Author Topic: Elimination FPS: Ideas for Worlds?  (Read 14285 times)

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Offline Hot_Dog

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Re: Elimination FPS: Ideas for Worlds?
« Reply #15 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

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Re: Elimination FPS: Ideas for Worlds?
« Reply #16 on: September 02, 2011, 10:12:56 pm »
Escaping the jail is enough I guess.

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Re: Elimination FPS: Ideas for Worlds?
« Reply #17 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?

Offline Hot_Dog

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Re: Elimination FPS: Ideas for Worlds?
« Reply #18 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 :(
« Last Edit: September 02, 2011, 11:18:30 pm by Hot_Dog »

Offline willrandship

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Re: Elimination FPS: Ideas for Worlds?
« Reply #19 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.

Offline Hot_Dog

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Re: Elimination FPS: Ideas for Worlds?
« Reply #20 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.

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Re: Elimination FPS: Ideas for Worlds?
« Reply #21 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

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Re: Elimination FPS: Ideas for Worlds?
« Reply #22 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).
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Re: Elimination FPS: Ideas for Worlds?
« Reply #23 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?

Offline Hot_Dog

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Re: Elimination FPS: Ideas for Worlds?
« Reply #24 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.

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Re: Elimination FPS: Ideas for Worlds?
« Reply #25 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)


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Re: Elimination FPS: Ideas for Worlds?
« Reply #26 on: September 04, 2011, 11:24:47 pm »
Maybe the waves could be vertical?  That might simplify matters.
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Offline DJ Omnimaga

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Re: Elimination FPS: Ideas for Worlds?
« Reply #27 on: September 04, 2011, 11:27:32 pm »
THat could work too I guess, although I wonder if it would look like water...

Offline Hot_Dog

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Re: Elimination FPS: Ideas for Worlds?
« Reply #28 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

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Re: Elimination FPS: Ideas for Worlds?
« Reply #29 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.