Cute Wars: Unterschied zwischen den Versionen
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<big>keep it simple! cut features! not time! cut features! CUT FEATURES!</big> | <big>keep it simple! cut features! not time! cut features! CUT FEATURES!</big> | ||
+ | * concise visual & audio style (minimalistic, gameboy tunes) | ||
* pixel soldiers run across a worms-like landscape. the whole game is very sparse with coloers; greyscale only (2-4 shades? + eventually red) | * pixel soldiers run across a worms-like landscape. the whole game is very sparse with coloers; greyscale only (2-4 shades? + eventually red) | ||
* the more foes are on screen the higher your bonus multiplicator is | * the more foes are on screen the higher your bonus multiplicator is |
Version vom 27. April 2007, 22:41 Uhr
keep it simple! cut features! not time! cut features! CUT FEATURES!
- concise visual & audio style (minimalistic, gameboy tunes)
- pixel soldiers run across a worms-like landscape. the whole game is very sparse with coloers; greyscale only (2-4 shades? + eventually red)
- the more foes are on screen the higher your bonus multiplicator is
- force the player to provoke risky situations to score high.
- 320x200 + scale to fullscreen
- knife, pistol, machinegun, heavy
- use already existing pixelwar animations
- eyecandy brass, blood
Iteration #1
- Landscape
- move player around
- shoot
"Architecture"
- classes
- GameObject
- Soldier
- Bullet
- Landscape (eventually don't store this in game object tree. how does one reasonably implement this? where's pygame on rails?)
- Controller
- Title
- Loading
- GameRunning
- GameObject
way way way later features
- online score tracking
- score together with friends as group (see desktop tower defense)
- gameplay
- force players to risk more to score higher (the more enemies on screen the higher the bonus. threat level)
- social networks in games