oh yeah, like the magic flute in super mario 3 On Wed, May 26, 2010 at 2:23 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote: > And a flute that creates a whirlwind to pick you up and take you to a > marginally random, but predetermined location, or you could set a waypoint. > > > On Wed, May 26, 2010 at 2:21 PM, eric drewes <figarus@xxxxxxxxx> wrote: > >> i think thats a good idea Nick, we could have bombs too that blow holes in >> certain sides of cliffs >> >> >> On Wed, May 26, 2010 at 2:18 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote: >> >>> Maybe we should have to find a candle in order to shoot fire (1x per >>> screen) >>> >>> >>> On Wed, May 26, 2010 at 2:17 PM, eric drewes <figarus@xxxxxxxxx> wrote: >>> >>>> yeah like bushes get burned away to reveal staircases underneath! >>>> >>>> i really like the idea of making it tower D'ish but keeping where you >>>> control the main character, and everything else (towers, townsfolk) are >>>> just >>>> support units >>>> >>>> >>>> On Wed, May 26, 2010 at 2:11 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>>> >>>>> I like the ideas as well. I like the concept of fighting with/against >>>>> the enviroment as well as enemies. I also like the idea of having enemies >>>>> attack your cities and having townsfolk help defend. >>>>> >>>>> I think there should be destroyable terrain such as bushes and trees. >>>>> We could also have hidden stuff tucked away or secrets that are not so >>>>> obvious. >>>>> >>>>> >>>>> On Wed, May 26, 2010 at 11:01 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>>> >>>>>> I like your thinkin Nick (: >>>>>> >>>>>> In the original game thats exactly the spells you had... basically >>>>>> some basic elemental things (wind, lightning, earthquake, sun, etc). >>>>>> >>>>>> >>>>>> On Wed, May 26, 2010 at 10:54 AM, Nick Klotz >>>>>> <roracsenshi@xxxxxxxxx>wrote: >>>>>> >>>>>>> I think you should be able to command elements to help you. >>>>>>> Lightning, fire, water, wind, earth, ice, and variations of them as the >>>>>>> game progresses. I like the idea of having to worry about the terrain >>>>>>> and >>>>>>> using that to aide your population (and perhaps even fight against >>>>>>> enemies), >>>>>>> plus if we go that route, I could think of some awesome combat concepts >>>>>>> involving the elements in 1st person fighting modes >>>>>>> >>>>>>> >>>>>>> On Wed, May 26, 2010 at 12:46 PM, Alan Wolfe >>>>>>> <alan.wolfe@xxxxxxxxx>wrote: >>>>>>> >>>>>>>> Katie finished the terrain (woot!) which im going to try and get >>>>>>>> into the game tonight, and now she's looking at populating the level >>>>>>>> with >>>>>>>> trees. >>>>>>>> >>>>>>>> She brought up a good question though that i wanted to brainstorm >>>>>>>> about and see if anyone had any input. >>>>>>>> >>>>>>>> In the original act raiser, there were trees that you could destroy >>>>>>>> (bright green bushy things) and trees you couldn't (dark green >>>>>>>> evergreens). >>>>>>>> >>>>>>>> You would destroy the bushes with lightning and then you'd be able >>>>>>>> to build on the tile. >>>>>>>> >>>>>>>> Also in other levels of act raiser you had to fight against the >>>>>>>> environment a little and do things like use a rain spell to wash away >>>>>>>> sand >>>>>>>> dunes, or use a sun spell to dry up marshes. You did both so that it >>>>>>>> would >>>>>>>> clear up a tile and your people could build there. >>>>>>>> >>>>>>>> Do we want to have these kind of elements in our game? >>>>>>>> >>>>>>>> I myself think it would be nice to have these types of things in our >>>>>>>> game, but maybe even make them a little more real time. For instance.. >>>>>>>> >>>>>>>> #1 - in the desert level, the desert sands encroach on your houses. >>>>>>>> You have to use rain to wash away the dunes, and eventually you >>>>>>>> conquer the >>>>>>>> whole desert, but the more desert there is, the more dunes it >>>>>>>> generates. if >>>>>>>> you let the dunes get too out of hand, they can bury your houses (which >>>>>>>> destroys them and you lose population) >>>>>>>> >>>>>>>> #2 - in the swamp level, it is perpetually (or often) raining. >>>>>>>> We'll have cool rain effects for that :P Anyhow... low land areas get >>>>>>>> more >>>>>>>> and more flooded as they get rained on more. You'll need to do >>>>>>>> something >>>>>>>> (cast one of your spells) to keep them from getting too soggy and >>>>>>>> having >>>>>>>> your houses sink into the bog. After you defeat the boss of the area, >>>>>>>> the >>>>>>>> rain goes away and your land is safe. >>>>>>>> >>>>>>>> Also after talking to Eric and Nick since this project started I >>>>>>>> think i'm starting to think more along their lines about combat that we >>>>>>>> should do stuff like have defenders of your town, and have enemies >>>>>>>> rush your >>>>>>>> town sometimes (like a horde of zombies) and it might get pretty hairy. >>>>>>>> This instead of the act raiser enemy combat which is more mellow and >>>>>>>> slow. >>>>>>>> >>>>>>>> Anyhow, more info on that later (for brainstorming) but i just >>>>>>>> wanted to bring it up so you could see how things would play out... >>>>>>>> that in >>>>>>>> later levels, the environment would be actively encroaching on you >>>>>>>> while at >>>>>>>> the same time you had to fight off enemies. >>>>>>>> >>>>>>>> How do you guys feel about that gameplay? Or do you have any other >>>>>>>> ideas or input? >>>>>>>> >>>>>>>> Also what i'm thinking for level 1 is that it's a very mellow level >>>>>>>> (much like the original act raiser) in that the environment doesnt >>>>>>>> fight >>>>>>>> you, and the enemies are weak and pretty tame. >>>>>>>> >>>>>>>> I think we should have both trees and bushes on the map... and make >>>>>>>> it so bushes can be destroyed by lightning so that you have more room >>>>>>>> to >>>>>>>> build, and that trees are immune to lightning and are permanent >>>>>>>> barriers. >>>>>>>> >>>>>>>> Whats your guys' thoughts? >>>>>>>> >>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >