Re: [Super-tux-devel] Magic system
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From: Keir L. <ke...@th...> - 2004-05-10 12:49:36
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On Mon, 2004-05-10 at 07:37 -0500, Christopher A. Webber wrote: > Okay, I spent quite a bit of thinking on this over the weekend. Ingo > made a comment to me that he thinks the fireflower and such should be > replaced with various types of magic. I generally think this is a > good idea. > To encourage laziness, and for overall neatness, I have another idea > to add to this: Tux should use scepters (sort of like a cross between > wands and staffs) for various magical abilities. This will make it so > that we only have to make a few images of him holding the staffs in > various forms, and then draw multiple forms of the staff over them. > Ingo and I also had a huge clash over this idea... I thought that tux > should have a magic meter that would be refilled by collecting coins, > and used up by firing fireballs and such. To add a bit of strategy to > the game, you know? Ingo absolutely hates this idea, but I think it is > great. Perhaps I could squeeze it in as an option then :) > However, Ingo did come up with an alternate solution... one that I > think is quite good (and that I think should not replace but just be > included along with my idea ;) Basically, it would entail that > switching to other magic "types" (I.e. from fire to ice) will "puish" > the player, like it does in r-type and some other games, as you have > to "build up" each type of magic. Say for example that first when you > grab the ice power you get only an ice sword, which can simply bash > enemies and freeze them. However, when you grab the ice power again, > you get the ice scepter, which allows you to shoot ice spells. But if > you went and grabbed the fire power, you'd be stuck with just a fire > sword once again. > I dunno, I'm just throwing ideas out into the open! What do you guys > think? I plan on posting up some sketches soon on this. personally i think supertux should stick to mario-like behaviour Keir Lawson |