I assure you), I'll keep the skill tree idea, and add in something I called Configurable Power System (CPS) - the idea is the ship will gain EXP and levels (thus the skill tree come in to play) and these points acquired will allow the player to configure the ship's offensive power or the defensive shield or sub weapons on the fly (I know, I know, this is a shump, so I'll keep the system simple), and the game will feature a simple story line.... Lips Sealed

Look like I'm trying to create a new genre - Shmup-RPG? LOL  Cheesy
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Read September 20, 2006, 06:06:44 am #2
the2bears

Re: Immortal

Look like I'm trying to create a new genre - Shmup-RPG? LOL  Cheesy

You laugh, but it's been done Smiley

Bill


the2bears - the indie shmup blog
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Read September 20, 2006, 06:33:41 am #3
pixelizr

Re: Immortal

Tyrian did it with its upgrades system. Psyvariar has experience points and leveling up.
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Read September 25, 2006, 11:23:04 am #4
geekman

Re: Immortal

A mock up screen, done in 3ds, I was modeling the fighter ship, and decided to do a mock up  Cool


wireframe


I hope my view perspective is okay this time, it's closer to top-down view now, and is the same used in Ray Crisis.

I'm currently having too many ideas, some would require myself to change the design yet again... I just need to make up my mind soon... or I might risk not being able to finish a game for the compo  Undecided
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Read September 25, 2006, 01:05:29 pm #5
X-0ut

Re: Immortal

I think your getting the rules a bit mixed up (either that or I am). The game can be 3D, but the gameplay should be 2D, ie fixed to plane.
If changing the camera view is against the rules, then I've allready broken the rules myself.
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Read September 25, 2006, 01:40:50 pm #6
geekman

Re: Immortal

I don't think that I'm mixed up with the rule, I've talked to Matt, My original plan is something like Space Harrier, or maybe like a 3rd person FPS, one example that pops in my mind is like the external camera (above shoulder) for Mechwarrior. Matt said that's considered as 3D perspective so it's against the rule. This time I'm positioning the camera at about 80 degree on the X-Z plane, so I guess this will be acceptable.

I'm not switching/rotating the camera during game play, but might rotate the camera during cutscene or for special effects, which according to Matt, is acceptable.
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Read September 25, 2006, 01:57:05 pm #7
Matt McFarland

Re: Immortal

I just wanted to confirm that geekman is correct.  Grin


Matthew A McFarland
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Read September 25, 2006, 02:41:52 pm #8
geekman

Re: Immortal

gee, thanks, Matt... That's pretty much a relief...so now I can proceed to program my game engine.This will be my first try with Direct3D, lets see how far I can go and how many of the ambitious plannings I have could be realized.  Grin
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Read October 04, 2006, 02:03:01 pm #9
geekman

Re: Immortal

Progress update:

I realised that going directly into full 3D is too difficult for me, since this is my first Direct3D application... Decided to fall back to 2D... but will be using DirectX Graphics. Currently studying articles from GameDev.net...

Hopefully the basic engin will be completed soon, I'll allocate 3 weeks for the basic engine. Will update if I made any progress.

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Read October 10, 2006, 03:45:55 pm #10
geekman

Re: M.E.a.M.H. (Title to be finalised)

"That's a tiny step for me, a giant step for my project"

DirectX Graphics is tougher then I thought, all those vetex thingies are getting me head spinning.

Finally got a sprite up on screen - the article I have been reading has send me off for a wild goose chase for some misleading info, but I finally got them sorted out, so here's a screen shot - It's not much but it's a big step for me... Grin



done so far:
 - D3D initialize
 - D3D shutdown
 - system message processing
 - Load Texture
 - rendering of scene (contains only 1 texture for now...)
 - basic game loop setup

immediately to be done:
 - animation

after that:
 - Input processing
 - designing classes for objects (characters, bullets, etc.)
 - particle system

well that rounds up what I planned for the month of October, November will be Artwork month, and December will be scripting and sound effect/music and fininshing month.

oh, by the way, the flying cat I used in the screenshoot is an old sprite I used in an old (and unfinished) project, which I will redesign for this project - I've planned a 1930s imaginary world inspired by Crimson Skies, so that I could have some cool weapons design.

I think the project design has been more or less finalized now. Can't affort to loose time anymore. Tongue
« Last Edit: October 10, 2006, 04:02:28 pm by geekman »
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Read October 13, 2006, 05:24:14 pm #11
geekman

Re: M.E.a.M.H. (Title to be finalised)

Update:

Animation is easily achieved after I switch to D3DXSPRITE.

now experimenting with transformation with D3DXSPRITE->SetTransformation(), but bumped in to some location compensation problem...may have to scrap transformation from the engine... Cry

next on list: particle system, my favorite... Grin
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Read October 24, 2006, 03:43:12 am #12
geekman

Re: M.E.a.M.H. (Title to be finalised)

Erm... sorry to disappoint you, but I have decided to go 2D over directX9 Graphics, that means, the design in the mock screenshoot is not going to be entered to the compo. I may do it as a free (as in freedom, not free of charge - but may still give it out as a freeware anyway Smiley) project after the compo, where I could have more freedom about the design (not that I think this compo is restrictive - competitions should have rules after all).

Anyway, thanks for your comment, and will check the link you provided there when I have more free time - having to work overtime at the office as my current work is approaching dateline...
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Read November 16, 2006, 07:43:57 am #13
geekman

Re: M.E.a.M.H. (Title to be finalised)

Getting totally consumed by work...I now only have less than 2 hours per day for doing personal things, and seriously would spent those time getting more rest. Being seriously lagging behind schedule, I might fall back to even simpler project...or I might simply unable to submit for the compo... Space Invader clone?  embarassed1
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Read November 29, 2006, 08:17:51 pm #14
geekman

Re: M.E.a.M.H. (Title to be finalised)

Getting a week off work after the totally crazy deadline-mania, trying to catch up with the progress here.

Since I have only about 1 month left, I have to scrap all the flashy ideas and start simple. I'm still using DX9Graphics/D3DXSprite, and is going for a simple shoot 'em up. The idea is to create a simple to play shooter, with old school style.

I might need to change the design of the sprite (The robot I posted in the bi weekly challenge) since I found some flaw in that design... either I redesign the sprite or I have to find some way to compensate the flaw.

Rewrote the code to allow more robust spawning of player/enemy character, and the result is a class that is even useful for other objects, in fact it will become the base class for all objects in game.

Will start on the bullet/particle system next.
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Read December 04, 2006, 07:22:19 am #15
geekman

Re: M.E.a.M.H. (Title to be finalised)

tik tok tik tok, time is running short, yet I'm still chasing the rabbit in the tunnel that has no end... My leave is over and I'm still not been able to come up with what I planned. Now crunching hard on artworks. I had a feeling I will miss the submit dateline.

I fired up my PS2 and loaded up Onimusha The New Dawn (or sumthing like that - I borrowed the game from my friend and didn't really paid attention to the title) and, well, I put the game aside after awhile. The reason? It's too complicated, I have control one guy while have to watch out (babysitting, to be exact) for the other. Am I getting old? I remembered being able to control 4 characters at once, back when I'm playing the game Throne of Darkness (though it's pretty frustrating having to worry about 4 of those dim witted computer controlled characters). Now I'm turned off just because I have to control 2 characters (and surprisingly, the Character AI is still as stupid as almost 10 years ago...Jubei keeps getting killed since she never watch out for the attacks of enemies)

So I sit there and think and think hard for the whole day: What kinda game will I enjoy? Simple and fun games - I hate to admit it, but I do really enjoy playing Gauntlet - Seven Sorrow a few days ago, just keep button mashing until I finished the game. In 3 hours. Never once I need to worry about stupid NPCs getting killed - hurray to no Escort Mission in games!

So there I was yesterday, surfing the net like a mindless zombie, punching keys that I don't even know what I was pressing, clicking links without thinking about security and so on. Finally, I stumble upon something... Lights start shining through the dark clouds in my mind, and ideas keep popping in.

So, as I decided before, I want to make a game that
-Is simple to play, just the direction keys and maybe 1 or 2 buttons to fire/use power or bomb.
-Is simple to make - if I have no fun in making it, I'm sure there is no fun in playing it, so I'd go for the Old School design. No school is better than the old school, as some one said.
-No epic story, just some simple cheap cut scenes at most, to bring up a cheap reason of why the player have to shoot things up in the game.
-no complicated power up system (as what I proposed in the beginning - I have 4 months back then), I will put in about 3 types of attacks, but they just serves the same purpose - to kill enemies -and the variation may be just area coverage and power - how many you can kill/hit in one shot or how many shot you'll need to kill one enemy.

I always have a soft spot for colorful, lovely cute-sie characters like Twinbee or Cotton 100%, and I enjoy making sprites/artworks for such characters. Since I'm having fun making 'em, as what I said in point 2 above, that'll be the way I will go. So guys, I present you my final decision (no more changing - I'm running out of time):

laugh1 Alice in Shmupland  laugh1

Note: the smilies are not part of the title.

I already have the sprite for the main character, Alice, done. Now working at a few enemies and the background. I don't have any of the  artworks at hand (I'm at the office now), will post my designs when I get home (sometimes I really wonder if I should be an artist rather than a programmer, really Huh?)

So guys, give me some idea of what you will consider fun in a shump game, please? Design, game play, look and feel, even philosophy what ever, all are well come!  afro1

P/s: Why Alice, you asked? Well, I bumped in to a site related with Alice, and think the world and feel would be cool in a game (well, we already have the weird and bizarre American MacGee's Alice, right?). Oh, by the way, don't ask me  what website I found Alice in, she don't wanna let you know.... Lips Sealed  Grin
« Last Edit: December 04, 2006, 07:32:03 am by geekman »
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Read December 04, 2006, 05:43:21 pm #16
the2bears

Re: M.E.a.M.H. (Title to be finalised)

laugh1 Alice in Shmupland  laugh1

Great title there geekman.

And so, since you asked for thoughts on ideas for the game, I'll give a brief one that comes to mind: 

It's a philosophy that I hope gets realized in my own games going forward, and it stems from my current favourite game, Demolition Gunner.  What I like best is that the game is "a quick break".  It starts you off, and very quickly drops you in a ton of action.  It's intense, and it's over quick.  And during that brief break, which doesn't require much of a time investment, you're having a ton of fun.

Bill


the2bears - the indie shmup blog
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Read December 05, 2006, 12:42:21 am #17
geekman

Alice in Shmupland

Bears (Hope you don't mind I calling you that - it's 3:04am, I'm tired so I'll just type short  Cool), your philosophy is exactly what I believed and intend to use in this design. I want it to be easy to jump in, shoot a few (or a lot of) things and after the game I should find myself satisfied of the action fun and can go off to other things fully energized of the adrenaline still running in my blood (gahahaha  Grin). However I'm not sure a cutesie shooter can really generate the adrenaline... Lips Sealed

Well, as promised, here are some of the arts I have done, for character design (hopefully my marker skill ain't too rusty ):


This is Alice. She's quite different from the one in the story book though, she's a hot headed girl with a pretty short fuse (gahaha), an all-out gungho action girl  Tongue


Alice with her goggle on, looks quite dangerous, right?  Shocked


This is rabbit, he will appear in the game as the support character, you know, the one fly in occasionally, who brought supplies (I'm still considering if I wanna give Alice a life bar, or have limit on her ammo, so she had to replenish them after some time - any thoughts?) and power ups. He is angry because the booster keep burning his tuxedo (some time even his tail... ouch).

p/s: There was a power failure last night (or morning? It was around 4am when it happened), just before I clicked Post button, and when power goes back on this morning (it's now 9am the next day) and when I turn on the PC, Firefox asked me if I wanna restore a session, I said yes and surprise! All that I have typed is restored, wonderful! I don't have to retype all that I have typed. Now officially, I LOVE FIREFOX!!
« Last Edit: December 05, 2006, 12:51:30 am by geekman »
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Read December 05, 2006, 02:42:13 am #18
Pixel_Outlaw

Re: Alice in Shmupland

That's REALLY fine art. Looks like roll from the megaman series drawn in akira toriyama style. Smiley



Aviator sunglasses are pretty much the shmups of the sunglasses world.
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Read December 05, 2006, 06:19:00 am #19
Art_Sempai

Re: Alice in Shmupland

Cutesie shooters can generate the Adrenaline!! evil1

Nice Character design btw. Hmm...I'd like to see a Mad Hatter design from yah. wink1

All Hail FIREFOX!! Crash recovery has rescued me during wordsmithing many times.
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Read December 05, 2006, 06:20:17 pm #20
geekman

Re: Alice in Shmupland

more character concept:


Alice's Archenemy, the Queen of Hearts. Naturally, she is the final boss.


Sprite version.

I'm afraid Hatter won't appear in this game. Even Cheshire Cat may not have a chance to appearance here, too...

Edit: correction, thanks the2bears
« Last Edit: December 06, 2006, 03:20:24 am by geekman »
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Read December 05, 2006, 06:53:29 pm #21
the2bears

Re: Alice in Shmupland

Save something for the sequel Smiley  Very nice work!

Also it's Queen of Hearts (note the plural of Heart) and Cheshire Cat.  Just thinking about the Cheshire Cat though, gives interesting ideas to an enemy's behaviour based on the character.

Bill


the2bears - the indie shmup blog
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Read December 06, 2006, 03:30:40 am #22
geekman

Re: Alice in Shmupland

For now, all I planned for is a single stage game for the compo. It will be a pretty long stage, given that it's only 1 stage. Is ~15 screen worth of scrolling long enough (Vertical scroller) (the game area will be separated in 5 different themes)?

Will continue to work on it and expend the game to a full 5 stages game after the compo. cheesy1

Oh and, to be honest, I have forgotten pretty much all things about Alice in Wonderland embarassed1. It's like over 20++ years ago when I last red the book... This game will not be the same as the story book, I'm just borrowing some of the characters and ideas from it cool1.
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Read December 08, 2006, 07:34:10 am #23
mice

Re: Alice in Shmupland

Just have to say that you've got a really good idea there, and great art.
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Read December 08, 2006, 09:26:29 am #24
geekman

Re: Alice in Shmupland

Thanks for the complement Grin

Currently working on the background, will finally put things together when I have enough background tiles to compose some screens.

I have been calculating... If I scroll 1 line per frame, at 30 frames per second, I'll have 30 lines per second. Planning for a 5 minutes stage, so I will need 30x60x5 = 9000 lines. I'm using 640x480 screen, so that will be 9000/480 =  18.75 screens..... O.k. 18 screens. I'll have to crack hard on the tile engine, and the floor tiles.

May be I should scroll 1 line every 2 frames... 30 lines per second seems like pretty fast, like 1/16 screen per second...

Ideas just popped in to my head - pausing the scroll while fighting mini bosses!
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Read December 08, 2006, 03:13:08 pm #25
geekman

Re: Alice in Shmupland

A map editor (I call it mapper) that I slapped together in 15 minutes, it's still very crude and I need more tiles, but so far it serves its purpose, as a quick background generator to produce test maps.


[attachment lost, please re-upload]
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Read December 12, 2006, 12:52:54 pm #26
geekman

Re: Alice in Shmupland

I'm withdrawing from the compo. Looking at my progress and schedule, I'm 99% certain I won't be able to complete anything worthwhile for submitting to the compo.

I will continue working on this game, though next time I update, it will be put  under other section. It might be better that way, since I will have full freedom and all the time at my leisure (note: a dangerous sign for a one man development team). I could make the game the way I intended to.

For any one hoped to see this game for the compo, or just interested in it, sorry to disappoint you guys, but I promise this project is not going to be  scrapped and swept under the carpet. I swear in the name of Alice and the blazing Rabbit.... laugh laugh
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