I really like it for atmosphere mate, nicely done.
I'll head to sleep now, but I have one thing to ask of you: don't overcommit yourself just yet, let's decide a few more things, before we get to work, just so we don't work for nothing
Not sure how Rayman works behind the scenes, but it makes sense to have an animation based on bones rather than a sprite-sheet. You have basically endless possibilities to animate your character.
yep. I'd prefer rayman animation over hinge based animation But then again, this'd look stupid on a serious game as you guys plan to do it. It'd especially not fit to what remyleblau has in mind.
But then there's no need to export it to PNG, we could as well animate it in the game?
Yep, I agree, optimally animating small sprites in-game is best, but that would mean we need to develop an animation engine, which is more difficult than just swapping sprite animations.
PumpAction wrote:
yep. I'd prefer rayman animation over hinge based animation But then again, this'd look stupid on a serious game as you guys plan to do it. It'd especially not fit to what remyleblau has in mind.
I don't see what you mean. You can make animations as wacky or realistic as you want.
Yeah, supposedly radicalus wants this, or else he wouldn't ask for the possibility to output 3dsmax (bone)animation to a format, that we could process.
I'm still waiting for your input/post on your sprite based, yet 3d max animation idea
Hey, here now. Busy week this one, ffs.
Ok, so I'm talking 2d skeletal animation / bone animation here. With skinning. So not spritesheets.
What I'm proposing, is the following: creation of an engine, that can do skeletal animation. This requires the following components - bone structure hierarchy, this is basically a tree, and ability to skin it, then ability to program keyframes of the animation, interpolate the rest of the animation. All these concepts exit in animation editors, whether they are 2d or 3. I think it's redundant work to create an animation editor of our own, we should instead work on importing from other tools.
If 3ds max is to be chosen, you can export in .fbx, and in XNA's content load pipeline there is a method of importing the .fbx. What we need work in, is importing only the two relevant dimensions (x,y), keyframes, textures, bone structure and skinning data.
Now, I don't know much abotu how this can be done, but it can be done, and it will look good.
Yeah, supposedly radicalus wants this, or else he wouldn't ask for the possibility to output 3dsmax (bone)animation to a format, that we could process.
Also, since I'd like this game to be interaction heavy, adding new animations in a skeletal animation concept is easier. You can easily jump back in and create some more, if the system is set in place.
But then there's no need to export it to PNG, we could as well animate it in the game?
Yep, I agree, optimally animating small sprites in-game is best, but that would mean we need to develop an animation engine, which is more difficult than just swapping sprite animations.
PumpAction wrote:
yep. I'd prefer rayman animation over hinge based animation But then again, this'd look stupid on a serious game as you guys plan to do it. It'd especially not fit to what remyleblau has in mind.
I don't see what you mean. You can make animations as wacky or realistic as you want.
Yes, it's harder to make our own animation engine, I'll just try and create a simplified version of it, when I arrive home tomorrow, see exactly how this could work. I know I haven't done any such programming before, but I'm a quick learner.
^^ But you'll probably want to use multiple overlaying textures, and a lot of tiling. Instead of large textures that describe entire levels.
i think the best would be a combination of the two
the levels would get saved as art resource coordinates and the referenced resource would be loaded to memory when it gets within a certain distance from the player
i think we could use after effects as level editor (or other equivalent versatile compositing soft)
you can already use art resources in a referring manner, define their render method (multiply, add, etc) and you could create dummy objects to mark walking platforms, enemies
you could then easily have a 'object render layer' that anything placed on top of it would be rendered after the player, like a shadow layer
levels could then just be exported to a format our engine can read
I think we all agree upon using a grim setting. Instead of using a space ship, how about setting the game in a police station? Again, its been used quite a bit ... I was thinking along the lines of a setting which isn't normally associated with grim/dark games.
Dead Island did well on that front. Using a vacation island as a setting was brilliant.
Also how much story, dialogue, character interaction, subtle storytelling, environmental story will be present?
Can we all agree that a human male will be the main character?
1 and 2 are still amazing.
Last edited by Yuri on Sat, 4th Feb 2012 19:56; edited 1 time in total
my 05cents.
establish bounding "simple" rules to every aspect of the game focus on a game design idea that can be put together in pieces like:
Levels:
make a template with 5 cubes 5spheres and 5pyramids
with those, and only those, any member can build a level on a 89 x 89 plane
// any modeling program cam be used, and even non modeling experienced users can have a go using a template in Sketchup
Enemy characters
// this characters are made by the same cubes spheres and pyramids and have 100points, divided by 13 charteristics (speed strength stamina armor etc..) (each with a value of 1 to 13), again a template is provided for those without any modeling/ animation but that still want to had his creature to the game. Animators can help any member to make is creature unique.etc
If your´r thinking those are some strange numbers, they are all from the Fibonacci sequence. That´s the point every aspect as a binding rule.
PS: I can help, with art assets some modeling, and open to learn something on my way
So a sidescroller Resident Evil? I think the best idea is the one with the space ship.
To be fair, only a small part of RE2 took place in a P.S whereas both games of Dead Space took place on a space ship/station. Many others as well... a space station has been overused now. While a Police station was just a suggestion, something new must be used.
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