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I start this thread to discuss possible designs/changes to the Sky Fortress. Crystal Temple got pulled in as well after some discussion.
I recently read the Game Story and took notes on the Sky Fortress described there.
The main purpose at first seems to be to destroy the world
Later it is revealed that it is actually a duplicate generation and control device.
Construction either starts in the middle of the game story (after Gimacian has met the heroes and decides to destroy
them), or it started with one purpose then construction plans changed mid-construction.
From http://opensnc.sourceforge.net/forum/vi … 782#p14782:
Also, I want to ask what is look Sky Fortress zone? Is it an airplane, or town, or heavenly (sky) city, or something like a temple?
I imagine a mythical place in the sky. It floats thanks to the magical powers of Gimacian.
In the story, it says that Gimacian presses such and such buttons. I believe we must rethink that. Let's remember that Gimacian is, above all, a wizard.
Sky Fortress is a fortress in the sky built by (and sustained by) the powers of an evil wizard. Maybe you can get some inspiration from Harry Potter?
Although it doesn't float in the sky, the picture below is an example of a mythical place
See the rainbow and the magic associated with the picture.
Sky Fortress might be more like a temple.
I think a mix of electronics and mythical place would be best. Electronics to power the robots, mythical because of the magic.
If the duplicates are no longer robots, and instead magical creatures, maybe the electronics could be dropped as well. However,
the robots should be changed first before trying to remove the electronic aspect of the fortress.
From http://opensnc.sourceforge.net/forum/vi … 828#p14828
The first bricks for Sky Fortness. Any comments?
Is it need water there?
Since the fortress processes DNA, it might need water for processing the DNA.
Last edited by svgmovement (2018-06-29 12:18:02)
-- svgmovement
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This level described in the Storyline too abstractly, there are not clear and unified view about it, in contradistinction to Magma Mine, City Chill, ect.
I created a small fragment of level map for demonstration:
My idea about this zone: Act 1 is a fortness outside, act 2 is inside.
If Sky Fortness is a temple, how we can to show what it is the temple?
Do you think, that SFZ have water? Is it a old-ruins decorations?
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Crystal Temple is already a ruins with water. Maybe Sky Fortress is a new temple-like
structure with old ruins-style decorations. However, since the purpose of the Fortress is
to duplicate heroes, it should not completely be just a temple.
I like the idea of having an outside act and an inside act. The temple-like building
could be in the background of the outside act.
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In this case, we can created two similared brickset for Crystal Temple and Sky Fortnes - brickset with the ruins-theme and brickset with an even structure for the "new temple" SFZ.
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That idea could work.
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In this case, we can to work on Crystal Temple and Sky Forntes simultaneously.
Can you come up with an objects for this zones? I could draw it.
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I can come up with concept art for objects for Crystal Temple/Sky Fortress.
Do you then want to handle the in-game pixel art?
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[img]I can come up with concept art for objects for Crystal Temple/Sky Fortress.[/img]
That would be good.
I drawing the objects in Photoshop with using the various filters. I didn't try to draw by the pixel-art method, but I will train, if it is necessary.
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Possible wall/floor tile for temple areas for Crystal Temple/Sky Fortress:
Vine and dragon.
How about placing dragon statues and vines all over the temples (either one or both)?
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Nice drawing. To improve it I would suggest to eliminate the contour of the dragon, and also to use the background of the gray blocks instead of simply white. I would do myself but cannot open PSF files.
Piece of cake...!
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Try a TIFF image
If you can, modify the dragon face
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Possible concept for Crystal Temple:
Objects here:
Puddle
Moss on the wall
Glowing crystal stand
Burning crystal stand
Tiles
Railings
Window
Let me know what you all think about this concept.
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The lighting idea rocks.
I'm not so sure about the tiles, however. It seems it doesn't fit.
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I think than we will place the tiles in some places, but not on the whole levelю How do you think about uses a stained-glass windows decorations?
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The lighting idea rocks.
I'm not so sure about the tiles, however. It seems it doesn't fit.
I think than we will place the tiles in some places, but not on the whole levelю
The tiles are not meant for the whole level, only sections of developed temple areas. The rest of the level would be a cave.
How do you think about uses a stained-glass windows decorations?
I like the stained-glass window idea.
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I will try to working above the level with the svgmovement's pictures.
Crystall Temple will be redesigned, but I want to ask about some questions:
1. How do you think about my brickset? The brickset pattern was created by me for free use.
2. As stated in Wiki, there are high water level and many underwater areas on this level. The main part of the level passes underwater with periodic outputs to the surface. Can you see the level map on this mode and say me what I should to modify in Act 1?
3. Also, I want to learn your opinion about my conception of Act 2: there are 3 sections for every characters, ways can be crossing, but one character can't get on the path intended for other character. Surge, Neon and Charge find a three "objects", activate it and Neon teleported to the end of this level (because he will battle with a boss).
4. It need ideas about traps, objects and enemies on the level. I can work on the levels maps first, and add objects later.
5. What should be on the background?
6. And also, I think that the levels has a many secret rooms.
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Hi G.E.R.,
Regarding the bricksets for the levels, we'll need an artist to do the design. I see that this is more in the future (doesn't come exactly now), but the vision is: I'd like to see Open Surge as a game that is graphically rich, in a style similar to Knuckles Chaotix.
Since many things will change (and are changing), the levels themselves won't be final. I like the gimmicks you make - they inspire us with ideas - more than the levels themselves.
The very fact that you're using the engine help us. Your feedback help us with its improvement. What you're creating help us with the game design. If you make your own games with it and publish them, while saying clearly that 'this game is made with Open Surge', you help us spread the word about the engine as well. This benefits everyone, at least the way I see it.
Regarding the level design, if you would accept a suggestion, try to design levels in such a way that 1. they have multiple routes with challenges, 2. one doesn't get lost, the path is more or less straightforward and there's no lack of stimuli to the player and 3. one has the ability to run and go through loops, curvy roads, and other rich things that come abundantly in the levels. I also see that you invent many creative gimmicks, so keep with this
Since you're releasing your work freely, people can reuse and build upon it. Thank you for the time and effort you're putting into it.
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Alexandre, thank you that comment.
I agree that every level should has a many routes and ways, because it will cause to play the game several times and every time player will find a new places, ways, ect. The only problem, I don't know how to realise the multiplayer system, i.e. we plays for all three characters consistently during the level without a linear strategy.
Brickset is needy for level creating process, but I think that we can working on a base level maps with my current brickset first, and modify image later, placing a new patterns in the image. I'm not talking about scenery and decorations now. Only level structure. There will be a stones, a falling stalactites, a falling platforms in future. Also, level shouldn't has a flat surfaces and square blocks.
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I prorose the bat project as possible enemie in Crystal Temple.
How think about design or him attack?
KZR, you as an experienced artist, what can you advise?
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Bats are easy enough, and so widely used I could take references from any game.
Since most bats in other games do nothing but fly around, I suppose we could give this one a sonar attack
I really like that background, too.
https://discord.gg/w8JqM7m ---> Open Surge's Discord server
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It isn't background, I used photo for illustrate.
The maket of background:
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The bat (enemy) and his ultrasound attack
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