I have been inspired with how Blender Foundation aims for an ambitious 3D animation just to test out Blender. Along the way, tweaks, additional features, and a lot of bug fix are done to Blender to meet the needs to create Elephant Dreams, Big Buck Bunny, and Sintel.
Unless complete and fully playable games are made with KAGE, no one will know of its existence. But unlike Blender Foundation, I don’t have the funds to hire artists/devs to make one.
It’s been years since the idea of creating an official tech demo has been raised. With its game design document having drafted last April 2009, we are hoping we could start making one — hopefully with the help of OpenGameArt.org‘s community.
The game will star our mascot Kisi in a ninja-themed 2D Fighting game with a twist of RPG. The game will be called…
Title : Smack!
Genre : Fighting + RPG
Size : 640×480 (now Quixie’s default screen size)
World : possibly scrolling, small world — not like big mario world. there will be platforms to jump on and off it.
Power-ups: these power-ups will fall down randomly from sky
- tic-tac stop — will stop enemy’s regeneration
- Requires 50 Action Points
- Effect depends on one’s strength
- boombox — will explode enemy within 200px radius
- Requires 70 Action Points
- Effect depends on one’s strength
- health boost — will fill the health to 100%
- Requires 10 Action Points
- iZoom — makes one run faster
- Requires 20 Action Points
- snail cast — will make enemy move slow
- Requires 30 Action Points
- gforce — will prevent jumping
- Requires 25 Action Points
Stats:
- Health — determines how long before one is knocked out by enemy
- Action — determines how many powerups can be used; acts like Mana for usual RPGs
- Dexterity — determines how fast can it dodge and attack
- Strength — determines critical hit to enemy
- Stamina — determines how well all other stats are regenerated
Class: Earth, Air, Fire, Water
Skills: each class will have these skills
- Passive — maybe suck in one’s stamina/action points or attacks received will be converted to additional Health points
- Offensive — damage to enemy
- Defensive — maybe harden one’s self for the time being or invisibility
- Special (?) — (once art works on the basic movements/skills has been made, additional skills will be added)
Items:
- Usual RPG items like helm, body armor, gloves, boots — but note the “Ninja” theme.
- Items will NOT visually take effect on characters.
- Items will affect Dexterity vs Strength — more defense, less speed.
- special set of items will be specific to a class.
Art Style: undoubtedly, Kisi was designed after Mirumo. hence, characters will be based after the Mirumo character design.
The feel of the environment will be something like this Mario game — remember, this is NOT a 3D game so there’s no need to mock a 3D-looking character. Just based the color scheme.
Better yet, check the artstyle of this flash game called, Paper Mario World.
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