| Maybe we could brainstorm a bit about the 194X Deluxe Edition? My ideas for the game are: - A real "classic" 2D shooter. - Feel and gameplay like one of the best japanese Arcade titles. Lots of enemies and lots of enemies bullets should make the game look very hard. But the way the enemies move and the way they shoot should be designed so that the game is actually not difficult to play. Look awesome but be fun to play! :-) - Multi user play. Two or three player simultaniously working together as team. E.G.: 3 Players - 2 with Joysticks and 1 on Keyboard. - We should use prerenred graphics for high visual quality and to be able to give the GFX "a classic Comic" or "classic oldschool look" I would like to have the GFX not look like a new 3D game but look like an real old school game (but at high resolution and high quality) Game resolution: Either 640x512 or 640x480 OR 12080x1024 I think 640x480 would give very good quality already. If we want to really show of with the Natami features we could go silly and go for 1280x1024 also. Game colordepth: I would propose 15 bit colordepth. 15bit colordepth allows us to use the 3DCore for a number of nice tricks. The 3Dcore can create semitransparent fireballs or shadows or transparent clouds get rendered by the 3Dcore. Game play: 1) Teamplay: I would propose that we create 3 types of player airplanes. I always liked games were 2 player could play together as team. Why don't go fancy here and provide even 3 player team modes? 2) General game play. Like the 194X demo the game is similar to the best Arcade style games. Its also quite similar in game play to the old "Hybris" on AMIGA. There are 4 general types of enemies. Flyers They come in groups of 8-24 planes in fly manoevers (loops, circles etc). The player have to shoot them down or evade them to not crash with them. The Flyers attack primiraly by crashing into the player. Ground Troops Defense Towers don't move but shoot at the player. Their bullets are rather slow and can be evaded. They shoot a medium amount of bullets. Other types of ground troop will be: Tanks: Work as defense towers but also move slowly. Tanks improve the visual game play as the move under and through ground elements like bridges or treetops. Boots: Small boots move and shoot - they are smilar to tanks on water. Big Enemies Big planes: They take several hits. They shoot big salvos of bullets. The salvos move slow and are firing in "patterns". Because of these pattern firing the skillful player can evade them even if the screen is nearly covered with bullets. Big ship: Very similar to the big airplanes. They shoot big salvos of bullets. They salvos move slow and are firing in "patterns". Because of these pattern firing the skillful player can evade them even if the screen is nearly covered with bullets. End bosses Each stage should end with an end boss. The Endboss need to be destroyed piece by piece. The Endboss should huge salvos. Big Warship or Flying fortress make good End bosses. The game upgrades The player has a Live bar. Hits, crashed will make the player loose some live. When hit the player is for flickering for a short moment - during that the time player is invulnerable. This means even if the player crashes with 10 enemies shortly after each other the player only gets hurt once. Destroying whole enemiy flayer formations or shooting big enemies and ground troops will create bonus elements to show up. Collecting these bonuses does privede several upgrades. a) Healing. Live bar gets healed. b) increase fire power. The player starts with 2 shoots by collecting multiply fire power upgrades the number of bullets can be increaed. From 2 to 3,4,5,6,7, and 8. c) Super firepower boost Collecting this upgrade will give a short fire power boots. The bullets will grow and get more. This upgrade will basicly double the fire power for a few seconds. This bonus also refills the amount of bombs of the player. e) Just Bonus Score. Boms in addition to the normal bullets that each player shoot - it can throw a bomb. Each player does start with a limited number of bombs. A bomd creates a huge explosion which fills about 50% of the game screen. Everything under the bomb get destroyed - End bosses will get badly damaged. The game display engine The game engine allows a "layered" game rendering. 1) This means first the game background is rendered on the screen. (Water, Isles etc) 2) On top of this ground trops are rendered. Boots, tanks etc 3) On thop of this ground building are rendered. Big houses, bridges, treetops. This means tanks will be able to drive under treetops or go inside a hanker. Ground elements could be animated. 4) On top of this ground fire and ground smoke is rendered. Fire and smoke are semi tranparent. A burning tank will create smoke, but through which you can see the ground still. 5) On top of the airplanes are rendered. 5) On top of these come the airexplosions, airplane smoke and clouds. Airplane smoke and clouds are translucent which allows nice effects. 6) Bullets and halos. Bullests are seen on top of everything. Bullest cast some light around them to make them even more visual. Game level I would propose that we create a small number of not too long levels. Maybe 2 or 3 for a start. Each level should end with a typical End-boss for this area. Like a big Warship or a big Flying-Fortress. After the level ends the players will land automatically - they get some bonus score according to their shooting skills - they are healed - and their bombs are replaced. Game Music, sounds A typical Arcade game music would be nice - to create the classic feeling. :-) Music could be 4-6 voice modplayer. In addition to this normal game sound effects. Gun fire, explosion, etc. What do you think about these ideas? Do they sound good? Cheers
|