AuthorTopic: Ancient Temple Game Development  (Read 28863 times)

Offline AlexHW

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Ancient Temple Game Development

on: December 27, 2005, 12:02:49 am
Anything related to the game development process to be seen by the public should be posted within this thread.
With this being said, Dtek presents his design and asks for those interested in working with him to post a few examples of their artwork here so that artists can be recruited by Alex to help work upon this project.


Quote from: dtek


Introduction: Ancient Temple puts the
player in the throne of a primitive king among his people. Your task as a ruler
is to order your people to build the grandest monuments in your name from
large carved stone pieces. This puzzle game incorporates the task
of placing blocks to accomodate the placing of other
blocks. The goal is to construct structures as described in
the plans presented to the player. Build the grandest structures to
secure your name in history and live forever!

Mechanics of the game: In the gameplay the
player controls a cursor which can then place objects anywhere on the
game area, respecting the restrictions of each game piece. The placing
of objects snaps to the appropriate combination. The player can also
remove placed blocks by changing cursors.
So there will be a cursor for each block-type and the
remove block tool. Besides placing the blocks, the player
can change the view of the game area to a rear view to see the whole
structure and the hidden-from-view parts. Depending on the final version
a scroll through the game area may be nessecary. Another restriction for
placing blocks is that in order to place the blocks, the previous animations
of the block placing(people pulling the blocks into position, etc) cannot
interfer. So the management of your people and how they construct the
monument may effect your ability to work efficiently. Time is important,
and faster you complete a building, the more pleased the king is, and the
more points you recieve.
There are 4 types of blocks, so far, the square blocks, angled/ramp blocks,
column or rectangle blocks, and big flattened square blocks. As the player
progresses through the game, the architects become more experienced
and develop these new block shapes and new ways to build the monuments.
In this regard, there is the feeling of improvement and technological
progress as you complete each level.

Visual Specifications:
Main screen: 240x160
Iso-metric base square / smallest tile: 30x30 with paletted colors
animations of block placing(eg:people pulling blocks into position, etc.)
other elements:Title Screen, Level Introduction("plans"), gameplay interface,
game over screen, level completion animation(to be decided)

Sound:
Mysterious music, block dragging sounds, stone sounds

Mission and Goal:   a " rock-in' " game demo or completed game for
mobiles or PC and web. I want to potray the large scale and huge undertaking involved in the
construction of timeless temples, and all this without dumptrucks, cranes or radios....




for more information regarding the community game development process: http://pixelation.org/index.php?topic=514.0
« Last Edit: March 07, 2019, 09:53:51 pm by Kiana »

Offline dtek

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Re: Ancient Temple Game Development

Reply #1 on: December 28, 2005, 07:25:41 pm
Hi, here's a newer draft...

and older ones...


« Last Edit: January 17, 2006, 05:46:06 am by dtek »

Offline Ryumaru

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Re: Ancient Temple Game Development

Reply #2 on: December 29, 2005, 06:38:28 pm
what kind of art should we post?just recent pixels or things in a certain style or size

Offline AlexHW

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Re: Ancient Temple Game Development

Reply #3 on: December 29, 2005, 07:02:37 pm
what kind of art should we post?just recent pixels or things in a certain style or size

things game related like sprites or tiles would be best, but it's up to you.