So I sort of want to make a remake of the LoZ: Oracle of Seasons and Ages gameboy games from back in the day. If you remember these games you're fucking awesome.
I'm not going to try to remake the games in any way, but I'm going to copy the style of the game more/less.
I just want a game engine that is simple to use and has notes in it saying what everything is and does that way I can fuck with the data.
What I have thus far is dimensions. The dimensions of the .fla are 700x460 with each block being at 20x20.
For all of you non mathematicians that means that the array that I will be using is 35x23. This is subject to change at my digression.
So basically all I would need is several object type actionscripts that could be copy and pasted. Each different object type would have
different attributes of course and they would all need to be identified by instance names/numbers for the array.
Each object would have characteristics like these below:
This would obviously be for a monster or perhaps for the main character.
"
"
Later on if I choose to add a boss or an improved version of this enemy all I would have to do is copy this code
and change the instance name/numerical identifier to something else and adjust the stats.
After I have the engine built and functioning well, I'm going to design a few "chipsets" of different items that way I can play around
and make different levels with ease. After I make a few that I like and everything is going well I would like to allow some people to design
their own levels and puzzles. During this phase I would like to work on NPC's and towns that way a story-line can be created.
The way I see this, is rather than trying to come up with an elaborate story-line and levels before work even begins, I come up with
a solid base code and just tweak it and design graphics as I go. Later down the road I'm more than likely going to try to implement
more complex objects such as freezing water, and moving blocks in case I want to have large boxes floating down a river in the
center of the screen and require the player to move objects across the river.
As far as the array system and functionality is concerned, I do not want the player to be bound to the tiles, I want to enable free
roam except for the hit detection with walls. The walls can be square meaning their is no need to code hit tests on curving corners and walls.
That should be a lifesaver for a lot of coders out there lol.
That's my idea, now what I want is someone who can envision all of that and have the knowledge and resources to do just that.
Create a flexible array system and characterization method for all of the objects in the game. Once that is finished I will find someone
else down the road or do the rest myself.
I don't want to take just anyone. I want the game to have an overall good quality feeling to it. I don't want glitching hit tests on walls and
I don't want less than average graphics. This should be relatively simple to do though considering it is tile based. If you would like to inquire more
about what it is I'm trying to do then just post here stating your area of expertise whether it is in actionscript or graphic design and please post
some recent work. If I like what I see I will contact you and we can do business. I'm not going to be too strict on the graphics, as they are
20x20 tiles, so if you don't feel like you're the best it won't hurt you to try.
I would also like ideas on areas and perhaps dungeons and puzzles. Perhaps even bosses and enemies. Anything constructive please feel free
to post. I don't want to see too many short posts. If you have an idea so simple that you can elaborate on it in two or three sentences then it
probably isn't the kind of idea that I'm looking for.
I'll get started on designing some chipsets. Screenshots will be up soon.