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

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 26 May 2010 11:37:44 -0700

http://www.youtube.com/watch?v=Po7qeVy-7DM

On Wed, May 26, 2010 at 11:31 AM, <mattthefiend@xxxxxxxxx> wrote:

> Old school nes kung fu style gameplay for fighting off zombies anyone?
>
> Sent via BlackBerry from T-Mobile
> ------------------------------
> *From: * eric drewes <figarus@xxxxxxxxx>
> *Date: *Wed, 26 May 2010 14:32:19 -0400
> *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?
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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