[project1dev] Re: Area 1 theme

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 5 Apr 2009 13:11:13 -0700

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?

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