Explaining the panorama (Basic info)

As mentioned in my last submission, the following posts will be mainly about me explaining what will the game be about more especifically and more or less how it'll function (coding "pre-strategies"), and in the end show my progress and what not. Repeating myself: These blogs are not to bring attention, these just work as an online reports. They're on the internet just in case anyone's curious but not that I'm looking forward getting lots of views and comments out of them.

In the case of this page, however, I'll give an explanation of the basics of the basics, if you think you already know enough, you can just skip this one unless you want to see my modelling process in the end (I bet most of you already know he basics, only someone who didn't really played any games wouldn't know)



With that out of the way, I'll finally start explaining.


Sonic Dash & Duel

Endless Runner concept

If I gotta be honest, I'm not sure how popular Sonic Dash is, but I'm pretty sure the "Endless Runner" videogame genre is pretty popular, either it's 2D or 3D. 

The Endless Runner genre (it could not be a genre at all but a mechanic instead, but I doubt I have to be super correct with these terms anyway), in case you didn't know, it's a platform style game where you have a character advancing, by walking, running (as the name suggests), in a vehicle, etc; although the player normally doesn't have control over the character's speed and is not able to make it stop (just pause it with a menu). These games are mainly about he player helping the character to dodge obstacles or enemies that are coming to the characters path. These game usually have 3 paths/tiles to pick, where the player just picks to go left or right, or the sideways movements are completely for "free". It never ends, it just finishes once the character fell off or crashes, or any other condition depending on the game.

The Endless Runner games obviously let's you jump too and what not, typical game movesets, but obviously each one does it their own way; in the case for 2D Endless Runner games, the only available move is jump most of the time, because again, each game does their thing in their own way. It's just like human imagination, although I'll not start arguing if that's infinite or not.

Here are 5 examples of Endless Runner games:

The super popular Google Chrome's Dinosaur minigame when your computer can't detect an internet signal. It's an example for a very simple and basic 2D Endless Runner.



Another example for 2D Endless Runner games, Jetpack Joyride, it has different power-ups, gadgets, coins to collect, missions to level up, and allows you to custom the character as you can see. Here the character runs, jumps, flies with a jetpack picked by the player and runs different power ups, all in one single press.


Sonic Dash, the game this project is heavily based on






RPG concept

This acronym means "Role Playing-Game", honestly I don't want to explain this one, as it can get ambiguous, so instead I'll just share videos that capture what concepts/mechanisms of RPG I'm utilizing for my project.


Final Fantasy Brave Exvius



Chrono Trigger

Final Fantasy X




Main idea

Sonic Dash & Duel, in this project I intent to reimagine Sonic Dash, adding RPG elements in.
The game, as simple as it is, don't you think it'd be easy to make a game, much less "Sonic Dash quality", even replacing all the good looking designs and smooth animations with lower standards, I still think it'd take me a huge long time to program it. The reason I'm bringing that is because I'm explaining the "endless runner" part of the project won't be literally the same as Sonic Dash, I'll make changes to it so it fits (or "to make sense") within the RPG section(s) and also to "kind of make sure" I will be able to finish it eventually... I hope.






Showing recent progress

Quoting from my last entrace: 
"I'll start programming once I've finished animating Knuckles, who comes after Tails.
So the order of things to do in blender before programming anything would be modelling and animating:
- Ladybug badnik (Moto bug)
- Big version of Ladybug badnik (Moto bug)
- Bee badnik (Buzz bomber or Buzzer)
- Tails
- Knuckles"

Right now, I finished all of them except Knuckles, even tho I don't know for sure if I really finished all of their animations, as I keep getting new ideas which means more animations I haven't done, because of that after modelling Knuckles I won't jump straight to programming, but list all the ideas I like.

Before showing you, I'm not sharing the animations they have so far, as I don't want to show the same moveset over and over again as, again, I get more mechanic ideas, so for now it'll be only screenshots.

So, let's take a sneak peek to my models!:

Ladybug badnik (Moto bug)











Big version of Ladybug badnik (Moto bug)
It's way much bigger than it looks like, it's height is nearly as Sonic's












Bee badnik (Buzz bomber or Buzzer)













Tails







Yeah uh, Tails doesn't look too good, but it is decent enough to me




Well, this is it for this blog, for the next one I'll explain the concepts that will come to play in the game, as giving the main idea is only a general description, a quick summary, "the game in a nutshell"
So yeah, next one will be a little more specific so, see ya then




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Introduction

Explaining the panorama (Concepts) (Discontinued info)