The Guardian Legend

Sequel of The Game => Basic ideas for the sequel => Topic started by: RagnarokNAJU on May 02, 2010, 06:26:34 PM

Title: movement and puzzles
Post by: RagnarokNAJU on May 02, 2010, 06:26:34 PM
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.,.
Title: Re: movement and puzzles
Post by: 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.
Title: Re: movement and puzzles
Post by: arseniy on May 03, 2010, 03:05:57 AM
Jumping? Hm...
Title: Re: movement and puzzles
Post by: RandomSpriter on May 08, 2010, 11:24:24 AM
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?
Title: Re: movement and puzzles
Post by: arseniy on May 08, 2010, 09:13:13 PM
I think dash can be for adventure mode.
Title: Re: movement and puzzles
Post by: faxinadu on May 09, 2010, 02:46:27 AM
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.
Title: Re: movement and puzzles
Post by: RagnarokNAJU on May 09, 2010, 08:28:45 AM
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..
Title: Re: movement and puzzles
Post by: RandomSpriter on May 09, 2010, 09:21:01 AM
Changing things too much can also destroy the feeling we're searching, remember that.
Title: Re: movement and puzzles
Post by: arseniy on May 10, 2010, 12:02:54 AM
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 :)
Title: Re: movement and puzzles
Post by: faxinadu on May 10, 2010, 12:41:10 AM
yes but i am only talking about the adventure mode. i think this could be made into something really special.
Title: Re: movement and puzzles
Post by: arseniy on May 10, 2010, 01:10:06 AM
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
Title: Re: movement and puzzles
Post by: RandomSpriter on May 11, 2010, 02:09:10 PM
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.
Title: Re: movement and puzzles
Post by: RagnarokNAJU on May 11, 2010, 05:18:20 PM
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
Title: Re: movement and puzzles
Post by: RandomSpriter on May 11, 2010, 08:28:21 PM
Oh there'll be puzzles alright, that was quite the tricky ones.^^
Title: Re: movement and puzzles
Post by: arseniy on May 11, 2010, 10:40:20 PM
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.
Title: Re: movement and puzzles
Post by: RandomSpriter on May 12, 2010, 10:14:29 PM
The more I think about it, even though TGL the original wasn't so vast, it really wasn't that bad of the feeling of walking through lots of old rooms where there's no hinder or anything except weak enemies.

So Dash may be more of a bad thing then a good, even if the sequel could become way bigger.
Title: Re: movement and puzzles
Post by: arseniy on May 12, 2010, 10:23:33 PM
If Naju destroyed then how the old rooms are available?
Yeah I also have doubts about Dash. Will see.
So what the puzzles?
I suggested a destructeble walls that can be destroyed only a certain way for example with a certain special weapon only.
Sealed corridors was fun I think we should do similar in the sequel that corridors are sealed.
Here idea comes to my mind.
U get in the room where someone( :bluelander:?) tells you that to break a seal in corridor 7 you have to NOT touch anybody when you leave this room(well he can tells that info lilttle more puzzly). So after you leave you need to go to the corridor without touch and shoot a single enemy. After you come like that the corridor is opening.
Title: Re: movement and puzzles
Post by: arseniy on May 12, 2010, 10:26:20 PM
Maybe we should make a separate topic where everyone can post only puzzle ideas without discuss them to stay away from confusion and keep them in mind?
Hm.. Or posting puzzles with bold font and set number near them. If puzzle before you was number 5 you should set number 6 and so on.
I just suspect the discussion will make topic too confusing :skull:
Title: Re: movement and puzzles
Post by: RandomSpriter on May 12, 2010, 10:27:52 PM
Might be an idea, yep.

Anyway, back to spriting for me. :P

I'll let the smart guy handle the puzzles.
Title: Re: movement and puzzles
Post by: arseniy on May 13, 2010, 02:44:55 AM
Quote from: RandomSpriter on May 12, 2010, 10:27:52 PM
Might be an idea, yep.

Anyway, back to spriting for me. :P

I'll let the smart guy handle the puzzles.
to smart guys plz :)