The Guardian Legend

Sequel of The Game => Basic ideas for the sequel => Topic started by: Manna on February 19, 2011, 07:48:22 PM

Title: Thoughts on the Labyrinth
Post by: Manna on February 19, 2011, 07:48:22 PM
So, as I said in my intro thread, I've been kicking around what I'd want to see in a TGL sequel both on my own and with friends over time, and as easily sidetracked as I get with it, I do always kind of come back to it as a 'main' dream project.

One thing I always sort of felt kind of lacked in the original was the overworld/exploration segment. I know it was partly there to let you wind down and recharge/power up in between shooter segments, but it kind of felt like it was lacking in 'big moments.'

Okay, yeah, it was an NES game.

I kind of see any attempt at a new game needing to put some extra emphasis on the walking mode. Maybe make some of the mini-bosses more 'thoughtful,' like puzzle battles or something. Hell, you could even have some of the 'real' bosses appear in this mode- perhaps a 'larval' Fleepa run-in before fighting him for real in a Corridor. I'd love to see the battle system turned into something akin to Secret of Mana- with Guns! The existing 'basic weapon on one button, special weapon on the other' setup is already great. Can you imagine the game with Smash TV style dual move/aiming controls to make for some more intense segments?

Another thing I kind of thought would be nice, if the Areas get tougher, the 'hub' zone might be more hospitable... maybe a 'town' or base camp of sorts for you to re-energize, upgrade, maybe even... craft items? I personally think it would be awesome if there was a way for players to make their own Guardian 'build,' if someone decided they really favored the Saber Laser or a spread gun type attack and would rather focus on that.
Title: Re: Thoughts on the Labyrinth
Post by: arseniy on February 19, 2011, 10:28:42 PM
So like unlimited upgrade for the secondary like in RPG games?
I would not make adventure mode too tough. Maybe more puzzle elements and quests and exploration. The SHMUP mode should be more intense and adventure mode should be more relaxed to play IMO. If both modes tough there wont be contrast. The big moments there would be nice tho. In SHMUP big moments is obviously an awesome bosses. Could there be something different in adventure I wonder :eyeblue:
Title: Re: Thoughts on the Labyrinth
Post by: coinilius on February 20, 2011, 06:00:00 AM
It was mentioned earlier in another thread, but I could definately see the benifit of adding in a 'dash' type feature in the adventure mode, allowing you to traverse a bit quicker.  More puzzle elements in the adventure mode could be nice as well, creating some more variety in those sections.
Title: Re: Thoughts on the Labyrinth
Post by: arseniy on February 20, 2011, 06:24:55 AM
I do not know Smash TV dual style controls. Explain or video link?
Title: Re: Thoughts on the Labyrinth
Post by: Manna on February 20, 2011, 06:49:06 AM
In Smash TV, you had the option of using controller 2 as a second joypad so you could shoot in any direction while having full motion on the other d-pad. Kind of the precursor to dual-analog controls. The whole game was like a series of rooms where enemies would flood in from all sides, so it was a big help.

I think the thing I'd like to see most in the Labyrinth would probably be things along the line of more involving puzzles to open up the Corridors. Some of them were pretty clever to start with (especially in those pre-internet, what the hell does "Wait, wait, wait forever..." mean days.) Maybe the walking sections should be more about brain teasers than Super Crazy Boss Time.
Title: Re: Thoughts on the Labyrinth
Post by: coinilius on February 20, 2011, 07:06:26 AM
QuoteMaybe the walking sections should be more about brain teasers than Super Crazy Boss Time.

That is the direction I would go in as well (although there could be some more 'puzzle' based mini-boss encounters as well, perhaps?) 
Title: Re: Thoughts on the Labyrinth
Post by: UserK on February 20, 2011, 08:01:43 AM
Quote from: Manna on February 19, 2011, 07:48:22 PMCan you imagine the game with Smash TV style dual move/aiming controls to make for some more intense segments?
Yes!
Quote from: Manna on February 19, 2011, 07:48:22 PMAnother thing I kind of thought would be nice, if the Areas get tougher, the 'hub' zone might be more hospitable... maybe a 'town' or base camp of sorts for you to re-energize, upgrade, maybe even... craft items? I personally think it would be awesome if there was a way for players to make their own Guardian 'build,' if someone decided they really favored the Saber Laser or a spread gun type attack and would rather focus on that.
Some of this has been elaborated in the "weapon buffers (http://www.itchstudios.com/psg/guardian/guardianlegend.htm)" section. I think that would be fairly intuitive. We need to email this guy a day for the great work.

I had an idea about this a couple of weeks ago. I believe its inner core derives from a manga called Guyver (http://en.wikipedia.org/wiki/Bio_Booster_Armor_Guyver). In this story, the protagonist is equipped with a bio-mechanical suit very similar to System DP in concept. Although its protection against extreme conditions such as deep space is unproven (as long as I've read), combat features are top-notch.
System DP seems to provide way less combat performance with increased sustainability - but is it sufficient for long-range space travel? Perhaps it might stop the host from aging, but it seems unlikely it could deliver super-light travel alone. The extreme compactness makes it a very nice piece of tech even without those features.

This is why I considered system DP would eventually feature "modules". One would be the "long range travel module" and another could be a "tactical support module". One of those could land in the hub and provide upgrades over time.
Title: Re: Thoughts on the Labyrinth
Post by: arseniy on February 20, 2011, 08:02:21 AM
So it would be also same as walk with WASD shoot with mouse in any direction
Title: Re: Thoughts on the Labyrinth
Post by: Manna on February 20, 2011, 02:31:36 PM
Yeah, that'd be the PC friendly version.
Title: Re: Thoughts on the Labyrinth
Post by: RandomSpriter on March 07, 2011, 12:00:59 AM
Making use of the Mouse during Bird eye would probably make the game rather easy, as I figured out that Controls would be the main control system for the game. If anything I wish to keep it purely Keyboard with no usage of the mouse.
Trust me, with the idea I have, you'll not be able to use your mouse anyway.

As for the hub, there'll be the "ship" that you travel in has the hub and the "upgradeable craft" area, also where you can stock up rather fast with a recharge to max on all.

The modules you can find around the Planets however has a different "coding" due to that it's Alien, I always found it weird that Miria/Alyssa could just take a random "thing" and get an upgrade with no pre knowledge about the weapon.

Aaaaalthough, there's a fictional explanation I have for that you might see if I get the game done... ~

Also, about the Adventure mode, as said before, it's something of a "breath" between the heavier SHMUP parts, doesn't mean that it'll always be a breeze, as there'll be some bosses or normal enemies that WILL be dangerous to you, especially the "walkers" you might see later.
Also, with the Gamma Phase, there'll always be a huge danger of actually dying pretty fast as it's hunting you through the game during the allocated Time.
Also, most of the Story(Optional of course.) will take part in the adventure mode.
Title: Re: Thoughts on the Labyrinth
Post by: arseniy on March 07, 2011, 07:33:49 AM
I would not say adventure mode is a "breath" and you know that. TGL would not be so special if it has no adventure mode.

In the indie games some games are called exploration type. Adventure mode has exploration element and it's very important for gameplay. In the sequel the map might show only the rooms you have visited. So you will see the rooms you visited and know where to go to visit new room. The new keys might shown on map somehow too. So you will see new spot you need to go for.
Title: Re: Thoughts on the Labyrinth
Post by: RandomSpriter on March 07, 2011, 10:36:24 AM
Of course there'll be a map of some kind like the original, it helped out alot of times.

I'm still wondering though, Metroid like or just blue squares like TGL?
But I don't want people to eternally stare at the map and see "Aha, there's a secret" like in the Castlevania style, Hmm.
Title: Re: Thoughts on the Labyrinth
Post by: zeldatimelinefreak on March 18, 2011, 10:48:46 PM
About the use mouse to aim thing... That wouldn't go so well on a laptop. Just saying... Anyway, the "overworld" should be more like Zelda dungeons, where you need a specific puzzle solved to continue, or you need a specific item to reach this area. Off topic: I also suggest "all range mode" in some of the corridor bosses (just putting things in the mix :P).
Title: Re: Thoughts on the Labyrinth
Post by: RandomSpriter on March 19, 2011, 01:11:43 AM
All range mode?

And don't worry, we'll hardly not even use the mouse in the game I am trying to make
And of course there'll be some puzzles you need to solve, like the keys in the original TGL.
Title: Re: Thoughts on the Labyrinth
Post by: zeldatimelinefreak on March 19, 2011, 02:04:06 AM
All range mode like in Star Fox 64. Free movement around a map that turns when you turn. Like say your ship gets to the left side of the screen and you keep pressing left; the camera will start to turn/twist/whatever left. Get it? XD
Title: Re: Thoughts on the Labyrinth
Post by: RandomSpriter on March 19, 2011, 04:04:55 AM
Well I have been thinking about how to make the Labyrinth feel fresh...
I guess this may work actually well, but I feel it's also too different.
I'll keep it in mind, but so far, stale camera seems to be the prio.

Doesn't mean it might change, as I want to hear more opnions on this.
Title: Re: Thoughts on the Labyrinth
Post by: arseniy on March 19, 2011, 04:20:43 AM
I m sure it should similar to original. I think the right direction is to upgrade original. With a try of make something kewl with awesome features mostly like will make it more a mainstream. I mean just because of lose too much connection with original, u know?

As for MAP I think it should be map where u see the passages. Not just squares. And maybe even a marks for unbeaten bosses or untaken items.
Title: Re: Thoughts on the Labyrinth
Post by: UserK on March 19, 2011, 10:28:07 AM
Quote from: zeldatimelinefreak on March 19, 2011, 02:04:06 AMAll range mode like in Star Fox 64. Free movement around a map that turns when you turn. Like say your ship gets to the left side of the screen and you keep pressing left; the camera will start to turn/twist/whatever left. Get it? XD
Like Wii FPS, Wiimote controls crosshair and moves screen when hitting the edge? Something like that?
This would be equivalent to "third person view". It introduces some issues. BTW, StarFox always have been 3D if memory serves.

+1 for the "annotated map"
Line from a cell to the other = passage
Blue lander on a cell = shop to be used or save point
Green pyramid on a cell = boss

Something like that?
Title: Re: Thoughts on the Labyrinth
Post by: zeldatimelinefreak on March 19, 2011, 11:50:46 AM
I imagined it working with the overhead view using a deadzone like wii fps's, but the deadzone would be on the character instead of a cursor and only be side to side keeping the shooter gameplay fresh yet original. This could add more strategy to boss battles in the corridors since you'd have to turn more often to find the boss's weakpoint. But you'd still have the classic boss battle style as well for others like :optomon:...
Title: Re: Thoughts on the Labyrinth
Post by: arseniy on March 20, 2011, 12:17:13 AM
Hm.. I still think the sequel better be based on original gameplay. Original gameplay upgrade. Making the free movement with rotating screen is too much risk to get disconnected with original game.
Like a feature used in other game u suggest "search for weak spot in boss" is not suitable for Guardian Legend atmosphere.
I think puzzle elements should belong to overworld and pur SHMUP to fly stages. It's pretty awesome switch between focus direction. Maybe the overworld should be more puzzled and quested than in original.
Keep fly stages free of puzzle and keep it a pure action will be really good contrast I think.
Title: Re: Thoughts on the Labyrinth
Post by: UserK on March 20, 2011, 04:06:11 AM
Yeah, I agree. I'm unable to figure it out even after the explanation.
Wouldn't it just be third person view?
Title: Re: Thoughts on the Labyrinth
Post by: RandomSpriter on March 20, 2011, 04:56:30 AM
You mean like this Zelda?

(http://img852.imageshack.us/img852/4289/examplelaby.png)
Title: Re: Thoughts on the Labyrinth
Post by: zeldatimelinefreak on March 20, 2011, 05:08:09 AM
Kind of, but I was thinking of it only being in the corridors so you keep a constant movement rate, and you would automatically u-turn after you reach the border.
Title: Re: Thoughts on the Labyrinth
Post by: RandomSpriter on March 20, 2011, 07:35:01 AM
Aha! I got what you mean!

Against bosses, there's more then 1 side(The front), if you would reach the border, you'll swap to another side of the boss(Left and right side of boss), and if you turn one more to the same side you did, you'll be in the back(Behind).

Interesting idea, I get what you mean, akin to the Sephi big boss in FF7.
But that would be One INSANE big boss for that! Mostly.