Description
This is the revamp of NANO, previously a platformer, now going for more of a beat -em up with some RPG elements thrown in.
A breif overview of the project is as follows
A Beat 'em up Action game, in similar concept to double dragon. As the player progresses through levels throughout various game modes, Player "forms" are unlocked, allowing the player to Shift from one actor (default player) to another actor, of differing size/dimensions and abilities.
In order to "Shift" The player must meet the following criteria
Either the form must be unlocked by defeating a boss or stage (no time limit).
The player has obtained enough Nanos (both the in-game currency and the equivalent of experience points, see below)
Likewise, certain "Shifts" may be obtained via powerup, however power-up "Shifts" would be tomporary ( similar to invincibility in Super mario Bros)
Between the Use of "Shifting", the players various abilities (punch, kick, and combos of each), and various weapons found throughout the levels, the player will make his or her way trhough the game, unlocking new "Forms", collectable Items and unlocking new and sometimes secret levels along the way
NANOs can be spent either through the in-game menu (When Shifting) or at "Trainers" or "Shops" along the way. Theese Shops would allow the player to spend NANOs to Improve his abilities and in a sense "level up", adding to gameflow aspects such as but not limited to:
Punch/Kick Speed
Learning new combos (a-la street fighter or any fighting game ever)
Damage done with weapons
Player recoil when hit
Climbing speed
Damage taken
This is by no means intended as a design document, so much as a general overview of the project I have in mind.
No behaviors are included in this project as of yet.
Default player base sprite and Rudimentary Chipsets
3 Comments
i would lose my mind in happiness if i could get a download of this engine.... any chance? have been trying to do this for so long, pulling my hair out.
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This is a pretty cool demo. Is there a simple starting point for building games like this in Stencyl? I've noticed most games here so far are using weapons and projectiles separate from the player to attack enemies.
I'd love to know the basis for creating attack animations and collisions that use the player's sprite.
0
The graphics and game idea (in the description above) come from Gemini. I'm just helping him with the game engine.
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