Adventure Game Studio

Community => Adventure Related Talk & Chat => Topic started by: Sparky on Mon 05/11/2007 02:05:08

Title: 'Pixel Land': cute game concept up for grabs
Post by: Sparky on Mon 05/11/2007 02:05:08
I'm already committed to a project and can't justify starting new game right now, but I like this idea and wanted to share it with the community. Consider it free for the taking. The idea is rather gimmicky, but I thought it was cute and engaging enough to be worthwhile. Maybe this would be a fun project for someone who enjoys writing or scripting, but is daunted by the task of drawing characters and backgrounds.

(http://img250.imageshack.us/img250/7641/pixelland01nm9.gif) (http://imageshack.us)
The main character starts out in a land with extremely low fidelity graphics. The pixels in the world are initially the size of haystacks, and the color depth is extremely low. The characters are all single oversized pixels.

(http://img213.imageshack.us/img213/5093/pixelland02zl4.gif) (http://imageshack.us)
As the story progresses the characters embark on a quest to increase the resolution of the world they live in and the number of colors.

(http://img530.imageshack.us/img530/6259/pixelland03th8.gif) (http://imageshack.us)
The main character has all sorts of adventures along the way...

(http://img502.imageshack.us/img502/2462/pixelland04rr2.gif) (http://imageshack.us) (http://img502.imageshack.us/img502/8426/pixelland05vm1.gif) (http://imageshack.us)
...and meets helpful characters in unlikely places.

(http://img100.imageshack.us/img100/5554/pixelland06ep8.gif) (http://imageshack.us)
Eventually, after many intermediate stages, the world arrives at 320x240, 256 colors, or whatever resolution the erstwhile developer of the game feels is sufficient. Little Blue Man (with Fingers and Three-Tone Shading) marries a rich heiress who loves him for his charming naivete and rugged good looks. Everyone lives happily ever after.

I hope this is helpful to someone looking for ideas. If not then I hope I've at least provided some enjoyment to my fellow AGS-ers. Cheers!
Title: Re: 'Pixel Land': cute game concept up for grabs
Post by: GarageGothic on Mon 05/11/2007 02:30:30
Awesome idea, this is like the pixel equivalent of Flatland (http://en.wikipedia.org/wiki/Flatland). An even geekier version could emulate historical graphic modes like advancing from ASCII to CGA and Hercules through EGA to VGA and hi-res graphics. What I'm wondering though, is how to make an interface that will seem consistent throughout the game - maybe the best solution would be something keyboard based.
Title: Re: 'Pixel Land': cute game concept up for grabs
Post by: Sparky on Mon 05/11/2007 06:06:35
You're right, this is a lot like Flatland. Flatland is fun. I think it was also inspired by the book Pezzettino by Leo Lionni. About the interface, I agree that keyboard movement would be the way to go. A cursor would look a little out of place in the more 'historic' areas. But I'm not really sure what the best approach would for dialog or inventory interfaces. I'm pained by the idea that low-res areas would have high resolution interfaces.

I love your idea of immitating actual graphic standards. The ASCII stage would be fun.
Title: Re: 'Pixel Land': cute game concept up for grabs
Post by: Rui 'Trovatore' Pires on Mon 05/11/2007 10:27:35
I love GG's suggestion, and I'd even say that re: interface... well, why not have the interface change as the game goes on? :) Hey, the game could start as using only keyboard movement - just bump into things to use them, and pick them up, and use stuff in your inv. Then things can progress - text parser, then point-and-click. LEC, Sierra or some other? Could depend on whether you are in KQ's AGI or MM/Zak AGI, since both used pretty different styles...

(yeah, I know "MM AGI" is tecnically wrong, but you know what I mean)

I'd love to get the scripting side of my brain on something like this.
Title: Re: 'Pixel Land': cute game concept up for grabs
Post by: Radiant on Mon 05/11/2007 13:32:42
Quote from: Rui "Trovatore" Pires on Mon 05/11/2007 10:27:35
(yeah, I know "MM AGI" is tecnically wrong, but you know what I mean)

It's called SCUMM.

Note how some early point-n-click systems were rather crappy (e.g. King's Quest V with the two walk icons) and how the Sierra text parser was a huge step backwards from the text parsers commonly used in text adventures several years earlier.
Title: Re: 'Pixel Land': cute game concept up for grabs
Post by: Rui 'Trovatore' Pires on Mon 05/11/2007 13:40:13
Re AGI and SCUMM (thanks for pointing it out, btw), just in case it wasn't clear, I was talking about the visual styles.

KQV, two walk icons? Really? Don't really know what you mean. And ayuh, the sierra parser was a step backward, but you have to take into consideration that in text adventures there are no graphics, and the game can concentrate on a stupendous parser. When a graphical dimension in inserted, and when the game's major selling point is that graphical dimension, and when you suddenly have to play/type in real time, it makes sense to tone down the parser a bit and focus on other things.