Ragen
New Member
Posts: 4
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Post by Ragen on Jul 16, 2008 2:21:30 GMT -5
Imagine this....
North of the store and east of the mine, there is the evil forest.....
Though this forest you encounter many creatures. Though non pose a threat as... bosses!
Make blocks that represent creatures and bosses!
By doing certain combos with your resources, you can kill a bosses hp though combos!
So in perspective:
I'm in the forest, and my blocks look like:
XOXOXOOOX0 XOXOXOXOXX XOXOXOXXOX XOXOXOXXOX
And suddenly...
XOXOX-boss- XOXOX-------- XOXOXOXXOX XOXOXOXXOX
He crashes down and destroys a couple of blocks.
Now you have to do combos near him to kill him.
He can move around, and when he makes a combo, he does damage to you, reduced by armor.
Your weapon adds effects to your combos, like extra damage from combos, or status effects.
Also the accessories you have affect blocks in more way than one. By using strength, you can pull blocks all way way to the top, doing damage at the cost of some health and some energy.
And when you beat a boss, you can unlock more blueprints and more weapons.
Whew that was a lot!
And yes this sounds kewl, but I wouldn't want to code this out, to be honest T_T
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Post by bennett317 on Jul 18, 2008 11:04:52 GMT -5
That sounds pretty sick.
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Post by jacobtgaines on Jul 18, 2008 11:33:30 GMT -5
I'm slightly aroused by your suggestion...
Submit your idea to jason or danielle, or just wait for them to read it here.
Great idea though!
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Post by Gareth Pugh on Jul 18, 2008 12:29:58 GMT -5
Hard but possible to design, would love to see this done!
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Post by floriandaking on Jul 19, 2008 13:10:34 GMT -5
that wuld be pretty cool. but wat shuld happen is make him fall of the screen lik destroy blocks so that there is no ground or something
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Post by chardy on Jul 21, 2008 5:05:03 GMT -5
that wuld be pretty cool. but wat shuld happen is make him fall of the screen lik destroy blocks so that there is no ground or something then the weapons aren't useful?
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Post by roar on Jul 21, 2008 12:46:58 GMT -5
The weapons can still be useful, they mostly give the character a stat/resource collection bonus than actual 'damage to a boss/monster'
Once you get some more of the tools/blue prints it makes more sense. There is a lot of stuff we don't know, that is why we are waiting on the 1.0.0.1 update! Hopefully our questions and wishes will be answered ;D
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Post by allura on Jul 22, 2008 16:11:28 GMT -5
Really good idea. I'd more like to see a more traditional RPG game where mining gets you resources, smithing (which should be a different puzzle than mining) gets you items, and a third puzzle game (more fast paced) controls combat.
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Post by blake93 on Jul 23, 2008 20:06:59 GMT -5
I was looking forward to actual combat vs. monsters/bosses, as opposed to puzzle bosses, but I'm still open to this idea also
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Post by asmeurer on Jul 23, 2008 21:58:09 GMT -5
What do you expect? It's a puzzle game.
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withteeth
New Member
How can you be so sure?
Posts: 9
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Post by withteeth on Feb 16, 2009 15:17:12 GMT -5
The boss idea could be changed quite a bit. This is a puzzle game. You don't jump 3 times on its head to kill a boss. There should be somwhat of a strategy, weak points, less like a Mario Bros. boss and more like a Dark Sector boss - besides the fact that that is a first person shooter game. More strategy and tactics, less just getting matches near the boss within a certain amount of time.
However - the boss making matches that causes you damage is a great idea.
As an idea of my own, maybe tools should have different effects on the bosses, i.e. Dreameater fields trap him in an area of the screen, Sorcerer just lets you do tons of damage and tap on the boss itself to do damage, Illusionist allows you to move the boss to different areas of the screen, Strategist doubles damage, Alchemist destroys other enemies on the screen, Time Stopper stops him from moving and creating combos for an alloted period of time.
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