Ironrind Posted January 19, 2009 Report Share Posted January 19, 2009 Update: A preview of Botanic Base Act 1 ------------------------------------------------------------------------- Hello again, SFGHQ ..I'll have to explain this a bit. This is still an early protype, but the idea is that each act is broken up into three 'tracks'. Scattered throughout each track will be buttons, switches, doors and various types of gimmicks which link all tracks together. I plan to design most of this game in a team-based fashion simular to Knuckles Chaotix. A visual concept: Screenshots: Video of prototype: http://www.youtube.com/watch?v=JREyRherAEA This project will basically revisit the zones from Knuckles Chaotix and will include the same character roster. I'll have a demo posted fairly soon.. Link to comment Share on other sites More sharing options...
Streak Thunderstorm Posted January 19, 2009 Report Share Posted January 19, 2009 Pretty cool, bro. Link to comment Share on other sites More sharing options...
BlazeHedgehog Posted January 19, 2009 Report Share Posted January 19, 2009 That might get a little confusing unless you differentiate between the layers better. Some sort of coloring difference, or something. Link to comment Share on other sites More sharing options...
Cyber Rat Posted January 19, 2009 Report Share Posted January 19, 2009 I agree with Blaze on this one. Maybe at least something like a darker palette (think of Donkey Kong Country for the SNES). EDIT: I just noticed that I didn't see the video link. I see you decided what to do with that parallax engine you made some time ago. Link to comment Share on other sites More sharing options...
Ironrind Posted January 19, 2009 Author Report Share Posted January 19, 2009 Very true.. I'll have to think of a way to switch around the tiles or something. My later goal was to never have the layers the exact same hieght during a switch and to instead switch up or down a bit, but I'll have to figure out how to get the collision code to work with that idea. I'll give the pallet swap a try on top of that. Link to comment Share on other sites More sharing options...
Rael0505 Posted January 19, 2009 Report Share Posted January 19, 2009 I just shat my pants over how cool this is. Very creative! Link to comment Share on other sites More sharing options...
DimensionWarped Posted January 19, 2009 Report Share Posted January 19, 2009 Another unique looking project by Ironrind eh? Link to comment Share on other sites More sharing options...
Zenor Posted January 19, 2009 Report Share Posted January 19, 2009 Looks neat. But I hope you add a combi-ring system or something like that, because controlling two characters separately is a bit.. hard, I think. Link to comment Share on other sites More sharing options...
Rael0505 Posted January 19, 2009 Report Share Posted January 19, 2009 I was under the impression one character followed the leader and you could switch between them with the push of a button (think Sonic XG's old engine test). I could be wrong though. Link to comment Share on other sites More sharing options...
Ratchet Posted January 19, 2009 Report Share Posted January 19, 2009 Well, this looks pretty good so far. I really want to play this... Link to comment Share on other sites More sharing options...
Spike Posted January 21, 2009 Report Share Posted January 21, 2009 Looks pretty unique. As long as the characters aren't stuck together with a rubber band, I'm good. Link to comment Share on other sites More sharing options...
Ironrind Posted January 21, 2009 Author Report Share Posted January 21, 2009 Thanks for the comments.. I have added a few things such as spikes, moving platforms, and underground routes. The platforms will move along the x, y, and z-axis, so my goal is really to add an element of strategy to the layer transitions. The secondary player will be done completely with AI. His purpose will be to assist you in puzzles that require two characters to solve. I don't think the combination ring will be needed, but I could always hint at it with a gimmick. Right now, I'm testing and experimenting with gimmicks and ideas from Sonic Xtreme, Chaotix, Mario 64 and Crash Bandicoot. It could be sometime before I finalize the basics of the gameplay style, but I will post when I have something. Also, I decided to change the title from "True Chaotix" to "Pure Chaotix" basically saying, "expect pure chaos" Link to comment Share on other sites More sharing options...
Cyber Rat Posted January 21, 2009 Report Share Posted January 21, 2009 Right now, I'm testing and experimenting with gimmicks and ideas from Sonic Xtreme, Chaotix, Mario 64 and Crash Bandicoot. You could also look for ideas in "Oddworld: Abe's Exoddus" and "Lost Vikings" when it comes to puzzles with multiple characters. Link to comment Share on other sites More sharing options...
Asuma Posted January 21, 2009 Report Share Posted January 21, 2009 Wow. I had no idea GM could do something this awesome. Seriously want to make me drop MMF2. Link to comment Share on other sites More sharing options...
True Blue Posted January 21, 2009 Report Share Posted January 21, 2009 That's very cool. It looks like Sonic Unleashed with sprites. Damn good job! Link to comment Share on other sites More sharing options...
Spike Posted January 21, 2009 Report Share Posted January 21, 2009 No it doesn't... Link to comment Share on other sites More sharing options...
Ironrind Posted January 23, 2009 Author Report Share Posted January 23, 2009 You could also look for ideas in "Oddworld: Abe's Exoddus" and "Lost Vikings" when it comes to puzzles with multiple characters. You read my mind exactly, cyber rat =P I want to utilize the character specific skills. I have a collection of ideas on how to go about it, but have yet to sort it all out. I went back and added a fog effect to give the layers a better sense of depth as suggested. Here is a preview of Botanic Base. Video: Link to comment Share on other sites More sharing options...
Zenor Posted January 23, 2009 Report Share Posted January 23, 2009 Ironrind, that's awesome. I really like what I saw. Link to comment Share on other sites More sharing options...
Cyber Rat Posted January 23, 2009 Report Share Posted January 23, 2009 It's hard to notice the fog in the clip. How thin are the layers exactly? What I'm getting at is the platform part where Knuckles gets on a small grass platform which carries him to the back layers. I hope it won't be a painful process every time a player sees a platform like that, since missing a platform just because it wasn't 'close' enough could become annoying. EDIT: yay, 500th post... Link to comment Share on other sites More sharing options...
Ironrind Posted January 23, 2009 Author Report Share Posted January 23, 2009 Thanks Zenor^_^ It's hard to notice the fog in the clip. How thin are the layers exactly? What I'm getting at is the platform part where Knuckles gets on a small grass platform which carries him to the back layers. I hope it won't be a painful process every time a player sees a platform like that, since missing a platform just because it wasn't 'close' enough could become annoying.EDIT: yay, 500th post... The layers are relatively thick. The margin of error connecting to that moving platform is 50 in both z directions. Each layer has a difference in depth that is about 150 so most likely you'll land it when you probably shouldn't. I'll just switch it out if too arduous. Link to comment Share on other sites More sharing options...
Cyber Rat Posted January 24, 2009 Report Share Posted January 24, 2009 The layers are relatively thick. The margin of error connecting to that moving platform is 50 in both z directions. Each layer has a difference in depth that is about 150 so most likely you'll land it when you probably shouldn't. I'll just switch it out if too arduous. Well, considering how hard it can become to navigate through layers like these, a margin of 50 seems like fair trade-off. All in all, I am really looking forward to this. I hope you manage to pull off the character-specific puzzles off well. Link to comment Share on other sites More sharing options...
FlammerTheHedgehog Posted January 26, 2009 Report Share Posted January 26, 2009 I would say you did a great job on this fan game tought the sprites do still need abit work on them and the background to. Link to comment Share on other sites More sharing options...
Spike Posted January 26, 2009 Report Share Posted January 26, 2009 I would say you did a great job on this fan game tought the sprites do still need abit work on them and the background to. You are aware that they are ALL official sprites, right? Link to comment Share on other sites More sharing options...
Slingerland Posted January 26, 2009 Report Share Posted January 26, 2009 I would say you did a great job on this fan game tought the sprites do still need abit work on them and the background to. Looks like somebody needs to play Knuckles' Chaotix. Oh, and also not sleep through English hour at his elementary school. Link to comment Share on other sites More sharing options...
Cyber Rat Posted January 26, 2009 Report Share Posted January 26, 2009 Oh, and also not sleep through English hour at his elementary school. I am giving this sentence a maximum of 3 days until it appears on TSSZ. XD Joke aside, there was actually something else I wanted to ask. Given that you want this to be a 'character puzzle' game, how much enemies will there be? Will the threats be limited time, enemies, or both? Or do you want to concentrate on making the difficulty of the very puzzles be the true bane? Link to comment Share on other sites More sharing options...
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