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Author Topic: Dream.Build.Play - anyone have a submission?  (Read 4995 times)
SpaceShot
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« Reply #15 on: 2007/07/03 12:26:34 »

Well, I'll post what I am working on... at a snail's pace.

I am working on a side scroller, similar to Super Mario Bros.  I am desperately trying to get away from weapons and trying to make the game's concept that everything is accomplished through manipulation of the world.

In other words, you make elements of the game world smaller, larger, heavier, lighter, duplicated, or vanish in order to vanquish your enemies and get by seemingly impassable areas.

For level editing, I am trying a technique where I edit a bitmap that displays the level from a side point-of-view, but the game actually renders the platforms in 3D.  It's kind of a "no models" approach, because for right now I can not model, and I think I will learn from this.  The game entities end up being sprites, because at the very least I can draw and scan these in.  So it's a 2d/3d hybrid.

Sure, it's not the greatest game ever made, but I think I will learn alot and I am intentionally trying to keep the project small, so I do not get discouraged.  Even if it ends up not being fun, I am trying to set myself up where I can reuse what I've learned.
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unterhunde
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« Reply #16 on: 2007/07/15 03:31:13 »

Haha man that sounds killer!.  Currently Im just learning. But in the future I plan to make an Action-MMO. Lan based only though since its mainly just going to be a "prrof of concept" type of thing.

Its going to be based around dreamscapes and neuroscience. I want to make it HUDless. Anything other than combat will probably be context based actions performed via a "ring" or web menu. 

ex: theres a rock on the ground. Initially the only thing you could do is slap like a "pick up to inventory" action onto it. Later on you develope a "hold in hand/pick up to hold in hand action"  you can slap onto it as well. Even later you develop a simple projectile/throwing animation that you slap onto it as "pick up and be throwable while holding in hand"  or even "pick up and hold in hand while holding do silly things with it like slap yourself in the head".

I also want to impliment in-game modeling/scripting that is kind of like what you can do in second life. But modify it to be more of an "import textures, effects" to apply to model with stats based on skill level- - type of crafting. Since player customization is more about looks than stats now-days i think if the stats for items were normal then "crafter" types could focus on actually "making" the item.

Thats about as far as Ive actually gotten thinking about it. Still just trying to learn. lol!
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mikeschuld
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« Reply #17 on: 2007/08/03 12:41:53 »

I wrote a game for the first DBP called Royds Return Home. It was basically a spaceship with lasers and rockets that had to fly at a high rate of speed through a large asteroid field while grabbing the random pickups that were laying around everywhere. Altogether it was a pretty sweet little submission, no mention of how well we did from the MS guys at the contest though but it was a good project to go through for experience.
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