Green means its been implemented
Red means its critical and needs to implemented with High Priority
Yellow means medium priority
No Colour means low or no priority.

Player:

  • Allow for full control in the air, regardless of speed so that you will be able to precision jumps from a standing-still position, rather than needing to run before jumping.
  • Model and Animate new main characters, the Fae and the Feline. (low priority)
  • Multiple Character Choice at the start of the game (Pick either the Fairy girl or her feline friend) (low priority)
  • Butt-stomp! The player can press direction-key-Down while in the air to execute the buttstomp attack where he will throwhimself at the ground below, and cause a small area-effect-knock/shock effect, effectively blowing crates away from him.

Finance/Scoring System:

  • Develop a finance system – Gather X red diamonds = 1 extra life
  • model new gemstone for the 250 and 500 point bonus items
  • Spawn Gemstones when destroying traps… Minor rewards from breaking crates on traps, major rewards from breaking crates whilst breaking traps.
  • Model for the Extra-Life pickup
  • Visual Feedback for Bonus items so that when you touch/pick them up, you will see a little visual confirmation of what you just got… (Extra Life has it, but Bonus Gems and all finance transactions need it)
  • New bonus types (Undecided… Invincibility for X seconds)
  • Count the Gems picked up and when the player has accumulated Gem Points for a total worth of 100, he will be awarded an Extra Life. (Yellow Gems = 1 point, Blue Gems = 5 points, Red Gems = 10 Points)

Enemies & Hazards:

  • Wandering enemies that will walk left/right, reverse direction if they hit an obstacle/trigger. and a toggle for wether or not they will reverse at the end of a platform, or continue walking until they fall off of it.
  • Hazardpits in the form of metal spikes, fiery Lava, bubbling Acid, the pits will destroy enemies, crates and the player if they make contact with the pits.
  • Make a model for Burned out Fire-trap. It will then be instantiated after a trap is removed, so that you can still see the location of the trap but now a burned out version of it.
  • model Spiked Pit

Enviroment & Levels:

  • Make the 1st level ALOT easier, to allow a more casual introduction to the game, rather than placing Firetraps at every other platform, effectively making it the hardest map of the 3 that are currently in the game.
  • Model the new End of Level portal
  • Model the Level-Key and place it on the map. It unlocks the end of level portal.
  • Model new platforms (1×1 square earth-blocks, 2×1 wooden bridge, ½x1 cloud, ½x½ cloud, 1×2 cloud, ½x½ Mushroom Cluster
  • New textures for all crates (Ice Cube, Wooden Crate, Metal Crate)
  • Powerup Models will resembled Shrines, so a static shrine where the player taps the power from the shrine and leaves an empty/used shrine.

Raw Uneditted TO DO LIST

  • Pick out a new Font for use with the following: Title, Credits, Timer/HUD
  • Ability to Unlock New Powers/Powerups.
  • End of Level Mechanism. Gather X key-crystals to unlock/open the end of level portal.
  • 2nd level, lower the row of gems above the horizontal moving platform.
  • After the player dies, make them invulnerable for about 5 seconds.
  • Upon Completion of the game, reward the player with a randomly selected Cheat-Code from all of the available codes.


3 Responses to “Suggestions and things “To Do””


  1. 1 Patrick
    November 24, 2009 at 12:33

    Note for first in Player section: I like the idea, but the player should be able to jump longer, if he’s running, compared to when jumping from walking or standing position

  2. 2 Aaron Mittelmeier
    December 2, 2009 at 20:18

    Greetings,

    Allison Young told me about this site, and I have to say that I’ve had fun! Keep up the good work and the interesting updates.

    I have a few suggestions that might add to the appeal.

    $$ At the end of each level:
    – add a bonus for remaining time
    * add bonuses for record speeds, or times-to-beat (gold medal for 30 seconds, etc)
    – have a statistics dataset
    for example: player collected 100 / 125 yellow jewels, 3 / 5 red jewels, etc
    * add bonuses for collecting all jewels of each type
    – add power-ups available for purchase
    * stronger rocket packs, low gravity boots, or weapons (and ammunition)
    – add a level-score total

    $$ For better gameplay:
    – add enemies (both destructable and indestructable)
    – add weapons & ammunition (for destroying enemies)
    – add different types of portals, or jump-gates
    – add different types of boxes
    * for example: fire box to put in water puddles
    – add environmental obstacles
    * for example, wind (to push against the character),
    * rain, or snow (to make things slippery)
    – add more physical obstacles: bigger torches, water puddles, timing puzzles, Lava
    – add climbing or descending (ropes, ladders, etc)
    – add general power-ups (speed-boost, slow-down, rocket pack fuel, etc)

    Again, these are just suggestions, but I’ve had fun giving it a whirl thus far. I can’t wait to see your progress.

    • December 3, 2009 at 22:58

      Thanks a ton for the feedback Aaron. Some of your points were already things that I had thought about, but not put properly into words yet. You did that very well, thank you :)

      I’m looking forward to showing you guys alot more of what I have in store for the game, and eventually have a finished game with fully functioning menus and snazzy graphics and fun gameplay ;)


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