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2.72




Joined : 06 Nov 2007
Posts : 712

PostSubject: Requirements for a graphics engine   Sat Mar 22, 2008 9:08 pm

OK, we should probably choose an existing engine soon, or failing that decide to make our own. I decided to make a list of things that the engine would need to do:

Story Mode:
  • Unlockable Characters
  • Bosses (non-playable characters perhaps?)
  • Scripted battles
  • A linear set of battles that varies for each character
  • A storyboard of sorts in between every battle, and at the beginning and end

MUGEN fails here on all accounts except perhaps for the third.

Characters:
  • High degree of customization. I'm not sure exactly how much we need, but so far MUGEN meets this, and so (I assume) do many others.
  • Special moves (moves beyond the normal 4-button system). If the number varies per character, so much the better.
  • Desperation moves: I'm not clear on how these work, having not played many traditional fighting games. Are they only usable at high damage? Once at high damage, can they be used over and over again?
  • Transformation moves: MUGEN cannot implement these, but at least one character has a transformation (Zar). We'll see if this is reasonable.


Art:
  • Support for varying sprite sizes. MUGEN sprites appear to be about 105 pixels tall (not including blank space). Loofah made Maulkin 90 pixels tall, give or take and once again not including blank space. Shogo is about 120-125 pixels by the same standard. I'm not sure that Loofah realizes exactly how low the resolution will have to be to make these look reasonable. Oh, well.
  • Support for varying resolutions, preferably including widescreen.


General:
  • Completely free: publicly available for non-commercial use without major strings attached. In particular, the license cannot be "vampiric" (anything it touches must be released under the same license) and cannot demand that we release our source code.
  • Completely portable: runs on Windows XP/Vista/maybe others, Mac OS X, and Linux. This will be a pain if none of us have a Mac or Linux box to compile our code on.


Post more requirements if I'm forgetting some. If you find a graphics engine that meets these, or even comes close, please, please post a link.
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Gilgamesh




Age : 20
Joined : 09 Apr 2007
Posts : 4922
Location : Australia

PostSubject: Re: Requirements for a graphics engine   Sun Mar 23, 2008 8:28 am

I think it is going to be pretty hard to find anything that meets the portable requirement and meets the other requirements. Game Maker seems to be a reasonable program to make it in. I'll post more about that in another thread.
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