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File: 1249219901117.png -(29 KiB, 426x725) Thumbnail displayed, click image for full size.
29651 No.5   [Delete]   [Edit

discuss etc

>> No.6   [Delete]   [Edit]
File: 1249220000364.png -(3242 B, 480x256) Thumbnail displayed, click image for full size.
3242

http://uboachan.net/fg/res/181.xhtml#916
antgirl's tileset

>> No.7   [Delete]   [Edit]
File: 1249220088353.png -(31.3 KiB, 583x610) Thumbnail displayed, click image for full size.
32062

http://uboachan.net/fg/res/181.xhtml#860
kamisori's concept illustration

>> No.21   [Delete]   [Edit]
File: 1249254541711.jpg -(235.7 KiB, 1280x720) Thumbnail displayed, click image for full size.
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Tokyo at night would suit the ronery otaku theme best.

>> No.25   [Delete]   [Edit]

How about we have the world start in a very dark room (like the Dark World in YN), but as soon as you walk outside it's OH GOD FLASHING LIGHTS NOISY TOKYO

If a certain switch elsewhere in the dreamworlds is on, however, it's reversed, and the disco (which tunrs out to be the room you start in) is the FLASHING LIGHTS EPILEPSY DANCE FLOOR YEAH, while the city outside is gloomy and dark (rain optional). And >>7 would only be available when the city is in its dark form.

I think this would be original and make the world a bit deeper, but it could also be done badly. I don't know.

Also I'm not sure where the casino fits in here, but I think a casino would be awesome to have. So this idea would be restricted to just the disco and maybe the parts of the city right outside? Maybe it's always raining in the city, and the lights are only on in certain areas (or everywhere depending on whether the switch is on or not...)

Ah, forget it. This would only really work if the world was smaller than what it apparently will be.

Last edited 09/08/02(Sun)19:16.

>> No.27   [Delete]   [Edit]

>>25
I like the flipping idea quite a bit. Maps can be wrapping for the illusion of immense size, and a casino can be easily fitted in the city somewhere.

People who empathize with Kazenori are going to have seizures playing the game with all these flashing lights.

>> No.29   [Delete]   [Edit]

>>07
Turn the Arrow into a Squid. It'll look cooler.

Last edited 09/08/02(Sun)20:31.

>> No.30   [Delete]   [Edit]

>>29
I dunno, a squid mask seems sort of LOLRANDOM. The underwater areas seem more conducive to cephalopod life.

Speaking of the underwater areas, everybody should come up with ideas for them. Do they even have a thread?

>> No.35   [Delete]   [Edit]

>>30
I agree that the squid mask should be scrapped.

I had a similar idea for a street musician before seeing the posted concept. I had envisioned him looking similar to the people who walk around in the "department store" area in Yume Nikki. I don't know if any of you like that idea or not.

>> No.92   [Delete]   [Edit]
File: 1249862578466.png -(57.4 KiB, 362x604) Thumbnail displayed, click image for full size.
58775

First time postin' in the collab thread, lets hope I can help out somehow 8I;;

>>7
I suggest that his arrow actually be his head instead of a mask.
It should spin around really fast while he plays the music.
Maybe the arrow landing differently could trigger an event in the ally or something?

His dumpster could be intractable and maybe things will pop out of it randomly. (Eyeballs, Monsters, Confetti, Garbage etc)

It seems much more surreal that way I think. :>

Also, spinning arrows are often a mental symbol for not knowing which way to go in life.

>> No.93   [Delete]   [Edit]

>>92
I agree with this post. I think that the dumpster should probably be empty much of the time, though, otherwise it might make the scene feel a little cramped and overpopulated. Of course, we are trying to make this game feel claustrophobic, so I don't know.

Last edited 09/08/09(Sun)22:45.

>> No.94   [Delete]   [Edit]

>>25
I also kind of like the flipping idea if the world is going to be on the small side. We could also use it in a different area if we don't use it for this one, because it's actually a p. cool concept.

Also, because I realized I never actually said it lol derp, this is the layout I was thinking of:
>>5 is where you start out in the world, directly after the nexus. It's a narrow but long alley that's otherwise dark except for the Tokyo-esque (like >>21 said, I just can't draw lol) brightly lit sign/stall-like things. A very few vaguely shaped shadowy people are milling around, and they don't interact with you except with the hammer, which could act as a switch for different things in the area. The alley either goes splits into different alleys (one leads to the casino/disco, one leads to the arrowhead street musician guy, one leads out into the depressing city etc) or leads directly to the casino/disco, which leads to the city, like >>7.
Any thoughts on this or alternatives?

>> No.98   [Delete]   [Edit]

i think the burger joint area we talked about could go in the 'depressing city' area. i like the idea of a big city that isn't just like, a straight path. there could be interconnecting streets, more open areas, etc

maybe the city could be kind of a 'recurring' area, with links to several different places in the dream world, like wilderness a in yume nikki was.

>> No.741   [Delete]   [Edit]
File: 1251843028387.png -(23.2 KiB, 480x256) Thumbnail displayed, click image for full size.
23794

I found these while trawling the web for more tilesets. They might help. What stage are we in, anyway? Are we still drafting or are we at the stage when we need to start just making tilesets?

>> No.742   [Delete]   [Edit]
File: 1251843178425.png -(23.5 KiB, 480x256) Thumbnail displayed, click image for full size.
24057


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