Thread: [Super-tux-devel] Ideas (maybe for Milestone 2 or 3) ?
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From: C R. <zra...@mi...> - 2004-05-03 22:14:52
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I have some ideas on how an inventory could work in Supertux, and some other ideas. Running: Tux should get tired after a while (maybe have a energy meter) and have to recharge. He could also get headphones (since runners listen to music) to augment run energy/speed for a while. Sizing: Tux should scale size smoothly instead of just getting big. Maybe he should catch and eat fish to get bigger, and maybe use a sardine tin as a super (get big instantly) powerup. Also maybe he could get too big and pop. And hitting badguys would make him get smaller. Pacman Power: Tux could get a speical powerup that allows him to eat badguys and get bigger. Fire flowers: Tux should have a certain amount of fireballs to spit (and the sounds need to be replaced when getting fireflower/spitting). He should have to reload once in a while. Ice flowers: Tux could spit snowflakes and freeze badguys for 10 seconds. And this should have reloading too. Timestop (stopsign clock): Tux could get this to freeze all badguys for 30 seconds. Invulnerability might be more interesting if you could turn on/off your shield with the control key and have a meter that shows how much you have. Flying Carpet: would come out of a genie lamp and be used when in midair (that is, its meter would go down when in the air) Boomerang: would act like iceblock (be able to hit multiple badguys and come back) but wouldn't hurt you. XRay Vision: would show invisible blocks, checkpoints, and secret level entrances for 30 seconds Flashlight: light up dark areas. The meters for these things could appear/disappear as needed at the bottom of the screen. The shift key could be used to switch between powers. Coins should be replaced by pebbles (maybe shiny or colored). They are something penguins actually collect for their mates. Blocks should be able to crumble and/or fall like stalactites/icicles. Avalanches should be triggerable by buttjumps, bigtux bounces, or bomb explodes. Bombs should take out some of the platforms when exploding. Blimps could be used as a moving platform. Killer whales, leopard seals, and sharks could be dangerous. Fires and geysers could be interesting dangers too. Shoes could be colorized to indicate if badguys fall off platforms and/or climb ladders or not. I want back scrolling and vertical scrolling!!! Last but not least, there should be some worlds that are in Nolok's fortresses (i.e. Nolok's Office, Nolok's Dungeons, Nolok's Private Airport, Nolok's Aquarium) each with new badguys. (i.e. staplers, bats, fighterplanes, sharks) Ratchet PS I have a picture, but too big for the list :( --- Are YOU a Good Person? Go here: http://www.wayofthemaster.com/wotm_flash.html |
From: Ingo R. <gr...@gm...> - 2004-05-03 23:07:07
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C Ratchet <zra...@mi...> writes: > Running: Tux should get tired after a while (maybe have a energy > meter) and have to recharge. Recharging itself is ok, but it should only be used for special extras and not for basic functionellity like running. One could of course add a special run (Metroid speedbooster like or so) that would need to recharge. > He could also get headphones (since runners listen to music) to > augment run energy/speed for a while. Don't like that, would prefer to keep technical stuff either completly outside of the game or an the badguy side. > Sizing: Tux should scale size smoothly instead of just getting big. > Maybe he should catch and eat fish to get bigger, and maybe use a > sardine tin as a super (get big instantly) powerup. Also maybe he > could get too big and pop. And hitting badguys would make him get > smaller. Don't like this either, adds to much randomness to the game and it would remove the 'solidness' of the game. > Pacman Power: Tux could get a speical powerup that allows him to eat > badguys and get bigger. The star already does that, beside the eating thing, but that would get difficult anyway, since Tux mouth is too small, better reserved for 'bonus animals' if we ever get them. > Fire flowers: Tux should have a certain amount of fireballs to spit > (and the sounds need to be replaced when getting > fireflower/spitting). He should have to reload once in a while. > > Ice flowers: Tux could spit snowflakes and freeze badguys for 10 > seconds. And this should have reloading too. Possible, the whole fire/ice flower stuff should be completly redone, ie. not make it just some rather lame extra, but a much more important part of the gameplay (ie. metroid like again, freeze badguys to use them as a 'step' to reach special places and stuff like that). > Timestop (stopsign clock): Tux could get this to freeze all badguys > for 30 seconds. Sounds good again, could be done as some 'snowstorm' thingy or so. > Invulnerability might be more interesting if you could turn on/off > your shield with the control key and have a meter that shows how much > you have. Would give to much power, ie. invulnurabilty is something that the player shouldn't have control over. > Flying Carpet: would come out of a genie lamp and be used when in > midair (that is, its meter would go down when in the air) Mario2 had that, not a big fan of it, since it wasn't that interesting to controll. However certanly something that would fit into a desert level. > Boomerang: would act like iceblock (be able to hit multiple badguys > and come back) but wouldn't hurt you. Possible. > XRay Vision: would show invisible blocks, checkpoints, and secret > level entrances for 30 seconds Would need to have a more usefull integration into the gameplay, just providing it to the player would make finding secrets to easy, after all they are meant to be secret and not be uncoverable by an extra near them. > Flashlight: light up dark areas. Must have :) > The meters for these things could appear/disappear as needed at the > bottom of the screen. The shift key could be used to switch between > powers. I wouldn't like to have meters for these things, they should have a more 'fluent' integration into the gameplay. > Coins should be replaced by pebbles (maybe shiny or colored). They are > something penguins actually collect for their mates. Possible, coins are rather boring indeed. > Blocks should be able to crumble and/or fall like stalactites/icicles. > Avalanches should be triggerable by buttjumps, bigtux bounces, or bomb > explodes. Bombs should take out some of the platforms when exploding. Sound interesting, but could get difficult to get fun. > Killer whales, leopard seals, and sharks could be dangerous. Doable, MarioBros3 had some cool large fishes, was fun to dodge them. > Shoes could be colorized to indicate if badguys fall off platforms > and/or climb ladders or not. Yep. > I want back scrolling and vertical scrolling!!! Yep, Milestone2 stuff :) > Last but not least, there should be some worlds that are in Nolok's > fortresses (i.e. Nolok's Office, Nolok's Dungeons, Nolok's Private > Airport, Nolok's Aquarium) each with new badguys. (i.e. staplers, > bats, fighterplanes, sharks) Last world will be traditionally in Noloks 'island', however, thats still a long way to go. > PS I have a picture, but too big for the list :( Upload somewhere and post a link. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-05-04 00:25:14
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Your ideas are welcome, but maybe it would be better to discuss them when everything is more calmed down. Anyway, that doesn't stop me from making a few comments. :) Em Segunda, 3 de Maio de 2004 23:14, o C Ratchet escreveu: > I have some ideas on how an inventory could work in Supertux, and some > other ideas. > > Running: Tux should get tired after a while (maybe have a energy meter) > and have to recharge. He could also get headphones (since runners > listen to music) to augment run energy/speed for a while. > Well, I think I prefer the SM3 behavior where, when you run for a while, you start to running really fast and then you can do stuff like flying, in case you have the fox (or whatever that power is). > Sizing: Tux should scale size smoothly instead of just getting big. > Maybe he should catch and eat fish to get bigger, and maybe use a > sardine tin as a super (get big instantly) powerup. Also maybe he could > get too big and pop. And hitting badguys would make him get smaller. > > Pacman Power: Tux could get a speical powerup that allows him to eat > badguys and get bigger. > Just one thing; it seems to me that your opinion is that how bigger Tux is, better it is. i don't think I share the same opinion. Anyway, besides the technical issues, i don't think that would contribute much to the gaming experience... > Fire flowers: Tux should have a certain amount of fireballs to spit > (and the sounds need to be replaced when getting fireflower/spitting). > He should have to reload once in a while. > True, there should be more cons in using the fire powers, since it is so much powerfull. The only current limitation is that there can only be two bullets at maximum (can be changed) in the screen and the cons is that you don't get as much scores as if you would hit them. But there should be more cons and/or limitations. > Ice flowers: Tux could spit snowflakes and freeze badguys for 10 > seconds. And this should have reloading too. > > Timestop (stopsign clock): Tux could get this to freeze all badguys for > 30 seconds. > Those sound like interesting features. > Flying Carpet: would come out of a genie lamp and be used when in > midair (that is, its meter would go down when in the air) > We have already agreed that some sort of vehicle would be cool to have... That type of stuff is a must. Anyway, you remembered me about those mad carpert enemies that appear in SM2 and that you could destroy them and use their carpet. That would be neat :) > Boomerang: would act like iceblock (be able to hit multiple badguys and > come back) but wouldn't hurt you. > That sounds neat, but very destructive at the same time. Tux should not have such a powerfull weapon. Maybe, the boomerang should only have a maximum of a screen range and Tux should not be able to move until he got it back... > XRay Vision: would show invisible blocks, checkpoints, and secret level > entrances for 30 seconds > Secret stuff is used to add a more repetitive playing value, that would destroy a bit of the fun for more advanced players, i think. > The meters for these things could appear/disappear as needed at the > bottom of the screen. The shift key could be used to switch between > powers. > > Coins should be replaced by pebbles (maybe shiny or colored). They are > something penguins actually collect for their mates. > I guess I agree, but it is very odd to think how those should look like, since they are not perfectly rounded... > Blocks should be able to crumble and/or fall like stalactites/icicles. > Block bad guys, like in SM3, are a must have ;) > Avalanches should be triggerable by buttjumps, bigtux bounces, or bomb > explodes. Bombs should take out some of the platforms when exploding. > I think that can be just a bit hard to implement ;) > Killer whales, leopard seals, and sharks could be dangerous. > We have agreed that we will not make use of animals in the game as enemies. There can be graphics that are inspired in an animal, but should not really give the feeling as if it was one. > Fires and geysers could be interesting dangers too. > Those sound like really good ideas and should be pretty easy to implement. > Shoes could be colorized to indicate if badguys fall off platforms > and/or climb ladders or not. > There is just this detail; does every badguy use shoes? :D Have to check that. :) > I want back scrolling and vertical scrolling!!! > Back scrolling is already implemented, but it has to be enabled in the level... None of the current levels use it. Vertical scrolling can be a bit tricky, especially in the level files, but I will work on that. > Last but not least, there should be some worlds that are in Nolok's > fortresses (i.e. Nolok's Office, Nolok's Dungeons, Nolok's Private > Airport, Nolok's Aquarium) each with new badguys. (i.e. staplers, bats, > fighterplanes, sharks) > It is currently trivial to add new badguys, the only problem is really the graphics. About bosses, we have already discussed about scripting a few times, but you can't expect that that soon. Maybe we should mark a meeting for that, but before we should all give suggestions about scripting languages and everybody should read about it before start bitching 'mine is better' :) > Ratchet > > PS I have a picture, but too big for the list :( Send me, I can put it in the webpage to let people see it. To sum up, your ideas sound all right, but I think these should get priority, since they can make the game experience to improve a lot more: - vertical scrolling and also allow levels to force horizontal scrolling, like in SM3; - butt jumps (we still have to talk about how should they be triggered and if they should be a power...); - moving platforms, flying bad guys and stuff; - sliding - I think this is definitively a must, since it would make SuperTux to be really an unique game. Anyway, it can be a little hard to implement. Ricardo Cruz -- Science and religion are in full accord but science and faith are in complete discord. |
From: Ingo R. <gr...@gm...> - 2004-05-04 10:02:47
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Ricardo Cruz <ri...@ae...> writes: > True, there should be more cons in using the fire powers, since it is so much > powerfull. In its current form its not really powerfull, its slow and often misses enemies, in fact I already got the request to make it more powerfull again. One could make it even less powerfull by making some enemies immune against fireballs (ie. everything with a steal helmet or so). > Back scrolling is already implemented, but it has to be enabled in the > level... None of the current levels use it. Backscrolling in its current form is only usefull for debugging, not for gameplay, checkout Yoshis Island to see why, ie. the place to look forward is far to small, it should be larger than half of the screen, but that doesn't work with the current code. > About bosses, we have already discussed about scripting a few > times, but you can't expect that that soon. Maybe we should mark a > meeting for that, but before we should all give suggestions about > scripting languages and everybody should read about it before start > bitching 'mine is better' :) First of all it would be good to know for what to use scripting language. Its nice for scripting triggers, but for badguys you would have to export a shitload of C++ functions first to make scripting usefull, which in itself would be a huge boring task. > - butt jumps (we still have to talk about how should they be triggered and if > they should be a power...); In standard Yoshis Island way, ie. press down while in air. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-05-04 14:21:14
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Forgot to mention swimming, this is a must too! Ricardo Em Ter=E7a, 4 de Maio de 2004 01:13, o Ricardo Cruz escreveu: > > To sum up, your ideas sound all right, but I think these should get > priority, since they can make the game experience to improve a lot more: > - vertical scrolling and also allow levels to force horizontal scrolling, > like in SM3; > - butt jumps (we still have to talk about how should they be triggered and > if they should be a power...); > - moving platforms, flying bad guys and stuff; > - sliding - I think this is definitively a must, since it would make > SuperTux to be really an unique game. Anyway, it can be a little hard to > implement. > > Ricardo Cruz =2D-=20 The world is coming to an end! Repent and return those library books! |