Charas-Project

Off-Topic => Archive => Old Game Discussion => Topic started by: Darkfox on December 30, 2005, 04:28:59 AM

Title: Traverse Skies (Vertical Shooter Hybrid) -Story/Character Dev Stages-
Post by: Darkfox on December 30, 2005, 04:28:59 AM
Ok, I know this isn't my norm but I started development on another idea, 5th, 6th, or 7th. I didn't count them all. This one is Traverse Skies.

It's a Vertical Shooter Hybrid. Vertical shooters are for example Gradius. The game will be definetly revolve around story and choices made, like an RPG, and there will be dialogue, and maybe even leveling up. The enemies will vary from simplistic to more complicated and random patterns, same with bosses.

The main character is a the gentleman yet eccentric (and a tad conceited) space pirate captain Blake T. Branxton with his flagship (the Sentana) and his crew of misfits. Some may be familiar with the character Blake, but here's his specs so far:

Blake T. Branxton
Race: Human
Age: 24
Height: 6.2ft
Weight: 178lbs
Hair: Dark Sky Blue, spikey, hangs down over one eye
Eyes: A pinkish red.
Suit: A blue captain's suit with an attached cape at collar, has yellow rims.

The other characters are in development except one, a Draconian Major named Ophelia is his persuer, she's out to achieve the rank of General. There are some amusing confrontations between the two. She herself has some story behind her, she's part of a space based military police, she can be very moody and childish, overconfident and just plain hyperactive.

Thats it for now, I plan to get a few graphics done somtime.
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Post by: Meiscool-2 on December 30, 2005, 04:31:38 AM
Never played that one game.... you mean it will be one of those old arcade games where you're in an airplane and the screen is going up and the enemies are coming down?
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Post by: Darkfox on December 30, 2005, 04:33:47 AM
Somthing like that, but it'll be more vast and involve EXP and stats. As well as a storyline. Implementing RPG elements.
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Post by: DragonBlaze on December 30, 2005, 04:35:26 AM
I love vertical shooter games :D

Anyway, I think its a neat idea to make an rpgish vertical shooter game :)
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Post by: Meiscool-2 on December 30, 2005, 04:37:33 AM
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Originally posted by DragonBlaze
I love vertical shooter games :D

Anyway, I think its a neat idea to make an rpgish vertical shooter game :)


I did it first! Lookit me, I did it first!

So yeah, if you need any hints to coding, you know the guy to go to *Cough DragonBlaze*
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Post by: blaze_shinigami on December 30, 2005, 04:38:05 AM
there was this one RPG with random space shooter battles in it, but I can't remember what it was called.
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Post by: Darkfox on December 30, 2005, 04:40:36 AM
Well the other plans are alternate systems, like one for when you battle with the flagship and when you battle within a ship or place.
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Post by: Meiscool-2 on December 30, 2005, 04:49:10 AM
ABS for indoor fights then? Stealth? TACTICS!? I must know.
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Post by: Darkfox on December 30, 2005, 04:54:38 AM
No ABS planned, the battle system for indoors is planned to be a vertical closeup of the characters, similar to Breath of Fire. You don't have magic, but you do get to use Blake T. Branxton's acceleration technique. It's the device that attaches from the optical nerve of his hidden eye to the reactionary center of his brain and hightens his senses making everything around him look like they slow down and things turn red. He can't keep it on because it tires him out and puts stress on his body and mind. This technique can be used outside of battle to evade detection but one has to keep an eye on the meter or lose some HP.
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Post by: Meiscool-2 on December 30, 2005, 04:59:56 AM
Sounds interesting. I like the no-magic part the most.
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Post by: DragonBlaze on December 30, 2005, 04:14:35 PM
A game with no magic  :eyes:

Sounds cool, but I better get an uber ray gun  :jumpin:

That technique sounds interesting, but what would it actually do in a battle? Make his moves more powerful, make him evade enemy attacks, or what?

 
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So yeah, if you need any hints to coding, you know the guy to go to *Cough DragonBlaze*


 _ghost_ Well I guess I'm volenteered. :p If you would need help with anything, feel free to ask.
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Post by: Darkfox on December 30, 2005, 07:00:39 PM
 
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That technique sounds interesting, but what would it actually do in a battle? Make his moves more powerful, make him evade enemy attacks, or what?


It does both. He can multistrike with his beam sword or his hand-to-hand skills, allows him to do some crazy moves.

Several weapon types planned, as well as use of the main ship's grapplers (which will make the levels with meteors fun :)).
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Post by: Darkfox on December 30, 2005, 08:29:56 PM
One of the betas for an alien/enemy craft. It's actually going to be called a Cloak Craft. Notice that I call the smaller ones crafts instead of ships ;)
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Post by: RPG LORD on December 30, 2005, 08:47:08 PM
This seems neat.
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Post by: DarkFlood2 on December 30, 2005, 11:46:20 PM
Sounds like a good idea... but wouldn't it be done better in a program where you can get pixel by pixel movement? Not that I'm saying that RM2K3 is unsuited for the job...It's just impractical.. That is, if I'm thinking how it'll be done. But I might be wrong... Good idea anyways.
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Post by: Darkfox on December 31, 2005, 08:40:46 AM
I don't truly plan to use RM2K3 actually ;)
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Post by: DragonBlaze on December 31, 2005, 08:47:41 AM
Well you could make the ships and everything move pixal by pixal, but you'd have to use picture files instead of sprites. Then program it so if you push the left button the picture moves left one space, bla bla blah.

Not Rm2k3!!! What do you plan to use?
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Post by: Darkfox on December 31, 2005, 09:03:23 AM
Game Maker, or a nice strong freeware sprite based game engine like Open Zeld/Legends.
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Post by: Syntax on December 31, 2005, 05:55:24 PM
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Originally posted by Darkfox
Game Maker, or a nice strong freeware sprite based game engine like Open Zeld/Legends.

GameMaker is a strong engine.
This game will rock if done well. Good luck.
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Post by: drenrin2120 on December 31, 2005, 07:31:44 PM
Hmm... Now I'm extremely interested since you're nto using rm2k/3
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Post by: Meiscool-2 on December 31, 2005, 07:54:35 PM
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Originally posted by drenrin2120
Hmm... Now I'm extremely interested since you're nto using rm2k/3


Meh. Least it would take more tallent to code all that in RM2K3.
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Post by: EvilShadowX1 on December 31, 2005, 09:05:06 PM
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Originally posted by blaze_shinigami
there was this one RPG with random space shooter battles in it, but I can't remember what it was called.


That would be Sigma Star Saga :D

On Topic:

Cool idea, I hope you finish ^_^
Man, I hope you include more than just increased damage that was Sigma Star Saga mainly did
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Post by: Darkfox on December 31, 2005, 11:06:57 PM
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Meh. Least it would take more tallent to code all that in RM2K3.


Not really. Just a lot of time, no actual talent, more so of patience. Plus if I use Open Legends/Zelda it would require true coding, that is, all text scripts that can be expanded, thing is, that requires quite a bit of skill and beta testing but the results are very promising, wheras RM2K3 is more user friendly and does quite a bit for you.

So no, it wouldn't take more talent. Actually, in truth it takes a lot more talent to use a "true" script based engines and Game Maker. RM2K3 is just too clunky of a program for such a thing. Plus it really wouldn't allow fluidlike turns and such that would be essential and wouldn't look as attractive as somthing made in a more smooth engine that is all directional and pixel based instead of grid based.

So don't make judgements like that. Game Maker is similar to RM2K3 but supports a bit more and has built in tools, and Open Zelda uses a scripting engine which many people give up on. So, the "more talent" statement, is false.

RM2K3: Some Talent

Game Maker: Talent and skill to place the sprites and background just right. More work than RM2K3 because things are not premade. So to sum it up, GM takes more, not RM2K3.

Open Legends/Zelda: A lot of talent and knowhow in the scripting language because pretty much everything revolves around it! >.< but the upside is it supports some module music formats as well as custom effects such as rain, snow, etc..

Sorry for the rant, but that statement just seemed pretty much plain rude and demeaning to others. And as I said, that statement is false, it would take more work, not talent.

Edit: Also Game Maker has multiplayer support in the full version ;)
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Post by: charaman on December 31, 2005, 11:55:52 PM
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Originally posted by Meiscool
Meh. Least it would take more tallent to code all that in RM2K3.


It would also be quite impractical and a waste of resources and time when it can be done with less hassle in another program.



I'm quite interested in this game, which is a lot coming from me.
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Post by: Darkfox on January 01, 2006, 07:08:37 AM
Another enemy graphic in beta (meaning the graphic may need work/missing animations), these are generally slow but have the nasty habit of coming in small swarms.

It's facing down btw.
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Post by: barnsalot on January 01, 2006, 11:10:04 PM
(http://imageshack.us)