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.
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]
