He said 2.5D, like Viewtiful Joe. And he's aiming for an Xbox 360 arcade release, which means it does need to have some visual flair.Abras wrote:Hmmm, so why are you using the torque engine? From my limited experience, 3D seems a lot tougher to program for, and since it's all on a 2D plane, why bother? Also, you talked about a lot of enemies, well that would be really taxing on the processor with all those models flying around. Why not go with pre-rendered sprites like Donkey Kong Country? I don't know if that's possible, but it Sounds easier to me. *shrug*
Looking for a programmer...
- lordofduct
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Mozgus has it right... there is a bit more to the game then I have divulged... but 2.5D is the best way to describe it. Nevermind the fact I don't have the time nor necessity to go in depth on the ins and outs of my title... to conclude on that, why would I? It would no longer be my title if I were to do so.
Also keep in mind the multiplayer side of things.
Where as I must say, the torque engine is very light weight and of ease, as well as the great skill of my friend in making low poly models that still look rather gorgeous... especially when using Normal Mapping.
Also keep in mind the multiplayer side of things.
Where as I must say, the torque engine is very light weight and of ease, as well as the great skill of my friend in making low poly models that still look rather gorgeous... especially when using Normal Mapping.
Good luck man
And if you need anything else, just let this community know and I'm sure we will try to do a bit to help (I was thinking mainly on free beta testers/quality control and advertising after it is released).
A word of advice: try to do it so that you can release it in the Xbox live arcade AND as an indy game for PC (shareware style or something like that). Depending on the quality (or innovation and so on) you are aiming for, you might stand a chance for some of the IGF prizes.
Ivo.
A word of advice: try to do it so that you can release it in the Xbox live arcade AND as an indy game for PC (shareware style or something like that). Depending on the quality (or innovation and so on) you are aiming for, you might stand a chance for some of the IGF prizes.
Ivo.
- lordofduct
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My buddy doing the 3D art just sent me images of some of the nearly complete models he is doing.
When I saw it... I just had to show someone... so I'm showing you all. Seriousily, I knew this kid was good, but I was not expecting this shit. I am more then fucking amped now!
Check it out!
::removed::
When I saw it... I just had to show someone... so I'm showing you all. Seriousily, I knew this kid was good, but I was not expecting this shit. I am more then fucking amped now!
Check it out!
::removed::
Last edited by lordofduct on Sat May 05, 2007 11:13 pm, edited 1 time in total.
- lordofduct
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Keep voice acting to a minimum. You need REALLY GOOD voice acting to make it worthwhile.
But yes, those models are looking great!
But yes, those models are looking great!
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- lordofduct
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Exactlyracketboy wrote:Keep voice acting to a minimum. You need REALLY GOOD voice acting to make it worthwhile.
But yes, those models are looking great!
IF I even do it, it probably will be small emotional reactions in game (screams and grunts when hitting). And possible small intro cuts from main bad guys. You know short slogan style comments.
Full on scripting and acting, way to much work, animation of the models becomes much more difficult (you'll be amazed how much syncing voices to the animations actually can make or break the visual presentation of it). That and actually writing witty and creative scripts takes a lot of skill, so it doesn't come across as dry and boring.
Then of course actors. I have a large pool of friends in the theatre business who put on several plays, movies and other things constantly and our very able people... but at the same time, you never know. And on top of that good recording hardware is expensive, if I just recorded with my audio card and a cheap microphone... it'd be a laughable affair.