Nintendo Nightmare 2
#21
Posted 12 July 2012 - 02:05 PM
You either need to give a ton more info on how the game plays out, or ask a lot more specific questions. For example: your list a bunch of areas, like "Shroob Castle". Now, that is all we know: the name! Beyond knowing that you can switch back and forth between Mario and Link, there is zero information as to how this area looks, what each of them can actually do to proceed, what its role in the story is, and so on. For us who can't see into your brain, this isn't game design, it is just throwing random Nintendo names and half-arsed ideas around.
#22
Posted 13 July 2012 - 12:55 AM
I've said it before and I will say it again: What can we actually help with? You need one more area, you say. What do you want us to do? Spam a list of existing video game areas that you then pick from? You can do that yourself easily and with a lot more clarity that we can give, seeing as overall this game is some crazy crossover adventure without any real coherence or defining gameplay to help refine. Boss ideas; likewise. What can we say? Bosses are climatic enemies to fight. Sure, you can stick them in willy-nilly, and we can name random Nintendo characters that could be made bosses, but what does that help you? Nothing at all, really.
You either need to give a ton more info on how the game plays out, or ask a lot more specific questions. For example: your list a bunch of areas, like "Shroob Castle". Now, that is all we know: the name! Beyond knowing that you can switch back and forth between Mario and Link, there is zero information as to how this area looks, what each of them can actually do to proceed, what its role in the story is, and so on. For us who can't see into your brain, this isn't game design, it is just throwing random Nintendo names and half-arsed ideas around.
Fine, I admit that I have no ideas for the castle yet. What I need is the last piece of Supmaster004's game. The Third Easter Egg. It could indicate multiplayer capabilities or something that would be a game changer.
#23
Posted 13 July 2012 - 01:18 AM
I've said it before and I will say it again: What can we actually help with? You need one more area, you say. What do you want us to do? Spam a list of existing video game areas that you then pick from? You can do that yourself easily and with a lot more clarity that we can give, seeing as overall this game is some crazy crossover adventure without any real coherence or defining gameplay to help refine. Boss ideas; likewise. What can we say? Bosses are climatic enemies to fight. Sure, you can stick them in willy-nilly, and we can name random Nintendo characters that could be made bosses, but what does that help you? Nothing at all, really.
You either need to give a ton more info on how the game plays out, or ask a lot more specific questions. For example: your list a bunch of areas, like "Shroob Castle". Now, that is all we know: the name! Beyond knowing that you can switch back and forth between Mario and Link, there is zero information as to how this area looks, what each of them can actually do to proceed, what its role in the story is, and so on. For us who can't see into your brain, this isn't game design, it is just throwing random Nintendo names and half-arsed ideas around.
Fine, I admit that I have no ideas for the castle yet. What I need is the last piece of Supmaster004's game. The Third Easter Egg. It could indicate multiplayer capabilities or something that would be a game changer.
To explain the game better I have tell a small story.
In another dimension, the programmer (not Supmaster) creates "Mario's Nightmare". It is a simulation game utilizing a large amount of Nintendo Areas and "memory code/ai" saved to an external file. Usually this code is reset when an object is destroyed but, he failed to do so when he was done testing. So, he uploaded the game to the sandbox and, since Mario and Link do not understand this so nobody gets to play the game. A few years later someone manages to finish Player.exe which alows you to edit any Game Maker game while you are playing it. This person is the hacker in the sequel. Of course, this an explanation technique, nothing more.
Now, see why I have so many issues with this game? Most of the questions you have, I can't answer.
#24
Posted 17 July 2012 - 01:44 AM
#25
Posted 17 July 2012 - 03:07 AM
#26
Posted 17 July 2012 - 01:37 PM
Since you seem to be basing this off of various nintendo games(sort of anyway), the various nintendo games should help with locations. What about corneria from star fox? It would be explained by some kind of virus in the transportation system. How about in some kind of mario area, you get shrunk and stuck in a bottle from doctor mario, and the boss is marios evil twin mad doctor mario.
While Mario's Nightmare (see above) was based on Nintendo areas, certain things are too extreme. Mostly it is in Hyrule with other areas placed in various locations where they would make sence. For instance, the Bobomb Battlefield in a valley to the northeast of Death Mountain. I could use world minus one though. If I did that, I could give Crpl. Xhampi the Bowser Bot.
Now that I thought about it. There is an airport south of Lanayru Desert. Perhaps I can use that for Starfox somehow.
#27
Posted 20 July 2012 - 01:00 PM
Now that I did this, I have the next area's name: Death Mountain/Bobomb Battlefield
Yes, the volcano was Death Mountain. It seems to erupt/get close to erupting in every game it is in.
#28
Posted 22 July 2012 - 10:53 PM
#29
Posted 22 July 2012 - 11:47 PM
You either need to give a ton more info on how the game plays out, or ask a lot more specific questions.
For example:
- What are bombs used for, in general? Obviously exploding things, but what is their role in the game? Is it just enemy destruction, or do they extend to obstacles as well? How will the gameplay accommodate the use of bombs? Do they blow on contact, or do they have a fuse? Are they placed, or thrown? Is it easy to refill them? Can you carry a lot? What sort of tasks can the player be expected to use them for?Warp Zone: A large maze of giant pipes streching beneath Hyrule. To get there you must get eaten by a pirahna plant. Throught the dungeon are different types of pirahna plants as well as parasitic enemies. Not sure what the items will be this time either. Although, Egadd finds the first item (bombs) in his house (Luigi's Mansion). At the end you fight the Lava Pirahna after running up the inside of a volcano in a mech. During the climb, lava is slowly rising. The plant is also doing various things to try to knock you down. In case you are confused on how the mech would work, I put four walls and a platform in it so Mario or Link use their controls.
- You are in a maze, then in a volcano? How does the transition happen? What is the reason for the transition? What does the change of scenery do with the gameplay? You say there is a mech, and that it is operated in tandem by two characters, but that's all. Details, please.
- You are not sure what the items in your maze area will be. Do you need any help with this, then? Can you manage to describe the area, the enemies, the player abilities/controls and the game itself in enough detail so that we can help you? I try, I want to help here, but with the lack of info regarding the game you are trying to make and the apparently hap-hazard way of putting various design aspects together it's not possible for me to form any vision of how it all will stick together.
#30
Posted 26 July 2012 - 12:52 PM
You either need to give a ton more info on how the game plays out, or ask a lot more specific questions.
For example:- What are bombs used for, in general? Obviously exploding things, but what is their role in the game? Is it just enemy destruction, or do they extend to obstacles as well? How will the gameplay accommodate the use of bombs? Do they blow on contact, or do they have a fuse? Are they placed, or thrown? Is it easy to refill them? Can you carry a lot? What sort of tasks can the player be expected to use them for?Warp Zone: A large maze of giant pipes streching beneath Hyrule. To get there you must get eaten by a pirahna plant. Throught the dungeon are different types of pirahna plants as well as parasitic enemies. Not sure what the items will be this time either. Although, Egadd finds the first item (bombs) in his house (Luigi's Mansion). At the end you fight the Lava Pirahna after running up the inside of a volcano in a mech. During the climb, lava is slowly rising. The plant is also doing various things to try to knock you down. In case you are confused on how the mech would work, I put four walls and a platform in it so Mario or Link use their controls.
- You are in a maze, then in a volcano? How does the transition happen? What is the reason for the transition? What does the change of scenery do with the gameplay? You say there is a mech, and that it is operated in tandem by two characters, but that's all. Details, please.
- You are not sure what the items in your maze area will be. Do you need any help with this, then? Can you manage to describe the area, the enemies, the player abilities/controls and the game itself in enough detail so that we can help you? I try, I want to help here, but with the lack of info regarding the game you are trying to make and the apparently hap-hazard way of putting various design aspects together it's not possible for me to form any vision of how it all will stick together.
Well, I have changed floors and walls so they sink when nothing is beneath them, so by having pipes as pillars and a hammer to destroy them, I can make puzzles where you have to make a room/floor sink.
#31
Posted 01 August 2012 - 04:30 PM
#32
Posted 03 August 2012 - 12:51 PM
Supmaster004 is posting a demo as soon as possible. Requesting a move to work-in-progress as soon as it is posted.
What is taking him so long? He better not be editing the demo without asking.
#33
Posted 06 August 2012 - 01:03 PM
Supmaster004 is posting a demo as soon as possible. Requesting a move to work-in-progress as soon as it is posted.
What is taking him so long? He better not be editing the demo without asking.
His email must only be for this. He is not checking it soon, I guess.
On-topic once again. A specific question, "how would you defeat an invincible boss/enemy".
Also, I am rearranging some of the area order. The timing of some things wouldn't make sence.
I know these are just names but, Shroob Castle (already described)
Warp Zone (already described)
Dodongo Cavern (not much different here)
World Minus One (its a 2d platformer here)
Items
Hammer
Bombs
Arrows
(really need ideas for these)
#34
Posted 06 August 2012 - 03:12 PM
If the thing cannot be harmed directly by any of the player's abilities, then the most common approach is to have the boss damage itself somehow; or to just have the player survive until something else renders the fight moot. Using the environment to damage it is a grey area, since that doesn't technically fall under "invincible", just "tough." So a question of my own: Do you mean invincible to absolutely everything, or just to the player's normal weaponry?On-topic once again. A specific question, "how would you defeat an invincible boss/enemy".
In Castlevania: Order of Ecclesia, you fight a giant crab while climbing up the interior of a lighthouse with it chasing you. You can keep hitting its claws to make it slide down, but you can't really hurt or kill it. It's not until you reach the very top that you can harm it; where Shanoa activates the lighthouse elevator and crushes the crab with it in one decisive blow. As such, the boss fight's purpose isn't to kill the crab directly, but to inconvenience it long enough that you can reach the kill switch/other objective that disables it.
Silent Hill 2 has Pyramid Head, who can not be stopped at all until the story says so late in the game. Before then, the player's objective is simply to flee from him until he gives up the chase. The boss encounter is therefore of the kind where you must win by simply running away and not get caught.
Resident Evil has another invincible boss, where the only way to get rid of her is to survive a block-pushing puzzle room which opens her mother's coffin. She commits suicide when she sees the corpse, by jumping off a cliff. This is a kind of boss fight where the boss itself is only there to cause you harm while you struggle to do some other task. Notable here is that you can kill her directly if you manage to push her off with your weapons' knockback force. Still, the intended route is for her to be immune to all damage.
Crocomire in Super Metroid does not take damage from your weapons, but they do push him backwards while he tries to crawl towards you. This boss encounter is won by spamming your weapons until he falls into the lava on the other end of the arena. Like the crab in Castlevania, this is another boss that takes no actual damage, is killed by the environment, but where the player still has an effect by attacking it directly.
Finally, there's the kind of boss that can only be hurt itself (at least at first). Phantom Ganon in Zelda: Ocarina of Time is one. He dodges arrows and sword swings, and can only be harmed after he's been stunned by you reflecting one of his magic attacks back at him. At that point he becomes vulnerable, though, so he's not really invincible through and through.
---
Regarding items: What kind of ideas do you need for those items? I thought you already had the bombs with some defined purpose?
Edited by Katuko, 06 August 2012 - 03:12 PM.
#35
Posted 13 August 2012 - 01:10 PM
If the thing cannot be harmed directly by any of the player's abilities, then the most common approach is to have the boss damage itself somehow; or to just have the player survive until something else renders the fight moot. Using the environment to damage it is a grey area, since that doesn't technically fall under "invincible", just "tough." So a question of my own: Do you mean invincible to absolutely everything, or just to the player's normal weaponry?On-topic once again. A specific question, "how would you defeat an invincible boss/enemy".
In Castlevania: Order of Ecclesia, you fight a giant crab while climbing up the interior of a lighthouse with it chasing you. You can keep hitting its claws to make it slide down, but you can't really hurt or kill it. It's not until you reach the very top that you can harm it; where Shanoa activates the lighthouse elevator and crushes the crab with it in one decisive blow. As such, the boss fight's purpose isn't to kill the crab directly, but to inconvenience it long enough that you can reach the kill switch/other objective that disables it.
Silent Hill 2 has Pyramid Head, who can not be stopped at all until the story says so late in the game. Before then, the player's objective is simply to flee from him until he gives up the chase. The boss encounter is therefore of the kind where you must win by simply running away and not get caught.
Resident Evil has another invincible boss, where the only way to get rid of her is to survive a block-pushing puzzle room which opens her mother's coffin. She commits suicide when she sees the corpse, by jumping off a cliff. This is a kind of boss fight where the boss itself is only there to cause you harm while you struggle to do some other task. Notable here is that you can kill her directly if you manage to push her off with your weapons' knockback force. Still, the intended route is for her to be immune to all damage.
Crocomire in Super Metroid does not take damage from your weapons, but they do push him backwards while he tries to crawl towards you. This boss encounter is won by spamming your weapons until he falls into the lava on the other end of the arena. Like the crab in Castlevania, this is another boss that takes no actual damage, is killed by the environment, but where the player still has an effect by attacking it directly.
Finally, there's the kind of boss that can only be hurt itself (at least at first). Phantom Ganon in Zelda: Ocarina of Time is one. He dodges arrows and sword swings, and can only be harmed after he's been stunned by you reflecting one of his magic attacks back at him. At that point he becomes vulnerable, though, so he's not really invincible through and through.
---
Regarding items: What kind of ideas do you need for those items? I thought you already had the bombs with some defined purpose?
The boss as a character is simply an enemy with a life variabe of "INF" or infinity. So, I doubt he will ever "die".
Just because I have one item does not I don't need others. The "Nightmare Engine" already had bombs. I just had to work them into the menu. I do have an idea though. Mario gets arrows, and as an extra one later on, he gets ones that "latch" on to walls forming a target for Link's hookshot(or whatever you call it).
Also, when I for ideas. I am not asking for random names. I mean an actual idea for something.
Although now I have a problem. What is in the Water Temple (other than Dark Link and Morpha) that is actually helpful for an army trying to take over. In other words, what "weapons" (or thing that could be modified for that) exist in the Water Temple.
#36
Posted 15 August 2012 - 03:30 PM
#37
Posted 18 October 2012 - 04:34 PM
#38
Posted 23 October 2012 - 12:54 PM
Anyway, now I decided to make the Fawful Theater (or is it the Pokemon Stadium). *scratches head*
#39
Posted 23 October 2012 - 03:19 PM
#40
Posted 23 October 2012 - 07:21 PM
INH, please remember the rules regarding double posts and wait a full 48 hours. Thank you!
Maybe I am 1-2hours short, but I have been waiting two days. There is literally zero traffic.
EDIT: I was right I did the 18th then today. That is four or five days. Before that was over a month ago. You'd have to be really late to be reffering to those.
Edited by Insert Name Here, 23 October 2012 - 07:24 PM.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users



This topic is locked








