Old school nes kung fu style gameplay for fighting off zombies anyone? Sent via BlackBerry from T-Mobile -----Original Message----- From: eric drewes <figarus@xxxxxxxxx> Date: Wed, 26 May 2010 14:32:19 To: <project1dev@xxxxxxxxxxxxx> Subject: [project1dev] Re: [Design] Gameplay and the environment 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? >>>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >