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Author Topic: Help me make a game, ZFGC!  (Read 4544 times)

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Re: Help me make a game, ZFGC!
« Reply #20 on: February 10, 2010, 08:02:01 am »
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I updated the first post to add the bird pirates.

Some more input/ideas on the style of game progression would be appreciated before the final decision; I don't necessarily want to jump straight to using my own suggestion, since the topic's all about community input.
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Re: Help me make a game, ZFGC!
« Reply #21 on: February 10, 2010, 08:34:55 am »
  • AKA "Micah DS"
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I kinda of like the Rayman (the 1st one for PC) style, where you go through levels and you usually can't get everything the first time around. As you gain new abilities along the way, you can go back on the world map to replay levels and use the new abilities to reach places you couldn't before. So it's a lot like SMW style except for the new abilities allowing further exploration in previously played areas.

My second choice is to go with the "Great Cave Offensive" way, which I like almost as much as the Rayman style.

As for the number of mushrooms, it kind of depends on the way the island is mapped out as (world, areas, levels). For the Rayman style, I'd like 7 normal and 1 golden per area. Otherwise I'm just going to agree with Dark-Hylian and say about 50 or so with 5 or 10 goldens.
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Re: Help me make a game, ZFGC!
« Reply #22 on: February 10, 2010, 08:43:18 am »
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Hmm, on second thought maybe SMW is better. Having 3 mushrooms spread through the level (like the dragon coins), which the player has to collect. At the end of each world there is a boss from whom you will recieve a golden mushroom. Easier to make and easier to save, because saving can be done at each completion of a level. Additionally, because levels/worlds aren't connected you can shift themes for each world better.

For bad guys, you could give each world it's own set of bad guys.
- Bird pirates.
- Mammal Mobsters (50's/60's).
- Reptillion Gangsters.
- Fish hoodlums (middle ages).
- Corporate insects (you know man in suits big enough to crush you).

And the very last big bad Corrupted Politician.
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Re: Help me make a game, ZFGC!
« Reply #23 on: February 10, 2010, 06:44:49 pm »
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Just thought I'd pop in and add my 2 cents. I think the SM64 approach would be pretty cool. Maybe have the golden mushrooms act like the red coins?
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Re: Help me make a game, ZFGC!
« Reply #24 on: February 10, 2010, 09:00:08 pm »
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Alright, I think we can safely remove the SMB style as a choice.

Now, something related to style might help us come to a final result:

Story and Dialogue - The Flow
  • Option 1: Dialogue exists in the game. Our hero encounters characters, and unplayable scenes take place with some action and dialogue. Plot is conveyed through dialogue.
    Example: Mega Man X.
  • Option 2: Dialogue exists in the game. Our hero encounters characters to talk to and signs to read, but dialogue never interrupts action; the player can move past signs without reading them, and characters who talk to you only appear in areas separate from action. In-game plot is minimal with an intro at the beginning and an ending scene; dialogue is largely gameplay tips.
    Examples: Yoshi's Island, Donkey Kong Country.
  • Option 3: The game has no dialogue. Our hero is alone on his island quest; plot is contained only in the intro and the ending (and perhaps supplemented by a "manual"). The player just plays the game and forms many of his own judgments about what is happening.
    Examples: a number of games from the 2D era.
Or suggest your own.
« Last Edit: February 10, 2010, 09:02:25 pm by Nabeshin »
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Mirby

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Re: Help me make a game, ZFGC!
« Reply #25 on: February 10, 2010, 11:21:59 pm »
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    * There will be 60 mushrooms to collect.
    * There will be 7 distinct areas of the island.

60 sounds good to me. And 7 areas would be good. I like the SMW map style idea, it would work. And Option 2 for dialogue.
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Re: Help me make a game, ZFGC!
« Reply #26 on: February 13, 2010, 08:17:56 pm »
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Okay. SMW style it is, I think.

Any opinions on dialogue options?
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Dark-Hylian

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Re: Help me make a game, ZFGC!
« Reply #27 on: February 13, 2010, 09:02:54 pm »
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As in can you speak or not? In that case probably zelda-esque, with the Yes, No, continue type, but no speaking for yourself, or a Yes, I get it  No, please repeat it  type talkingness.
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Re: Help me make a game, ZFGC!
« Reply #28 on: February 13, 2010, 09:06:21 pm »
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Silent protagonist, I think.
And there probably won't be any dialogue choices, I'd like to fill the game with old-schoolery.
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Re: Help me make a game, ZFGC!
« Reply #29 on: February 13, 2010, 09:30:56 pm »
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If you have badgers and mushrooms you will most certainly need.... SNAKE! SNAKE! oh it's a SNAAAKE!

Um yeah...
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Re: Help me make a game, ZFGC!
« Reply #30 on: February 13, 2010, 09:47:18 pm »
  • AKA "Micah DS"
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Option 3: The game has no dialogue. Our hero is alone on his island quest; plot is contained only in the intro and the ending (and perhaps supplemented by a "manual"). The player just plays the game and forms many of his own judgments about what is happening.
Examples: a number of games from the 2D era.

Why not keep it simple? I say Option 3.

I don't think the samurai badger (I love typing that 8)) should talk or have "yes" and "no" options.
But I do think that having a small amount of "bad guy speech" would be good. At the very least, the guy(s) in charge of the smuggling operation should have something to say when you face them.
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