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movement and puzzles

Started by RagnarokNAJU, May 02, 2010, 06:26:34 PM

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RagnarokNAJU

I suppose one could say that opening the sealed corridors was a puzzle aspect in the game.. but some more involved and detailed puzzles would be interesting... Lufia2 comes to mind.. had some great puzzles on a walk around format.. and maybe the char could be given the ability to dash and or jump..   
have certain floors with damage properties or pitfalls that would drop you back distances..
i suppose im thinking from an nes viewpoint though.,.
~~ Cleaveland

Megadeth502

i agree. the controls in the original are literally flawless, but old and obsolete. i really think jumping and dashing would be a sweet addition to the game.

arseniy


RandomSpriter

Quote from: Megadeth502 on May 02, 2010, 07:42:43 PM
i agree. the controls in the original are literally flawless, but old and obsolete. i really think jumping and dashing would be a sweet addition to the game.

Quick dash left and right during TGL mode?
Cooldown of the ability with about 5-8 seconds?

arseniy

I think dash can be for adventure mode.

faxinadu

i think the corridor mode should stay pretty much with the same gameplay, but the adventure mode could be played around with.

i would love the adventure mode to be something like "secret of mana / evermore" style, with both the mana rpg elements and (adventure) fighting elements in there.

RagnarokNAJU

Quote from: faxinadu on May 09, 2010, 02:46:27 AM
i would love the adventure mode to be something like "secret of mana / evermore" style, with both the mana rpg elements and (adventure) fighting elements in there.

!!!

very nice.. especially with the special weapons..
~~ Cleaveland

RandomSpriter

Changing things too much can also destroy the feeling we're searching, remember that.

arseniy

Quote from: RandomSpriter on May 09, 2010, 09:21:01 AM
Changing things too much can also destroy the feeling we're searching, remember that.
yup.
Just as example tons of hoolywood movies based on the comics they all suck :)
+ as example cover versions of classical music and many modern music inspired by classic music however they make it more primitive easy to understand but lost of the real depth. If you have music taste some developed you can understand this example very much :)

faxinadu

yes but i am only talking about the adventure mode. i think this could be made into something really special.

arseniy

hm...
Well I not know how about others but personally I not like usual RPGs because they have too much of stuff. I would vote to avoid it and keep the adventure mode pretty simple as well as hero's parameters :3

RandomSpriter

I wish to keep the level system and the most of the original and keep at it that.
Chip, Level, Blue cores, Red cores. you name it.

The only thing I think we can add to is probably a new move at the later part of the game where you can sprint, like Zelda(Or rather Jet Dash with her engines.) But only for a little while, like 3-5 seconds tops.
Just to get around faster.

RagnarokNAJU

maybe differnent levels for speed or jump.. someething to earn.. and of course keeping the score/exp for life gaining would be a must

and having puzzles with blocks to push or such could get interesting
~~ Cleaveland

RandomSpriter

Oh there'll be puzzles alright, that was quite the tricky ones.^^

arseniy

I vote against jump ;)
U know SHMUP stages is very intense for the skills so the adventure mode should not be so very challanging. It would be too stressfull to have challange everywhere. The main challenge in the adventure stages is bosses.
The dash can be okay if it takes out enough chips. But again making dash into the adventure mode immediatelly bring lots of problems to the enemies behave. For example with dash the bosses should have different behave.

To keep away from long time walking in the rooms there can be ability to skip room to the next very fast if it's empty or maybe if you passed the room 5 times already.

Dash and Jump create 2 times more work. The dash is something to think about but Jump - just not good idea.