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Meet Lask

posted in The Broken Mind
Published July 01, 2008
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Thanks for the feedback guys.
I need some comments on the problems below.
Read this. Then gimmie feedback.

Ive gotten a lot of progress on the game but first let me tell you a little bit about the game!

Game Idea:
Its a 2d side scroller with very simple graphics. You control Lask. The game is unique because
it will have an 'Action' button like in Resident Evil 4 and many other games that lets you
interact with different objects in a certain way.

I want the 'Action' button(s) to basically be the main aspect of the game. I already have a
lot of sprites of Lask doing all sorts of different actions. You may only see certain animations
once in the game.

I want each level to be very unique and be different than all the other levels in the game
as opposed to most side scrollers such as the mario or megaman games where you play the same
way in every level throughout the game. Each boss will also be completely original in terms
of how you fight each individual one. (think Shadow of the Colossus)

Current Progress:
You can sit idly.
You can walk.
Theres a transiton sprite for changing from left/right.
You can run, by double tapping the left/right key.
You slowly speed up when running. Once you get to max speed, which doesnt take long, you will
skid if you stop or change directions.

Problems/Concerns:
I'll worry about getting the animation speed just right later on.
I wish I had someone to do the graphics for me, I always imagined a simple stick
like figure, but I also wanted the animations to be VERY smooth.

#But my main concern at the moment is should the player skid when he stops running?
#Should you auto run and not even have a walk?
#Should you gradually go from walking to running or should I keep it how it is where you have to double tap the button to run.

Please give me your opinions!

A lot of stuff is still up for debate and just about nothing is set in stone for the game just yet.
I'll probably put up the current build for you guys to try it out within the next few days.

Im not sure what im going to work on next, but im not happy with the movement system so ill probably go tinker with that.
Thanks!

Edit: I made a help wanted post for this game. I need a 2d artist, a designer, and someone to do the sound/music. Clicky
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0 likes 3 comments

Comments

DecipherOne
I think that the answer to those questions are relative. What makes since for the context of the game? Is Lask in a hurry all the time. Is he racing to an end goal that is at least seemingly time sensitive? Are there going to be areas where he needs to take it slow, walking on cliffs ect. ? Ask yourself these types of questions and I believe you can find your answer. Get a more solid design going and then you can see how your character needs to behave. Basing how your character moves upon popular opinion could also work, but I think defining how it fits in the context of your game would be more beneficial to you.
July 01, 2008 09:40 PM
steveworks
You should consider the amount of control of lask you want the player to have.

If he runs automaticaly he will be harder to control but will give the game a faster paced feel. With this a sliding effect could cause a lot of problems and make lask very frustrating to play.

If you add a button or some other way to make lask run (say speeding up the longer you hold the directional key) then a slide effect would make sense. Here the player would have more control of lask and if they choose to run they would know the consequenses of running.

All the choices are essentialy up to you and what you want the game to be like. If you try one thing and don't like it then you change it it is as simple as that. You won't always make the right decision on the first try.

I haven't read the rest of your journal yet so I would like to know what language you are using. What you are using for graphics would help too.

Good luck on lask I hope to see more soon.
July 02, 2008 04:53 PM
Jotaf
Is this generic "action" button used to perform special moves, or to interact with the environment? If it's for special moves, the game would probably be centered on action and twitch play, while if it's for interacting with the environment, I can imagine it being more about puzzles of a sort. For the first case, sliding and all that is *very* appropriate, as it adds more skill to the act of controlling the character. But for more passive puzzle-like games it's usually seen as a nuisance.
July 02, 2008 05:53 PM
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