Code Art Meeting 14jan10

Code/Art Meeting January 14th

The meeting was called to get the engine coders and artists together to discuss what each will need from the other and general direction of the project.

Thanks to everyone for attending and putting expressing their opinions.

Present in irc:

rcapote
BraveRobot
Mad_Gouki_
Tychotesla
charlieb
JxE|Work
chrisf|work
cozmic
Trentish|Work
xord
svenstaro2
faet
Mutjake
RobotCaleb
logBase2
capsid
dbar`
FunnyMan3595
skrike

Topics

Editor

  • A good level editor / editor suite will form a core part of this project
    • It will facilitate good level design and attract artistic talent
  • Our inspiration is the Aquaria editor
    • Also check out the torque 2D editor as another good example
  • The level editor will allow:
    • snap-to-grid with a variable grid size
    • free placement of objects
    • free rotation of objects
    • Track creation for sprites including circular tracks
    • Teleporters for movement within the level (??)
  • There will also be a 2D skeleton editor (also in the video linked above)
    • it will allow arbitrary skeletons with:
      • art attached and bare skeleton mode
      • different joint types including rotary and sliding
      • Tweening capabilities with interpolation
  • The creation of both of these editors will be closely monitored by the art team so they can provide feedback on usability/functionality

Art

  • Each object will be associated with two art assets corresponding to sane and insane styles
    • A collision map can also be provided
  • The game will use tiles that are free to place and free to move/rotate

Sane/Insane Transition

  • The sane/insane transitoin will be a whole screen afair
  • There will only be two states sane and insane , the game will be frozen or at least harmless for the transition
  • The transition effect is yet to be decided possibilities are:
    • Alpha blend between two states
    • Fade out / fade in
    • Wipe
    • Any of the above as dictated by gameplay
  • Transitions will be dictated by gameplay or player state
  • The player sprite may have an animation it performs during transition e.g. falling to knees and clutching his head for sane->insane

Gameplay

  • Health and sanity are analogous in the game
  • The player has a sanity threshold below the threshold the player will be insane
  • When the player is insane his health will increase slowly to the threshold (given no other input)
  • When the player is sane his health will decrease slowly to but not below the threshold (given no other input)
  • The rate of decay of health will determine the pacing and may even be variable.
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