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Re: Untitled Platformer - Game design, ideas, etc
[Re: slacer]
#309933
02/11/10 23:45
02/11/10 23:45
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Joined: Aug 2006
Posts: 70 NJ
SirCamaris
Junior Member
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Junior Member
Joined: Aug 2006
Posts: 70
NJ
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I was thinking about the brother/sister concept and was reminded of the nursery rhyme Jack and Jill. I then looked it up on Wikipediea. Here is the link: Jack and Jill I'm thinking that many parents know of this rhyme and tell it to their kids, so maybe if they see the video game with a short description of the story, they might buy it for them. If the game does not have too much violence and focuses on puzzle solving, we might be able to pitch the game as semi educational: the kids will get to know the story, and remember the moral while also learning how to problem solve. If we are okay with this idea, maybe the kids names can be Jack and Jill. Nowhere in the nursery rhyme does it mention a father, however, there is a mother. As suggested in one version of the rhyme, the mother punishes Jill for causing the disaster(Jacks fall). Here's a quick story, Jack and Jill go up the hill to fill a pail of water from the villages only well. They fight over it causing the water to spill and Jacks crown falling in the well. The water can be symbolic of life and the crown of power. After losing both the water and crown, the village is in trouble. Now both Jack and Jill must enter the dried up well to retrieve both. The well however is dry, so the two must work together, going into the depths of the world beneath the well to find the water and crown they so desparately need to survive. I could continue, but this post is becoming lengthy and I thought maybe others would like to fill in the blanks...
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Re: Untitled Platformer - Game design, ideas, etc
[Re: Joozey]
#310162
02/13/10 13:18
02/13/10 13:18
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Joined: Sep 2003
Posts: 9,859
FBL
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 9,859
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Ok, to get this further... Boy - special ability: gravity switch I thought about what was written here and tried to think about level design. Soon I noticed it is pretty difficult to design levels allowing complex gravity changes without making it possible to finish the level in an unwanted way. Also I had the feeling the overwhelming options to the player might appear distracting. So I fleshed out following, pretty simple idea: - Boy can switch gravity by using double jump. For now I don't see a necessary limitation necessary to it directly(*). - Only up/down can be switched - There are boxes, enemies and stuff with an outstanding visual appearance to signalize they will react on a gravity switch. - Other objects won't react on the gravity switch - to make this less confusing, the camera view should also turn upside down. So you always walk around with feet on the ground. (Without having falling boxes it might work without turning the view, but I guess it looks alien when the view orientation stays the same and suddenly boxes fall to the top of the screen) (*) Instead of limiting the gravity feature by time limit, allow special levels where the gravtiy feature has to be switched on by disabling some security stuff in the level. Girl: - special ability: time warp Still to be defined: What has to be done to perform a time warp. I'm not sure if a simple button pres will work here. e.g. Sonic CD did time travels by having Future/Past/Present signs you had to touch. Afterwards you needed to make Sonic faster and faster until he warped. Input needed here. This s nothing final, this is just what I collected together and thought makes sense. Feel free to take it apart if you dislike the strict regulation
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