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For a start, we can just reproduce some of Oni's levels in side view. But 2D level design is, again, much easier than 3D level modeling, so we can get totally new content (close to an actual game) really fast. | For a start, we can just reproduce some of Oni's levels in side view. But 2D level design is, again, much easier than 3D level modeling, so we can get totally new content (close to an actual game) really fast. | ||
[[ | [[Konoko Payne]] may be great, Oni++ and [[Oni2:Oni 2|Oni 2]] may be great, but Oni 2D, properly managed, may give us the first actual opportunity ever to fight an [[Iron Demon]]. | ||
===Wanted=== | ===Wanted=== | ||
*Resource extractors. Level textures are piece of cake. The major work is on character animations : rendering them in side view from within | *Resource extractors. Level textures are piece of cake. The major work is on character animations : rendering them in side view from within Konoko Payne is an option, but the easiest way is to do it from within Oni, with standardized perspective and resolution, and no background. | ||
*Game content. Levels, mostly. And character interaction. The way combos and throws are handled in Oni (range, damage etc) must be carefully analyzed and made to fit 2D gameplay (relatively easy). | *Game content. Levels, mostly. And character interaction. The way combos and throws are handled in Oni (range, damage etc) must be carefully analyzed and made to fit 2D gameplay (relatively easy). | ||
*The engine/code, of course. Well, I'm looking into that right now. I'm looking into a lot of things right now. | *The engine/code, of course. Well, I'm looking into that right now. I'm looking into a lot of things right now. | ||
[[Category:Fan-made games]] | [[Category:Fan-made games]] |