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BigManJones
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Joined: 22 Mar 2003
Posts: 196

PostPosted: Sat May 31, 2003 2:56 am    Post subject: CC this gameplay idea.... [quote]

I was sitting at work today and I thought of a neat idea (at least I've never seen it before) I was thinking about Reiniers Feyna's Quest (2d side scrolling rpg) and about the type of 2d sidescrolling action/rpg I'd like to make. Heres the game play idea:

During the game the players character can 'power up' - a phenemonen similar to a dragon ball z character; as the character reaches certain intermediate levels the view 'zooms out' showing a much larger area of the map; consequently any attacks the player makes are much more powerfull and effects a much larger area of the map.

This opens up all kinds of neat level design possibilities; Example: the player at low power level runs around a forest with moving tentacles collecting powerups and when he goes 'super seyan' and the view zooms out you see that the forest was actually the forest demon boss or something.

The problem of course is implementation; Allegro has some stretch blit routines, but I hear they're kinda slow; SDL has DEVIL -don't know if it has a stretch blit function or not. One solution would be to have multiple tile sets for the different zoom level. Another solution would be to use OpenGl Ortho mode - zooming is (virtually) free and smoothe between zoom-levels plus you get lighting.

So does any one else think that would a cool effect?
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Ninkazu
Demon Hunter


Joined: 08 Aug 2002
Posts: 945
Location: Location:

PostPosted: Sat May 31, 2003 4:07 am    Post subject: [quote]

You don't have to do orthogonal mode, because I've heard that puts in a whole bunch of unnecessary polygons. Just have textured quads or a triangle trip and zoom out on the Z axis. It's much easier than programming the offsets and such for the strech blitting.

I think it's a cool effect. If you've ever played last blade 2 for neo geo, the screen will sometimes zoom out, allowing you to see more of the current stage. I love 3D looking 2D.
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[Neodog] Solar
Wandering Minstrel


Joined: 27 May 2003
Posts: 122
Location: Solarland

PostPosted: Sat May 31, 2003 4:32 am    Post subject: [quote]

Well, nice idea but I hate DBZ because its bad anime and it gives people the impression all anime is like that (in holland, that is)...
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Rainer Deyke
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Joined: 05 Jun 2002
Posts: 672

PostPosted: Sat May 31, 2003 4:52 am    Post subject: [quote]

Neat idea! You might be able to get around the speed problem by pre-stretching your graphics in memory. OpenGL is the easy way, but that limits your audience somewhat.
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Suchiiben
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PostPosted: Sat May 31, 2003 6:08 am    Post subject: [quote]

saiyajin
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[Neodog] Solar
Wandering Minstrel


Joined: 27 May 2003
Posts: 122
Location: Solarland

PostPosted: Sat May 31, 2003 9:25 am    Post subject: [quote]

sayajin is the original japanese form, english is sayijan/sayjan/sayian, well, that's the english/american copyright of dbz name. In germany, its Sah-ja-jin as well.
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BigManJones
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Joined: 22 Mar 2003
Posts: 196

PostPosted: Sat May 31, 2003 12:43 pm    Post subject: [quote]

Sorry about misspelling your name Rainer! I think pre stretched gfx would be the way to go. If I can put together some character sprites I might try to make a little demo this weekend.... Stay tuned!
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BigManJones
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Joined: 22 Mar 2003
Posts: 196

PostPosted: Sun Jun 01, 2003 9:07 pm    Post subject: [quote]

I started on the demo, here is the project page:

http://www.rpgdx.net/showgame.php?project_id=161
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BigManJones
Scholar


Joined: 22 Mar 2003
Posts: 196

PostPosted: Thu Jun 05, 2003 2:02 am    Post subject: [quote]

Well, i haven't given up on the demo, its coming a bit slow however. I have my three zoom levels of the tile map working, but when I draw the character in the 'smaller' views I'm missing a correction factor somewhere and it draws off the screen. Hmm, maybe if this demo comes to a 'complete' state I can use it in the summer compo!
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Ironshanks
Wandering Minstrel


Joined: 17 Feb 2003
Posts: 134
Location: Shiner's Peak

PostPosted: Sun Jul 06, 2003 5:39 pm    Post subject: [quote]

That's a pretty interesting idea. I could see it having potential with boss fights.

While I don't particularily like DBZ (Ugh, I feel bad about having to point that out, but everyone seems to do it), the idea of being able to smash through entire levels is pretty compelling.
_________________
That's not a broken link, it's a PICTURE of a broken link. It's really very conceptual.
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