Wednesday, November 10, 2010

Here is the rough outline of the tunnel flow and the rough sketches I did for whatever reason. For the sake of getting something done I shorten the length of the level, making the first boss - "stomach area" - the brain idea instead (neuron blasting). Also, here's a compilation of ideas, over time, that I've written down; not necessarily up to date with all our idea changes, but it's something to look at and form you're own ideas. Sorry for the grammar or whatever other funkiness might be in it, lot's to do, you'll have to put up with it. Also, sorry it took so long to post this stuff.

- Nate T


Various gameplay ideas:


Timed:

Timed doors - speed up, slow down, or destroy doors that open and close at intervals.

Timed speed strips - make it to the door before acid fills up the room or tunnel by using "speed increasing strips". Miss too many and you're screwed.



Avoidance:

- avoid stringy things spanning the tunnels.
- flying objects, rocks, building pieces, floating blobs
- oily goo or explosive acid - which can kill or slow you down or both.

Overall time limit - antibodies sent out in increasing amounts if you start taking too long to finish the level.

High speed avoidance - caught in a gas expellation (burp for lack of a better visual) which causes you to attain higher than normal speeds for a short speed boost. Could also be caught in fluid flow which is constant until a designated end point and doesn't allow stopping of any kind except possibly death.



Multiple Tunnels:

- side-by-side tunnels with openings between them to switch between tubes as soon as oncoming events are made visible. Failure to do so would result in death.

Dye shot or heat seeking probe - shoot some dye into the circulatory system of the creature, then you have to keep up with traveling drop of dye or locator or whatever. Tunnels can have forks that the dye will lead you down. Avoidance will also have a place here. Instead of having tight deadends or aimless wandering, if you go down the wrong path for too long, there would be the oncoming rush of . . . something that kills you.



Chain Reaction (Brain):

- target the glowing nerve cells to activate the door. Wrong kind will send out random impulses that cause explosions that can damage and cause pain to the creature: he shakes making your controls wonky. Could also have the end result be an accidental killing of the creature that results in a timed run to the exit (mouth).



Organs:

Stomach - stay alive till the entrance opens so you can progress.

Gizzard - Large flying, crushing rock hazards.

Mouth - suction and avoidance as you try to make your way toward the opening of the mouth while it's opening and sucking. Debris flies in towards the gizzard which is behind you. Too many hits from the debris or laying off the gas too much will cause your ship to pass the point-of-no-return and end up getting crushed in the gizzard. Survival comes from living past the suction time and making it out of the creature during the grace period as the creature slowly closes it's mouth up again.

Mouth - rotating bone jaws

Mouth - mutliple sets of chomping teeth forming either a timing puzzle or find the gaps between the closed sets teeth (missing teeth) and fly your way through the gaps.

Mouth area - find someway to create a break-out puzzle. Chip away at the front of the monster until you break through, possibly dodging the debris you create or enemies that try to stop you.

Mouth - after destroying the brain, you have a certain amount of time to make it out of the creature before it dies and closes its mouth forever.

Brain - find the section of brain that opens the mouth and destroy it.

Brain - wreak enough havoc in the brain area to cause yourself to be vomited up. Once done, speed race to the entrance before your chance passes.


Rest areas:

- areas that with just flying or very minor avoidance.







1 comment:

  1. Looks great! One thing we need: Splody barrels. EVERY game worth playing needs splody barrels. Really though, it's great to have all of these ideas on the blog. The artwork's good for reference. Great work! Hopefully I can get quite a bit further with my ship design with the new tricks (aka basic tools) I've learned.

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