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jellsprout
[?] Karma: 0 | Quote - Link
Friday, August 7 2009, 3:09 pm EST
Lord of Sprout Tower

Karma: -2147482799
Posts: 6445
Gender: Male
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I will post all the ideas here that have been made and what concessus we've reached.
Ideas are approved if more than 50% of all voters have voted approved.
Ideas are rejected if more than 50% of all voters have voted rejected.
In all other cases, an idea is ranked neutral.

Approved ideas will get tested. Neutral ideas will get more discussion. Rejected ideas will be forgotten.
If you look back at any of these ideas and have changed your mind, you may do so. Just mention it.

The numbers behind each idea represents the votes it got. The first number represents the people that approved, the second number the people that are neutral, the third number the people that rejected.

APPROVEd ideas:

Nuke crate (4/2/1)
Quote:
Crate that produces nuke mushroom cloud when detonated. Destroys all crates within 2-3 tile radius. Only one allowed per level. Destroys enemies as well?


Falling Spikes (4/1/2)
Quote:
When you pass under a cracking spike, it will fall until it hits you or a solid tile. It destroys any fragile tile except for the objective item (the item you need to get).


Bubbles (5/0/1)
Quote:
Refills three lost bubbles underwater. Just looks like a bubble on a box.


Floating crates (5/1/0)
Quote:
Floating crates: It's simple. they are crates just that they float in water because they are so light.


Electrical boxes (6/0/0)
Quote:
Shock/Electric box: It shocks the character when it touches water.

Shock/Electric box 2: It shocks you if you touch water.


Spiked boulders (3/1/0)

Quote:
Spiked ball - touch it and die. Simple.


In-game music (3/0/0 and a whole lot of discussion)
Quote:
I'm not talking about custom music, where Fungus would torture us through Children of Bodom as we try to enjoy his cave, and Isa would... ackk...  
No, no commercial music.

I think we should have around ten songs (at first, anyway) composed for the game, each unique and of varying pace, and let the cavemaker choose the one best suitable for her/his cave, while leaving the option to go without music altogether, as well as the option for the cavemaker to toggle the volume, and maybe even have triggers within the cave to change the tune (even though I'm pretty sure you guys wouldn't like that).

I don't know if we discussed this or not, but if we did, I think we were talking about "real-life" music, or music stolen from someone else.


In-game achievements (5/1/1)
Quote:
So this technically wasn't my idea, but I saw someone else post something about it, and didn't see a thread about it, and I thought, what a great idea!

Achievements are challenges in the game that may or may not give you an ingame reward but usually the main purpose of achievements is bragging rights. Achievements can go from as complex as beat the entire game while collecting every gem and without losing a life to as simple as, activate two power boxes while in midair before touching the ground. That said, if we do include these, it should only be in story mode and achievements should be deactivated when users are playing user-created levels.

So last but not least...

DISCUSS! Yes? No? Maybe so? Approve? Reject? In Limbo?


Slanted platforms (6/1/3)
Quote:
I got this idea while I was gone this week.

Remember the slanted terrain idea? remember how it would've helped drawing in caves better? well here's my solution to that idea: slanted platforms.

this is how it works. If you make a long 45-degree tilted slope, and items fall on it, then they all start to slide down the slope -- even boulders. However, when they stop moving, if they are on top of a slanted platform, then the platform will break, and the object will fall through it and onto an area where it can be straight again. this will avoid diagonal arrows and stacking issues.

b/c it's a platform, all we need is two tiles: the forward slant and the back slant. Then you can use them for both floors and ceilings. and we can also make an indestructible variation where items will still break through them as described above, but without destroying the platform.

but then there's this situation: if a left-arrow is falling down a slope towards the left, it's facing diagonally. And if arrows are still destructible while moving, then when broken it would seemingly shoot the arrow diagonally. I guess we could fix it by forcing it to shoot left. when items stop moving, we'll also have to not make it rotate, which might create visual issues

it would also allow for horizontal movement of tiles, which is interesting since it's dependent on the environment and not a strange trick, so it won't ruin any traps, but it will also help make plenty of new traps.

I like this idea. what do you think? and i hope you read this whole post.  

EDIT: hannah doesn't slide down the slope. She has full traction.


Objects falling at the same time (10/0/0)
Quote:
Where there are falling obejects, and instead of objects waiting and floating in air for a couple of seconds, they fall at the same time.


Fragile Platforms (7/0/0)
Quote:
A weak platform (it could be any object really, but it's easiest to imagine it as a platform) is just like a normal one, except for that when you jump/drop on it, you fall through and the platform breaks.


Fire (3/0/1)
Quote:
Description: It'll be like spikes except that it will destroy anything wooden that fall on it. it'll also destroy arrows that fly through it, but steel arrows should survive (which I think we're doing). Steel crates and boulders will extinguish the fire, and so will water. but if any of those factors are removed, the fire will return, as if it was being fueled by a jet or something. There will be no such thing as ceiling fire, so we'll have to make it look rounded at the bottom in case nothing's under it.


Text crates/tiles (4/0/2)
Quote:
Obviously we're going to need to put some form of text into the tutorial levels. And I was thinking that whatever we figure out should also be compatible with user levels b/c putting text in them could turn out to be a great creative experience or something.

Here is my suggestion. B/c I don't like being forced to make the messages pop up whenever I go back to the tutorial levels, I think there should be a tile that when you touch it, a message will come up and pause the game. Or maybe something solid like a button, so that you won't be able to go through it (it'll have all the properties of terrain, though).

Another idea I had for text would be some sort of tile that marks the beginning coordinates for a phrase you type in, and the text that show up will be in the level as if they were tutorial arrows (or scenery tiles). For example, imagine a cave where you walk into the next room and you see something like "TEH SHOS HAS PWNED YOU" or something right under a really scary trap. lol it could be fun, but it won't be used for something like tutorial levels, unless there's something like "Jump here".

no we don't really need that second idea, but we need to figure out a way to make the tutorial levels work. What I like about the first idea is that you can just jump over the tiles and avoid the message.

Putting text into your levels would eat up your characters, but since you have a limit of 1000 characters now, using them in an average-sized level wouldn't be too bad.


Pause button (7/0/1)
Quote:
In this case, If you are playing and entirely speed cave, and you could not stop without dying, there should be a pause button of some kind.


Rope ladders (3/1/0)
Quote:
this idea is simple. wooden ladders will act like how they do now in HATPC. if you destroy part of it, the rest of the ladder stays standing up.

but rope ladders will collapse if an above segment has been destroyed. that would be really great for traps. that way you don't have to destroy every part of the ladder.


Secret doors (approved without voting)
Quote:
It'll be like a second door, only it'll sort of teleport you to a secret level, and at the end of that level is a gem. this "level" will be really small, but it'll probably have some puzzle that you need to figure out. I think we also decided that when you get transfered to the level, you have 3 lives to use in it. I guess the real purpose or benefit of having this is that you can put the gem behind elaborate traps and not make it so obvious where it is.

So when you get that gem, you'll be sent back to the secret door, and I guess it'll work like checkpoints (if we have them). Otherwise, if we can't get it to work, then I guess we should make it so that you go back to level select after getting that gem.


Power box minimum requirement (Votes lost because of forum glitch, but still accepted)
original post lost in forum glitch

Solid water crust (4/0/0)
Quote:
here will be a "crust" option that will add a solid divider to the surface of the water. You can change the appearance to be Ice, melted magma, lilypads, etc. The crust will move as the water level will move, but you cannot travel through it without breaking it with dynamite first. the crust will not affect other objects, but if a tile falls onto the crust, it'll stop, then slowly sink through it and into the water.


Water drains (approved without voting)
Quote:
This isn't a new idea. It's just, nobody's really sat down and had a good discussion about how it will work.

1) A water drain will cause water to lower. If both a water tap and water drain are active, the water will not move. If multiple drains and/or taps are active, the water will move either up or down, depending on whether there are more taps or more drains.

2) A water drain, like a water tap, will have no visual indication that it exists, unless it's active. When active, the water in that tile will swirl like in a toilet. Optionally, depending on, perhaps, what theme you chose, the water may spin in different directions.

3) A drain will only lower water in it's own basin. This only makes sense, but does mean that drains will not behave exactly like the opposite of a tap.

4) Crates, tentatively titled "Anti-Water" and "Water Drain" crates will behave like the drain equivalents of water and water tap crates from HATPC. The "Anti-Water" crate will look like a water crate with a circle-with-a-line-through-it (henceforth, a "Do Not Enter" sign) on top. The Water Drain will be a crate with a picture of a drain on top.

5) Whether or not the drains are active from the start will not depend on the presence of a water drain crate, but instead will depend on an option, set in the level maker, that says whether or not drains (and taps as well) will be active from the start.

6) There will be crates, tentatively titled "Water Tap Stop" and "Water Drain Stop" crates, that will cease water taps and water drains, respectively, from running. These crates will have the pictures of water tap and water drain crates, but both will have do not enter signs printed on top.

7) All of the crates mentioned here will have metal alternatives.

Discuss all points. Mention potential problems. Let me know what you do and do not agree with. Ignore that talk about pictures; it was just to show that all these similar crates could be made to be easily differentiated. Leave what this stuff looks like up to the artwork div


Multiple terrain types in a single level (5/0/0)
Quote:
In HATPC, you can only have one terrain type in a cave, but, in our new game, I think it'd be interesting to be able to mash up themes into a single level. A fire and ice level, or example. Or, a tropical level that leads into an underground cave. Or, as planned for the last level in each set, the themes will all blend into the city? It'll be useful, and you know it!

The question I have is how this will be implemented. Basically, I have two ideas of how this could happen.

1) You get two (Or more? Maybe 3... or 4? I'd honestly like 3) drop-down boxes, like in the HATPC cavemaker, that correspond to two different tiles being used for terrain. I'd suggest using x, and X. x will be Terrain Type 1, and X will be Terrain Type 2.

2) You get another text for every single included terrain type, and you can combine them however you like, instead of being limited to 1-5 terrains. You get to use them all. It wouldn't be TOO hard to do, but there'd be a lot of text floating around.


Checkpoints (4/2/0)
Quote:
I got this idea while playing Dando's new cave. Previously I said that checkpoints wouldn't work b/c they would cause a lot of problems with user caves. the main problem was that by running into a checkpoint, the player could potentially get stuck in a past mistake. But I've got an idea for a sort of checkpoint secuirity system.

what if for each checkpoint, you can specify how many treasures (or power boxes) the player had to have collected to unlock the checkpoint. then it would take a snap shot of where everything is (probably wouldn't work with moving tiles, but I dunno) and then rebuild it. When you die it'll automatically bring you back to that checkpoint, but you should also be able to begin from the beginning again.

It could work, but what do you think? any potential problems with this idea? As long as we don't overuse the check points (maybe 1 or 2 checkpoints per large level), it could work.


NEUTRAL ideas:

Water-proof class (2/0/2)
Quote:
no this isn't the same as the water proof tiles idea (I actually don't remember what that was) but the idea is a class of tiles (like wooden, steel, fragile, etc.). The thing is that when they are destroyed and they are underwater, then an air pocket appears in its place.

it's a really awesome way for movable air pockets. Imagine a water proof wooden crate or waterproof steel crate as part of a trap where you have to protect that tile from being destroyed until it reaches a certain spot so that the air pocket can be created at a specific spot. this would also make underwater traps more intuitive and fool-proof, especially if it's an air-pocket-related trap, like the one I was working on when I got this idea.

but mainly it's going to save space in caves. I think there's a lot of potential for this idea. not sure which tiles will have water-proof counterparts, though.


Undestructible Platforms (3/0/3)
Quote:
Title explains all. The same thing as platforms exept you can't destroy them.


Crates that arrows go through (2/0/2)

Quote:
I remembered this idea when reading Krotomo's. They would be like secret areas (you are the only thing that goes through) except the only thing that wouldn't go through would be you. arrows could fire through them and you could make dodge the falling crates. There are some things that may need sorting out like that dynamite should probably blow them up or otherwise they will be industructable and also if there is a terrain directly underneath one and a metal crate falls down it will probably have to be destroyed like a spike or tutorial arrow.


Invisible terrain (3/6/3)
Quote:
It's pretty simple. It's a hidden block of terrain. It's not invisible, but it is very very faint. If you touch it, it appears and turns into a normal, not hard to see, block of terrain.


Optional lighting (0/0/0, just a load of discussion)
Quote:
Caves in HatPC are mysteriously well lit, but I was reminiscing about Crash Bandicoot a few days ago and remembered the levels in which everything was pitch black, save for areas enlightened by torches or the subtle glow emanating from Crash himself.

I think that the ability to limit light to torches and such would open up a ton of new possibilities for levels.


Custom terrain and custom backgrounds (The thread's complete chaos, I don't know the count)
Quote:
Here's how it will work:

1) The user types in the color they want in html format. for example: #FFFFFF is white

2) They then pick a texture to add to the color. They can also alter the opacity of the texture to match their color.

3) They can then either use that custom terrain or background that one time, or they can save the combination as a preset onto their computer.

This would be really cool if we could get it to work. but we should also have backgrounds that are pure drawings too.


Diagnal arrows (3/3/3)
Quote:
basically, there will be four directions the arrows will fly to. Top left, Top right, Bottom right, Bottom Left.


Single use tiles (4/0/4)
Quote:
This refers to steel crates and maybe terrain, both of which you can jump on safely except when you jump off/walk off the tile disappears in some way (I don't know what animation). You could use this for puzzle levels you know where you have arrows in different directions and you have to figure out what order to do things, this could add a new level to the thinking. Also if you had a section that you only wanted people to get to once the path to it could disappear with minimum change in the level design. On second thoughts you could have a count down timer of how many times you are allowed to use the tile, maybe 1-10.


Naming rooms (2/1/2)
Quote:
A trivial idea that could prove useful and handy nonetheless.

The concept: highlight a select area and give it a name. While you are in that area, the name could appear in little letters up by your life meter and treasures collected and such.

This would refrain from things like "... It's in that room where there's a boulder with two steel crates on top and a dynamite crate that's to the right of a spike."

As well, if we are to include level text, then it could prove useful in guiding the player through obscure routes. For example:

"Return to the Room of the Aching Brain to find that a boulder previously blocking your route is there no longer!"

Basically, just a helpful tool of reference.


Bumping into and destroying falling objects (Too chaotic to decide)
Quote:
This is something Acce keeps saying he's putting into Aeon. If a wooden crate is falling, characters can jump up and destroy them in mid-air. Along with that, flying arrows, exploding dynamite, and dynamite crates would also be able to destroy objects in mid-fall.


Keys and locks (3/1/2)
Quote:
I think that there should be an extra puzzle element to the game, similar to the ones in 'Logic Quest' (great game, though now incredibly old).

Here's the idea:

1. You want to enter the next room to get to treasure/door/something that helps end the level.

2. There is a locked door in the way.

3. You have to find a key somewhere else in the level.

4. They key is picked up immediately when hit. Only one key can be held at a time.

5. The door is opened (change of graphic) when hit after picking up the key.

6. In the cavemaker, each door has a corresponding key (connected by numbers 0-9). There should be a limit on the number of doors and keys to keep the coding simple.

7. Example: Cavemaker places door. Window pops up asking for number to type in. Cavemaker selects number. Cavemaker places key. The process repeats.

8. Keys and doors with the same number work together. Number 1 key will not work with Number 2 door etc.

9. Doors and Keys are indestructible.

10. Possible expansions: skeleton key that can open all doors (perhaps labelled 'X'.

11. Advantages: easy to implement/creates new puzzle elements to the game/fits in with the caving theme. Disadvantages: may be limited number of keys and doors/not always clear which key fits which door in-game though this may be intended by the cavemaker.


I've been toying with this idea for years and have always wished it was added to the original game. Perhaps we can change this. And for those who think it'll be hard to implement, I really don't see why it slould be. A simple window popping up to place in one of a small group of numbers - what could be easier?

Suggest unusual events that could cause things to go wrong with this system. And please approve, of course.


Multiplayer (discussion postponed till the actual game gets finished)
Quote:
A special gametype where players can move and create traps at the same time with which they try to outwit and outdo each other. Thoughts? Ideas?


REJECTed ideas:

Falling from large height (1/0/6)
Quote:
It's very simple. If you from platforms onto other platforms 20 tiles lower, you will die!!!


Moving ramps (2/0/4)
Quote:
Ramps move up or down. You can slide down a down-moving ramp and climb up a up-moving ramp.


Mice (1/0/6)
Quote:
Mice come out of mouseholes. Mice can be killed by boulders and dynamite and arrows. Red mice are evil, and they come out of their mousehole every 10 seconds. If you are three tiles near they come out (if it's been 10 sec) and they will throw their dynamite at you before going into their hole after 3 sec. White mice give you a extra life, they come out once every time you play only when you come near. Red mice live in red mouse holes, white mice live in green mouse holes. Mice can be heard in the distance by their squeak.
(I was thinking life boxes could be replaced with white mice.)


Bomb Arrow (2/1/4)
Quote:
A box which has a arrow with a bomb on it. It does bigger damage than a normal arrow. It can set off 3 dynamite when it hits the dynamite, unlike a normal arrow which sets off 1 dynamite. Bomb arrows can kill mice in a hit.


Bats (1/0/6)
Quote:
Bats must be crawled under to avoid. Bats, when touched, make you go white and paralyse you for 5 seconds.


Ghosts (1/0/6)
Quote:
Act like bats, except they can be jumped over and the seconds you get for being paralysed are 10.


Glass (2/0/5)
Quote:
Broken glass on the floor in small piles a tile big. If you touch it, you die. If placed in midair, they fall to the ground and fade away.


Monorail (2/0/4)
Quote:
Every 10 seconds a monorail train goes by. You can walk on these, but if the monorail train hits you, you die. Just look like thick grey lines with monorail trains going over them.


Master difficulty (1/0/7)
Quote:
Say, if you complete all of the game, you can play it again, but at a harder difficulty? By "harder" I mean longer and more, er, "complex".
It should be optional, which means you don't have to play it, but you can any time after beating the game once.


Boost (4/1/6)
Quote:
It is very simple. It is a crate with two green arrows on it. If you touch/bash/break/hit/destroy it, it gives you a big boost and brings you up 10 tiles!


Rats (1/1/5)
Quote:
Rats carry bombs if they see you they will throw a bomb at you that will last for 5 seconds before exploding. Say rats are destructable enemies so things can kill them. But remember they only throw a bomb when they SEE you. Also say their is a mousehole, if you put the mousehole in a place a rat will come out. Maybe there could be 1 rat in 1 mousehole. Say you can only put 3 mouseholes in. Also when the rats throw their bomb, they are vurnable. So they can only have 1 bomb. Once they throw that, they just run away from you, maybe back into the mousehole and never come out? And also rats can only stay near the mousehole. Say a rat is about a tile high, and it's green will red eyes and a pink tail and feet and ears. Also the speed of the rats should be at slow-fast, like maybe around medium speed? If not then slow. I don't think rats should be fast.

Also say rats are an enemy. So if you touch it you die, right? Like what happens with every enemy?


Duck jumping (4/0/7)
Quote:
is it in the game or not? I can't imagine it without duckjumping. it's a necessity.


Arrow boulders (3/1/6)
Quote:
It is a bit of a strange idea I will admit, but we already have arrows in crates so the feasibility is about the same. an arrow in a boulder would change direction as you rolled it either including diagonals or not depending how hard it is to code or use. If there was only one direction it started in (so as not to clutter the cave maker) you would need to make it roll down a hil or start in the right place for that angle. This would make more puzzles and depending on how you cooded them could make a pile of boulders into a more challenging area. The arrow would be reased when the boulder is destroyed (arrows & Dynamite).


Difference in speeds (1/0/5)
Quote:
say normal arrows go at normal speed,
steel arrows go a little slower?

stuff falls fast,
but heavy stuff falls a little faster?

something like that...


Pop-up spikes (1/0/5)
Quote:
When you are on its tile, there is a short time where the spikes aren't up and then pop up. the tile is just moss where the spike pops up.


Wind/Water currents (2/0/4)
Quote:
They push you in a certain direction and you have to be tough to get though.

Maybe activated by a fan crate that activates a fan which blows a water current?

On land, it should be a gust of wind.


Desertballs (2/0/4)
Quote:
Desertballs: a ball of dust that will squash you. lol


Corral (insta-reject by Quirvy)
Quote:
You put it underwater and you cant go through it. It has to be at least 4 tiles big. Youll just have to find a way around somehow! I think maybe it should be pink and blue, with a touch of green, and when you land on it, it makes a squishy sound. Maybe every couple of seconds a clam comes out and tries to eat you? It chases you around the screen until it tracks you down until you die!


Metal boulders (1/1/5)
Quote:
And for the round steel crates, it will not roll and will just fall like anyother metal crate. Instead, boulders which falls on top of it will roll away.


Teleporters (3/0/4 and one of the most vehement discussions about any idea)
Quote:
Teleporters might get a bit complicated if we use so many tiles, but it would help with getting around b/c you won't have to make paths. but how should it work?

Idea 1:
there are two types of teleporter tiles. a forward and a reverse. the teleporters will take you to the next teleporter on the map. if you go in the reverse, it'll take you to the previous one on the map. It'll read it as if it scans the coding, so whatever is on the same row, is nearest, etc.

Idea 2:
Different color teleporters will go to each other. I guess it should work similar to Idea 1 if there are multiple teleporters of the same color. The only problem I see with this is that it might add way too many tiles.

Idea 3:
This isn't really a different idea, but should there be multiple types of teleporters that limit to how you use them? for example, a two-way teleporter lets you enter and come out of it, another will only let you leave it, and another will only let you enter it? this might be the most complex and non-user friendly idea of all of these, but should we do it or not?


Countdown bomb (1/0/4)
Quote:
When you hit a box with a bomb on it, the box bit will disappear and the bomb will count down 10 seconds before exploding. It should destroy tiles in a 2 tile radus from it, like, 2 tiles away range. I don't think it should destroy metal boxes or anything that isn't wooden.


Metal power box crates (2/0/7)
Quote:
Treasure crates are when you break the crate, a treasure comes up where the crate was.


Water-proof crates (Rejected before voting)
Quote:
I hope this hasn't been suggested before. they would block the water but when destroyed would let the water in. this would eliminate pits you have to make to slow the water down.


Boulder crates (1/0/2)
Quote:
It might look like a crate with a small boulder on it. The way this could work is that when it breaks, boulders spill out and fill the room. It could be used to save space.


Clouds (1/0/4)
Quote:
Maybe a weather cloud? If you walk under it...well... something happens? And when that thing happens, the cloud disappears?Maybe a weather cloud? If you walk under it...well... something happens? And when that thing happens, the cloud disappears?


Mines (4/0/6)
Quote:
Simply touch--dead. I just got this idea from playing N before. Its going to be red, with just pointy spikes coming out. Wan it new game?


Power boxes get destroyed (3/0/6)
Quote:
Simply an arrow hits the treasure--disapears with some debris left over from it.


Mid-Air Controls (0/0/6)
Quote:
The Idea: we add the ability to slow down and speed up your free fall by pressing up or down.

The Advantages: free fall caves/traps would be more fun b/c you can now move across two axes

The Problems: this could possibly lead to cheating in certain traps. I'm not sure how, but it might...

NOT a problem: people would make evil timing traps with this.


Downloading Aeon to your computer (1/0/6 and 1 vote by Quirvy that we're all morons)
Quote:
I have an idea that you should download aeon to your computer.


Forcefields (1/0/6)
Quote:
there is some hard to see red light. you try to go through, but it stopps you.


Axe (1/0/7)
Quote:
ok. an axe it swings and if you hit you die. pretty simle right?

(can only swing 3 tiles a away)


Sickness water (3/0/6)
Quote:
So what happens here isif you fall into sickness water then after you get out your lives either go down one or you have to get to the door by a certain time. On the side of the screen a monitor counts down the seconds you have to live. Like bubbles! And either you die or you get to the door. I know it's evil but I think it's a cool idea!


Half-metal crates (1/0/3)
Quote:
Crates that can only be broken when hannah hits it in a direction, up, down, left, right. This means that the crate is something in between a wooden crate and a metal crate.


Crates that float upwards (1/0/3)
Quote:
Crates that falls up, instead of falling down. This may look weird when placed on a platform. When another crate is falling down and connects with the opposite crate, the two crates will stay floating forever like a crate when it touches the bottomless floor.


Lasers (1/0/3)
Quote:
Laser and De-activation crates? The laser may be only one tile high, just stack them together. They will be horizontal or vertical. When hannah destroys the crate, all lasers in the cave will be deactivated.


Upload a picture as background (1/0/4)
Quote:
The title follows.


Moving platforms (1/0/2)
Quote:
Moving Platforms. Should we have them? I'm thinking this is how it will work.

you'll have 3 tiles to control it:
- the left end point.
- the right end point.
- the end of path tile

the two end points will fill up the tiles in between with the platform. (the end points will also be part of the platform, meaning you can stand on it). The platform will be "in the background", meaning that it will not collide with other object, but instead slide behind them.

the path tile will tell it where to go. the left end point will go to that from it's origin and then go back infinite times. based on where the end point is, it will move either horizontally, vertically, or diagonally.

I don't know how the speed will work, but maybe we can have two types. Normal and Steel. Normal will be destructible if an arrow or explosion hits it and will move normal (or slow), while the steel is indestructible but will move faster.

it could work. also, if you get caught between it and a ceiling, you get crushed.


Magical platforms (2/0/4)
Quote:
Where you specify in the cave maker what magical propertys it has e.g. Arrows can fly through it, Hannah can/can't stand on it, things can fall through it etc. And you could only have a limited amount of them. e.g. 5


Falling objects rotate (1/0/4)
Quote:
listen. perhaps when stuff fall they can rotate. i mean, for example, if an arrow falls, it falls straight down. but suppose it goes round while falling. it can start as a ^, rotate while falling and land as a >. for example, every square it falls, is a 90 degree rotation or something. could be really nice..



If you create a new thread suggesting an idea that ressembles any of these, you will get an auto-lock and a bunch of angry mods.


Spoiler:
Isa
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Friday, August 7 2009, 3:35 pm EST
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I think it is quite easy to see what ideas were suggested by Chelinka...
jebby
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Friday, August 7 2009, 4:13 pm EST
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Haha! Who thought of the monorail one?  
Quirvy
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Friday, August 7 2009, 4:23 pm EST
  

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I don't understand why Mice was rejected



spooky secret
jellsprout
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krotomo
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Friday, August 7 2009, 4:29 pm EST
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about the new game, is there gonna be duck-jumping?
Sefro
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Friday, August 7 2009, 4:32 pm EST

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No, there won't.

EDIT:
Woe to You Oh Earth and Sea,
for the Devil sends the beast with wrath
because he knows the time is short.
Let him who hath understanding
reckon the number of the beast,
for it is a human number.
Its number is six hundred and sixty six.
Quirvy
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I don't think we ever really found a definite position on it.



spooky secret
jellsprout
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Friday, August 7 2009, 4:33 pm EST
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I think a discussion about that was held in the old forums. I think we reached the conclusion that you could do jumps of half the regular height, but there won't be duckjumping like there was in HatPC.


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Quirvy
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Friday, August 7 2009, 4:36 pm EST
  

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I don't like the idea of half-jumps; they would make it a real pain to cheat-proof certain areas of a cave.



spooky secret
krotomo
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Friday, August 7 2009, 4:37 pm EST
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yeah. I actually think there should be duck-jumping in the new game.
Quirvy
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Friday, August 7 2009, 4:38 pm EST
  

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I wouldn't mind duckjumping like the type we have, but if it counted as half a jump, then I would.



spooky secret
jellsprout
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Friday, August 7 2009, 4:40 pm EST
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I don't support duckjumping. It appear to me like a glitch. Graphically it makes little sense either. I'd say we either do half-jumps or nothing like that all.


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Quirvy
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Friday, August 7 2009, 4:42 pm EST
  

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Then I would have to say nothing at all.



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Sefro
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Friday, August 7 2009, 4:43 pm EST

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I agree with Jell on this. Besides, we're not making a HatPC clone; to copy the game down to a glitch like that would be over-the-top in my eyes.
krotomo
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Friday, August 7 2009, 4:45 pm EST
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I think there should be duck-jumping and regular jumping or just regular jumping.
jellsprout
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It might be a good idea to decide on the ideas from the previous forums a second time. For convenience sake, here are all those ideas and if they were approved or not:

Quote:
NEW IDEAS: Discuss these ideas, figure out how they will work, and decide if they are worthy of inclusion.
-- 24/08/08 - Bottomless Pits - Canadianstickdeath
-- 07/08/08 - Water Currents, Wind, and Tumbleweeds - Singer_aelita12
-- 21/07/08 - Mid-Air Controls - Acceleron_3000
-- 21/07/08 - Bumping Into Falling Objects - Canadianstickdeath/Acceleron_3000
-- 16/07/08 - Naming Rooms - Dando52

INCLUDED IDEAS: These ideas have been implented and should be tested to see if they are indeed fun and work properly.
-- None

APPROVED IDEAS: These ideas are good enough for inclusion, and are likely to work their way into the final version of the game!
-- 21/08/08 - Water Classes - Canadianstickdeath
-- 21/08/08 - Leaderboards - Dando52
-- 08/09/08 - Pause Button - Jazz
-- 25/07/08 - Rope Ladders - Acceleron_3000
-- 24/07/08 - Lava - Canadianstickdeath
-- 24/07/08 - Indestructible Crates - Canadianstickdeath
-- 22/07/08 - Secret Doors - Acceleron_3000
-- 22/07/08 - Map You Can Open and Close - Jebby
-- 20/07/08 - Dynamite Launcher - Acceleron_3000
-- 18/07/08 - Message Crates - Acceleron_3000
-- 15/07/08 - Power Box Minimum Requirement - Quirvy
-- 09/07/08 - Fire! - Acceleron_3000
-- 08/07/08 - Arrows Flying Two Tiles High Should Be Dodged - Acceleron_3000
-- 08/07/08 - Water Crust - Acceleron_3000/Canadianstickdeath
-- 04/07/08 - Water Drains - Canadianstickdeath
-- 01/07/08 - Mud (Water Type) - Alfav12
-- 26/06/08 - Checkpoints - Acceleron_3000
-- 26/06/08 - Multiple Terrain Types In A Single Level - Canadianstickdeath
-- 26/06/08 - Power Boxes Instead Of Treasure - Quirvy

UNLIKELY IDEAS: These ideas are alright, but are unlikely to make it into the game.
-- 26/07/08 - Custom Terrain and Custom Backgrounds - Acceleron_3000
-- 19/07/08 - Diagonal Arrows - Ckjr123393
-- 18/07/08 - Metal Power-Box Crates - Krotomonew*
-- 03/07/08 - Moving Platforms - Acceleron_3000
-- 01/07/08 - Air Bubbles - Alfav12

REJECTED IDEAS: These ideas are pretty bad. They will almost certainly not be included.
-- 02/09/08 - Downloading Aeon to Your Computer - Krotomonew*
-- 02/09/08 - Mines - Cedric_09_
-- 01/09/08 - Power Boxes Getting Destroyed - Cedric_09_
-- 21/08/08 - Destroying Falling Objects - Canadianstickdeath/Acceleron_3000
-- 07/08/08 - Axes - Krotomonew*
-- 30/07/08 - Forcefields - Krotomonew*
-- 26/07/08 - Lock and Key System - Jebby
-- 22/07/08 - Themes in the Level Maker - Acceleron_3000
-- 21/07/08 - Sickness Water - Onarole96
-- 21/07/08 - Upload a Picture For Your Background - Ckrj123393
-- 21/07/08 - Crate That Can Only Broken From a Certain Direction - Ckrj123393
-- 21/07/08 - Crates That Fall Up - Ckrj123393
-- 21/07/08 - Laser Deactivation Crates - Ckrj123393
-- 17/07/08 - Round Steel Crates - Ckjr123393
-- 04/07/08 - Falling Objects Can Rotate - Shos
-- 26/06/08 - Multiplayer HATPC - Jebby
-- 26/06/08 - Magic Platforms - Bmwsu

IDEAS IN LIMBO: Either consensus cannot be reached, or not enough discussion has taken place. Help break the deadlock!
-- 21/08/08 - Text Tile - Acceleron_3000
-- 24/07/08 - Teleporters - Acceleron_3000
-- 22/07/08 - Arrow Launchers - Quirvy
-- 08/07/08 - Reward For Collecting Extra Lives - Quirvy
-- 06/07/08 - Optional Lighting - Dando52


ONGOING DISCUSSIONS: Join these discussions! Help us make the new game!
-- 31/07/08 - Secret Doors, Gems and Other Bonuses - Jebby
-- 26/07/08 - Water Types - Canadianstickdeath
-- 22/07/08 - Indestructible Crates - Canadianstickdeath
-- 16/07/08 - Scenery Tiles - Haily
-- 05/07/08 - Tiles, Level Info, and Text - Acceleron_3000
-- 27/06/08 - Monsters - Jellsprout


Spoiler:
shos
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Friday, August 7 2009, 8:58 pm EST
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about the electricity boxes - i thought we agreed about them being something else?
i thoughtthat it electrifies the player when broken, and if it's in the water, it electrifies the water so if the player gets in, he's electricuted or something?


jellsprout
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Saturday, August 8 2009, 7:03 am EST
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That sort of what the second Electric Box idea is.
But these are only rough drafts. We've had some discussion about all of these subjects and very few of the approved ideas are still what they were there. But we'll continue the discussions again once we actually implent them in the game, so that doesn't really matter. As long as we actually save these topics somewhere, it doesn't matter.


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Florida
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Saturday, August 8 2009, 6:36 pm EST

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Short-hops are a good idea over duck-jumping. Easy to do, as well. Just release the jump button quicker to get a shortened jump. Hold the jump button longer for a full jump. A lot of good use can come from it.
Livio
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Saturday, August 8 2009, 6:58 pm EST

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'Florida' said:
Short-hops are a good idea over duck-jumping. Easy to do, as well. Just release the jump button quicker to get a shortened jump. Hold the jump button longer for a full jump. A lot of good use can come from it.
yeah but that's a pretty big gameplay change. not sure if we'd want it
krotomo
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Saturday, August 8 2009, 7:09 pm EST
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I am still completely against it.
Florida
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Saturday, August 8 2009, 7:31 pm EST

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Having short-hops won't affect the gameplay as much as you're making it out to be... All that short-hopping will do is introduce new trap possibilities, and what's wrong with that? It's nothing that gives a completely new feel to what we're aiming for.  
Livio
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Saturday, August 8 2009, 7:38 pm EST

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while it would make new trap possibilities it'd also remove some. maybe since we plan on having multiple characters, what if one character could do short hops? but that might be too extreme of a difference
Quirvy
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Saturday, August 8 2009, 7:53 pm EST
  

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yeah, it would make it very easy to cheat some traps, and that is a no-no!

For once, I am amazingly in agreement with Accel.



spooky secret

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