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Badass Amy


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Ryka

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I wanted to make this game since before I have heard of Project X. But I figured I shouldn't since Project X was made before I even though of a platformer like this. But due to the way I would want it made, it would play differently. It plays as more of a sidescroller in my head than a full fledged beat-em-up style game.

Trouble is, I cannot in good conscious for the sake of my laptop put any game making resources on it. Thus, I am not experienced with game making. At all.

All I can provide are concept arts based on my ideas.

This is Amy as she appears in my mind in the game. She has a different personality than the real Amy. This may or may not become part of the reason why she is from a different dimension.

She will have some meters. Maybe one or two. Any stimulation could involve loss of power in different amounts. There will be different kinds of enemies. Some VERY powerful, and would cause more knockback.

When Amy is downed, it may depend on how much power she has left in order to be able to get back up faster. You'd have to rely on knockback to be safe in a swarm.
 

AceofWind

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Re: Badass Amy

She kind of looks like a cat with eyes similar to the older Megaman/Rockman art.
 
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Ryka

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Re: Badass Amy

Well, she's supposed to be a hedgehog. But I am sort of capturing the sort of arcadelike Rockman type of style, yes.
 

Miyoko

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Re: Badass Amy

Concept art isn't really going to get you very far in a H-game like this, especially when based off of another series characters, I'm sorry to say. If you're wanting to contribute to an H-game, especially ROR style, you're going to need to either learn some sort of programming skill (even pseudo-programming, like RPG maker or Multimedia Fusion), or you're going to have to make some sprites / pixel art.

The latter seems to be more in demand (if I had a good pixel artist, I'd be willing to make something with Multimedia Fusion), and doesn't reaaally require anything more than mspaint, although I'm sure some other art programs wouldn't hurt. Could always try your hand there?
 

Hand Solo

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Re: Badass Amy

If I may make a suggestion...

I noticed on pic where Amy is down, you have an "A" and "B" button meter. I think a better route to take would be using a button sequence press. For instance, to get up you would have to press "up arrow, down arrow, A, left arrow, W" to get up/break out of an enemy's attack. This way people aren't killing their keyboards during the harder stages.

You can also increase the difficulty according to the situation. You can increase the number of button presses per combination depending on the amount of health the character has. For example, if Amy has 90% health, then she would only need a three- or four-button combination. If Amy has 20% health, then it could be a eight- or nine-button combination.

Same thing would apply to the stimulation meter. If your stimulation meter is at 10% full(not really aroused), then you only need to do one button combination sequence. If your stimulation meter is at 90%(about to *gasm), then you would need to do three button combination sequences(the actual presses per combination determined by health.

Here's the breakdown:
90% health/10% stimulation = 1 X 3-button combo
90% health/90% stimulation = 3 X 3-button combo
10% health/10% stimulation = 1 X 9-button combo
10% health/90% stimulation = 3 X 9-button combo

You can see how there is a definite difficulty increase according to the type of "damage" you receive. Let me know what you all think.
 

Luppikun

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Re: Badass Amy

Concept art isn't really going to get you very far in a H-game like this, especially when based off of another series characters, I'm sorry to say. If you're wanting to contribute to an H-game, especially ROR style, you're going to need to either learn some sort of programming skill (even pseudo-programming, like RPG maker or Multimedia Fusion), or you're going to have to make some sprites / pixel art.

The latter seems to be more in demand (if I had a good pixel artist, I'd be willing to make something with Multimedia Fusion), and doesn't reaaally require anything more than mspaint, although I'm sure some other art programs wouldn't hurt. Could always try your hand there?
Be quiet. Don't shoot people with good ideas down. There are at LEAST 3 games on here in the making that multiple people are working on, one of which has the creator just giving concept art/ideas (Hey, that sounds like this game. Huh.)
 

???

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Re: Badass Amy

Though, Lila probably should team up with somebody as concept designer....
 
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Ryka

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Re: Badass Amy

Miyoko: I know this, but I really cannot. It sucks when you really have a good idea and you simply can't put it forth with each aspect of doing it blended together by yourself.

Hand Solo: I actually take a liking to that. It really does convey the situations better. Pretty good idea you have.

Luppikun: True too. I think there is also an ideas thread where someone couldn't even draw. But just felt fit to give out ideas. It worked pretty seamlessly.

???: Is that a hint or something? :p
 

JOHNRKO007

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Re: Badass Amy

you have some serious potential there,

i can't wait to see it in game form
 

Miyoko

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Re: Badass Amy

Miyoko: I know this, but I really cannot. It sucks when you really have a good idea and you simply can't put it forth with each aspect of doing it blended together by yourself.
Oh believe me, I know that feeling well :l I can make some pretty good stuff in RPG Maker and MMF2, but I cannot for the life of me draw my way out of a wet paper bag.

Have you ever tried making a sprite? Just busting open MS Paint and giving it a shot? You've already shown you have some artistic ability, you might be better at it than you think.

Be quiet. Don't shoot people with good ideas down. There are at LEAST 3 games on here in the making that multiple people are working on, one of which has the creator just giving concept art/ideas (Hey, that sounds like this game. Huh.)
I'm not trying to shoot anyones ideas down, just trying to state that getting something like this going is -not- easy. Sure we've 3 projects going, but just think about how many have crashed and burned. If this project manages to get going, great, but it's going to take more than happy thoughts to get it off the ground. Having even a minor ability to make sprites (which, considering her art, I think she could do) would get things going much faster.
 

Newbdragoon

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Re: Badass Amy

Hello, Lila M-3210! I see you have taken an interest in creating a video game! While I may only be a newly registered member, I actually work in the videogame industry. Yes, I literally work for a company and have helped to create actual video games. I have registered specifically to help get you on the right track, and to know what to expect! It is a lot of work, even for a small indie game such as this, so I will make sure to point you on the right track so you don't waste any time. All time frames I have listed are adjusted for indie game development scope and team size, assuming you spend most of your free time working on this project while still maintaining an actual job/going to school. If you do not go to work or school and can devote full-time to this project, it may take less time. I have worked on many independent games myself, so everything here is accurate to an industry standard, and is the tried and true proven way to get good games made in a timely manner.

Now, I see you have some very early concept art, which means you're on the right track. The next step is to get a Game Design Document written up. This is a very important document, as it will be the "bible" for your game, and will make sure you keep on the right track during development of the project. What is included in this document? EVERYTHING is! This document will contain absolutely everything in the game, every line of text, every menu option, every move name and description, enemy health and damage values, every line of dialogue, everything. This document is usually several hundred pages long, depending on the length of the game. Yours will likely be several dozen at the very least. Seeing as how you have such a strong vision for your game, it should be easy for you to write this yourself. Make sure you go into excruciating detail, otherwise your game will become convoluted and messy during development.

Another key document you will need will be the Technical Design Document. While not as long as the GDD, it will still be several dozen pages long. The TDD will explain how the game will be built - what engine you will be using, what platform the game will be for, what programming language will be used, and how the coding will be structured. This document must detail not only the programming language that will be used, but how the different parts and structures of the code will be constructed and interact with one another. This is VERY important to write, so that all programming can be kept in line and safely structured. If this document is not written, the code will be messy and filled with bugs - you'll be lucky if the game even runs.

Last, but not least, you will need to make an art bible for your game. This document will feature all of the artist themes and directions your characters and levels will take. You will need to document a list of every sprite and background object (this should already exist from your GDD, but this will be a bit more specific), along with their technical data and visual themes - pixel ratio, rendering time, number of frames per animation, aspect ratio, etc. Don't forget menu and HUD sprites! You also want to list different visual themes and objects that will be included in each area of the game. Without this document your various art aspects will be inconsistent, and the game will look sloppy and unfocused.

All of these documents are MANDATORY for successfully creating a game with an online team, as the GDD will keep everyone with the same vision (remember, they can't see inside your mind) and the TDD will keep the code safe. The entire process of creating and honing all concepts of the game and writing these documents should take roughly three to six months. Any less and you likely have not covered everything that needs to be covered, or have not gone into clear enough detail.

Now that you have written up your GDD and TDD, it's time to start development on an alpha version! By this point you should have a platform and game engine chosen, along with a programming language. First thing to do is get a basic physics engine working. Depending on the engine you've chosen to work with and the skill of yourself and your coders, this can take anywhere from a few weeks to a month or two. This rough version of your game will feature working physics; including running, jumping, gravity, collision detection, hitboxes, and visual optimization.

While working out this early build, you will also want to be working on sprites. Your animations don't need to be very fluid yet, but you should have a few frames for each one at least. I have no way of knowing how many enemies, attacks, etc the game will feature, but you will likely need 100-300 individual unique sprites for this stage. This will likely take a month or more depending on how long it takes to draw each individual sprite.

Once you have a working physics engine and some early sprites, it's time to design some levels and get actual gameplay implemented. This is the stage at which you create early versions of all your actual stages, to see how fun they are. Once you have every stage in the game completed, you should play through them several dozen times to try and find any possible bugs and to see how fun the levels are. Make some adjustments as necessary and do so again and again and again and again. This iteration process ensures the game and levels will be fun. This too will likely take a month or more. Once you are satisfied with the quality of the levels, then congratulations! Your game's alpha version is completed!

Now it's time to start work on the beta version of the game. The beta version is mostly about polishing the game up, making it look nice. You will likely replace all of the sprites created earlier with updated versions, including making fully finished and fluent animations. You will need to make roughly 500-700+ sprites and frames of animations. You will also need to completely redo the visuals of the levels you made earlier in order to make them look nice as well, which will likely require another 300-600 tiles of environment art. During this time much of the code may also be redone in order to optimize and remove bugs. This will likely also be the time audio fully implemented and mastered. You will need a 100-200 sound effects, as well as a dozen or more songs.This whole process will likely take another two to four months. Once the game looks and sounds good and is mostly bug free, then the beta version will be complete.

At this point there is further testing needed to remove ALL the bugs and touch up visual details. This will likely be the first time the game is ready to be shown to others, and you will need to do so - you will need a wide range of testers to ensure nothing is missed. You may need to completely redo large chunks of the game in order to fix problems found by testers (well-written documents help prevent this). Depending on how many bugs are found and the severity of said bugs, this could take a few weeks to a few months.

At this point, your game will likely be finished! Congratulations! The whole process likely will take anywhere from six months to a year or more; depending on motivation, team size, and experience. It's a lot of hard work and dedication, but I'm sure you can do it!
 

???

Cthulhu
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Re: Badass Amy

Ahh, sir your glass of water is on the table there...

...and I'd just like to say that you're probably feeding way to much info to Lila at once, assuming that Lila hasn't been a seasoned member of the game creation industry as yourself or was anticipating all the workings-around that come bundled with the profession, from out of what you've stated. ...honestly, it scares me, and I'm not even the one this is directed towards. Maybe you could give some shorter term insight/advice as opposed to the advanced technical manual you've laid out....

???: Is that a hint or something? :p
I'm just saying, that teaming up with somebody while grabbing at some experience isn't a bad idea.
 

handofdoz

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Re: Badass Amy

Hello, Lila M-3210! I see you have taken an interest in creating a video game! While I may only be a newly registered member, I actually work in the videogame industry. Yes, I literally work for a company and have helped to create actual video games. I have registered specifically to help get you on the right track, and to know what to expect! It is a lot of work, even for a small indie game such as this, so I will make sure to point you on the right track so you don't waste any time. All time frames I have listed are adjusted for indie game development scope and team size, assuming you spend most of your free time working on this project while still maintaining an actual job/going to school. If you do not go to work or school and can devote full-time to this project, it may take less time. I have worked on many independent games myself, so everything here is accurate to an industry standard, and is the tried and true proven way to get good games made in a timely manner.

Now, I see you have some very early concept art, which means you're on the right track. The next step is to get a Game Design Document written up. This is a very important document, as it will be the "bible" for your game, and will make sure you keep on the right track during development of the project. What is included in this document? EVERYTHING is! This document will contain absolutely everything in the game, every line of text, every menu option, every move name and description, enemy health and damage values, every line of dialogue, everything. This document is usually several hundred pages long, depending on the length of the game. Yours will likely be several dozen at the very least. Seeing as how you have such a strong vision for your game, it should be easy for you to write this yourself. Make sure you go into excruciating detail, otherwise your game will become convoluted and messy during development.

Another key document you will need will be the Technical Design Document. While not as long as the GDD, it will still be several dozen pages long. The TDD will explain how the game will be built - what engine you will be using, what platform the game will be for, what programming language will be used, and how the coding will be structured. This document must detail not only the programming language that will be used, but how the different parts and structures of the code will be constructed and interact with one another. This is VERY important to write, so that all programming can be kept in line and safely structured. If this document is not written, the code will be messy and filled with bugs - you'll be lucky if the game even runs.

Last, but not least, you will need to make an art bible for your game. This document will feature all of the artist themes and directions your characters and levels will take. You will need to document a list of every sprite and background object (this should already exist from your GDD, but this will be a bit more specific), along with their technical data and visual themes - pixel ratio, rendering time, number of frames per animation, aspect ratio, etc. Don't forget menu and HUD sprites! You also want to list different visual themes and objects that will be included in each area of the game. Without this document your various art aspects will be inconsistent, and the game will look sloppy and unfocused.

All of these documents are MANDATORY for successfully creating a game with an online team, as the GDD will keep everyone with the same vision (remember, they can't see inside your mind) and the TDD will keep the code safe. The entire process of creating and honing all concepts of the game and writing these documents should take roughly three to six months. Any less and you likely have not covered everything that needs to be covered, or have not gone into clear enough detail.

Now that you have written up your GDD and TDD, it's time to start development on an alpha version! By this point you should have a platform and game engine chosen, along with a programming language. First thing to do is get a basic physics engine working. Depending on the engine you've chosen to work with and the skill of yourself and your coders, this can take anywhere from a few weeks to a month or two. This rough version of your game will feature working physics; including running, jumping, gravity, collision detection, hitboxes, and visual optimization.

While working out this early build, you will also want to be working on sprites. Your animations don't need to be very fluid yet, but you should have a few frames for each one at least. I have no way of knowing how many enemies, attacks, etc the game will feature, but you will likely need 100-300 individual unique sprites for this stage. This will likely take a month or more depending on how long it takes to draw each individual sprite.

Once you have a working physics engine and some early sprites, it's time to design some levels and get actual gameplay implemented. This is the stage at which you create early versions of all your actual stages, to see how fun they are. Once you have every stage in the game completed, you should play through them several dozen times to try and find any possible bugs and to see how fun the levels are. Make some adjustments as necessary and do so again and again and again and again. This iteration process ensures the game and levels will be fun. This too will likely take a month or more. Once you are satisfied with the quality of the levels, then congratulations! Your game's alpha version is completed!

Now it's time to start work on the beta version of the game. The beta version is mostly about polishing the game up, making it look nice. You will likely replace all of the sprites created earlier with updated versions, including making fully finished and fluent animations. You will need to make roughly 500-700+ sprites and frames of animations. You will also need to completely redo the visuals of the levels you made earlier in order to make them look nice as well, which will likely require another 300-600 tiles of environment art. During this time much of the code may also be redone in order to optimize and remove bugs. This will likely also be the time audio fully implemented and mastered. You will need a 100-200 sound effects, as well as a dozen or more songs.This whole process will likely take another two to four months. Once the game looks and sounds good and is mostly bug free, then the beta version will be complete.

At this point there is further testing needed to remove ALL the bugs and touch up visual details. This will likely be the first time the game is ready to be shown to others, and you will need to do so - you will need a wide range of testers to ensure nothing is missed. You may need to completely redo large chunks of the game in order to fix problems found by testers (well-written documents help prevent this). Depending on how many bugs are found and the severity of said bugs, this could take a few weeks to a few months.

At this point, your game will likely be finished! Congratulations! The whole process likely will take anywhere from six months to a year or more; depending on motivation, team size, and experience. It's a lot of hard work and dedication, but I'm sure you can do it!
you, my good sir, are bored
 
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Ryka

Guest
Re: Badass Amy

No, I actually like this post. He gave me a good outline on what to do to make a nice team. He just.... had a lot to type about.
 

noman

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Re: Badass Amy

Sounds like something that I would have learnt if I had kept to computer science instead of chemical engineering while in college.

..... kinda glad that I switched. :D
 
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Ryka

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Re: Badass Amy


I have a problem, added to the fact I cannot draw until I am bored somewhere. The side of Amy's head. It may sound weird but I do not want to make Amy seem too much animalistic when shifting her head to the side.

To do that, I need to be very careful with attention to her mouth and nose regions. Side views seem to hamper things slightly.
 

Iggy

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Re: Badass Amy

I think it looks good, but the eye's just seem a little TOO round to me. It seems like there should be a bit of hair covering the top part of at least one of the eyes. I mean, unless Amy has heat vision, it seems kinda perposterous that her eyes go into her hairline like that...
 
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Re: Badass Amy

If I may make a suggestion...

I noticed on pic where Amy is down, you have an "A" and "B" button meter. I think a better route to take would be using a button sequence press. For instance, to get up you would have to press "up arrow, down arrow, A, left arrow, W" to get up/break out of an enemy's attack. This way people aren't killing their keyboards during the harder stages.

You can also increase the difficulty according to the situation. You can increase the number of button presses per combination depending on the amount of health the character has. For example, if Amy has 90% health, then she would only need a three- or four-button combination. If Amy has 20% health, then it could be a eight- or nine-button combination.

Same thing would apply to the stimulation meter. If your stimulation meter is at 10% full(not really aroused), then you only need to do one button combination sequence. If your stimulation meter is at 90%(about to *gasm), then you would need to do three button combination sequences(the actual presses per combination determined by health.

Here's the breakdown:
90% health/10% stimulation = 1 X 3-button combo
90% health/90% stimulation = 3 X 3-button combo
10% health/10% stimulation = 1 X 9-button combo
10% health/90% stimulation = 3 X 9-button combo

You can see how there is a definite difficulty increase according to the type of "damage" you receive. Let me know what you all think.
Actually, that makes me think a lot of SkyGunner. And the way they did it might actually be a great escape system for H-Games.

See, here's the way it works: You don't have a health gauge in the game. Instead, you have a fuel gauge and a balance gauge. If you get hit, your balance gauge gets knocked a little off kilter, and throughout the stage you're slowly burning fuel. If you take too many hits, your plane loses balance and goes into a death spiral.

To recover, you have to hit a series of buttons that appear on the screen. This number increases every time you go down. Also, while you're spinning out, your fuel bleeds out at an alarming rate. For example, it's only possible to complete the last mission on one life if you can get through it without ever getting knocked into a spin (well, if you don't manage to get the engine upgrade, that is).

So I think a modified system using Stamina and HP would work very well. When your Stamina gauge runs out, or if you get caught by an enemy's grapple attack, they get to have fun with you, which quickly drains your HP. To escape, hit an every-increasing number of randomly selected buttons before your HP hits zero.

Of course, if you don't want people to consider the game too much trouble for the payoff (unless it's an amazing payoff), you'd either have to have a checkpoint system in place with a lot of lives, if not SkyGunner's infinite, or else do what that game doesn't do and place sporadic Stamina and HP recovery items throughout the stage.

Well, it could also work if you do it with checkpoint/savepoints and only a few lives. The idea I'm trying to get across is that people are going to want to see all the different animations, so you have to be careful to not punish the players too much for doing so. Don't send them back too far, basically.

Here's a video with an example of the shot-down system in action at about 3:34.

As an aside, it's worth noting that the game isn't as hard as this guy makes it look, he's just really, really bad.
 
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