[project1dev] Re: [Design] Gameplay and the environment

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 26 May 2010 14:25:24 -0400

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

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