Lunar Lander

Advice on general approaches or feasibility and discussions about game design

Re: Lunar Lander

Postby erico » Fri Jan 09, 2015 4:40 pm

Nice level Quirby64!

I´m back on the gfx finally...it was my turn to get the flu these past days, heck 5 days in fever is trully distressing.
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Re: Lunar Lander

Postby erico » Fri Feb 06, 2015 12:17 am

Hello chaps!
...back on work on this these last couple days as time was friendly :)

So I made more or less a base world so to refine on.
Here is a full world example:
strap full.jpg
strap full.jpg (63.17 KiB) Viewed 5967 times


Also, a few close-ups, not quite there yet as I´m still shifting the levels:
exp.jpg
exp.jpg (129.71 KiB) Viewed 5967 times


So things are moving gfx wise.
Currently there is about 60 stages/images and lot´s of black non-passable areas and white possible flyable area.
I have a few questions Mynale:

1-Too many images? - considering music / sound / text
2-Black and white areas don´t take space do they?

I´m still working on the areas and it can be reduced finelly.

Will upload a full image for testing to the project folder soon.
There is still a lot to do on the world...
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Re: Lunar Lander

Postby Myndale » Fri Feb 06, 2015 7:00 am

Wow! That's looking fantastic! Very eager to get going again on this.

[quote="erico"]1-Too many images? - considering music / sound / text[/quote="erico"]

I'll need the original image in order to run a test but I think it should be ok. If we're out of flash then I'll start cutting unused code out of the library.

[quote="erico"]2-Black and white areas don´t take space do they?[/quote="erico"]

One bit each, and I could probably drop that further still. If you could keep the world 8 screens high then that would be good, your current version is 9 screens high but the top row is entirely blank so that's fine.
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Re: Lunar Lander

Postby honolulu » Fri Feb 06, 2015 7:21 am

Wow fantastic graphic work !!
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Re: Lunar Lander

Postby Marcus » Fri Feb 06, 2015 11:11 am

That looks amazing :-)
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Re: Lunar Lander

Postby erico » Sat Feb 07, 2015 4:55 am

Thanks,

I´m re-refining again, world is now horizontally bigger and terrain is more vertically varied on non ocean levels.
But wouldn´t that be more then 60 levels?

In truth yes, but I´m going to try to elaborate 2 types of images, a heavy and a light one.
Heavy would be any that has medium to complex gfx.
Light would be those that are veeeery simple to almost blank, like an ocean or desert only screen.
I´m going to try to balance them to create what is to be a more vast world in travelling distance.

While that goes on, I´m also planting the ´gateway´ and ´mission´ landing pads altogether with finding or creating an appropriate dramatic location for such. I´m listing each pad in text with an specification and a short description and am trying to piece together a way to tell a great story through the game´s open exploration. :O

Here is a revisioned dock and rocket port.
test 02.jpg
test 02.jpg (82.07 KiB) Viewed 5920 times
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Re: Lunar Lander

Postby erico » Tue Feb 10, 2015 1:59 am

So, after about 5 days of work on this, I finally got to revision 13th of the world.

It consists of 384 screens on a 48x8 grid:
- 205 empty flyable screens.
- 68 full black non passable screens.
- 111 stage flyable screens.

2 images are in the hub, one black and white for testing and another color one representing the major areas just for fun (and story making).

Other work went into story behind each pad and story for the game, fuel consumption against distance traveled, etc.
Here a small world and a couple close ups of the two major cities, Port Town and Capitol city.

edit: I also figured the million dollar question hehe. ;)

mapa.jpg
mapa.jpg (71.77 KiB) Viewed 5898 times

01.jpg
01.jpg (232.54 KiB) Viewed 5898 times

02.jpg
02.jpg (207.54 KiB) Viewed 5898 times
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Re: Lunar Lander

Postby Myndale » Tue Feb 10, 2015 2:23 am

Cool! Bear in mind that any kind of duplicated geometry can probably be exploited e.g. the crates. I might have to write a little script to identify them and figure out which ones are worth keeping etc but it should help get the level sizes down further. What I really need is an overview of the entire world, no matter how rough, so I can get a general feel for where we're at memory-wise and start adding actual game play elements.
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Re: Lunar Lander

Postby Myndale » Tue Feb 10, 2015 2:24 am

Damn it, you posted while I was composing! :D Thanks!

I'll go have a look over these right now....
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Re: Lunar Lander

Postby erico » Tue Feb 10, 2015 2:33 am

Ok, keep in mind the general world has plenty of room to scale down, I will also be shifting bits as I go on creating the land pads.
Hopefully this big world can give us an idea about how many screens we can actually have.
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