Wednesday, June 25, 2014

Notepad Ideas

      When creating the first concept doodle I also jotted down several notes for either aesthetic ideas or mechanical ideas and rules. These are not complete ideas but the very most basic ideas that eventually go towards progressing the design process. Some of these ideas may or may not make it into the final game, some have been tweaked or changed already, some may go unchanged. The list is not very long yet but this is the first draft of ideas that I jotted down in the first day.



      This list is in no specific order and everything I wrote down for my information was written down as it came to my mind.


Red - Removed/No longer planned

Green - Still planned for the game at time of posting
Blue - Uncertain of its future

-Game will be a platformer, deciding between a Zelda 2 game style or a more traditional Metroidvania style.
-The game will have a level system of some sort. If Zelda 2 style it will be traditional EXP on enemy kills.
-Player starts with 5 hit points and can achieve up to 25 hit points total through 10 life upgrades scattered across the game, each granting 2 more hit points.
-Players starts with 1 power(NNF) and can gain up to 5 total power through 4 power upgrades. Power is used for Double Jumps and Air Dashing, both seperate items, allowing a combination of double jumping and air dashing a total of five times before needing to land and recharge. This is a more unique spin on these mechanics as most games only give you a set number specific to the upgrade. This will allow more creative uses of the mechanics and more detailed puzzles.
-Skull's eyes on the Boss HP Bar will follow the player during a boss fight.
-When the boss runs out of HP the Skull will be surprised for a moment as its mouth closes and squishes the hp bar away. The Skill will then explode in a burst of smoke.
-Bosses will have TONS of HP.
-The game should be HARD. Not in the sense of how unfair many old NES games could be, but hard in a more Dark Souls sense. I want this game to be something where you can die a lot but you feel like you messed up and that the game did not kill you unfairly.
-Getting upgrades in game will increase the player level by 1 for each upgrade. This is mostly a way of show how powerful you are as well as determining if you have or have not collected all the items in the game. At Maximum level the font will change to express that you have acquired everything.
-Thinking of a Morph Ball equivalent ability I have decided upon a transformation ability. With the current hero being the Grim Reaper I am thinking of a small skull spider transformation that could move through smaller areas. Possible upgrades for this could be the ability to walk up the sides of walls but not on the ceiling.
-Player will throw spinning scythes for their attack with a short range and limited number to start. An example being that Mega Man in Mega Man games can shoot three pellets on screen at any given time. You will start out only being able to throw one scythe at a time but upgrade to throw more.
-Scythes will boomerang, when you throw them out they will eventually come back before you can throw another one.

-In game environments planned.
      -Sewer System
      -Autumn Forest
      -Underground Caverns
      -Lava based zone

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