Author Topic: The Forgettable Dungeon: Early Access Release  (Read 407624 times)

Since you can do pits, perhaps you could also add water and lava too!

Water could probably be shallow enough to wade in, and maybe deep water will be dangerous if you're carrying something


Do players have enough jump hight to jump over each other?

Right now jumpings out of game completely. I'm going to make jumping require a special item similiar to the roc's feather from links awakening, also as a easter egg you can jump and float with the chicken but this will have side effects.

So in the case with these chasm rooms, the runes/symbols on the floor can be unavoidable?

I actually don't know how I feel about this, the runes aren't permanent effects to you, just temporary. So yeah will have to think and test this.

Since you can do pits, perhaps you could also add water and lava too!

Water could probably be shallow enough to wade in, and maybe deep water will be dangerous if you're carrying something

Lava for sure since lava is awesome, water is doable as well but I'm not sure if I feel it too much. I have a lot of bad memories from water levels haha...

Right now jumpings out of game completely.
Since you where adding pits I was wondering if there could be a way to just move through players

Lava for sure since lava is awesome, water is doable as well but I'm not sure if I feel it too much. I have a lot of bad memories from water levels haha...

we all do, but pretty much all water levels in games have amazing music

Perhaps water could be a shallow floor tile (like a puddle) and it slows down players and enemies walking across it.
If you were planning on doing tropical beach, ocean or rainforest themed levels a mixture of water, land and maybe ice tiles could bring some interesting gameplay.

Water-based enemies that are immune to the slowdown are a must-have though, like toads or crocs.

Since you where adding pits I was wondering if there could be a way to just move through players

I removed player to player collision a long time ago, it just lead to bad situations.

we all do, but pretty much all water levels in games have amazing music

Yeah this is very true, I can almost imagine a good tune for the water level in this game haha...

Perhaps water could be a shallow floor tile (like a puddle) and it slows down players and enemies walking across it.
If you were planning on doing tropical beach, ocean or rainforest themed levels a mixture of water, land and maybe ice tiles could bring some interesting gameplay.

Water-based enemies that are immune to the slowdown are a must-have though, like toads or crocs.

As just a method of slight slowdown instead of full on swimming it might work, I love the idea of having to go through enemies native environment where they have the advantage of movement and you have to adapt.

--

This is currently what happens when you fall into a pit.


This is currently what happens when you fall into a pit.

-snip-
Hilarious, love every update you post on here.


If water is deep
I have an idea a type of enemy
River Zora (From Zelda), Where the monster attacks from the water and dives down for a bit
Also if I may ask, what traps do you have planned in mind?
There could be a little floor panel that you step on and a Boulder would fall on you

Make some puzzles where players must throw others over pits/lava/deep water in order to progress.

That's great!
Would it be possible for a falling player to do damage to an enemy if they moved underneath you and you landed on them? I think it would be hilarious to kill an enemy by crushing them in a kamikaze style attack (or accident).

Hey so are the pit walls separate on the tileset or are they the inner walls with different lighting? If you aren't using outer walls anymore, that spot can be reused, and it would work really well on my current tile pack (greedy reason I know, but customizability is great)
However, they might have to differ if the pits can contain liquids, unless that's handled differently.

Looking really great right now though.


use a pull whistle sound effect, allow players to symphony themselves to death

If water is deep
I have an idea a type of enemy
River Zora (From Zelda), Where the monster attacks from the water and dives down for a bit
Also if I may ask, what traps do you have planned in mind?
There could be a little floor panel that you step on and a Boulder would fall on you

Yeah a zora type enemy would be really cool, maybe even adding something like that to the pits would be neat.

Traps are still up in the air as I need to rethink them to fit into the new gameplay, if you guys have any suggestions I'd love to hear them.

Make some puzzles where players must throw others over pits/lava/deep water in order to progress.

I love the idea of stuff like this, but I'm not sure how to balance that out for single player, perhaps if it's just optional or extra bonuses.

That's great!
Would it be possible for a falling player to do damage to an enemy if they moved underneath you and you landed on them? I think it would be hilarious to kill an enemy by crushing them in a kamikaze style attack (or accident).

Yeah I just added this, too hilarious to not.

Hey so are the pit walls separate on the tileset or are they the inner walls with different lighting? If you aren't using outer walls anymore, that spot can be reused, and it would work really well on my current tile pack (greedy reason I know, but customizability is great)
However, they might have to differ if the pits can contain liquids, unless that's handled differently.

Looking really great right now though.

Outer walls textures are gone but I may add them back eventually, the pit walls are going to be an extra tile on the sheet.

use a pull whistle sound effect, allow players to symphony themselves to death

Yeah I was going to use the same effect I used for throwing an enemy down the stairs.

--



I accidentally a horror movie.