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A fixed jump mechanic.

8 respuestas [Último envío]
Vie, 10/04/2013 - 10:29
Imagen de Dekuinanutshell
Dekuinanutshell

Jumping! Mario loves it, Link hates it and spiral knights doesn't have it. But what if there was a mechanic that could suit the clockworks without you falling off the stage in a panic? The answer, seesaws! Imagine a seesaw that is either mechanic or a natural seesaw. You could have one player stand on one end and shoot, stab or blow up a button on the other end that shoots the player up high enough to reach a hard to grab ledge. The jump would be fixed so all the player needs to do is click once or hold that clicker down just one time just to get launched into a new area of that depth. This could create new puzzles in the clockworks and even new ways to explore them.

In addition to this we could also think of the jump animation and how accessories interact with this animation! Wings would sale the player to the ledge, tails will plop up high and flop to the ground when the player lands; they could even have auras explode with particles to emphasize the jump. This could give flare but in the end its just one more reason to want to get accessories.

Vie, 10/04/2013 - 10:33
#1
Imagen de Khamsin
Khamsin
@Deku

Mmm... I dunno. This seems pretty gimmicky without adding much in the way of new gameplay experiences.

Vie, 10/04/2013 - 11:27
#2
Imagen de Dekuinanutshell
Dekuinanutshell
Its all about Imagination

There could be a way to find a energy cell to power up the seesaw? Find a rock and place it on the other side (lol) or find an aincent energy cell that generates a lumber strike shooting the player upwards.

Vie, 10/04/2013 - 12:58
#3
Imagen de Ghret
Ghret
It's just like Zelda!

And by that I mean you'll use the thing for one level and then never see it again. Maybe at the end if the devs really, really liked their idea and wanted everyone else too as well. Maybe that's what spiral knights is missing, a level-specific gimmick that we have to learn and then never see aga- oh, nevermind.

Vie, 10/04/2013 - 13:00
#4
Imagen de Thunder-The-Bright
Thunder-The-Bright

seems like some sonic games I've played. anyway, maps are not so huge, and there is no vertical axis, so there is not much room to work.

Vie, 10/04/2013 - 13:03
#5
Imagen de Khamsin
Khamsin
@Ghret

Boss gimmick =/= level gimmick.

Vie, 10/04/2013 - 13:13
#6
Imagen de Little-Juances
Little-Juances

It's not a new puzzle if all you do is push a button and click. It's more of a visual thing.

A statue or keys or one-way barriers provide the same opportunities.

Vie, 10/04/2013 - 14:01
#7
Imagen de Dekuinanutshell
Dekuinanutshell
@Pusio (little juances)

Read my recent comment pusio. Honestly this can work if you truly think about it, constructing a new item to get from point A to point B would be fun and regardless something more interesting then, place statue here or place key here ._ . In this sense its place this here, stand here and push button o 3o.

Vie, 10/04/2013 - 15:16
#8
Imagen de Dreathuxy
Dreathuxy
A suggestion to this suggestion

To make this actually work, place a giant chasm between the seesaw and the road. Make something hit it. Boom. You're continuing with the level. To add a puzzle-like aspect to it, place keys on the seesaw so you can launch them into vertical keyholes.

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