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