I think what I'll do next is write a very basic core for the engine (something without any "bells and whistles"), probably in a web applet (using jPCT, since it can be easily ported to jPCT AE which I'll be using for the 3D engine in the OUYA game). I feel like I'll be able to generate more interest in the project if I have a simple demo for folks to look at, and we can tinker around with it while brainstorming.
The demo will be a single screen, a ground, a background, a single platform, a single 3D enemy, and a single 3D object. You'll be able to walk, maybe jump, possess the enemy and object, and control them once possessed. I'll make some simple placeholder images and models for the demo (unless anyone has some stuff I could borrow)
I started writing the basic engine for the demo yesterday. I have the placeholder models I'll be using for the Caped Soul and enemy, but wanted to see if anyone had some placeholder tile images, music, sound effects, and object. I can make these myself as well, just seeing if anyone has something sitting around they wouldn't mind lending me. I will need the following:
Object model, .3ds format
- Something simple (like a rock)
Tiles, 32x32
- Two different floor or ground tiles (can include a couple transition tiles if necessary)
- One platform tile
- Set of background tiles (something simple - sky, cloud, and tree. No layering at this point)- Set of midground tiles (something simple, like a tree, will scroll at slower speed than foreground)
Skybox, 640x480 (may be higher-def if desired)
- One horizontally-repeatable image (will scroll at slower speed than midground)
Music, Vorbis (.ogg) or IXBM (.s2m, .mod, or .xm)
- Loopable (may include a separate lead-in. I can convert from other formats)
Sound Effects, Vorbis (.ogg)
- Jump
- Damage (possessed enemy)
- Die (Caped Soul and "red caped" enemy. May be the same sound, or separate sounds)
- Successful possession (object and "blue caped" enemy. May be the same sound, or separate sounds)
- Failed possession (enemy refuses)