As we discussed about changing the perspective of the game for different reasons ive completly forgot to update the blogpost.
But since there wasnt anything to show for real ill give a short list of things we wanted to change.
As we diskussed we call the current movment 4D movment for 4 Directions movment.
Games like Pokemon, Zelda and Secrets of Grindea use such directional systems.
But there are also the so called 2D movment, which is used by games like Super Mario World, Kirby and Witchmarsh
For the clearance the 2D movment looks little like and what 4D movment looks like
4D Movment
(Picture from Secrets of Grindea)
2D Movment
(Picture from Witchmarsh)
Now we've diskussed the pros and cons about those 2 Types of design.
The pros for 4D movment
- More explorable area
- easier to design per tilesets
- casual rpg look for 2D rpg
- Easier sprite animations (need just 1 animation. 4D needs 3 different)
- More describing enviroment (backgrounds, high etc )
- More team based combat trough keeping people together.
The votings ive started.
GameDesigners group
4D 6
2D 2
Indie Game Developers
4D 3
2D 7
Secrets of Grindea Forum
4D 1
2D 3
TOTAL
4D 10
2D 12
As far as i think this votings just showed us that 2D and 4D design is nearly on the same i want that level. So the design idea fell for my decision to 2D for giving more power to the animations.
New type of level designs needed.
As we tought about this new type of design we also need more level design.
Therefore i made up some ideas i knew from games like.
This shows basically the use of some diffrent kinds of doors.
For one we have the side doors that normally activate if you walk trough them. Or you have to open them via pressing the interact button by standing next to them.
Also we have the normal Doors, these doors can be passed trough by pressing the up button, or to open them the up + interact button.
Also there are Semitrough plattform objects, you can jump trough and stand on them.
Also by pressing Down + Jump youll fall trough.
Also by pressing Down + Jump youll fall trough.
This solves some problems for example by making a Village with some houses.
You use the Doors and draw the houses in the background so you can simply pass by and walk trough the village.
Also some sideways are possible for each door represents the passtrough to another map.
Also some sideways are possible for each door represents the passtrough to another map.
First to now ive to change huge parts of the AI and of the Controls to fit the new system.
Also Williams needs to draw some templates and Evans needs to draw the new backgrounds and some tiles for the plattforming. But for the first level which takes place in the woods we need some ideas for the leveldesign for a tutorial level.
Thanks for now and stay tuned till next week.