originally posted in:Team Potato
I have yet to see a 2D platformer with a fully developed story aside from Naught, and even that was more artistic and awe-inspiring than plot-driven. You're going to have to give me more to go off of if you want more in-depth ideas from me, at least.
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Just to give a bit more info... [spoiler]story, lore, enemy types, bosses, trap types, enemy attack effect ideas, character style, ideas for character creation, pets, character random traits (blindness, forgetfulness, and stuff like that will actually affect game-play), special items(will affect player progression), Easter-eggs, jokes, anything even down to the font style :) the only thing that I limit you guys to is that it's 2D(which you know), it's going to have a dungeon/castle feel to it, turquoise and violet will be the main color accents, and that my team it programming, producing, and publishing it :)[/spoiler] With the coming spring break me and faxxy are going to work non stop on the code and then we'll be giving out a private alpha build for people helping with secret details. You along with a few others will get it just to get a feel for the physics of the whole thing and can give you an idea of how the game will work and may inspire some thought.
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Well you say you want a story, what kind of story? dark? mysterious? the point of this is to be completely "built" by a community of people
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Something deep, far spread, and something that hits. Few 2D games ever achieve any kind of complexity, and that needs to change. Most of them have the simple issue of just lacking personality. It needs to be something... Memorable.
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definitely :D if you want to help with plot don't be afraid to PM me and the guys will be working on brainstorming characters/plot/and all that fun stuff (I want there to be an emotional connection to the world and characters
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You already know I can write a story. I just need a place to start, and in this particular instance, a way to adapt it to a 2D representation.
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Hmm, a deep story that could really attach people and make them want more. and a 2d game at that... (definitely have to start somehow with a tutorial room, and then seamlessly fade into the story) maybe learn the controls on your way to the main area in an atmospheric artsy type place?
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Tutorials are a quick route to losing the suspension of disbelief at the very start. An easy first mission with an abundance of resources where the player can figure out the controls as they go would be light years better.
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That's what I meant by tutorial XD Integration is my thing! I'm not going to let people lose immersion
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Think beyond that. No prompts. No menu with a control guide. No menu period, except a pause/continue option and a code to reload from a checkpoint in the event that progress is somehow lost. No in game tips. It must make sense for the reasoning behind the low difficulty level for the first portion of the game. And so on.
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Yea, most of the concepts for our games have as little as ui as possible giving the most visibility for our graphical capabilities, but I see what you're saying. Now I think a nice general scaling of difficulty would be nice too, what you think?
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I like the concept of a darker story, but the lack of tutorial would be a problem for newcomers to platforming, maybe some form of dream sequence at the beginning with the tutorial at the very beginning, maybe like Kingdom Hearts 1, that's a good approach to tutorials integrated into the world. then the real story begins.
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We want to focus on difficulty :) even for hardened veterans we want them to feel the internal rage of getting a pet/character killed XD
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Edited by Mega Blaziken: 4/6/2014 12:14:39 AMstill, a lack of tutorial for your mechanics is not good design, you need SOME form of explaination of mechanics in your games, look at Dark Souls, the way that was designed is how you should design your first area if you're looking to make a challenging game, leave some form of hint or even a manual type thing on the main menu to give the player direction, and a reason to continue/start playing. just plopping a player in the middle of a level with no idea how to play will just make a player rage quit and un-install you game, work the game around difficulty, and create a challenging experience, but don't make an artificial difficulty just to make a difficult game, that just causes rage and hatred towards your game. A good example of bad game design that is "Difficult" would be Ghouls and Ghosts, or the original Castlevania games.
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and In the first reply you were commenting on I said scaling of difficulty the first few levels are the areas to get used to the controls enemies will come after we introduce some story and traps
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so like Super Meat boy's first couple levels, right?
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Plus we're going to have build releases every-so-often so areas without enemies and traps will be plenty for learning. for the new people that have never even tried it before the final release there will also be enough maps to learn from.
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Huh? never played it, didn't seem too interesting to me
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I understand what you're saying, and there will be some sort of explanation, but i want people to have to learn not just have instructions thrown at them we don't just read how to walk then just do it :) it takes experience, something like I'm talking about is dwarf fortress and it has a massive following. The motto is even "it is fun to lose"
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I understand as well, and I'm not saying to put up a super guide into your game or anything, just don't go too overboard with ramping up difficulty.
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Acquisition of the ever so wonderful loot will make it easier for their next character anyways :)
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It is really damn late right now, and I am running on about 8 hours of sleep over the course of 2 days. I am going to sleep now, and we will continue this conversation at another time. That is all.
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I hear ya! night friend!
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Ohhhhh XD I didn't recognise you there with that new username
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Edited by GammaF88: 4/1/2014 3:04:48 AMThat's what Follows and Unique IDs are for. :)