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Author Topic: Help with making a different kind of game  (Read 2326 times)

Fratno

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Help with making a different kind of game
« on: May 26, 2014, 11:29:12 AM »
Hi.

I have a request to anybody that wants to help me with this, I'm trying to make a Windows Phone 8 game for the Unity Windows contest that is running until July 20.

The system I want to set up is simple but I don't have the time to learn Playmaker at the moment since it will take me a month or two to learn in my free time.

I wanted to know if somebody could help me set up a system so I can just insert the graphics into the game and learn how to manage the rest after.

I feel that this is the best way to do it, rather than me learning to do everything on my own, this will give me time to create all the graphics.

Here are some samples of my game graphic works I have made:

http://postimg.org/image/cu56zkufd/full/

Sprites for a lower res game:
http://s20.postimg.org/74zsq3ksr/gamesprites.png

Miscellanous graphic:
http://s20.postimg.org/hexcedibx/parchment2.png

Animated sprite:
http://s20.postimg.org/oj1f5pxxp/image.gif

The 5-8 characters will be picked out from this character sheet I created for the game, based on what lineup would best represent the variety of fighting styles in the game: http://postimg.org/image/jattnxfd5/

The animated knight sprite is for the game. It won't be a platformer though, the presentation will be more RPG like in nature. It will use the touch screen to go through menus and will be turn based in the way it handles attacks. I will have up to 5-8 playable characters, and you fight through them survival mode style. So the characters you didn't pick will be A.I. opponents. The "turn based" RPG game will play 1vs1 against them, but there will be some elements involved, like range, and how each attack has a "time" value that determines not only priority of the attack, but if they clash with another attack, e.g. your opponent shoots a ranged attack at you from 500 distance away, at 100 distance, your attack menu pops up because your reaction distance starts there for that character, and you have the choice of parrying the attack or using your own attack on it, based on which is more effective. I have a document written for whoever becomes the playmaker-ist for the game. Anyways, its things like that, that make it different from a regular turn based RPG.

The stuff I want implemented, which I will provide the graphics for, are a functioning menu with START, OPTIONS,  and any other buttons needed, a character select screen similar to that of a fighting game, and when the game goes into the fighting mode, which has a sort of parallax background as your character moves back and forth depending on what you picked during your turn. The screen is split if they are farther than the screen's width away. Everything is the game is controlled by using the touch screen to touch the menu buttons and attack buttons. No directional controllers or anything, just a simple button touch menu.

I will try to simplify as many elements as possible to make the deadline, such as removing the parallax background or screen splitting at distance and making it more abstract with the animations.

Let me know if anybody is interested. We can work out some kind of deal and how involved you want to be{example, maybe just help me set up the core functions of the game and leaving the rest for me to figure out, or to actually taking the entire role of playmaking all the game's features and mechanics in playmaker.} Either way, you will be credited for your work. Thanks for your time.
« Last Edit: May 26, 2014, 11:35:36 AM by Fratno »

TrentSterling

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Re: Help with making a different kind of game
« Reply #1 on: May 26, 2014, 11:41:09 PM »
That's a lot of work to do before July 20th. I wish you luck though. ;)