T
trodrigues
Guest
Hello friends, I know oo OpenBOR has been many years, but as a player. Now, I learn how to create games on it, for it was a manual in EN with Kmilloz and already started my reading.
To facilitate learning thought in 5 different games and separated them by difficulty levels (this division is speculative since not know well the tool):
Disney -> a game with characters from the Disney classics, is to be a basic and simple game, players have just a simple attack, aerial attack, special attack and power, and that power the biggest difference between the players. This game focuses on my 4 year old son and want through the storyline teach moral values and through gameplay encourage teamwork with each player having skills that can be used together. How is a game for children I do not like to put too much beyond the basic commands, then the powers would be activated with the click of a button.
For example, Simba, the lion king would power a roar that paralyzes the enemy, as Peter Pan, could fly, Alladin could have an attack in which he quicasse on multiple enemies (as Psylocke in X-Men: Mutant Apocalypse)
Star Wars -> this game I would use the sprites SNES, would have a medium difficulty level and would be a good looking game with the other, the players would have their attacks, air attacks, combos, special attacks on command. This is where I plan to learn the main concepts used in most games, such as choosing the option phase, some phases that use vehicles (spacecraft - Millenium Falcon) etc ...
YuYu Hakusho -> basically would like the above, but I like to put an attack button more (punch and kick yusuke, blows and sword to hiei, blows and sword to kuwabara, blows and whip kurama) and insert combinations them, including aerial combos.
Saint Seya -> this game I would like to learn how to work more with the energy bar of possibilities, such as conditional for use of power, exchange of sprites (players with different types of armor during the game)
Fantasy Medieval -> I am passionate about knights and dragons and a RPG Brazilian scenario country called Tagmar and would like to make a tribute to this game using all resources to learn from the previous games, an idea that I have ever is to create a wizard player that use spells as the game wizard Shadows Over Mystara, also like the warrior had the option of using various weapons.
Well, that's basically it, these are the games that would like to develop, but as I am beginner can be presumptuous to think that'll get.
To organize my work, I divided the developing parts and wanted to know if they are in the correct order and forgot something:
- Set the game's plot
- Set the basics of gameplay
- Choose the sprites of players
- Create (program) the players
- Apply sound effects of players
- Choose sprites, create and apply sound effects of minions
- Choose sprites, create and apply the sound effects of the boss
- Choose and mount scenarios
- Create scenes
Obviously I will need advice and help with any questions and would like to know if I can count on you for that?
And congratulations on the games that you do, ensure hours of fun for me and my son.
To facilitate learning thought in 5 different games and separated them by difficulty levels (this division is speculative since not know well the tool):
Disney -> a game with characters from the Disney classics, is to be a basic and simple game, players have just a simple attack, aerial attack, special attack and power, and that power the biggest difference between the players. This game focuses on my 4 year old son and want through the storyline teach moral values and through gameplay encourage teamwork with each player having skills that can be used together. How is a game for children I do not like to put too much beyond the basic commands, then the powers would be activated with the click of a button.
For example, Simba, the lion king would power a roar that paralyzes the enemy, as Peter Pan, could fly, Alladin could have an attack in which he quicasse on multiple enemies (as Psylocke in X-Men: Mutant Apocalypse)
Star Wars -> this game I would use the sprites SNES, would have a medium difficulty level and would be a good looking game with the other, the players would have their attacks, air attacks, combos, special attacks on command. This is where I plan to learn the main concepts used in most games, such as choosing the option phase, some phases that use vehicles (spacecraft - Millenium Falcon) etc ...
YuYu Hakusho -> basically would like the above, but I like to put an attack button more (punch and kick yusuke, blows and sword to hiei, blows and sword to kuwabara, blows and whip kurama) and insert combinations them, including aerial combos.
Saint Seya -> this game I would like to learn how to work more with the energy bar of possibilities, such as conditional for use of power, exchange of sprites (players with different types of armor during the game)
Fantasy Medieval -> I am passionate about knights and dragons and a RPG Brazilian scenario country called Tagmar and would like to make a tribute to this game using all resources to learn from the previous games, an idea that I have ever is to create a wizard player that use spells as the game wizard Shadows Over Mystara, also like the warrior had the option of using various weapons.
Well, that's basically it, these are the games that would like to develop, but as I am beginner can be presumptuous to think that'll get.
To organize my work, I divided the developing parts and wanted to know if they are in the correct order and forgot something:
- Set the game's plot
- Set the basics of gameplay
- Choose the sprites of players
- Create (program) the players
- Apply sound effects of players
- Choose sprites, create and apply sound effects of minions
- Choose sprites, create and apply the sound effects of the boss
- Choose and mount scenarios
- Create scenes
Obviously I will need advice and help with any questions and would like to know if I can count on you for that?
And congratulations on the games that you do, ensure hours of fun for me and my son.