10-23-2023, 12:45 PM
I am no good at graphics. It is not my forte. However, I am somewhat decent at filming and photography. So, my idea is to use my new system for converting images into ASCII text files and making a game using real actors for the main characters, some sort of pixel art characters for the enemies, and AI art for the bosses. All will be converted into ASCII text files that will contain all animation data for their movesets. Basically the entire screen will be created using PRINTSTRING and other PRINT commands. Collision will be fairly easy, as I will have tags on the boundary of each character that will not be printed but will be checked for proximity to another character's tag. If the tags are touching, there is collision. I'm even considering going as far as having cutscenes in the game, with varying degrees of detail provided by the ASCII conversion, so as to have cinematic qualities. Note, this will be my first game EVER, so expect development to be long and arduous, with me asking many of our resident game programmers for assistance. I don't know when I will start this project, but I also don't want people hounding me about it as I'm very bad about getting sidetracked and starting multiple projects at the same time and never finishing them. For the game, I'm thinking typical sidescroller with basic combat. Melee, ranged, etc. I am on call this week for work so I probably won't do much this week but Monday & Tuesday of next week will be a good time for me to start. I want to at least get a first character put on the screen with basic animations for idling, walking, running, and jumping. The hopes for this game will be that it will be compatible with not only QB64 (on all platforms) but that it will also run on QBJS. Shouldn't be too difficult to make that happen. The game probably won't be open source at first, but snippets might be shared for helping with debugging and whatnot.
Tread on those who tread on you