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 Post subject: Re: Kii's art - Look, some pixel art. pg.14
PostPosted: Fri Oct 29, 2010 3:27 pm 
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What does "not working" mean? Cuz quite frankly, I think that looks awesome.

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 Post subject: Re: Kii's art - Look, some pixel art. pg.14
PostPosted: Fri Oct 29, 2010 6:14 pm 
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It's not the foreground I didn't like, it was the background.

Anyway, here's some more pixel art.
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 Post subject: Re: Kii's art - pixel art again. pg.15
PostPosted: Fri Oct 29, 2010 6:39 pm 
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Dude, that's so good. The level of detail is incredible :D

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 Post subject: Re: Kii's art - pixel art again. pg.15
PostPosted: Fri Oct 29, 2010 11:14 pm 
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You ought to make a tutorial on how to do pixel art.

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 Post subject: Re: Kii's art - pixel art again. pg.15
PostPosted: Fri Oct 29, 2010 11:28 pm 
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Where were you when GameBoy games were still popular?

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 Post subject: Re: Kii's art - pixel art again. pg.15
PostPosted: Fri Oct 29, 2010 11:33 pm 
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He was probably like 10 then or something.

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 Post subject: Re: Kii's art - pixel art again. pg.15
PostPosted: Sat Oct 30, 2010 3:23 am 
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He was probably still way better at pixel art than the Gameboy dudes were. D|

I want to play all these pixelly games, now, because you are so awesome at this.

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 Post subject: Re: Kii's art - pixel art again. pg.15
PostPosted: Sat Nov 06, 2010 2:26 pm 
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Thanks guys.

So, basically I'm going to make a game using some of the concepts I thought of while making that Atari-esque game.

Here's a quick mockup I did.
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 Post subject: Re: Kii's art - Game-mockup pg.15
PostPosted: Sat Nov 06, 2010 2:34 pm 
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Shit...man...epic mock up. Love the graphics.

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 Post subject: Re: Kii's art - Game-mockup pg.15
PostPosted: Sat Nov 06, 2010 4:18 pm 
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the clouds/sea/sun look really good.

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 Post subject: Re: Kii's art - Game-mockup pg.15
PostPosted: Sat Nov 06, 2010 4:25 pm 
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Hayashida wrote:
the clouds/sea/sun look really good.

ya but the bottom half is boring are u going to add more to that area

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 Post subject: Re: Kii's art - Game-mockup pg.15
PostPosted: Sat Nov 06, 2010 4:40 pm 
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Bottom half I like...not too much going on, not too little. Maybe it's a style.

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 Post subject: Re: Kii's art - Game-mockup pg.15
PostPosted: Sat Nov 06, 2010 10:17 pm 
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Chances are it won't be that blank in the game, but I don't think it's too empty. In the actual game your attention would probably be drawn above the ground anyway.

Look, some random dude, and he has very shiny hair.
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 Post subject: Re: Kii's art - Random face pg.15
PostPosted: Sat Nov 06, 2010 10:40 pm 
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Yes he does. Reminds me of guys who use too much hair gel. Can you give me a little summary of the game you're planning? Cuz I've come by and I really want to play it when you're done! :D

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 Post subject: Re: Kii's art - Random face pg.15
PostPosted: Sat Nov 06, 2010 11:44 pm 
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Hmmm...how to explain it...I'm not really sure myself at this point, but I know the jist of it.

Basically the game will be an action-rpg based around pirates, with some fantasy elements. Though there will be some things that will always be the same, the main concept of the game is the idea of having randomly generated areas and items. There will be a few different parts to it.

First off, the player moves around to different locations by sailing around the map in this point of view.

Image

Islands will be placed randomly across the map and different parameters will be randomly assigned that change not only their physical appearance, but what they look like when explored on foot.

The contents of each island will be randomized, but everything will be selected based on some sort of group system. For instance, an island that has trees on it in the sailing phase will have trees in the island exploration phase. There also will be randomized traps, hazards, enemies, characters that will give the player quests, and even tows/villages.

However, though a lot of it will be random, it will still follow a gradual progression. For instance, I can make it so that certain islands have no beaches, only cliffsides, so you wouldn't be able to visit them until you acquire a particular ship upgrade (which could become available at a certain point in the story). I can also make it so that islands will follow a level limit, so I can control what items/enemies/quests/characters could be potentially encountered.

Since it's an rpg, there will be a huge focus on upgrading your character and your ship. In particular, you can buy different ships which have different attributes, and buy better sails or more cannons which effect how well your ship performs in battle, among other things (your ship's physical appearance, crew cap). I'm not 100% certain, but I think ship combat will be in this point of view, mostly just so I can re-use the sprites.

Image

Battles will be turn based, and each ship starts on either side with the view shifting between them to display actions. You choose a command, such as firing your cannons, backing up, moving forward .etc, and when you get close enough to the enemy you can choose to board the enemy ship, which initiates a fight in the same view as the island exploration.

Other than that, I'm still coming up with the specifics. I'm not quite sure what kind of stuff I want to do when it comes to the crew, for instance. Depends how much work I'm willing to do.


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