Jagmaster wrote:I don't know, I'm all about consistency myself. If we did that we'd end up with a convoluted mishmash of a game. Interesting thought though.
I agree. We want to make a game that shows off gE as a game making tool, not what has already been made with gE. The cleaner and more uniform the graphics, the more interested people will be.
Jagmaster wrote:I do think we should use some of GE's most unique and/or advanced features, one of those being Canvas. I have yet to find anything that compares to the simplicity of the canvas actor.
I'd stray away from canvas. Unless we are using small canvas actors for little things, they cause too much slow down. Just erasing the entire screen can slow the game down. Especially if we plan to actually draw using lineto, putpixel type functions.
Jagmaster wrote:While I did like the first idea, It would be nice to have some other choices before we delve into things of course. I have a few ideas, but they're more based on theme, notsomuch game mechanics. I'll crunch my brain to see if I can come up with anything more.
Well here are a few more ideas that would lend themselves to gE.
Tower Offense
Command waves of creeps in a grid based tower defense type game. You'll be able to select which units to use, and how many, based off of money you get. You can target towers to destroy them, and collect money from them. You can upgrade your units, similarly to normal rts games. Unit types can expand from the normal tower defense games as well.
Steam Punk Run 'n Gun
Going along with the steam punk theme, a run 'n gun steam punk game would be fun to make. You could have many gadgets such as robot mounts, steam jetpacks, and plenty of weapons. If we were being very ambitious we could have it where you can build/customize weapons, and the like. Since one of the drawing factors of steam punk is the world itself, this would also be good as a world exploration platformer. The run 'n gun element would provide fast and intense game play, and large weapon selections allow the player to specialize or mix up gameplay.
TBS
People seem to be wanting to make the first project script intensive, or at least a good example of coding in gE, so we could also do a tbs. Plenty of customization can go into a tbs (I'm currently thinking like advance wars). I personally wouldn't go with this type of game though, as people would assume it would support multiplayer. I'm also against making the first project more script intensive, since we want to support group working, and I can see scripting knowledge interfering with that.
I can list out more ideas,
but it'd be easier if everyone that wants to get involved. Post what you'd like to see in the game (and what you don't want). Such as themes, graphic styles, what features of gE you'd like to see used within the game. And most importantly the gameplay. That way we can build a game idea that fits. For instance...
Gameplay - action platformer type game. The player should always be moving.
Art style - in the end, whatever we can manage, but it should be clean and uniform. I'd like it to be compelling, allowing for want of exploration.
Possible themes - I like steam punk, or other different environments. Namely avoid mario type environments.
gE features - Good use of inheritance, activation events, and a map loader. People have had lots of problems with map loaders, so having a uniform example will be good for gE. Also it allows for easier team development for level design.
Don't want - Anything too script heavy. Individual elements involving heavy scripting is okay, but anyone with basic understanding of coding in gE should be able to contribute (and not just to art and concept).