Poll

Which one is more fitting to the new SNES styled music, and adds more to the old school vibe?

#TEAMPLASTIWARE - Outlines?
21 (50%)
#TEAMELECTRK - No outlines?
21 (50%)

Total Members Voted: 42

Author Topic: [Game Project] Dism - ???  (Read 36886 times)

zay if you get finished with this game and the blf game still needs art

we will need you

maybe's he's an alt of skip
yaaaay
the good ol' days of yore



ok so I made a mockup of what the HUD could be like.

I had a better idea rather than making the green simply health because I'm pretty sure not even an alien race can withstand 30+ bullets to the face. So instead, while I was sleeping I came up with the idea that Kurt and the rest of the main party uses shields given by Dr. Walker so they can survive their daring missions. Your shield does not regenerate over time, but it can be repaired. After your shield bar is completely wiped out, Kurt is now in sudden death mode where any kind of attack can kill him.

The bar below shield is Magnus, which is a form of raw energy that humanovus can manipulate. Sorta like magic. Kurt and the other party members gain this power a few levels after the first in Ansridge, so I'm not gonna go into detail at the moment.

I think I mentioned this in a post before, but the A thing there stands for ability. At first you'll start with about 3 abilities that you can use by hitting the Z key, which is next to X, the attack key. You can choose which ability you'd like to use by pressing the A button right above Z, toggling by the different abilities. You'll gain more as you progress through the game.

The W stands for weapon, and behaves pretty much the same way the abilities do. After you actually own a weapon in the game and you keep it, along with the other weapons you have, you can hit the S above the attack key to toggle between weapons, so you can smash enemy ass.

The S is supposed to be a G and idk why it is an S, must've been high. These are supposed to be gadgets which will be used to solve puzzles, get across certain areas in levels and other stuff like that. I still need to think about these so they're heavily WIP.

aand last but not least the lil' yellow coin below the character portrait is called a Minn. It's Wint's currency system. At first I wanted to make it more complicated like how actual money works, with like dollars, cents and stuff like that but then I figured it'd be more fitting if I added the currency in a more cutesy and classical way. These minns can be picked up by looting some houses, picking them up from defeated enemies (ones who would logically have minns), or you can get them by finding secret treasure chests. They can be used to upgrade your character, get optional abilities, or to even help you progress through an obstacle where you actually need money. Like paying someone who tries to blackmail you for example.

So yeah, these are some of the pretty basic features for now but I'll be thinking of some cooler stuff later!

yuhh kinda looks like it says hacnus or hagnus


if you added another pixel below the middle on the M it would look more like an M
maybe you could edit the G too but that would be fine as-is too

yeah I need to fix that M lol



I've also been working on some weapon concept, yay!

The ones on the left are the lowly basic weapons. These are the weapons that Walker forbids Kurt from keeping but only to use so he can save his friends' and his own life until they find ones that are worth keeping. With these, you have unlimited ammo but you have to make sure your character actually knows how to work it or if they're comfortable with it. Such characters will have stats that determine if they're good at using them or not.

There are four stats: agile, strong, tricky, and accurate. These will affect how a character can use a weapon.

For example, Kurt's "agile" and "tricky" stats are high, therefore he is only good at using pistols and sub-machine guns. If you use these weapons as Kurt, you'll be fine. However if you try to use a shotgun Kurt will have tons of recoil, a high chance of damaging himself due to it's own knockback, and a high chance of missing hysterically. If he tries to use an assault rifle, he'll move slowly because his accuracy isn't enough to focus on a more complex weapon. And last but not least a sniper rifle can almost kill Kurt when shot and he'll barely be able to move.

Isaac's high stats are strong and accurate. Because of this, Isaac can only use shotguns and sniper rifles. If Isaac tries to use pistols he'd probably break it due to the size of his hands and the amount of strength he puts into pulling the trigger. With an SMG, he'd feel too uncomfortable grabbing such a small weapon, so you probably won't be able to pick it up in the first place. And with something like an assault rifle, you'd be able to use it normally but Isaac isn't exactly good at assault because his tricky stat is low. This will cause him to move slowly and to take a while to fire and to turn around.

Liz's high stats are accurate and tricky. She'd be able to use pistols quickly along with SMGs like Kurt, but this adds the assault rifle to one of her usable weapons. If you give her the wrong weapons, she'd react just like Kurt, except she'd take more damage because Kurt has a higher strong stat than she does. In other words, Liz and Kurt are practically the same in stats; she can use one more weapon correctly, but she can take more damage if you make a mistake.

Erik's high stats are strong and tricky. He can use pistols, SMGs, and shotguns; but he can't use any type of rifle. Erik can move more freely than the other characters due to his wings, allowing him to make any type of tricky moves with light weapons. Because he is also floating in the air, the recoil of a shotgun does not damage him.

This sums up pretty much how these stats work. Right now you might be thinking that it would suck if you come across an area where you need a sniper rifle, and you're Kurt for example. Ever played those LEGO games? In missions where another party member is with you, they walk with you as AI's and help you out, but you'll be able to toggle players by going near them and hitting a switch key (which I haven't thought of yet). Of course if in a certain level a character such as Isaac isn't with you, then you won't be needing him to get across the level.

The weapons on the right are the great Magnus weapons, weapons designed for combat against any sort of threat. These weapons are very powerful, and still require stat usage. These you can actually keep, because these are seriously worth keeping. Some of these fire lasers, others fire multiple bullets despite what weapon they are, or any other perks that you can think of.


So yeah this was pretty much a summary on the concept of how weapons will work and how they affect the character you're using.



wouldn't shotgun recoil send Erik spiraling or at least move him back

wouldn't shotgun recoil send Erik spiraling or at least move him back
it would send him back but not drastically like Kurt; Erik is stronger than him

unlike kurt, erik is flying and has to balance both flight and using an arm-wrecking gadget. he can somehow handle heavy recoil better than the protagonist, despite being constantly mid-air.

it doesn't make a lot of sense :y
« Last Edit: May 03, 2014, 02:51:38 PM by Cybertails1998 »

why does this look so good

unlike kurt, erik is flying and has to balance both flight and using an arm-wrecking gadget. he can somehow handle heavy recoil better than the protagonist, despite being constantly mid-air.

it doesn't make a lot of sense :y
how does it not make sense

of course Erik will be pushed back, he can just manage to actually handle a shotgun unlike Kurt. Then again, Erik is stronger than Kurt, and almost as strong as Isaac, and Isaac is a giant