WeCross - The Game

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Technos72
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WeCross - The Game

Post by Technos72 » Sun Apr 17, 2011 11:12 pm

I'm doing this seperate because I don't want the comic stuff mixed in with the game's updates, etc.

As I mentioned before I was going to make a game maker game out of the WeCross comic. This game will be jam-packed with features and may be one of the best games I've made. The gameplay will vary a bit from the comic so there will be some parts unfamiliar in the game than in the comic. I can start progress of the game now but I'll have to complete it after finishing the first plot of WeCross.

List of features

- an FPS of 60. that means good game motion
- level select. Once the previous levels were completed
- At the end of each level there will be a mark (that letter that shows how good you did a task) when you get all of certain things. You will get "tokens" depending on your mark to use for special items and stuff
- unlockable achievments
- making of a widescreen copy of the game that I just started to do with my other projects
- a jukebox
- Minigames
- Different types of gameplay. Like scrolling shooter and first person.
- This is my favorite feature. Kind of like they had in Team Fortress 2, you can unlock accessories and weapons for characters who appear controllable in the game. These include weapons for all or one person, costumes for one desired person, and hats that everyone can wear. You can get them by doing special things in-game and buying them with tokens. Not only you can unlock them in-game, but you can recieve codes for them by PM at a special time. You can get these codes from holidays, birthdays, special events, and offers. I was also thinking of doing codes like that for some levels too.

So I better continue working on WeCross if you're interested in this
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boywhoflies
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Post by boywhoflies » Sun Apr 17, 2011 11:25 pm

I'm intrested! :D
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Post by Technos72 » Mon Apr 18, 2011 8:21 pm

I have one or two more possible features.

Have an enemy encyclopedia with cards you get from enemies at a low chance. When collected the card, you can access the enemy's information like game, series, etc. It's from, health, and threat level. The same thing goes to bosses with just about the same chance of getting a card than a single enemy. So you'll have to defeat the boss several times just to get its card. It's worth the challenge!

I may also have an online multiplayer feature where you can battle with your friends, show each other hats and costumes, play unlocked levels cooperatively, and possibly trade stuff. But buliding it will be advanced and hrd to do and I may need someone else's help to do this so that the online servers work propertly. Similar to the 3D game question, has anybody here made an online game before?

I think I'll start working on the game now :wink:
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Technos72
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Post by Technos72 » Wed Apr 20, 2011 7:55 pm

dp. So I started work yesterday. I have built a few basic and less basic features. I have a screenshot of early testing and version info.

Version 0.02 info

- Created basic platforming controls
- Programmed first background
- Started programming Kiyoshi
- Created an ability to hang on platform edges
- Got four scenery sprites
- Have a data folder of the game where its contents get read and appear in it
- created widescreen viewing

(the tree and house sprites wern't made by me. Credit goes to whoever made them)
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LittleZbot
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Post by LittleZbot » Wed Apr 20, 2011 10:53 pm

NICE
Remember to look at the dates that every post is made. It's been many years, and I, and others, may not be the same people we were when we made them. This is a symbol of where we came from, and should be remembered as that.
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boywhoflies
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Post by boywhoflies » Wed Apr 20, 2011 11:48 pm

I like.
Mr. Robot never dies! :D

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Post by Sammy_P » Wed Apr 20, 2011 11:55 pm

Jackson (my annoying kitten) wrote:REEEW (Translation: ditto)
SOMEHOW EDIT: I hope he didn't break into my account.
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Technos72
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Post by Technos72 » Thu Apr 21, 2011 12:08 am

I was also thinking today to have players craft their own items like in Team Fortress 2 and MineCraft. After all, this IS a crossover game.

The first thing I've thought up of is that I will add the Bovimastyx - dinosaur like things in Daemonhiem from Runescape - as some enemies. There are 10 kinds of Bovimastyx each with a different threat level. By killing a bovimastyx it will drop its hide like in Runescape for you to craft with. You can get loads of these hides to make hats which can only be crafted by them.
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Post by Technos72 » Fri Apr 22, 2011 12:28 am

dp

I also have some more interesting ideas while working more on this game

I represented the level finish as a checkered flag and made me think about using other flags like the checkered flag shown in formula one races since I like its flag system. So I'm going to use the forumla one flags and their warnings and stuff. Most flags will symbolize, others will do something when touched.

There may be a feature where you can save screenshots and will be shown in the menu. Just gotta make sure that saving will be able to replace other pictures of the same name and type.

Next screenshot and new version info on Good Friday.
Plus new RTW level, ooh did I just say that out loud? *shot*
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Post by Technos72 » Fri Apr 22, 2011 5:14 pm

TP

Here's the version info and new screenshot as said before

Version 0.04

- Finished first level layout
- Created key and gate objects and programming
- Created indoor/support environment sprites
- Programmed floating for items like keys
- Took off the hanging ability because it worked on only one of the two directions. Cannot work the unworking side
- Improved Kiyoshi Sprite
- Created invisible blocks that lead to secret areas
- Added apples that are only collectable
- Added sounds for jumping, collecting, unlocking, and revealing secret blocks

Yeah up there it said apples. They are food and you can collect food to recieve health. They are shown on this screenshot and no they're not clones of "the apple" from evil toaster. You can just eat them.
Image

And how do you like the new Kiyoshi sprite?
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boywhoflies
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Post by boywhoflies » Fri Apr 22, 2011 5:34 pm

I like it! :D
Mr. Robot never dies! :D

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Sammy_P
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Post by Sammy_P » Sat Apr 23, 2011 2:29 pm

Is Kiyoshi just some cool guy with his head on him? :?
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StinkerSquad01
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Post by StinkerSquad01 » Sat Apr 23, 2011 3:22 pm

True, there are some suspicious white bits around his head.
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Technos72
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Post by Technos72 » Sat Apr 23, 2011 11:40 pm

what are you guys talking about?

For another somewhat "heads up" I've been planning four status point things whatever they're called

HP for Health Points - when you run out of health points, you die. It's important that you keep eating food to replenish your HP

AP for Ability Points - Special weapons and abilities of some controllable people will require AP. You may not continue using these abilities when your AP runs out. Eating some different food will replenish AP

The following are more "game crossovers" of RuneScape

PP for Prayer Points - There will be prayers you can use. When activated, improvments will occur to the character until you deactivate it or when you run out of PP. You can find and pray at different altars to gain PP

SP for Summon Points - There's another feature where you can summon familiars from pouches to help you attack enemies just like in RuneScape. They can do different kinds of stuff like healing and finding items. You can dismiss your familiar at any time. Your SP will fall while your familiar is up and it you'll be forced to dismiss it when you have no more SP. You can recieve SP from different summoning obelisks
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