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#309396 - 02/09/10 03:25
Re: Untitled Platformer - Game design, ideas, etc
[Re: George]
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Junior Member
Registered: 08/08/06
Posts: 65
Loc: NJ
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I like the idea of the player being portrayed as a divininty who must rediscover themselves and their powers. The speed and variation of the levels of Superku's videos is interesting and the anti-gravity/time-shifting properties are certainly of a divine nature, but I think the main character/player should be more human in form similar to Gandaroleg's sketches of the dark divinity. I think Superku mentioned the levels being open, like the Metroid series (Super Metroid was my favorite). I think this is a good idea, we can have a huge outdoor/underground map broken into segments that are built and tested separately then assembled together. Within this giant outdoor world, can be doors/portals that lead to "temples" or levels similar to George's demo. After defeating a boss in a temple, the player acquires new powers that enable him/her to proceed to areas previously unattainable. I posted some ideas for abilities and controls for the player that maybe could be considered. Here's the link Abilities
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#309407 - 02/09/10 07:54
Re: Untitled Platformer - Game design, ideas, etc
[Re: SirCamaris]
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Senior Expert
Registered: 09/10/03
Posts: 7727
Loc: Bavaria / Munichen
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Although I'm currently not a team member I want to add the information collected from the previous thread here again. http://etherpad.com/rXhFZCN70jFeel free to edit the whenever the game details get more concrete.
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#309418 - 02/09/10 10:25
Re: Untitled Platformer - Game design, ideas, etc
[Re: Firoball]
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Serious User
Registered: 08/23/03
Posts: 1710
Loc: Bucharest, Romania
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Thank you a lot, Firo!
Right now I think that the brother / sister idea is better. We could have them work together in a level (one at a time) in order to solve puzzles, defeat monsters, etc. The big sister would be able to reverse the gravity from the very beginning and the little brother (and his sister as well?) would learn different abilities as he advances in the game.
This would allow us to mix puzzles and arcade. Here's a simple example: the exit door is locked and guarded by a monster. The sister pushes a button on the ceiling to open the door, the monster gets out, the brother pushes a box that locks it into a certain area of the level, allowing both brothers to reach the exit door, etc. What do you think?
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#309441 - 02/09/10 12:54
Re: Untitled Platformer - Game design, ideas, etc
[Re: George]
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Senior Expert
Registered: 09/10/03
Posts: 7727
Loc: Bavaria / Munichen
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Reminds me a bit of Lost Vikings. The concept works very well.
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#309455 - 02/09/10 15:40
Re: Untitled Platformer - Game design, ideas, etc
[Re: George]
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Expert
Registered: 09/11/03
Posts: 4736
Loc: Bielefeld, Germany
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This game's description reminds me to Gobliiins, which I emntion because of the quite easy art style which is easy to achieve and to maintain in a team with different artists: http://www.youtube.com/watch?v=eduD4XZ5xq4EDIT: Uu, sorry, didn't want to post in the internal thread - was sort of a reflex!
Edited by Pappenheimer (02/09/10 16:18)
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#309487 - 02/09/10 19:01
Re: Untitled Platformer - Game design, ideas, etc
[Re: BUG]
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Serious User
Registered: 06/23/06
Posts: 1945
Loc: Earth
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That was the initial Idea, yeah.
I don't think we should add too many other abilities, two or three should do. Then we can concentrate on cool puzzles instead... What we CAN do is upgrade the abilities: more frequent time-switching and more directions the gravity can be turned towards (first only up and down, then right and left)...
Edited by Germanunkol (02/09/10 19:02)
_________________________
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