(PvA) Suggestion Journal #1 - Puzzle and Level Ideas.
12 years ago
First off:
I'd like to give a large shout to
Akela_the_white,
Makimagister and
WaffuruKitsune for some amazing fan-art, Thanks guys.
What is a Suggestion Journal?
The propose for these Suggestion Journals is for gathering ideas which I can use for PvA.
Within such Journals, I will present a subject; Then if you have any ideas related to the subject, please share by leaving a comment below.
Keep in mind that not all ideas presented will be used, however don't let that discourage you from sharing what ideas you have.
Every idea does help. Even little ideas can make a big difference!
If your Idea is used, your user name will be added to the "Special Thanks" credit section. (Unless I'm told otherwise)
The Subject - Puzzle and Level Ideas.
We'll start off these Suggestion Journals with the thing I worry about the most, Level Design.
I fear that later in the game, the levels will become repetitive, Annoying, and just boring.
So I wanna start collecting ideas now so I'm more prepared for later on. (unless you guys want Voltorb levels everywhere XD)
I do have some ideas of my own, but there is A LOT of ground without.
Ideas I'm looking for. (just off the top of my head.)
Traps/Obstacles, Wild Pokemon+behavior, Level Gimmicks, environment effects, stuff like that.
You can present examples from other games if you like.
Here is a list of some locations to help in your idea making.
Forests, Fields, Caves, Snowy lands, Deserts, Jungles, lava Cave,
Good luck with your ideas! =3
I'd like to give a large shout to
Akela_the_white,
Makimagister and
WaffuruKitsune for some amazing fan-art, Thanks guys.What is a Suggestion Journal?
The propose for these Suggestion Journals is for gathering ideas which I can use for PvA.
Within such Journals, I will present a subject; Then if you have any ideas related to the subject, please share by leaving a comment below.
Keep in mind that not all ideas presented will be used, however don't let that discourage you from sharing what ideas you have.
Every idea does help. Even little ideas can make a big difference!
If your Idea is used, your user name will be added to the "Special Thanks" credit section. (Unless I'm told otherwise)
The Subject - Puzzle and Level Ideas.
We'll start off these Suggestion Journals with the thing I worry about the most, Level Design.
I fear that later in the game, the levels will become repetitive, Annoying, and just boring.
So I wanna start collecting ideas now so I'm more prepared for later on. (unless you guys want Voltorb levels everywhere XD)
I do have some ideas of my own, but there is A LOT of ground without.
Ideas I'm looking for. (just off the top of my head.)
Traps/Obstacles, Wild Pokemon+behavior, Level Gimmicks, environment effects, stuff like that.
You can present examples from other games if you like.
Here is a list of some locations to help in your idea making.
Forests, Fields, Caves, Snowy lands, Deserts, Jungles, lava Cave,
Good luck with your ideas! =3
FA+

*ahem* the character with a big vore belly
Especially later on, with some of my partner characters~ ;3
Perhaps a fire type, or any of the Litwick evolutionary tree, or something of that sort?
And, depending on if you're going to give said companions a personal life bar (what I assume the top right frame in-game might be for), that the light gets dimmer (shorter range) the less health they have?
I guess that's all I've got for now, but I'll try to think on more things for this great game~ ^^
There is still Chinchou/Lanturn that comes to mind, however.
Having the partner pokemon hold a lantern would work too.
Thanks! =3
There could also be doors that require specific button and/or number combinations. And the only way to get the specific combinations would be to go find em. The numbers could be hints or actual numbers hidden all over the place. There could also be specific events that need to be done to get the information needed to get past the door that requires the specific button/number combination.
Maybe the main character(s) need to solve a riddle of sorts that would lead to where the characters need to go.
Possibly for another level, the main character(s) get swallowed by a pokemon and the character(s) have to escape somehow. Maybe the pokemon is giant and the character(s) have to go through a stomach dungeon to escape. Or maybe the character(s) have to struggle violently against the powerful pokemon's stomach (maybe through a button combination mashing minigame) to escape.
That's all the ideas I can think of right off the top of my head.
To power the generator I could be find this item to hit the switch kind of challenge.
Fast obstacles and pokemon that try to hit you like lets say say shooting the same attack such as a pidgey shooting a whirlwind shot that you have to time correctly to get by. Rolling volt orbs that can only be stopped by objects could also work as well. Everything else is just ideas of certain pokemon shooting or walking infront of your path that you need to sneak by. Fun small minigames could also be used such as certain pokemon could grab and wrap you up such as an ekans and if you do not tap to escape you become a tasty meal.
As for level setting I always liked the idea of forests but it's obvious next will be perhaps a very dark cave that you have to carefully maneuver with perhaps a funny reference of said cave of ruins being full of snake pokemon with a funny "Snakes why'd it have to be snakes?" as a joke Indiana Jones reference. Or even zubats that if you don't tap off try and suck your energy dry.
Further ideas could be navigating a flowing water fall or river without getting gobbled up by certain water type pokemon or branch like obstacles sorta like the running scene cept in the water with swimming.
Can't think of much more at the moment but if I do I'll let you know ^^ looking forward to more info and much much more about your fantastic game.
If you do do anything that requires backtracking I suggest you add in shortcuts of some description, whether it be a side route that opens and teleports you between two points or a fast travel sort of deal.
You could have puzzles involving vore, like...
FunFest11 wrote:How about a forest maze, and there is a button, but requires something heavy to be on it
*ahem* the character with a big vore belly
However, there could be a simple twist. While most games have a 'put something heavy on button' thing, you could make it so that the button activates only at the right amount of pressure. That way you would have to carefully choose just what you eat before stepping on the switch, as too much weight deactivates the button. Alternatively you could have it be weights you find in certain places and need to combine them in the right order if you don't want it to involve vore.
Have you ever played those old pseudo-3d games like Wizardy? Or more recently Dungeons of Dreadmor? I don't know if something like that could be put into GameMaker but it would be neat having to navigate a cave of some sort using that kind of perspective.
Back to the whole Voltorb thing, instead of having it be a backtracking game you could make it so there's a series of buttons, and through a riddle or password you have to find in another part of the game you can determine which button you need to push. Pushing the wrong button will disable all the buttons, making it so you can't brute force your way through it and have you come back later, preferably with the button you need to push swapped so you actually need to solve the puzzle.
I don't know if I mentioned this in another post, but at least in the beginning of the game you can justify bypassing all the enemies as avoiding them to save time. I can't imagine having to fight through all those guys just to go to the library. Similarly, after the vore abilities are unlocked, you don't want to just eat everything you come across because then you wouldn't be able to avoid the rest of the enemies. Perhaps something to this effect could be explained in-game? it would mean people would know that the attacks are meant to stun the enemies and not kill them. I remember sittng there trying to bite enemies to death =p
A Gulpin enemy that if you get too close to it, it eats you and you need to win a minigame in order to escape.
The minigame in question: Gulpin escape!: You need to manuver to avoid the drops of acid that are falling towards you while you climb outof Gulpin's belly. If you get hit with three drops of acid, youlose the minigame and get digested by Gulpin. It can have a viewpoint right behind Lilly and be looking up, like the acid is really dripping towards you.
If I thinkof anything more, I'll let you know.
A Plethora of Ghost Type Pokemon exist. Why not borrow from those mechanics? It's easy enough to see Ghastly and Haunter becoming rather voracious, and I'm sure a couple of others could follow suit. On top of that, it may be interesting to be in a ghost tower. I can also imagine Gengar being our happy boss. =3
Ghost Ideas
-insert choice of ghost type here-
- Can move through objects and obstacles
- Varying speeds based on which one
- May or may not follow the example of the Boo from Mario. (Approaches when you aren't looking. Hides when you look right at them.)
- Optionally fade in and out of visibility
- Variable frequency of doing this.
- Could pop in and out of reality randomly along a given path, with some kind of warning effect.
- Can cause strange distortion effects to the screen when under their effect. (Temporary Ghost mode for a few seconds after damaged, maybe. (Detailed later))
- Boss level can involve the strangeness of general ghost trickery. Sometimes having to work your way past levels you've already been through in a different mode can lead to new rooms and routes that wouldn't have been accessible earlier. It can be fun when you have a boss chasing you to encourage your movements.
As with any decent puzzle, you need a good series of pieces. These pieces can be used to construct a plethora of puzzle levels.
Ghostly Puzzle Pieces:
The Helpful Ghost
- Upon standing in the right spot at the right time, a more friendly ghost could help you through a wall, or take you up a level.
- Cycle-based timing
- Possibly activated by another puzzle piece.
- May be limited to Ghost Mode
The Moving Statue
- Looks like a normal statue, but maybe slightly off-colored
- Is perfectly still, until triggered by either an event or another piece
- Can cause damage if it's both moving and colliding with the player
- Can be used as both an obstacle, and a trap
- Can be used as a moving block for activating another piece
Ghost Trigger(Think Hidden Pressure Plate)
- Only activates when triggered by a ghost or statue
- Can take the form of a hidden tile in the floor, perhaps with a strange coloration to give away its location
- As the title implies, it would trigger events and actions relevant to other pieces
Strange Mirror
- Upon activating, it creates a series of copies of the player.
- These copies are ghosts, all of which will activate or deactivate ghost-triggers, may cause statues to move upon passing
- The copies would follow the players exact movements at a delay
- The copies would be harmful to both the player and wild Pokemon
- The copies may react differently with Ghostly Puzzle Pieces.
- Enough collisions with either triggers or wild Pokemon could destroy the copy
- Optionally Duration based (Because perfectly timed puzzles are both annoying and rewarding).
False Wall
- Similar to the Friendly Ghost, it is simply a wall that is there sometimes, but isn't at others
- Can be triggered
- Can be randomly one way or another
- Can by cyclically timed
- Can be an obstacle in both states to the clones from a strange mirror
False Floor
- Similar to the Friendly Ghost, it is simply a floor tile that is there sometimes, but isn't at others
- Can be triggered
- Can be randomly one way or another
- Can by cyclically timed
- Can be a way of disposing of clones from a strange mirror
Well Worn Floor (Suddenly memories from the Ice Caves come pouring back!)
- This is a floor that is slippery. Whatever direction you're moving when you walk on it is the direction you move until stopped by an obstacle.
- Should probably be stylistically different from the other floor tiles
Solemn Statuette
- A miniature statue that appears to be mourning, likely placed on a table
- Causes temporary shift to a Ghost Mode, in which you will react differently to the various puzzle pieces.
- May or may not change the enemy layout for a stage during the duration of Ghost Mode
- Could dissolve out of that location for the Ghost version of the map.
- Used in Ghost Mode, should you find one, it may allow a fast or temporary return to reality
The Chalice of Choice
- Three cups
- One is subtly different from the other two
- The different one, when interacted with, could cause interaction with other pieces.
- A useful mini-puzzle to spice up the overall insane labyrinth of nightmares
Ghost Mode
- Strangely colored, dark, or inverted overlay for the game
- Changes around obstacles
- Reveals secret routes, so that the original path becomes blocked, but a new way is opened (allows for the recycling of maps to some degree)
- Player now reacts differently to enemies
- Possibly a new enemy layout, to further the difference between the real stage and the ghost stage
- Interactions with Ghost Puzzle Pieces may be different
- Could now be a trigger for some pieces (Ghost Trigger, perhaps)
- Could now rearrange Strange Statues
- False Walls are now permanent obstacles
- Regular walls could now behave like False Walls used to
- False Tiles could either become constant on or constant off. Some could lead up, while others lead down.
- The Strange Mirror may now show no reflection, or perhaps it will display a fake "real" you for you to follow for a short while, unlocking additional paths in the opposite way that you would have as the real you using the strange mirror. (It would allow for interactions that would otherwise be impossible because of being in Ghost Mode.
- It could very well be possible to absorb other ghosts or non-ghost Pokemon to regain health, in the stead of berries.
There are plenty of other basic things that come to mind in old temple like structures, namely spike traps, trip wires, dart traps, and so on. Ideally, the Real player would be effected by them, but the Ghost Mode character would be capable of avoiding them unhindered. Imagine a scenario that would be impossible to pass built out of spike and dart traps triggered by trip wires all the way across. Now, imagine a Strange Statue puts you in Ghost mode. You can now walk through that passage unhindered by what would have otherwise been a fatal death trap. =3
Surely something like this hasn't been done in a fan-based Pokemon setting. It may even be a bit interesting and punny to use a psychic type as the main character for this section, to play off of the Ghost-Psychic rivalry to some extent.
I hope this helps, or perhaps inspires some thought.
Have a wonderful and productive day! =D
Perhaps this could be used in interesting ways, such as if you slide in the wrong place then you can only watch as you uncontrollably slide into a hungry pokemon's awaiting mouth. Like a trap.
I usually like block-pushing puzzles, where you have to plan things out ahead of time, or you'll end up unable to push in the right directions. Voremon had a few good ones like that.
Switch-setting puzzles where each flip of a switch toggles other switches can also be fun. You can gradually ramp up the variance in switch behavior. E.g. the first set of them only toggles adjacent switches, and later ones toggle non-adjacent ones.
You could also do a mini sudoku sort of thing, where you need unique elements in rows/columns.
For a vore-themed puzzle, you could stuff pokemon with each other to make the right order of layers. Or, you could have it be action-oriented, where you have to corral pokemon into encounters with each other until they eat one another in the best chain to make the perfect turducken. Or, you could have the player observe a bunch of such encounters, and have to pick out the perfect turducken at the end.
General feedback:
The chase mini-games don't work very well. The only ways I found to do it effectively are to memorize them, or to stick to the far right and not have to dodge anything. Neither option is fun. There might be ways to make it work better, but I get the feeling that you're fighting the engine already, so it might need to be redesigned entirely or maybe removed.
There should be either an explicit or implicit save-point before boss battles, so that the player isn't forced to watch a bunch of cutscenes repeatedly. The cutscenes are pretty awesome, though. They're just less awesome after being forced to watch the same one 10 times.
You've done a good job getting mileage out of your art assets, which takes skill and creativity. I also think the pacing of the character development is good, though something more could be done during exposition to establish existing relationships (maybe play through 'rescuing' the little one?)
You've done an excellent job so far!
- Clue-puzzles, like, wandering about a map and encountering a certain colour or number sequence, then having to input that somewhere else on the map.
- Gathering keys to advance through the map, simple but effective for exploration, just dont create too much of a maze, another version of this can be to gather multiple keys or items to unlock one final/big door
- Escorts; a friendly character walks a long a set route while you defend/clear obstacles in its path, and in turn it helps you advance through the next part of the map
- As mentioned before, the sliding ice/arrow puzzles from the original games are fun too, just dont make them punishing, the typical 'trial and error' is fine
- Choice mazes: (Probably very development intensive) Create a map where the player can select one of multiple pathways or doorways, and only one of them progresses through to the next part of the map, while the others are false
Perhaps more ideas to come.... who knows~
Also you're quite welcome. :3