Initial brainstorming and paradigm shift to a triple stick shooter.
Roly Poly Princess: Pros: Gender Reversal, Cons: Name change for gender norm flip. Playable core mechanics, tilting etc..
Do this!! 2 games to compare to
Princess. Rock of Ages, Portal, Super Monkey Ball/Four Swords with upwards tower level system. 2d vs. 3d.
Example Puzzles. Elements for
puzzles.
Puzzle main areas of mechanics Stage,
conditional, player, and ???
A vs. mode where color trails follow the player, the player with the most color at the end wins?
A vs. mode where color trails follow the player, the player with the most color at the end wins?
Mario Galaxy inspired fall into the
stage, to reduce failure frustration/open puzzle possibilities. This with dual-sided stages.
Staking inspired characters are puzzle
hints??? (Mechanics?)
Procedural gen: fall off rooms, two
attacks at once, levels in a tower/dungeon,
·
Roly Poly Princess is now top-down shooter with
procedural elements!
·
Controls are: dual shooting using the two sticks
(one for each princess and a button to switch the two active princesses) and
movement using the tilt sensor.
Castles generated procedurally, enemies and room types change per castle to keep the game balanced/interesting. (Possible puzzle, NPC rooms, and non-castle levels can be added, if we have time!)
Castles generated procedurally, enemies and room types change per castle to keep the game balanced/interesting. (Possible puzzle, NPC rooms, and non-castle levels can be added, if we have time!)
·
Four princesses gathered per game, unlock from
those for your player character for future games (one or multiple princesses
per game. Around 10-15 total?) after all are gathered, then fight the dragon!
·
Gathering princesses is done with cutscenes
showing their actions against the dragon. (All will be very active marshaling
troops, attacking enemies, stealth kills, etc.)
·
Between each castle a player chooses between two
random castles (villages, forests, etc. If we have time.) for the next level.
·
Each princess has unique attack style. (and a special
ability, if we have time.)
·
Unlockable attack items will appear in game and
will be usable that game Mastering an achievement (Burn 10 goblins with the
firestaff, etc.) for that item will let you use it to start with. (15 or so
needed.)
·
(Endless battle arena suggested, along with
extradimensional princess, and a possible tribute princess for Kyle’s
game.)
·
BRING UP!!! Realm of the Mad God.
Princess Ideas:
·
Princess Princess: The “vanilla” character, has
a moderate range moderate damage attack.
·
Stealth Princess: Has a short range medium-high
damage attack, moves quickly.
·
Warrior Princess: Bonus HP, moderate range,
slower attack rate, high damage.
·
Mage Princess:
·
Cleric Princes:
·
Druid Princess:
·
Knight Princess:
Heavy armor
·
Paladin Princess:
·
Archer Princess:
·
Strategist Princess: Special: State a weakness
of an enemy onscreen and double damage against that enemy for (time).
·
Kung Fu Princess:
·
Necromancer Princess:?Evil types?
·
(How many fantasy tropes??? New spins or stay to the storybook?)
Enemy
Ideas:
·
Goblins should throw other goblins at the
player. Because that would be fun, for
the goblins.
·
Ogre (mini-boss) should leave dents in the
ground that slow player movement.
·
Dragon needs variety of attacks and time
off-stage, but not have a weakpoint cycle.
(weaker to various attacks, maybe some group element leads to a weakness??)
Hp and stats should be simple, maybe 10 for a average player
character. Enemies should damage 1 at a
time, except special attacks/large enemies.
About here the game shifted directly back to a puzzle game, because of input from the women's center. Also there was a emphasis on non-combat solutions to problems because of their advice, so combat is not present in the elements list.
Design notes.
·
4 Swords:
Destructible environment with minor rewards/recovery items.
·
Seen areas that are unreachable without puzzle
solving.
·
Items create mini-puzzles by granting temp.
abilities.
·
Formations allow for co-op by having specific
abilities per formation.
·
Collectables lead to eventual power-up.
·
Fading on collectables. Makes player concentrate
on the collectables.
·
Enemies provide variety and act as obstacles.
·
Some abilities have time limits and show those
when active (diving, etc…)
·
Extra health is temporary, granted by pick-ups.
·
Darkened background to offer hints for pushing
objects.
·
Hidden paths behind movable objects.
·
Switches used for creating objects to
progress/opening doors/creating treasure chests.
·
Throwing others of your group is part of the
group mechanics, attacking with them is also possible.
·
Formation shortcuts after pressing the formation
button, tied to the directional controls.
·
Appearing maze, if we use a maze.
·
Game Element list for Roly Poly Princess: (Bolded seem more fun at this point and emphasize the tilt mechanic.)
·
World:
o When the player falls off the level flip to
a maze on the back of the level, with hidden elements.
o Need some optional collectable with
rewards… (Hints?)
o Non-combat
combat system? Conversational combat?
·
Floor-based elements:
o Ramp/Slope
§
Needs 2-5
grades.
§
Also
stairs for single level to next higher/lower level.
§
Elevator/spring platform thingy. (Bouncing level
to same height level/Travel to higher level.)
§
o Speed
changers:
§
Colored floor (Portal 2’s gels)
§
Dimensions (Heavy, Light, etc.)
§
Ice/mud/grassy tiles
§
Rough/sandy floor to slow down.
§
Wind
§
Water
§
Carry-able objects.
o Movement
changers:
§
Teleport
§
Ropes
§
Rubber bands
§
Catapult
§
Cannon
§
Pushers
that push in the direction the player is tilting (Maybe a globe of influence?)
§
Throw characters? (Princesses or NPC?)
§
Floor
panels that tilt opposite to the player’s input
§
Transport for “Dropped off” characters? Moving sidewalk-like, train-like, etc…
§
o Obstacles:
§
Walls
§
Doors
§
Appearing Maze
§
Enemies?
§
Chased by enemy levels?
§
Projectors
that launch boulders/fireballs/stuffed animals (depending on the player’s
input?)
§
Race levels?
§
o Chain
of events elements:
§
Switch?
§
Movable with tilt elements
§
Buttons
that need to be hit at a high velocity/With a certain number of characters.
§
See-saw
§
Light beams/projectors/mirrors
§
Weighted Platform
§
Slide puzzle
§
Movement of colored objects to match? (Create
next element in puzzle, remove them from the puzzle, etc?)
§
Bowling/billiards inspired puzzles?
§
Swaying
elements (Plants, etc.) that move when hit/with input?
o Special
Abilities: (Base each around a mini or
micro game?)
§
Elemental??
ú
Fire
ú
Light
ú
Poison?
ú
Etc…
§
Profession: (Non-combat more so…)
ú
Blacksmith
ú
Fletcher
ú
Crier
ú
Merchant
ú
Clerk (Librarian/knowledgeable character)
ú
§
Utility item?
ú
Lantern
ú
Hammer
ú
Spyglass
ú