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

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 26 May 2010 14:32:19 -0400

good call wurmz, can we toss some castlevania in then while we're at it?

On Wed, May 26, 2010 at 2:30 PM, Matthew Freeland <mattthefiend@xxxxxxxxx>wrote:

> Why wait? Let's merge them all into one uber gameplay mode.
>
>
> On Wed, May 26, 2010 at 11:27 AM, eric drewes <figarus@xxxxxxxxx> wrote:
>
>> yay!
>>
>>
>> On Wed, May 26, 2010 at 2:25 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>
>>> If you guys want to we can rip off zelda next after we finish ripping off
>>> act raiser and doom lol
>>>
>>>
>>> On Wed, May 26, 2010 at 11:23 AM, 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?
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

Other related posts: