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Re: Untitled Platformer - Game design, ideas, etc [Re: Ganderoleg] #322243
05/05/10 15:04
05/05/10 15:04
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
Serious User
txesmi  Offline
Serious User

Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
Hi!

I think it is not clear why BUM kidnappes LJ. It could be that BUM needs some child tears to achieve his transformation chemistry. At dungeon level, LJ can be confined into a strange machine that takes his essence and, in a first step, has to be stopped by BJ. Then, as the second step, LJ needs to find the way to his sister. And for last step, they leave the dungeon. It also can be the reason why they are convinced that BUM will kidnap other child.

Salud!

Re: Untitled Platformer - Game design, ideas, etc [Re: txesmi] #322362
05/06/10 12:04
05/06/10 12:04
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline
Senior Member
Ganderoleg  Offline
Senior Member

Joined: Oct 2006
Posts: 470
Balkan
This is very, very good idea tongue I would maybe just change the time line since it's not possible for Big J to know anything about the children tears extracting process because she just followed SUM into the abyss & down into the dungeons.

We could go with it in this way:
1.Cut scene is first showing the BJ entering the dungeons through the bottom of the abyss & then switching to LJ, who is given a potion by the mouse.
2.In the first part of the dungeon level J's have to find each other, with BJ starting from the bottom of the dungeon & LJ starting from the dungeon tower.
3.Once they unite we go with cut scene where LJ is telling the BJ about the strange machine that was extracting his tears & about the big monster (BUM) that was standing next to SUM, talking about his plan to extract tears from every child in the valley.
4.After the cut scene the second part of the dungeon level is starting & J's have to find & destroy the tears extracting machine.


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Re: Untitled Platformer - Game design, ideas, etc [Re: Ganderoleg] #325458
05/26/10 18:33
05/26/10 18:33
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
Serious User
txesmi  Offline
Serious User

Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
Hi team,

Yesterday I did a study of possible jumps with the latest prototype. The results are as follows:
First number -> Jump height
Second number -> Jump length
R -> LJ need to be running to get make the jump. With only one box of running fails (great for tricks)
H -> LJ jump ends hanging from the corner.

VISIBLE LANDING
2.0 H / 2.1 H / 2.2 H / 2.3 RH
1.0 / 1.1 / 1.2 / 1.3 H / 1.3 R
0.1 / 0.2 / 0.3 / 0.4 RH
-1.0 / -1.1 / -1.2 / -1.3 / -1.4 H / -1.4 R
-2.0 / -2.1 / -2.2 / -2.3 / -2.4
-3.0 / -3.1 / -3.2 / -3.3 / -3.4 / -3.5 RH
-4.0 / -4.1 / -4.2 / -4.3 / -4.4 / -4.5 H / -4.5 R
BLIND JUMPS
-5.0 / -5.1 / -5.2 / -5.3 / -5.4 / -5.5
-6.0 / -6.1 / -6.2 / -6.3 / -6.4 / -6.5 / -6.6 RH
-7.0 / -7.1 / -7.2 / -7.3 / -7.4 / -7.5 / -7.6 H / -7.6 R
...
We could go on but I don't think it necessary. I think it's a must to know for level designers and it can't be changed too much.

Salud!

Re: Untitled Platformer - Game design, ideas, etc [Re: George] #334287
07/22/10 10:29
07/22/10 10:29
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
you guys may want to check this out:

http://www.indiedb.com/games/ayla/downloads

it has somewhat the same gravity-flipping idea.


3333333333
Re: Untitled Platformer - Game design, ideas, etc [Re: Quad] #334300
07/22/10 12:15
07/22/10 12:15
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

Expert
George  Offline OP

Expert

Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
Thank you for the link. It's an interesting project, but it's more oriented towards arcade, not puzzles, like our game. I think that we can learn from it, though, maybe get some ideas, and so on.

Re: Untitled Platformer - Game design, ideas, etc [Re: George] #343688
10/08/10 22:18
10/08/10 22:18
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline
Senior Member
Ganderoleg  Offline
Senior Member

Joined: Oct 2006
Posts: 470
Balkan
I made a quick list of the spells that I think LJ & BJ could receive during the game in different chapters. Here is what I had in mind:

Chapter 1 / Mountains..........Gravity Switch (BJ)
Chapter 2 / Dungeon............Invisibility (LJ) (time limited)
Chapter 3 / Fortress............Illusion (BJ)
Chapter 4 / Mansion............Recruit (LJ)
Chapter 5 / Forest...............Flying (BJ) (time limited)
Chapter 6 / Caves...............Strength (LJ) (time limited)
Chapter 7 / Castle...............Golem Control (BJ)
Chapter 8 / Sewer...............?
Chapter 9 / Swamp..............Zero Weight (BJ) (time limited)
Chapter 10 / Swamp Castle....?

Gravity Switch & Illusion are already known and Invisibility, Flying & Strength are self-explanatory. I will add some invisibility-based gameplay into Fortress levels in the second (and final) re-design & tweak turn for this chapter in about 10-12 days.

Recruit should be the spell that can be used only if target enemy soldier is near & it should turn the target enemy soldier into ally, making him fight other soldiers in his near surrounding. This spell shouldn't be time limited & the ally soldier should be friendly even when LJ or BJ pass him by.

Golem Control should work from anywhere in the level & if there are few Golems present in the level BJ should be able to choose which Golem to control. This spell shouldn't be time limited but it should make BJ immobile while active (similar casting method as the Illusion).

Zero Weight could be a great help to BJ if she needs to walk over the quick send, water lily or ride on the top of the crocodile in the swamp.

What do you think about my proposals & can you think of any spell that could be used for Sewer or Swamp castle?


>>Demos free3DModels Tutorials<<
>>>>>>> by Pavle Nikolic <<<<<<<

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