Omnimaga

Calculator Community => Discontinued => Major Community Projects => Elimination => Topic started by: Hot_Dog on September 02, 2011, 07:12:07 pm

Title: Elimination FPS: Ideas for Worlds?
Post by: Hot_Dog on September 02, 2011, 07:12:07 pm
I'm hoping to have 13 different worlds for Elimination to make the levels unique and creative.  So far I have a few ideas, but I would love suggestions for more.  Here's what I have so far:

Factory Setting (What you saw in the screenshots)
Meadow/Forest
Arctic
Desert
Beach / Grasslands
Caves
Space
Volcanic
City

I just need four more :D  And please, don't joke around on this topic.  Please be serious :)
Title: Re: Elimination FPS: Ideas for Worlds?
Post by: Ashbad on September 02, 2011, 07:21:46 pm
Lower deck of a battleship
In the upper parts of a very tall, spiraling tower
In an underwater battlestation
Jungle
Title: Re: Elimination FPS: Ideas for Worlds?
Post by: annoyingcalc on September 02, 2011, 07:38:14 pm
Texas Instrument's factory
In a jail
In mars O.o (you shoot martians)
In Vice City (GTA)
Title: Re: Elimination FPS: Ideas for Worlds?
Post by: Ashbad on September 02, 2011, 07:51:18 pm
Texass Instrument's factory (you kill ti workers)

And please, don't joke around on this topic.  Please be serious :)
Title: Re: Elimination FPS: Ideas for Worlds?
Post by: annoyingcalc on September 02, 2011, 07:54:05 pm
I am being serious. (well I mean like by inside their factory like you see calculators)
Title: Re: Elimination FPS: Ideas for Worlds?
Post by: Hot_Dog on September 02, 2011, 08:04:30 pm
I am being serious. (well I mean like by inside their factory like you see calculators)

Okay, but I'm being serious when I say over my dead body.  No offense meant :)
Title: Re: Elimination FPS: Ideas for Worlds?
Post by: annoyingcalc on September 02, 2011, 08:06:11 pm
I dont get what you mean.Are you saying that isnt possible?
Title: Re: Elimination FPS: Ideas for Worlds?
Post by: Hot_Dog on September 02, 2011, 08:11:09 pm
I dont get what you mean.Are you saying that isnt possible?

I'm saying I don't want to do a TI one because I don't want to have a lot of killing people, especially to make a pun of a live agency.  (Most of my enemies are robots or animals, only some of the bosses are human)  You had some other good ideas though
Title: Re: Elimination FPS: Ideas for Worlds?
Post by: BlakPilar on September 02, 2011, 08:13:07 pm
How about an oceano/Kamino (Star Wars) type map? Like the one in Battlefront 2, you could have some platforms of varying height connected by bridges.
Title: Re: Elimination FPS: Ideas for Worlds?
Post by: annoyingcalc on September 02, 2011, 08:26:49 pm
I dont get what you mean.Are you saying that isnt possible?

I'm saying I don't want to do a TI one because I don't want to have a lot of killing people, especially to make a pun of a live agency.  (Most of my enemies are robots or animals, only some of the bosses are human)  You had some other good ideas though
Ok, I understand now.Thanks for verifying
Title: Re: Elimination FPS: Ideas for Worlds?
Post by: Ashbad on September 02, 2011, 08:43:54 pm
How about an oceano/Kamino (Star Wars) type map? Like the one in Battlefront 2, you could have some platforms of varying height connected by bridges.

Yes yes yes, gogogo++

Loved Kamino.
Title: Re: Elimination FPS: Ideas for Worlds?
Post by: Builderboy on September 02, 2011, 09:13:18 pm
I'm not sure but I don't believe his engine can support multiple height tiles :(
Title: Re: Elimination FPS: Ideas for Worlds?
Post by: Hot_Dog on September 02, 2011, 09:18:37 pm
How about an oceano/Kamino (Star Wars) type map? Like the one in Battlefront 2, you could have some platforms of varying height connected by bridges.

As much as I loved that idea, you have to think as small as Wolfenstein 3D.  Elimination supports a background sky, but other than that the walls/tiles/etc. are built along the same limitations that Wolfenstein 3D had.
Title: Re: Elimination FPS: Ideas for Worlds?
Post by: fb39ca4 on September 02, 2011, 09:38:09 pm
How about a sewer level? It would be kinda blocky but whatever.
Title: Re: Elimination FPS: Ideas for Worlds?
Post by: yunhua98 on September 02, 2011, 09:43:18 pm
Sewer and jail sounds great.  the main character could get captured, escape the jail by killing guards, and get to a sewer hatch.  Then he has to get out of the sewer.
Title: Re: Elimination FPS: Ideas for Worlds?
Post by: Hot_Dog on September 02, 2011, 09:57:10 pm
Sewer and jail sounds great.  the main character could get captured, escape the jail by killing guards, and get to a sewer hatch.  Then he has to get out of the sewer.

I like the jail idea, and indeed there is one jail scene so I could have 1 jail level.  But the sewer, despite being a wonderful idea, would be too similar in appearence to the factory textures I have
Title: Re: Elimination FPS: Ideas for Worlds?
Post by: yunhua98 on September 02, 2011, 10:12:56 pm
Escaping the jail is enough I guess.
Title: Re: Elimination FPS: Ideas for Worlds?
Post by: willrandship on September 02, 2011, 10:27:17 pm
What about having it lead into a forest? Can the rendering engine handle variable-height walls like DOOM could? That'd be kind of cool, and have very different textures. If not.....Maybe have the Jail lead up into a big castle?
Title: Re: Elimination FPS: Ideas for Worlds?
Post by: Hot_Dog on September 02, 2011, 11:17:59 pm
What about having it lead into a forest? Can the rendering engine handle variable-height walls like DOOM could? That'd be kind of cool, and have very different textures. If not.....Maybe have the Jail lead up into a big castle?

I think I may do the sewer idea actually.

Also, there's no variable-height walls in the engine, as much as I wish there could be :(
Title: Re: Elimination FPS: Ideas for Worlds?
Post by: willrandship on September 02, 2011, 11:24:20 pm
ok, sadfaceness.

How about a mine? That would have quite a different look from a cave or dungeon, since it would have both the roughness of rock and earth, and the manmade structures, like wall supports.
Title: Re: Elimination FPS: Ideas for Worlds?
Post by: Hot_Dog on September 02, 2011, 11:26:27 pm
A mine's not a bad idea.

I'm going to do an underwater world for sure.
Title: Re: Elimination FPS: Ideas for Worlds?
Post by: Hot_Dog on September 04, 2011, 02:50:49 pm
I think I MIGHT have a cool trick to make a "Kamino" world work.  I'm not going to test it now, but if the trick for smaller walls works, I'll do the platform water world, as well as a "Cloud City" world.  It will also make the space levels more fun :D
Title: Re: Elimination FPS: Ideas for Worlds?
Post by: ben_g on September 04, 2011, 04:05:00 pm
maybe a destroyed city? or inside a damaged building (with stuff like cracks the walls, some hallways blocked by debris).
Title: Re: Elimination FPS: Ideas for Worlds?
Post by: DJ Omnimaga on September 04, 2011, 10:24:46 pm
I you have a water world, will you be able to use some sort of wave effect?
Title: Re: Elimination FPS: Ideas for Worlds?
Post by: Hot_Dog on September 04, 2011, 11:14:35 pm
I you have a water world, will you be able to use some sort of wave effect?

We'll see...it's a question of memory cost.
Title: Re: Elimination FPS: Ideas for Worlds?
Post by: DJ Omnimaga on September 04, 2011, 11:23:09 pm
If you have the screen content updated completely every frame, what I thought was something like in ROL4 (discontinued) which only involved offsetting some rows of the screen by 1 pixel to the right or left. However in ASM it might be harder, since it's not a multiple of 8 (xLIB did the dirty work for me)

(http://www.omnimaga.org/images/screenshots/rl4a.gif)
Title: Re: Elimination FPS: Ideas for Worlds?
Post by: Darl181 on September 04, 2011, 11:24:47 pm
Maybe the waves could be vertical?  That might simplify matters.
Title: Re: Elimination FPS: Ideas for Worlds?
Post by: DJ Omnimaga on September 04, 2011, 11:27:32 pm
THat could work too I guess, although I wonder if it would look like water...
Title: Re: Elimination FPS: Ideas for Worlds?
Post by: Hot_Dog on September 04, 2011, 11:45:11 pm
Well, here's the deal.  Skys take 1056 bytes of memory, and I thought that water would be similar.  But I guess I could use tiles or something like that :D
Title: Re: Elimination FPS: Ideas for Worlds?
Post by: DJ Omnimaga on September 05, 2011, 03:32:34 am
Oh I see O.O. I guess you could definitively just use some sort of small tilemap or even sprites.
Title: Re: Elimination FPS: Ideas for Worlds?
Post by: fb39ca4 on September 05, 2011, 05:30:16 pm
You mean a tiling sky background? And are you talking about having the water texture being offset by a pixel each frame to simulate waves?
Title: Re: Elimination FPS: Ideas for Worlds?
Post by: Hot_Dog on September 05, 2011, 05:34:30 pm
You mean a tiling sky background? And are you talking about having the water texture being offset by a pixel each frame to simulate waves?

The sky is not composed of tiles.  It's a bitmap 264 pixels wide and 32 pixels high.

For the water and such I'm thinking something like animated tiles.  The shimmering (by offseting pixels) isn't a bad idea, though.