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  • its not so much unrealistic, i just wonder if the engine can handle the work load. specifically for a standalone deployment as opposed to embedding (which would be a nightmare given the size of the soundtrack let alone graphics)

  • will the pro version be capable of the following list of needs?

    Multiple Save / Character Slots

    Multiple Gameplay modes like

    StoryMode:

    A Very Large Game with an over world reminiscent of Super Mario World

    the world map is planned to be 101 Areas (screens with stage icons) large

    each with around a dozen or so stages. (so like 1,212 stages alot of which with their own music)

    The game play style changing dependent on stage icon

    [Normal Stages] a crossover between Megaman X Series, Super Metroid, Contra, Castlevania and Metal Slug types of gameplay, large areas to explore with multiple rooms, swarms of enemies, a bunch of abilities (like double jump, throwing things, uppercuts, dropkicks, dashing .etc .etc), and occasion item shops,

    `a semi-complex leveling / rpg like stat system (with damage formulas and essentially dice rolls when leveling)

    `a large inventory with scrolling and multiple pages (weapons, items, armors etc.)

    `animated displays of currently selected type of ammo or weapon in inventory

    `armor / equipment preview in inventory

    `loads of equipment with unique sprites (approx 1000 assets) and equipment enhancement (improving stats)

    `unique animations and effects for various types of ammo and thrown weapons (aprox 160 of them),

    `Aprox 900 enemy types each with their own ai (many simple, some complex)

    `Parallax FX like leaves blowing in the wind, or smoke occuring on a different layer blocking player view

    `Lighting Effects that apply to multiple layers in a different manner. like for instance coming in from a torch in the background producing a set diameter light there, a wider diameter in the main layer where the character is, and an odd light that just effects edges of certain foreground objects like plants that are infront of an otherwise 2d character

    `Pixel Shader for than matter ^

    `Full screen overlay effects like blurring and shaking when the character gets drunk, or a hazy overlay when a teargas grenade goes off to close to the player.

    `absurd amounts of breakable and/or interactive objects

    [Tank Stages] similar to "Iron Tank (Nes)" but with a tank selection screen (aprox 700 assets including enemies)

    `upgrade-able tanks (stats)

    `large areas

    `overhead view like "Zelda:LttP"

    `lots of enemies

    `lots of projectiles

    `lots of explosions

    [Plane Stages] similar to "Gradius (Snes)" and "Lifeforce" (Nes) (aprox 700 assets including enemies)

    `large auto-scrolling stages

    `lots of enemies

    `lots of projectiles

    `lots of explosions

    `multi-layer parallax scrolling

    Time attack:, all of that ^ that with a timer (that doesn't count cutscenes) and maybe a leaderboad

    Survival Mode: Large themed rooms with endless enemies, again maybe a leaderboard

    Challenge Mode: Unique Stages with specific conditions that make them difficult

    A Boss Rush Mode: all the bosses in a row

    and A Crawler Mode: where the stages are merely themes and the stages are made with procedural generation

    A Practice Mode: just a debug room honestly

    An Arena Mode: PvP

    I realize a lot of this is going to need coded in java such as the stat systems, so my question is basically will l break the system if I attempt to make a game with a million assets (exaggerated number, but really). and can it handle a large soundtrack, modular sprites, lighting fx, particle fx, and a lot of forced movement / dialog box cut scenes.

    and if it won't break the system, can it do so multiplayer (as in stand alone console deployment rather than like mmo)

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  • you may want to make each slope as an art asset in an art program such as photoshop or gimp, and then build each like a room setting up the collisions and such on each, and then implement java or possibly a large series of events to perform "procedural generation" where it calls in the next frame (into memory) ahead of time and uses a random number generator to determine each (possibly with if then statements to prevent certain slopes from occurring after specific slopes if you wanna get complicated or run into issues with how they blend) otherwise your looking at a lot of math if you want to create an algorithm that actually graphs out each slope randomly and if you aren't careful with coding it you may end up with impossible slopes that break your game. there are some decent java game programming tutorials on youtube that may be of help if you are looking to go that route, instead of trying to manage with strictly events (which can probably be done, but in a lot more lines id imagine)

    anyhow i hope this was at least somewhat helpful in pointing you in the right direction.

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rustbeard

Member since 22 Apr, 2016

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