Re: [Super-tux-devel] Magic system
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From: Keir L. <ke...@th...> - 2004-05-10 14:10:14
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On Mon, 2004-05-10 at 08:50 -0500, Christopher A. Webber wrote: > On Mon, 2004-05-10 at 08:36, Keir Lawson wrote: > > true, im just not convinced that a "magic system" is the best way to > > achieve uniqueness, seems eiter you have some sort of penalty either for > > using magic to much, or for switching between magic, but the abilitys > > themselves wouldnt differ that much for say SMB 3 or SMW (didnt know > > there was a yoshi's island 2, heard of yoshi's story though), im not a > > fan of the penatlys idea, makes the game more sonic like (not gameplay > > wise, just that you can loose coins) > > I understand where you are coming from... but keep in mind that there > has to be balance in the game somehow. Keep in mind that the magic > meter thing is not agreed upon... though it seems that ingo and I both > agree on the sword/ upgrade to scepter thing. I think, quite frankly, > that this would be a heck of a lot of fun. I think that you'll agree > too, once it becomes playable. I think one of the things that mades > it seem so iffy is that it's never been done before in a platformer > (as far as I know of). > Anyway, magic itself doesn't "require" a magic meter. Magic is simply > a concept. if there is to be no running-out or penalty for use, then i dont understand how this differs from powerups aka smb2/smw/smw2, other than instead of morhping the whole sprite, a scepter changes personally i agree with ingo that you should have poweups which you have to use quickly, aka smw/smw2 Keir |