Should I Get Construct 2 for this?...

Discussion and feedback on Construct 2

Post » Sat Apr 23, 2016 4:17 am

will the pro version be capable of the following list of needs?

Multiple Save / Character Slots
Multiple Gameplay modes like
StoryMode:
A Very Large Game with an over world reminiscent of Super Mario World
the world map is planned to be 101 Areas (screens with stage icons) large
each with around a dozen or so stages. (so like 1,212 stages alot of which with their own music)
The game play style changing dependent on stage icon
[Normal Stages] a crossover between Megaman X Series, Super Metroid, Contra, Castlevania and Metal Slug types of gameplay, large areas to explore with multiple rooms, swarms of enemies, a bunch of abilities (like double jump, throwing things, uppercuts, dropkicks, dashing .etc .etc), and occasion item shops,
`a semi-complex leveling / rpg like stat system (with damage formulas and essentially dice rolls when leveling)
`a large inventory with scrolling and multiple pages (weapons, items, armors etc.)
`animated displays of currently selected type of ammo or weapon in inventory
`armor / equipment preview in inventory
`loads of equipment with unique sprites (approx 1000 assets) and equipment enhancement (improving stats)
`unique animations and effects for various types of ammo and thrown weapons (aprox 160 of them),
`Aprox 900 enemy types each with their own ai (many simple, some complex)
`Parallax FX like leaves blowing in the wind, or smoke occuring on a different layer blocking player view
`Lighting Effects that apply to multiple layers in a different manner. like for instance coming in from a torch in the background producing a set diameter light there, a wider diameter in the main layer where the character is, and an odd light that just effects edges of certain foreground objects like plants that are infront of an otherwise 2d character
`Pixel Shader for than matter ^
`Full screen overlay effects like blurring and shaking when the character gets drunk, or a hazy overlay when a teargas grenade goes off to close to the player.
`absurd amounts of breakable and/or interactive objects
[Tank Stages] similar to "Iron Tank (Nes)" but with a tank selection screen (aprox 700 assets including enemies)
`upgrade-able tanks (stats)
`large areas
`overhead view like "Zelda:LttP"
`lots of enemies
`lots of projectiles
`lots of explosions
[Plane Stages] similar to "Gradius (Snes)" and "Lifeforce" (Nes) (aprox 700 assets including enemies)
`large auto-scrolling stages
`lots of enemies
`lots of projectiles
`lots of explosions
`multi-layer parallax scrolling

Time attack:, all of that ^ that with a timer (that doesn't count cutscenes) and maybe a leaderboad
Survival Mode: Large themed rooms with endless enemies, again maybe a leaderboard
Challenge Mode: Unique Stages with specific conditions that make them difficult
A Boss Rush Mode: all the bosses in a row
and A Crawler Mode: where the stages are merely themes and the stages are made with procedural generation
A Practice Mode: just a debug room honestly
An Arena Mode: PvP

I realize a lot of this is going to need coded in java such as the stat systems, so my question is basically will l break the system if I attempt to make a game with a million assets (exaggerated number, but really). and can it handle a large soundtrack, modular sprites, lighting fx, particle fx, and a lot of forced movement / dialog box cut scenes.
and if it won't break the system, can it do so multiplayer (as in stand alone console deployment rather than like mmo)
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Post » Sat Apr 23, 2016 5:13 am

Sounds more like you need a shovel.
If any of what you just asked sounds unrealistic, it probably is.
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Post » Sat Apr 23, 2016 5:23 am

its not so much unrealistic, i just wonder if the engine can handle the work load. specifically for a standalone deployment as opposed to embedding (which would be a nightmare given the size of the soundtrack let alone graphics)
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Post » Sat Apr 23, 2016 6:20 am

It's probably all doable. You can prototype/benchmark any of the feature in the free version if you'd like, and the event and layer limit won't be an issue.
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Post » Sat Apr 23, 2016 6:31 am

The scope of the idea is massive. I have no idea how much experience you have with making games and how much time you want to spend on development so I can't tell you if it's realistic or not, this is also not what your asking ofcourse.

What I can tell you is that you can do a'lot with C2 and it all sounds doable with the proper management and planning of the project My advice would be to take one part of your idea, for example the normal stages, start with the groundwork/basis of that idea and make that in C2 and then get a proper feel of what you can do and can't do, skill and tool wise.

The idea sounds ambitious as heck, nothing wrong with being ambitious, but bring some focus in the project. Start with something small and build from that. Get a good feel of the scope :)
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Post » Sat Apr 23, 2016 6:34 am

I think if lack of familiarity with c2 doesn't prove to be a hurdle for a plan to create a 'one of the largest games in the world' then the Windows encoded cap of approx 10,000 assets could prove to be a limiting factor (see here).
A big fan of JavaScript.
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Post » Sat Apr 23, 2016 6:41 am

Everything is doable, it is only limited by your imagination and determination to design your game as awesome and optimized as possible. I even believe C2 can make a mmorpg but it depends on your optimization, resources, man-power, servers, mastery of the engine.
The Things you can create is only limited by your imagination. If you don't have the skills then use your motivation as a natural force to exceed all expectations. Chadori RebornXD
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Post » Sat Apr 23, 2016 7:03 am

Message: rustbeard can only post plain text URLS until they have 500 rep. 1 URLS modified. Why?
Colludium wrote:I think if lack of familiarity with c2 doesn't prove to be a hurdle for a plan to create a 'one of the largest games in the world' then the Windows encoded cap of approx 10,000 assets could prove to be a limiting factor html5-game-size-limit_p845483?#p845483 (see here).


scaffa wrote:The scope of the idea is massive. I have no idea how much experience you have with making games and how much time you want to spend on development so I can't tell you if it's realistic or not, this is also not what your asking ofcourse. :)


scaffa - its intended to be a project over a long time frame as its pretty complex but its looking more to need broken down into smaller chunks given certain limits, glad to hear the specifics all sound feasible though aside from the realms of size which as id mentioned are probably a bit beyond the realms of current possibility without breaking windows

Colludium - you just saved me from a nightmare.

to all else - thanks for the feedback i think i will purchase the pro version, and ill probably produce this in episodes.
given that factor i now have one more question

if one were to release a game in episodes would it be possible to have saves exist in a state that could be recognized by multiple games. (as the rpg elements such as lvl, equipment, stats, and abilities would hopefully be able to remain static between sequential releases.)
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Post » Sat Apr 23, 2016 10:10 am

Welcome to the community :)

That is one big project you have there. I also think it's doable with Construct 2, but take @scaffa 's advice and start some smaller projects to get the feel and hang of Construct 2. Since you'll need to optimize and organize your code well for such big game, prior experience in the engine will be very valuable.
Yes, you can create saves that can be read by other games as well (or other episodes). You'll just have to make a custom save system and save the data into a file.

Also, if you want to code something, you'll use Javascript and not Java since C2 is a HTML5 engine.
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Post » Sat Apr 23, 2016 9:59 pm

thanks again everyone, the community here seems to be quite punctual when it comes to responses.
and you all have given me the info i needed as to if the specfics were possible even if the scale isnt.
which in retrospect that idea was a bit over kill and would likely be more enjoyable in more "bite sized" pieces

so yeah its gonna need broken down a bit for sure, I've still got a long ways to go getting it from paper into the pipeline. thankfully there are a lot of good free programs to aid in this (Eclipse, Notepad2, Open Office, for coding) (Gimp2 and Irfanview for art) and (Audacity, Lmms, and a boatload of free vsti plugins for audio) and the ones available here at scirra are absolutely reasonably priced. (such as Construct2 itself and SpriterPro)

I definitely feel as if this engine is gonna be useful
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