The artwork should be whimsical and cartoonish in style -something to the effect of Invader Zim in that the line-work is thick with hard, precise edges. Cel shading would be preferred for art assets. The games colors would ideally be limited to the black-white and red-yellow spectrums. The idea behind this color scheme is so that the game resembles an early twentieth century propaganda war poster. Think Sin City/Madworld
In an effort to keep back-story from getting too serious (since this is supposed to be a highly stylized, fun and st-paced game) I took the animal concept one step further and made all Red Army soldiers humanoid animals. I like the idea of big gorillas smoking cigars and driving tanks while the smaller monkeys are out scouting for land mines; or wolves flying bombers in aviator gear. Red Army technology is almost directly inspired by popular science fiction of the earlier half of the 20th century.
The main character is Botch, a 4 foot gremlin tricked-out with a rocket pack, aviator goggles and enough gizmos to make Inspector Gadget look like Rosie Jetson.
Women of the NWO
The women of the NWO will remain human; adding to the games bent sense of humor. For example, I was playing with the idea of a married ape/vixen boss team - not unlike the Destro/Baroness pair. Something to the effect of a large gorilla in a power suit with an iron hand and his power-hungry, leather-clad wife.
Botch&33; is a st-paced action game where players are thrown into aerial war zones to dismantle enemy aircraft and vessels. Players take on the role of Botch -a small & careless gremlin who takes to the skies via jetpack. Botch&33; is a st-paced third person action-oriented game that allows players to interact with almost everything (and everyone) in an absurdly destructive manner. In ct, getting knocked around and flying into things is a central mechanic of the game.
The setting is speculative WW2 Science Fiction, blown totally out of proportion. Basically, the world is at war -and good thing too&33; Not since the industrial revolution have gremlins seen so much action. And what better way to show ones brass than to ride a rocket into the bleeding heart of battle?
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I wanted to post a concept document/treatment I wrote a couple of years back with the Wii in mind. I am thinking of changing its prospective platform to the iPhone, iPad, or Wii U since the game&39;s core mechanics would greatly benefit from an accelerometer and gyroscope. The document in its entirety [6.2MB] is attached to this post, but here is an excerpt:
The setting is speculative WW2 Science Fiction, blown totally out of proportiConcept Document Help Needed -Botch! The Big Red Waron. Basically, the world is at war -and good thing too&33; Not since the industrial revolution have gremlins seen so much action. And what better way to show ones brass than to ride a rocket into the bleeding heart of battle?
I wanted to post a concept document/treatment I wrote a couple of years back with the Wii in mind. I am thinking of changing its prospective platform to the iPhone, iPad, or Wii U since the game&39;s core mechanics would greatly benefit from an accelerometer and gyroscope. The document in its entirety [6.2MB] is attached to this post, but here is an excerpt:
In an effort to keep back-story from getting too serious (since this is supposed to be a highly stylized,flyff gold. fun and st-paced game) I took the animal concept one step further and made all Red Army soldiers humanoid animals. I like the idea of big gorillas smoking cigars and driving tanks while the smaller monkeys are out scouting for land mines; or wolves flying bombers in aviator gear. Red Army technology is almost directly inspired by popular science fiction of the earlier half of the 20th century.
Commissioned by the United World Government as expendable specialist operative (ESO) Botch is thrown headlong into the thick of battle. Though he is small in stature he can take a substantial beating without losing momentum. Like a bat darting blindly though the air, Botch flies though aerial sky battles on jetpack trying to accomplish his missions. Botch uses his advanced knowledge of de-engineering to break into enemy vessels and do what gremlins do best - tear up. Did I say ? I meant mechanical equipment.
The NWO is a highly organized military force composed of three separate communist-inspired powers. Together the Big Three are the greatest threat known to the UWG, as they regularly recruit other terrorist organizations into their fold. The different nations are loosely based on parallel power that once existed in reality paired with an easily caricatured creature of that region:
My main goal here is to take this project from "concept doc" to "design doc". If anyone has written a proper design document -in particular for the prospective platforms (IOS/Wii) I would love to hear from you&33;
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Botch&33; is a st-paced action game where players are thrown into aerial war zones to dismantle enemy aircraft and vessels. Players take on the role of Botch -a small & careless gremlin who takes to the skies via jetpack. Botch&33; is a st-paced third person action-oriented game that allows players to interact with almost everything (and everyone) in an absurdly destructive manner. In ct, getting knocked around and flying into things is a central mechanic of the game.
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The United World Government is a global democratic powerhouse that has waged war upon the New World Order. All that players need to know is that these are the good guys, and Botch is with em.
The United World Government is a global democratic powerhouse that has waged war upon the New World Order. All that players need to know is that these are the good guys, and Botch is with em.
Commissioned by the United World Government as expendable specialist operative (ESO) Botch is thrown headlong into the thick of battle. Though he is small in stature he can take a substantial beating without losing momentum. Like a bat darting blindly though the air,sto credits. Botch flies though aerial sky battles on jetpack trying to accomplish his missions. Botch Red Waruses his advanced knowledge of de-engineering to break into enemy vessels and do what gremlins do best - tear up. Did I say ? I meant mechanical equipment.
Women of the NWO
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The main character is Botch, a 4 foot gremlin tricked-out with a rocket pack, aviator goggles and enough gizmos to make Inspector Gadget look like Rosie Jetson.
GameDev.net™, the GameDev.net logo, and Net™ are trademarks of GameDev.net, LLC
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The women of the NWO will remain human; adding to the games bent sense of humor. For example, I was playing with the idea of a married ape/vixen boss team - not unlike the Destro/Baroness pair. Something to the effect of a large gorilla in a power suit with an iron hand and his power-hungry, leather-clad wife.
Thanks much&33;
Thanks much&33;
Hi Everyone,
Hi Everyone,
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The artwork should be whimsical and cartoonish in style -something to the effect of Invader Zim in that the line-work is thick with hard, precise edges. Cel shading would be preferred for art assets. The games colors would ideally be limited to the black-white and red-yellow spectrums. The idea behind this color scheme is so that the game resembles an early twentieth century propaganda war poster. Think Sin City/Madworld
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My main goal here is to take this project from "concept doc" to "design doc". If anyone has written a proper design document -in particular for the prospective platforms (IOS/Wii) I would love to hear from you&33;
The NWO is a highly organized military force composed of three separate communist-inspired powers. Together the Big Three are the greatest threat known to the UWG, as they regularly recruit other terrorist organizations into their fold. The different nations are loosely based on parallel power that once existed in reality paired with an easily caricatured creature of that region:
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