[project1dev] Re: Area 1 theme

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 5 Apr 2009 14:29:12 -0700

Cool. I think we are on the same page too. Pretty away

On Sun, Apr 5, 2009 at 2:11 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> oh cool, yeah that one time use item makes sense.  i'm just weary of us
> doing that right now since it could radically change the rest of the game
> with a decision one way or the other.  We could still do it and just change
> it later if we needed to i guess.  Or duh, maybe this is more like what you
> meant but you could like, find the key to the drill machine and back it up
> or drill your way out or something shrug.  Another thing is we don't want to
> be TOO lofty with the goals for this place cause if we make it use a ton of
> features we don't yet have, it'll take forever to get it done, and the goal
> for this area is just to get something built and figure out the workflow for
> the building process and stuff (:
>
> The puzzle before leaving sounds cool too.  If you have any ideas for that
> or come up with any we should do it.
>
> cave in stuff totally makes sense, i like how as you get closer it gets
> more pronounced.  We should have 3d sound so we can make it sound right, and
> also we'll be able to make it so when the player steps somewhere for the
> first time it rumbles and shakes the cave and stuff like that (:
>
> we are more or less on the same page.
>
> We are deffinately on the same page enough for me to pretty stuff up.
>
> the enemies and boss fight and that jazz doesnt have to be finalized right
> now but its good to know the general idea of where we are headed.
>
> I'm officially starting the prettying process now hehe
>
>
> On Sun, Apr 5, 2009 at 2:01 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>
>> Fair enough. I was thinking items more like WoW has those one time use
>> items. I like the zelda like feel of just a couple items better. I am still
>> rooting for having a puzzle of some kind before you can leave.
>>
>> I was thinking the boss should cause the cave in by entering the room.
>> That way we could have effects that build up as you get closer to the boss.
>> Such as rumbling sounds, dust falling, and shaking screen effects. Then the
>> boss makes his entrance with a bang.
>>
>> I' think it would be cool if after the boss fight the cave was still
>> unstable and falling apart. So rocks would fall from the sky and the cave
>> would still shake a rumble. As you leave out the back
>>
>>
>> On Sun, Apr 5, 2009 at 1:49 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>
>>> Well, i'd be leary about giving the player an item to get out of the
>>> cave.
>>>
>>> Like basically, i dont know how big an impact items will have on
>>> gameplay, there could be tons of items where this would be good like you get
>>> a rusty shovel from the boss that breaks after you use it.  Or items could
>>> be really scarce and here we'd be giving the player an item that could have
>>> lots of use outside of this area.  That would be a big deal for this cave
>>> when we don't even have it fitting into the rest of the world in any way.
>>>
>>> What i was thinking to try to stick to your original idea of the cave in
>>> was to have it where after you beat the boss he went insane, ran around, and
>>> smashed out some supports, but he could just as easily fall on a lever when
>>> he dies and cause problems w/ a machine that causes a cave in or something
>>> like that.
>>>
>>> You agree/disagree? (:
>>>
>>> So anyways it seems:
>>>
>>> 1) You walk in, it's a mining operation w/ mining type parafenalia
>>> 2) There are some kinda humanoid monsters mining
>>> 3) You get to the boss area - what's the boss?
>>> 4) A cave in happens sometime around this time - whens it happen and is
>>> it an ongoing cave in or just happens and then stops after it blocks the way
>>> in a few places?
>>> 5) You walk up and around and out the back
>>>
>>> I'm gonna start prettying up this thing at least now that we know the
>>> general decor and theme (: (:
>>>
>>>
>>>
>>>
>>> On Sun, Apr 5, 2009 at 1:17 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>>>
>>>> The only part that I would change then is to scratch the part about the
>>>> boss causing a cave in. After you defeat the boss you can then use 
>>>> something
>>>> he dropped when he died to cause the cave in to open the pathway out.
>>>>
>>>> Did you like all the ideas?
>>>>
>>>>
>>>> On Sun, Apr 5, 2009 at 1:11 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>
>>>>> Hey Kent,
>>>>>
>>>>> These ideas sound good but did you know we have final fantasy style
>>>>> combat not zelda style combat?
>>>>>
>>>>> The details of the combat stuff is different than FF but when you get
>>>>> into combat it goes to another screen until it's over.
>>>>>
>>>>> Does that change anything below?
>>>>>
>>>>>
>>>>>
>>>>> On Sun, Apr 5, 2009 at 1:07 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>>>
>>>>>> Ok, the mineshaft theme is fine. You could also add
>>>>>> * glimpses off whatever they are mining like metals or gems
>>>>>> * piles or rocks
>>>>>>
>>>>>> For the boss, I was thinking the boss should smash through the wall
>>>>>> into the room causing a cave in that locks you into the boss fight. Then
>>>>>> after you defeat him you can continue on. Maybe even have a puzzle after
>>>>>> killing the boss where you need to destroy a support pillar to cause the
>>>>>> pathway above.
>>>>>>
>>>>>> Enemies should be miners that don't care about your presence. Maybe
>>>>>> they are blind or moles or something that can't see. They will only fight
>>>>>> you if you touch them. Then you could position them into positions that 
>>>>>> you
>>>>>> could dodge your way through.
>>>>>>
>>>>>> Or maybe the enemies can see but the lighting is shadowy enough you
>>>>>> can sneak your way in. There could be dirt piles and rocks to hide 
>>>>>> behind.
>>>>>>
>>>>>> I think the boss should be a kobold or a mole or a gnome or whatever
>>>>>> but driving a vehicle with a drill on the front. So he smashes into the 
>>>>>> room
>>>>>> to cause the cave in. Then possibly during the battle causes the path 
>>>>>> above
>>>>>> to break in. Maybe because you get him to crash into the pillars or
>>>>>> something. If the battle takes too long he can destroy everything and 
>>>>>> cause
>>>>>> a cave in that will require a finding an alternate route out.
>>>>>>
>>>>>>
>>>>>>
>>>>>> On Sun, Apr 5, 2009 at 12:23 PM, eric drewes <figarus@xxxxxxxxx>wrote:
>>>>>>
>>>>>>> i love the glowing door situation, i know they have it in a lot of
>>>>>>> games (like fable has the guardian doors, chrono trigger has them too) 
>>>>>>> but
>>>>>>> they are neat and fun and give the player somethuing to wonnder about 
>>>>>>> and
>>>>>>> also a reason to revisit levels later...  we should incorporate wwhy 
>>>>>>> they
>>>>>>> exist into the story or whatnot but i like the idea :)
>>>>>>>
>>>>>>>
>>>>>>> On Sun, Apr 5, 2009 at 2:38 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>>>>
>>>>>>>> Oh and one more thing... :P
>>>>>>>>
>>>>>>>> we could also have kobold miners of course down inside the side
>>>>>>>> tunnels you have set up as well as some miners which walked from 
>>>>>>>> location to
>>>>>>>> location.
>>>>>>>>
>>>>>>>> That way, you could go through and beat up all the monsters if you
>>>>>>>> wanted to for the loot and exp or whatever, or you could time the 
>>>>>>>> patrols
>>>>>>>> (go WOW) so that you had just a minimal number of fights.
>>>>>>>>
>>>>>>>> shrug (:
>>>>>>>>
>>>>>>>>
>>>>>>>> On Sun, Apr 5, 2009 at 11:34 AM, Alan Wolfe 
>>>>>>>> <alan.wolfe@xxxxxxxxx>wrote:
>>>>>>>>
>>>>>>>>> oh and i really don't know how zelda like this game will be (i
>>>>>>>>> guess we'll have to wait to see what eric says about this) but 
>>>>>>>>> something
>>>>>>>>> else that might be neat would be down one of your side tunnels that 
>>>>>>>>> you
>>>>>>>>> made, there could be some kind of glowing blue door and when you walk 
>>>>>>>>> up to
>>>>>>>>> it, it zaps you and you get pushed back or something.
>>>>>>>>>
>>>>>>>>> What that would do, is later on in the game you could find
>>>>>>>>> something that can open doors that look like that so that if you 
>>>>>>>>> remembered
>>>>>>>>> that you saw one at the beginning of the game, you can come back to 
>>>>>>>>> the
>>>>>>>>> mine, and either find another way in, or maybe use some TNT or a 
>>>>>>>>> shovel to
>>>>>>>>> clear the debris, but then you can get back inside and open the door 
>>>>>>>>> and go
>>>>>>>>> somewhere interesting.
>>>>>>>>>
>>>>>>>>> Hopefully that isn't too far off of the spirit of the game, but it
>>>>>>>>> could be kinda neat if it fits.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Sun, Apr 5, 2009 at 11:26 AM, Alan Wolfe 
>>>>>>>>> <alan.wolfe@xxxxxxxxx>wrote:
>>>>>>>>>
>>>>>>>>>> Hey Kent,
>>>>>>>>>>
>>>>>>>>>> Here's what I was thinking for prettying it up, what do you think,
>>>>>>>>>> does this jive with what you were picturing?
>>>>>>>>>>
>>>>>>>>>> I figured the cave would be a mining tunnel, so like the walls and
>>>>>>>>>> floors would be mostly geometric but would have some variation so it 
>>>>>>>>>> wasnt
>>>>>>>>>> just straight lines and stuff obviously hehe
>>>>>>>>>>
>>>>>>>>>> There'd be tracks from the entry way leading down to the square
>>>>>>>>>> area (that's where the boss will be right?) and maybe some mining 
>>>>>>>>>> machinery
>>>>>>>>>> in there. (oh and the tracks would branch to go down some of those 
>>>>>>>>>> blind
>>>>>>>>>> tunnels and there'd be like, minecarts chilling down some of those 
>>>>>>>>>> tunnels,
>>>>>>>>>> and rubble from a cave in inside of some of the tunnels too).
>>>>>>>>>>
>>>>>>>>>> I figure the enemies could be basically like the kobold miners
>>>>>>>>>> from WOW haha.  I'm not sure if they fight you if you bump into 
>>>>>>>>>> them, or if
>>>>>>>>>> it's that if you get close to them (or they see you) that they 
>>>>>>>>>> charge at you
>>>>>>>>>> to fight.  What you think?
>>>>>>>>>>
>>>>>>>>>> Anyhow, I think the boss could be some big buff guy, like the boss
>>>>>>>>>> of the miners maybe.
>>>>>>>>>>
>>>>>>>>>> You fight him, he gets pissed off when he loses (we could do that
>>>>>>>>>> thing like "ow my nose!" or make him say other shit etc haha) and he 
>>>>>>>>>> runs
>>>>>>>>>> around in a circle smashing into some stuff and that's what causes 
>>>>>>>>>> the cave
>>>>>>>>>> in.  Maybe some rubble actually falls and closes the path that you 
>>>>>>>>>> came into
>>>>>>>>>> the cave through.  Also, there's some struts holding a platform in 
>>>>>>>>>> the air
>>>>>>>>>> (the path above the square area) and when the cave in starts they 
>>>>>>>>>> break
>>>>>>>>>> apart and get bent / broken like they are how you have them.
>>>>>>>>>>
>>>>>>>>>> So you run out the back side of that square area (more mine cart
>>>>>>>>>> tracks leading up there) and the miners are kinda running around like
>>>>>>>>>> chickens with their heads cut off panicing, you fight through them, 
>>>>>>>>>> jump
>>>>>>>>>> across the broken struts, into the exit tunnel, fight your way 
>>>>>>>>>> through there
>>>>>>>>>> and exit the tunnel into daylight where as soon as you go out, maybe 
>>>>>>>>>> there's
>>>>>>>>>> a big puff of dust (particle effects) and the way through is closed 
>>>>>>>>>> by
>>>>>>>>>> boulders.
>>>>>>>>>>
>>>>>>>>>> So i guess decoration of the cave would include stuff like...
>>>>>>>>>>
>>>>>>>>>> * rails for mine cars
>>>>>>>>>> * mine carts, maybe with junk inside them
>>>>>>>>>> * kobold miners (we could rip off gemstone 3 and have them be
>>>>>>>>>> mining dirt lol... kobolds are so dumb)
>>>>>>>>>> * wooden supports for the mine shafts
>>>>>>>>>> * boulders and "cave in" walls of rock
>>>>>>>>>> * lanterns hanging from the wooden supports
>>>>>>>>>> * struts and a cat walk above the large area where the boss is
>>>>>>>>>> * a couple peices of random mining machinery and pick axes layin
>>>>>>>>>> on the ground.
>>>>>>>>>>
>>>>>>>>>> How's that sound?
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

Other related posts: