Previous Blog Next Blog
Prev/Next Blog
by date

Plan for Skye Gellmann

Plan for Skye Gellmann
Name:Skye Gellmann
Date Posted:Oct 18, 2005
Rating:Not Rated
Public:YES
Comments:YES
RSS Feed:GarageGames Blog feedor Subscribe with .
Profile Page:View profile page for Skye Gellmann

Blog post
Flyer (working title), map system, new flying system and other goodies. ''''
Firstly, Dylan and I have totally revamped the flying system. I was a bit pissed off when Dylan's g/f picked giant wholes in the game play.. I was like, arrrr, how could I be so blind.. Anyway, the new flying style was her idea, and it makes so much sense!! Omg, what was I thinking!

Flying right now: Energy is dependent on beans, and energy is used to fly. When you fly, you loose energy and flying power. When your energy is zero, then your flying is nothing but a measly double jump. You tap the space bar to flap your wings.. so flying isn't like a jet pack, it's more like you actually have wings. I'd be nice to look at ways to glide better, and ways to adjust flap intensity also.

I've spent most of my time experimenting with jump-pads, wind drafts and hot air. I have one level with it all operational. As you can see in the bottom pics, alot of the art is place-holder.. and the lack of LOD makes it abit unstable on my system. This level was pretty much to get the feeling of gameplay.

Also, i've been working on a World Map for the game!! It's very exciting. I just had the idea to put a transparent map over terrain only a few hours ago! So the screenie is very very under construction! As you can see, there are areas on the map, which are cordoned off with black lines. You cannot move through the black lines, and I would like to have gates that open (when unlocked) in entrances to each map area. I'm not sure how I'm going to do gates yet. I'm yet to experiment with what blocks look like on the map. I think if I have blocks on the map, they will transparent.

But yeah, flying around the world map is fun because you can see names and stuff.. and so much more fun then walking :P

very rough draft of world map.. any feedback welcome.


In the pics: the blue areas, are wind currents, which rebound you around the place, and the Red is hot air pockets. There are also spikes! and a jump-pad, which are self explanatory..



Anyway. I"M EXCITED!

-Skye Gellmann
Game Design & artist
Misnomer Studios

ps.... do you like my dif plants!! :P :P :P

Recent Blog Posts
List:01/09/07 - A year later.. Bean Brigade! ^.^
01/23/06 - Blindscape - interactive music idea
01/16/06 - Long time..
11/25/05 - Plan for Skye Gellmann
11/17/05 - Plan for Skye Gellmann
11/14/05 - Plan for Skye Gellmann
10/18/05 - Plan for Skye Gellmann
10/02/05 - Plan for Skye Gellmann

Submit ResourceSubmit your own resources!

Chris Labombard   (Oct 18, 2005 at 12:45 GMT)
This looks really great.

Do you have the gameplay down already ? The controls are smoothed out ?

Where do you plan on going with this?

This really does look like a great project.

One thing though... Your dif plants are really ugly. No offence :)

EDIT: I didnt read the whole thing. Now I have and see that you're in the middle of revamping the gameplay :)
Edited on Oct 18, 2005 12:49 GMT

Skye Gellmann   (Oct 18, 2005 at 13:09 GMT)
yeah. Gameplay

Dylan Sale   (Oct 18, 2005 at 13:52 GMT)
The plants remind me of the art from Darwinia.
Edited on Oct 18, 2005 13:53 GMT

Mike "Tango Whiskey" Lawrence   (Oct 18, 2005 at 13:57 GMT)
Skye,

How did you do the overlay?

Unsung Zero   (Oct 18, 2005 at 16:35 GMT)
For gates, you could have a massive thunderhead that cover the areas you don't want accessible. If a player heads in that way, they are either blown out from the wind, or lightning hits them if they somehow make it past a certian point.

When whatever your goal for the area is met, the thunderhead can shift. This way there aren't any physical gates that exist after an area is opened.

Just an idea :]

Andy Schatz   (Oct 18, 2005 at 17:38 GMT)
Neat! This looks like it could have a lot of potential. Keep going!

Skye Gellmann   (Oct 19, 2005 at 06:51 GMT)
At Andy. At mike. If you are talking about the world map, then what i just made it in milkshape and exported a dts with transparency.. then put it into the level.. pretty simple really.. but this was just something dodgy i did to get some ideas going.

At Unsung. oooooo cool idea.. that'd make it easier to do.. i'm weighing up some ideas like different parts of the map appearing and stuff.. I dunno about a thunderhead, but a bolder would be easier enough.. although the blowing wind would be cool.. maybe if it could talk and tell the story also! i'll post a screenie when i've done some more.. i just got home from school, so no screenie for a while.

At Andy. YAY! you make me feel, just that much more secure about myself.. :D

thx for feedback.
Edited on Oct 19, 2005 06:53 GMT

Skye Gellmann   (Oct 19, 2005 at 07:46 GMT)
ok. I've also been thinking this::: as a map design. and you unlock different section of it as you progress the game. I was iether thinking, the sections appear as you unlock them, or they are all there to begin with, and there are gates you have to unlock to access other parts, and a mini eeeeeeko (cute spelling) system living under the map with baddies, and sheep, and farmers, and cool stuff!


Edited on Oct 19, 2005 07:48 GMT

Jameson Bennett   (Oct 20, 2005 at 03:10 GMT)
Your past game ideas have been quite innovative. This game, though, seems like a big ol' jumping puzzle...my least favorite part of many games. How is your gameplay different than avoid 'fall from the platform and die'? Is multiplayer involved?

Skye Gellmann   (Oct 20, 2005 at 06:47 GMT)
Jameson, I personally hated jumping puzzles myself, and when i realized what i was dealing with, it struck me at first as odd. What I've tried to do, is apply artistic beginnings and integrity to develop the idea, and it was only chance that it turned out in a slightly generic fashion. Plus, it's not really a jumping puzzle game anymore. Flyer deals more with flying and collecting more then anything.

Simple Artistic Beginnings were (simplified) the following:
`````````````````````````````````````````````
*Experiment with the exhilaration caused by flying, falling and jumping.
*Create an environment that promotes this the best. (eg. in this case, architechure that boggles the mind.)
*Create best and most interesting flying gameplay. It should be easy to pick up, but hard to master.
*Look into other gameplay elements that promote exhilaration. eg. racing, collecting, fighting etc.. (how do different elements effect the core gameplay of flying joy.)
*Stay as non-violent as possible.. mainly because I dislike allot of violent games. Plus I feel it would distract from other elements I wanted to highlight.
*There were also some other intentions behind horrible looking things like dif plants... mainly I wanted to challenge our perception on the presentation of graphics in games.
*Keep it simple.

Some games I come up with turn out more arty then others. With flyer, I am making it purely for the pleasure flying gives me. I really love flying in this game and want it to be a great experience.

I guess it all comes down to why people make games. I personally make games for own gratification. I generally don't care what people think. I'd much rather make a game that people were shocked by and controversial, then a game people had allot of generic fun with

You must be a member and be logged in to either append comments or rate this resource.