ID:120414
 
I've been toying around with some more sandbox games, mainly Warcraft III Editor and I just started on a new project today. What I want to make is an extremely flexible game where people can use their imagination and just play around with a large amount of skills, sprites, items, etc. Basically, you're going to navigate through a maze type level filled with blocks. By destroying the blocks, different things may spawn. A monster, an item, certain blocks may even reveal bosses. I actually haven't decided on an "object to the game", like how does the player win. I might just make it so that you have to simply clear the level without ever dying.

Combat will be rather bland as in a maze, you don't usually have room to run around, dodge, things like that. Emphasis will be put on strategy, items, and skills. You get through the game by using your classes strengths to your advantage by equipping them with items and a certain skill set that brings out the full potential in your character. So, you lose the game by say, choosing 4 summoning skills when you should have chosen 1 summoning skill, 2 damage skills, and one skill for health regeneration.

I should probably have the game done before the end of the week, but the main question I had was about the sprites. Are these too small? I don't want people having trouble determining what characters are supposed to be, and my Dad complained that my sprites were so small in The Lab ( my GIAD ) that he thought the chimps were actually ninjas, and that the beakers were kettles. Although he does wear glasses, so I'm not sure if it's a problem with my sprites, or a problem with his eyes.



Let me know if they are too small in your opinion. The reason I am doing 25x25 is because if I go 32x32, I start sacrificing space to put things in. With 25x25, I can make a much more compact map with a lot more things to do, but with 32x32, I run out of space quicker, which means larger sprites, but less content for the player to enjoy. However, I don't want people squinting their eyes and going blind either so I'd rather nip this problem in the bud rather than waiting until I create the game to be told "make the sprites larger".
I don't really understand why you think you're sacrificing content (the max map size will always be 1000x1000), but I think the sprites look fine (sizewise and otherwise), so long as the art style for everything matches.
Yeah, I worded it wrong. What I'm trying to say is in a map 100x100, you'll be able to see more 25x25s at a time than you will 32x32s. In the game, the camera will never move. You are just on one big maze map, and you navigate through it like Desktop Dungeons. I'm still not sure if I explained that right, but if you mess around a bit with different world icon sizes you should see what I'm saying.
Not particularly, seen as the dm engine is sort of optimized for 32x32 and the map files are made of 32x32 squares.
Take my screenshot from Voxles for instance:

http://www.byond.com/games/hubpic/96557_7973.png

If that was made in 25x25, I would have more spaces available for people to place their characters. So for this game, in order to get more content onto one screen, I have less space to work with if I go 32x32.
Your games are always simple and addicting. I cant wait to try your new project.
You can increase world.view, you know.
Cam good to see you back and working on something new