[project1dev] Re: Area 1 theme

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 5 Apr 2009 14:11:00 -0700

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?
>>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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