Well I started on my first world in the game. Ice dungeon like... I have blue slimes, jumping ledges, falling ice shards, floors that send up spikes and a'more. The falling ice chunks and everything were so easy to program yet they work so well. You have to move right away before they fall on you. I was playing with VFX's and made a cool sink thing it has the turny handles and everything.
I'm not entirely sure what direction this game is going to be honest... so far in my head I' thinking level after level to beat the game...Classic Mario like. But get new spells and weapons as you progress. The combo system works pretty well but it the game may be a little challenging for some.... in which case RUN from the slimes from hell! We'll see what cool ice boss I can whip up...probably gunna be all VFX too.
What do you guys think of the level only idea. Beat a level unlock next one...add time trials after completing a level or something. Maybe I'll make some alternative characters too. Hell maybe a battle tournament mode too. Your guys' thoughts?
Superfluous correlations through Pavlovian conditioning cause cerebral captivity for all of us.
Post by Doan the Nado on May 23, 2006 0:37:26 GMT -5
The level idea is proven, and it is what made so many early video games great. More modern games have kind of gotten away from that, and I think it would be very refreshing to play a level-based game (kind of like Mega-Man or Donkey Kong). Speaking of Donkey Kong, it might be a good idea to have some kind of special item to collect which is equivalent to the DK coins, which you can go back and find in every level. Some you wouldn't be able to reach until you got an item from a later level.
Games like this can be very fun if you keep learning new abilities and especially new combos. For example, perhaps having different items equipped could lead to needing to learn new button sequences to produce new, more powerful combos. As long as both the enemies and the player continue to get stronger, a game like this will be very fun.