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Author Topic: A few questions :)  (Read 4088 times)

FuSiON

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A few questions :)
« on: June 14, 2006, 03:59:34 AM »

I have a few questions  about the game. What is the target audience? This is important for the art department :D. I mean do we aim for low spec pcs or the latest hardware with all the fancy shader stuff and so on? Or could we even try to make available on XBOX Live? The main thing is that all of this affects the look of tha game. We could assamble a few renders with a modeling package and then we decide together if we like the look or what should be changed.

So my proposion is that we make a little sample scene, try to light it in an modeling package and decide on that base if its worth to go that way or not.

I hope I made myself clear enough for what I mean :)
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pjcast

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A few questions :)
« Reply #1 on: June 14, 2006, 07:42:14 AM »

I think the target audience is adults who remember the old NES/N64/Sega games, but still fun for newer generations of kids between 12+. So, we have to keep it clean fun :)

For graphics, I think we can support modern cards within the last year for some sweet eye candy.. However, it should be possible to also support older cards as Ogre supports material fallbacks.

PC Target platform -
CPU ~1.8-2GHz
Video - GF 4
Memory - ??
Harddrive - ~100MBs
Network Speed - ??

Now, that is just the bare minimum computer that it should run on.. Of course, we can provide more shaders for more advanced systems. No plans for Xbox live at this point, however, if the game ever got sponsered from a console maker (unlikely, but I'm also optimistic), I would want a complete port, not just Xbox-live. Plus, I think the game would be more suited, stylistically, for the Nintendo Wii then anything else.
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FuSiON

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A few questions :)
« Reply #2 on: June 14, 2006, 10:05:52 AM »

But do we have the manpower to do fallback materials for everything? I see this as a hobby project and do we really need all that fancy shader stuff? Maybe we could add loads of eyecandy for the version 2.0 ;)
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pjcast

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A few questions :)
« Reply #3 on: June 14, 2006, 12:19:52 PM »

Of course, I have no desire to make the most spectacular eye candy at this point. Shaders can be added at any time to spice up the scenes. Hence, why my minimum suggest card is a GF4 (my card at the moment ;) ).. Not exactly a shader king of cards at all. For now, simple objects, and simple textures can be used. I think game play is more important at this time.

Hence, why I am working on a .Net editor, as we need a map editor of sorts, and a way to structure our scenes. I do not really care for using a modeling tool as the map editor.
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FuSiON

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A few questions :)
« Reply #4 on: June 16, 2006, 09:39:15 AM »

Lets do a little recap here what Ringo is about. We need something like a design document this would make designing levels easier for us.

- Ringo has 2D and 3D levels
- Ringo has 4 level sets (Forrest, Techworld, Iceworld and maybe a Lavaworld or something)
- Ringo has a limited jetpack to reach other regions

Now what actions can the player perform besides jumping and running? Can he fire weapons or perform special attacks? Will we have elevators and jumppads (I'm thinking Quake 3 here :)).
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pjcast

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A few questions :)
« Reply #5 on: June 16, 2006, 10:30:53 AM »

My recomendations:

Obstacles:
Jump pads  (either or both spring like - like mario and sonic had - or tech-like quake)
Teleporter Portals
Perhaps somekind of magnetic field (magnets) that will divert him of course, or throw him around

Weapons:
A fire type of weapon add-on (perhaps fireballs or flamethrower like)
Maybe ice balls (that can temporaily freze enemies)

Additional Accessories:
Jetpack

That seems like a small list perhaps, but I think we should limit it so that it will be possible to finish the first game world, and release a demo :)
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