Community Collab Game Project

New releases and general discussions.

Post » Sat May 23, 2009 6:39 am

@Candescence

Dont feel bad, we all have our dream games, and no ones saying you cant do that.... eventually.
Its just that at this point a collab should focus on something every one can work on.
Besides this is a great way to get experience for when you are ready to make that dream game.
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Post » Sat May 23, 2009 6:44 am

Yeah, yeah, I see your point. I went and deleted it. Perhaps some different ideas are in order. After all, that one was for a completely different sort of game. XD

Alright, here's a different idea. A platformer-style fighter, with a metroidvania-style single-player mode (just one map, though). Each member of the team can design their own character for playable use, and perhaps more from the community. Sound fair?

And the plot? "LOL LET'S BEAT THE SNOT OUT OF EACH OTHER AND EVERYTHING ELSE, K?"
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Post » Sat May 23, 2009 6:57 am

Well thats a little better, but the ai would be kinda hard..... if only we had the net plugin :P
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Post » Sat May 23, 2009 7:34 am

Maybe so, but... Okay, here's an idea. We compile a list of ideas, and then make a poll for the community to decide. Sound good?
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Post » Sat May 23, 2009 7:45 am

Talking about a showcase of Construct's abilities... have you lot played Plants Vs Zombies by PopCap?

It is genius. It takes a very simple tower defense game, its brilliance lies in the polish and minigames. There are many different variations of gameplay within the game itself. Hell, there is even a zen garden mode, where you just water plants and stuff!

Perhaps if the community project would have something like that; take basic gameplay, polish it and introduce different gameplay variations. Since it is a community project, each of us could work on our own variations, which, once polished, would then be integrated.

It just needs a solid base engine and gameplay elements. Not necessarily tower defense - the genre is a bit thick at the moment.
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Post » Sat May 23, 2009 8:09 am

Metroidvania sounds good to me.

I believe if we were to take the 'everyone make a character' route the art would be all over the place. Better to have each person do a different job:
Gameplay design
Art direction
Level design
Character drawing
Animation
Backgrounds
Gameplay events & proxy objects
Effects

etc.
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Post » Sat May 23, 2009 10:33 am

Of course, there WOULD be limits on the character creation thing, it's mostly just design, rather than art style, which will be handled by the artist, naturally.

That sort of job thing sounds neat, too. Anyone opposed to my idea or thinks they have a better one?
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Post » Sun May 24, 2009 7:09 am

What about various people each make a single frame mini game showing of one or several effects, and then one person links them all together into some sort of progressive game thing at the end. All sorts of game styles, art styles, but all consistent and contained in each frame. Perhaps a similar theme, or character threads through each frame.
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Post » Sun May 24, 2009 7:13 am

That could work too... then again it would kind of just be like everyone making their own games.
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Post » Sun May 24, 2009 9:00 am

That was pretty much the point. lumping everyone into one project is bound to break down quickly(and have jarring contrasts), but having 1 or 2 people making each mini-part of a game would increase chances of success and add an interesting texture.
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