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Plan for Skye Gellmann
Plan for Skye Gellmann
| Name: | Skye Gellmann | ![]() |
|---|---|---|
| Date Posted: | Oct 18, 2005 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| 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
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 |
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Submit your own resources!| Chris Labombard (Oct 18, 2005 at 12:45 GMT) |
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) |
| Dylan Sale (Oct 18, 2005 at 13:52 GMT) |
Edited on Oct 18, 2005 13:53 GMT
| Mike "Tango Whiskey" Lawrence (Oct 18, 2005 at 13:57 GMT) |
How did you do the overlay?
| Unsung Zero (Oct 18, 2005 at 16:35 GMT) |
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) |
| Skye Gellmann (Oct 19, 2005 at 06:51 GMT) |
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) |

Edited on Oct 19, 2005 07:48 GMT
| Jameson Bennett (Oct 20, 2005 at 03:10 GMT) |
| Skye Gellmann (Oct 20, 2005 at 06:47 GMT) |
Simple Artistic Beginnings were (simplified) the following:
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*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
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