2.5D Tile Based Multiworld Running Game. Suggestions, Samples, and Coding Resources Welcome.

Hello, Everyone.

I am currently working on a sizable game with my partner who wants to create a very complex arcade style runner game that focuses on speed, depth, semi-cinematic qualities, and score. I am Java programmer and I have just recently delved into the Corona programming code. To save some time and anguish I would like to ask anyone with experience with the system if they could recommend any coding resources, Samples, templates, or advice that might be relevant to what he has in mind. As such, he has provided some ideas and mockups for what the game might look like and how it would run (See Below for details).

He thought that the game should be run on a tile based platform with multilayer parallax and a mode7 script to make the world appear more three dimensional. The goal of the game is to collect coins, avoid objects, get to the end as soon as possible, and generate enough of the score at the end to receive the “good” ending. Each world has its own tileset, obstacles, and challenges but the core running aspect is still the main part of the game. Furthermore, path in which each world is linked can be changed based on the actions taken in the previous world (a good example of which would be something like Star Fox 64’s the world select screen).

Tile and grid question

We are currently are in production working on the functionality of objects and the environment and various elements such as the overhead timer, scoreboard, and tile grid in which everything would be mounted on. To try to help streamline the process my partner bought Lime so that he can work on level building, however there might be a better way of working on this that I might be unaware of. I also don’t know how mode 7 will affect the Lime system. Which is why I am posting this in the game development section of this forum to look for alternatives.

Possible format per stage

He also wants to be able to make little cut scenes to add to the story, where the character moves and changes graphic in accordance with the story in a set script. After the cut scene is over the stage begins and the player continues throughout the level. After the level the score is tabulated by counting the number of coins earned, the lives left, the time needed to finish the level, and how many objects destroyed. The time will be based on a par system. where under par will earn points, over par will deduct points. After the level, depending on certain factors that vary through the levels the character goes to different worlds.

Breakable, Impassable, Jump able, and Falling Objects

My partner believes that the objects should me managed and controlled on the grid where everything is placed on purpose. He wants objects like coins, breakable barriers, impassable barriers, jump-able barriers, and holes where the character can fall through the map. Which I think should work in conjunction with the grid map, although outside of Lime I’m not sure how how he would do it.

The movement of the character

The character really only has three real commands run, jump, and combo attack. He should be able to run through all eight rows of the grid with a particular emphasis on forward movement. When the character runs forward without stopping the character will gain in speed. After 1 second he would run 1.5x as fast and after 3 seconds he would run 3x as fast as long as he is maintaining a focus on forward movement. The jump should be directly correlated with the speed of the main character (ie. the faster he goes the farther the potential jump). The attacking combo is similar where the faster he goes the more power it deals. When a breakable object comes in contact with the attack the object will have a set HP that reduces per hit and when it reaches 0 the object will be removed. As for the buttons themselves my partner borrowed them from the Lime sample and I am a little unfamiliar with how they work, but I am currently in the process of looking at the code that came with it.

The size

One of the biggest questions I have for this game is the size. with so many elements, graphics, and designs I am worried that there might not be enough power to allow something like this to run at the optimum frame rate and be small enough to download easily. So If anyone has some ideas on how to optimize this I would like to hear it.
Thank you everyone in advance if you took the time to look at this and even more if you have some ideas for how some of these things might work.

Mockups, Examples, Information, and Visuals

Game mockups here:

Please excuse the roughness of the tilesets, this is a made up version just for example.

Without Mode 7
With Mode 7

Mode 7 information.

Information
Wiki
One Corona Lab for Mode 7
Corona Sample for Mode 7

Arcade style movement examples that he is looking for with more of an emphasis on speed and less on fighting.

Simpsons
Scott Pilgrim [import]uid: 13530 topic_id: 28356 reply_id: 328356[/import]

Which part are you in need of help with? It seems to me you are after information on every single aspect of the game, many of which are basic tasks at worst.

What I can tell you immediately is there is no direct mode 7 equivalent in corona, nor the ability to deform an image in any way except for width and/or height. There are ways of faking it even still, but there would be a strong decrease in performance based on how accurate you want the parallax to be.

The tile-based approach itself is simple enough, and you can certainly get that working with Lime, and indeed I would recommend that to begin with if you have no experience of tile-based systems as it could drastically reduce your development time. If later on you find it doesn’t give the performance you wish, then you’ll have to write your own, but until such time, don’t stress it :slight_smile:

I can help with more specific problems in the future if needs-be, but as it stands, it appears you are simply asking ‘how do I make the entire game?’, which of course is too much.

On the plus side, thanks for providing a lot of relevant info - many times people aren’t clear about things so this will help to help you a lot. [import]uid: 46639 topic_id: 28356 reply_id: 114958[/import]

A lot of what you’re asking about is readily available in the documentation, there are also tons of sample code demos packaged with Corona that can help you get a feel for how particular features are implemented.

As for the Mode 7 thing… I’m not really understanding why you need it. After looking at your example screenshot, it seems like something you could achieve through the artwork design alone. Forgive me if I’m being naive ( I don’t have a lot of game experience), but can’t you just render your artwork in the perspective you need it and fake the 3D effect?

  • Mike [import]uid: 14700 topic_id: 28356 reply_id: 114967[/import]

Mode 7 *is* a fake 3D effect.
But sadly there is no way of directly copying it in corona.
However the fact that they only want a horizontal effect means there are ways of faking the fake effect :slight_smile:

Basically you’d need to split the screen into several horizontal bands, with each scrolling at a slightly different speed. As I mentioned earlier, there would be a direct correlation between the smoothness / accuracy of the visual trickery, and the speed it runs at, as to look better you’d need progressively more and more bands, which would incur speed penalties. [import]uid: 46639 topic_id: 28356 reply_id: 114980[/import]