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DOT-INVADER
thanks for your posts guys. i also want to thanks RipX and strille (strille already submitted an excellent wip engine. believe me, it's fantastic!).
OK, i have some more precise ideas to throw now:
as i want to re-create a game like if it was on a super nintendo (except maybe it's smoothness, which will probably vary), here are the main characteristics that we can discuss about:
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> window size: 256*224
> tile size: 16*16 (may be different sized with strille's actual engine)
> fps 50/60
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ok, now the in-game ideas:
> you start-off like in super mario world (SMW), with an overview map that is not directly playable, but in which you can choose the area you want to explore. the more you pass areas, the more the map is accessible... there are more than one map of course, and in order to change you'll have to either defeat a boss, either find a key or particular item... one map has several areas to explore, with a replay value (find all secrets, find all rubies etc... 100 per stage for example), so that people are able to re-enter these old areas explore better rather than going from start to end too fast...
> you enter a stage. depending on the actul stage, ther are maybe several scrolling (it's better to limit it to 2 different speeds i think). stages are quite long, but you have some kind of check point in the middle of the stage, so that if you die near the end, you don't have to redo all. that check point is NOT a save game feature. a save game feature can be implemented when you are in the main map (overview), there's a special place for that...
> at the end of the stage, you have of course the count of the items you found (let's say you found 79/100 rubies)
> stages have depth: you may enter caverns, etc. i'll have to take care of the stage configuration, so that exploring caverns or outsides match together in therm of distances...
> the playability. i want the game not to be a too classical platform game, so i wanted to put some strategy in it; i took the inspiration from games like bubble bobble or klonoa; my idea is a bit a mix of these games. OK, the player has the ability to throw bubbles. these bubbles can capture enemies. when an enemy is captured into a bubble, he's going up/in the air slowly... if we wait too long he escapes and is stronger/faster than before). but when it's captured, you have the choice:
1) jump at it keeping the jump button pushed and rebound, so that you can access higher platforms. when you do that, the bubble and the enemy explodes (there's no blood involved :-), so no way to rebound again on it.
2) to jump at it so that you can "take it" and throw it against other enemies.
> that ability to throw a captured enemy can do wonderful things: it can for example breaks walls (depending maybe on the enemy), so you may find other ways (some areas will have 2 or 3 exits, so that the overview map can be build differently; the paths you'll have may open "hidden" areas, not obligatory to finish the game, but obligatory if you want to finish it at 100%). i don't know if you are familiar with the overview map function, but it's like in SMW and also SMB3...
PLUS, you may capture enemies that look like bombs... you cannot have them too long with, or they will explode at your face. BUT they are able to destroy particular walls also...
WELL, that's all for now, no storyline yet, just some ideas :-)
and you, coders, what do you think? still motivated after that? :-))
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