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Rob
2013-12-02
2013-12-05
  • Rob

    Rob - 2013-12-02

    So I am looking to adapt a concept to the sifted cubes and have a few questions I could not find in the wiki.

    My ideal wish list is to create an isometric overview world that loads a “level” for each section. And I have a good idea of how to do that but not positive.

    Things I'd like to do

    Add bosses

    Change sprites based on power-UPS

    Use character text to create mission based triggers. E.g. Take this item to the blacksmith across town.

    Add animated cut scenes

    Add end game scenes and intro scenes

    I realize some of this may not be possible without editing source, which I can try, but it has been a loooonnnng time since I worked with c++

    Basically I want to figure out what I can do out of the box and build the game to adapt from there. I'd love to have intro and end scenes for when you “beat the game”

    Thanks in Advance for the Help!

    Sent from Surface Pro

     
  • Frank Force

    Frank Force - 2013-12-05

    Hey Rob, you have good ideas here, but it might be wise to narrow down your concept to the core fundamentals of your game. Most of what you describe here is what we would call polish. It's good to think about polish items early on, but really the most important thing at the beginning is getting a small simple game that is fun. From there it is much easier to build on.

    For example, instead of worrying about levels and an isometric over-world, beginning and ending cut scenes, etc. Focus on just making on level or even a small part of a level with a consistent art style and fun gameplay.

    Also, not to discourage you but many of your ideas would require at least some programming changes. It might make sense to be more flexible and take advantage of the stuff the Wildflower does well. For example Wildflower already provides a huge streaming world, maybe having an extra over world with separate levels isn't really necessary.

     

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