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Road Trip

Started by February 28, 2007 04:13 PM
13 comments, last by Derakon 17 years, 11 months ago
The girl makes ethanol. The concept is this :


Suppose the car is out of fuel in an apple field, the girl can get off the car and turn apples into apple wine (magically) to feed the car. There is no waste. Even if there is an apple core left, she can just leave it on the field.


More about Wastes

In city areas, if you leave trash on the road, the cop will come to you.





Losing the luggage

If the luggage falls off but it is still within the screen space, you can get off the car and get it back. It if falls off and out of the screen, it is gone for good. I don't know how fun it would be to prepare items in the luggage for fixing the car (or to solve other problems).

I didn't code a demo for this concept because I feel that it is too complicated. It needs a lot of sprites, but it does not give enough gameplay. I need to break it down into smaller parts.

A problem is that if the two can stop anytime, without any penalty, the game loses some tension.

Should this be a game where you drive fast, or slow ?

The objective of the game can be to collect souvenirs. You put them in the luggage.

[Edited by - Wai on March 4, 2007 4:46:50 PM]
Apple wine (commonly known as cider) is far from being pure alcohol. It is still generally anywhere from 90% to 99.9% other stuff. Or does the magic used to make the wine also ensure that it is actually not wine, but industrial-grade pure ethanol?
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Does that really matter?

Its still a good concept for a game. How many times to you pick up Alien hitchhikers? Not often, but it can happen for this game.

I would say, add lots, and lots of nooks and crannies (Secrets) to the game for added game-play.

It would be cool where you can drive either fast or slow, but driving faster, above the speed limit, could likely cause you to get pulled over.

You should be able to store some goods in the trunk, and some in the luggage, just so if you lose your luggage, you still have some things to rely on.

As for the stopping, you can get creative. Maybe they are in a world-wide contest to collect souvenirs, perhaps they need to get to their cousin's wedding at one point, then need to rush to Montana to go to thier mothers birthday. The skies the limits on this one, I think.

I dont understand some parts, like what kind of game will it be?
The girl(Brandy)'s specialty is actually not making alcohol, but distilling it. Back in the medieval days, people in the taverns loved her because she could turn alcoholic drinks into high proof beverages.

I don't think that these details matter, because I plan to let the car jump and talk:



"No fuel, no alcohol, no money..."

Slightly off-topic:
Regarding the dialogue bubbles that I use (and an earlier thread), what should I use to represent "no money" (to replace the sweatdrop icon)?

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Re: Hushed : "I dont understand some parts, like what kind of game will it be?"

The game is a side-scroller. The gif I have been posting are the actual sprites I use in the game. I haven't decided what car the characters should drive, or what I must draw for the car to show damages or the conditions of the car.
Find a symbol you like to represent money (e.g. the dollar sign, yen sign, a sigma or other Greek letter, or just make something up) and then have him "say" the sign, perhaps with something bad happening to it.
Jetblade: an open-source 2D platforming game in the style of Metroid and Castlevania, with procedurally-generated levels

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