Deleted
Deleted Member
Gems: 0
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Post by Deleted on Aug 26, 2017 10:44:44 GMT
Hello there So, my question for you today is: How would you design your marble popper/sphere matching game? The following questions should assist you in explaining your concept: -What is the theme? (describe the spheres, pusher, shooter, music etc.) -Is it similar to Zuma or Luxor? How many stages/levels? -How hard would the levels be? -What gamemodes would it have? -What powerups would it have? -What would be the story? I'll give my example: My marble popper's theme would be fantasy, mostly based around autumn. The sphere's would be made out of leaves with wooden frames; the pusher would be similar to the Myth Match one but wearing a wizard's hat; the shooter would be constructed out of wood, much like a bow n' arrow; music would be relaxing, mystical. In my opinion, it'd be more closer to Luxor (with the shooter being at the bottom), while each level would have one long sphere chain. Approximately it would have around 14 stages, all with different seasons (autumn, winter, summer, spring). Gamemodes would just be that of normal Luxor, with you being able to shoot with a lightning powerup only. I don't have any powerup ideas tho The story would just revolve around you trying to get the essences of each season back to their rightful place after an evil wizard/witch stole them. There, that should be it! Note: you may use any ideas found on this thread in a mod; firstly ask the author of the post if he/she's okay with it
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Seigneur Des Dragons852
Lvl 200+ Gold Legend
They will come , and when they'll come nothing will be left
Gems: 3,743
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Post by Seigneur Des Dragons852 on Aug 26, 2017 11:13:49 GMT
For Luxor :
It would be a realistic game like LQFTA , with levels who we don't see the path and is totally surprise ! For the spheres I thought to rock solide spheres and pusher a Luxor 1 like pusher . The music , I think to every new environment the music change , for the shooter ? Hmm a jewel falcon shooter and the pyramid will be in the background . Similar to Luxor with 15 stages it follow the original Luxor AR stages . Stage 15 will be for the conclusion . How hard it will be ? Well mostly hard not impossible (hard : between Luxor 2 CoH and GSJ ) Gamemode : Easy , Medium , Expert , Insane , CoH Insane unlockable with beating Expert mode and CoH unlockable with beating Insane mode Power ups ? All Luxor power ups . From all Luxor . Story ? It happens in the old Egypt time , when all happens good but one day some bad event came and it this repeat all days , the people say is the pharaoh fault because he doesn't pray too much the gods , so the player will proof to the people , is not Pharaoh fault . Into different environment and traps .
For Zuma : Levels who is path can be see and for the spheres like zuma revenge but modified , frog , like ZR frog , music a mix of Karu music and Zuma Deluxe music . Similar to Zuma with 16 stages follow Zuma Deluxe stages order . It will be medium . Easy , Expert , Iron Frog , Daily Challenge , Boss Rush . Power ups from ZD and ZR with color bombs . Is a sequel of ZR who the Tikis betray Zuma and want thier Revenge .
That is my ideas ! Thanks !
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konisbored
S
The Owl Detective
There is no greater mystery in humankind than collective group-think behaviour.
Gems: 1,033
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Post by konisbored on Aug 26, 2017 12:35:03 GMT
Traditional Luxor style...with a twist. Spheres would be extremely shiny. Mix of old and new Egypt to show Egypt's change from the pyramid days of old. 10 stages. Personally I feel 13-14 is too many. Difficulty level probably around the first Luxor game. Tricky for newbies but simple for veterans. Music: http://www.youtube.com/watch?v=1SDV0sOW9Mo
http://www.youtube.com/watch?v=kU7veQ6xFm8
(random music off the top of my head) Classic Mode, Challenge of Horus, and Survival. Every powerup in Amun Rising PLUS Colour Cloud from Luxor 3. Plot: A "framed criminal" story. No one respects you because you, aka the player, were framed and took the fall for some person's (*cough* Set) plan. Laying patiently in wait, five years of planning will result in your magnificent turnabout to reveal the villain's treachery to the world in a roaring revenge scheme filled with 24/7 drama and angst. The villain is the Plushie Scorpion, transformed by *baa* TriHard all of the above is random ramblings of a delusional person
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Darth Ironclad
Lvl 37 Hunter of Gems
Gamer,just your all around nerd
Gems: 687
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Post by Darth Ironclad on Aug 26, 2017 13:27:58 GMT
Luxor style with 25 maps and same level system as luxor 1-2
Game modes:Adventure,Survival,Practice,Puzzle
There will be a random map option(like zuma) in survival and pracrice
on a large part,there will be a level editor which you can make and share levels,can be normal mode or puzzle mode
Online levels can be rated similar to GD system
Tokens can be awared by completing a stage in adventure mode,every 5 rounds on survival/practice,puzzle mode.
Online levels give tokens by difficulty.
For all game modes(except puzzle) there will be 5 difficulties Easy=x1 tokens,starts with 3 colours Medium=x2 tokens,starts with 4 colours Hard=x3 tokens,starts with 5 colours Insane=X5 tokens,starts with 6 colours Extreme=x10 tokens,starts with 7 colours(max)
Difficulty also affects speed(IMPORTANT:Extreme mode is only for highly trained professionals,like dom and sophie)
Tokens are used to buy custom sphere sets,shooters musics and HUDs(cosmetics)
New powerups,adventures and cosmetics will be added in via updates...
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Deleted
Deleted Member
Gems: 0
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Post by Deleted on Aug 26, 2017 14:04:20 GMT
-What is the theme? (describe the spheres, pusher, shooter, music etc.) The theme of my marble popper would be like a world trip through monuments, like 7th Wonder games sfs files REEEEEEEEE. The spheres would be stone ones, but not like Stoneloops stone ones. Some stones will contain gems, and 10 gems give an extra multiplier like in the Treasures of Montezuma series. The pusher would be some kind of enemy character The shooter is a catapult. -Is it similar to Zuma or Luxor? How many stages/levels? The game would be a 50/50 mix of Zuma and Luxor-style levels. There would be around 60 levels, which are played twice, in 10-level stages, of which there are 12. -How hard would the levels be? Varied based off difficulty. -What gamemodes would it have? Story mode with easy mode (20 points per ball), Medium mode (50 points per ball), Hard mode (100 points per ball) and Insane mode (200 points per ball). Survival/Practice modes The Trials - a CoH style mode. -What powerups would it have? All Luxor AR powerups, plus Colour Sort, Score Multiplier (adds 1x additional multiplier to the current level, is stackable) and Colour Cloud. Some powerups are changed, like: - 4 wildballs instead of 1. - Colour sort is nerfed like 5th Passage. - Colour bomb would remove 50% of spheres. -What would be the story? You're on a world trip and restoring ancient artifacts, but a curse is following you, you need to get rid of the curse ASAP.
The colours are: 1. Blue 2. Red 3. Yellow 4. Green 5. Cyan 6. White 7. Purple 8. Black Easy mode starts with 3 colours, Green appears at stage 3, Cyan at stage 6, White at stage 9 and Purple at the last stage. Medium mode starts with 4 colours, Cyan appears at stage 3, White at stage 6, Purple at stage 9 and Black in the final stage. Hard mode starts with 5 colours, White appears at stage 3, Purple at stage 6 and Black in stage 9. Insane mode always has 8 colours.
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剣と盾
O
Royal Advisor
Why are you reading this? Go to the new forum.
Gems: 3,028
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Post by 剣と盾 on Aug 26, 2017 15:04:36 GMT
Mine would be Luxor, with the standard 13 stages. (and the thing of playing 2 characters, pick one or the other, it does affect what powerups you get, like Myth Match) But it would be themed around sealing the gates of hell by beating the demons and getting each of the keys. (the pushers are demons) Since the demons don't play fair, occasionally POWERDOWNS would drop like you being not able to see what color appears next, obscuring your vision, the standard "screw your interface over" kinda things. Powerups can upgrade, but they wouldn't have game-changing effects until they are at least 3rd-4th level. You would also get passive abilities that would aid you, like a once-per-level chance to rewind all spheres. I kinda have a list for all the powerups/powerdowns: but since it is too long and not really the point: Slow: would cripple the pushers Level 1: 40% reduction, 2 seconds. Level 2: 50% reduction, 3 seconds Level 3: 55% reduction, 4 seconds Level 4: 60% reduction, 5 seconds Stop: would freeze the pushers: Level 1: 1 second Level 2: 2 seconds Level 3: 3 seconds Level 4: 4 seconds Reverse: would rewind time: Level 1: 1 second Level 2: 1.5 seconds Level 3: 2.5 seconds Level 4: 3 seconds Fireball: Instead of a greater radius, it's radius is slightly increased and shoots spears of flame instead. The spears of flame fly a short distance, destroying all spheres on it's way Level 1: small explosion, no flame spears Level 2: slightly bigger explosion, 3 flame spears Level 3: medium explosion, 5 flame spears Level 4: slightly large explosion, 8 flame spears.
Lightning, Wild, Daggers, and any other powerup that fires a projectile would just have extra shots. Moving on.
(some exit guard minion here): Destroys spheres nearing the end. Duh. Level 1: 10 spheres, no train pierce Level 2: 15 spheres, no train pierce Level 3: 18 spheres, train pierce Level 4: 21 spheres, train pierce
Lightning Storm: obvious what happens here. Level 1: 10 spheres. Level 2: 15 spheres. Level 3: 20 spheres. Level 4: 25 spheres.
and now for the powerdowns: Confusion: Your colors in the shooter will swap when they feel like it, and right clicking is disabled. Mirror: Your shooter will appear in the opposite x-axis of your cursor. Smog: Some spheres will appear completely black. Scramble: All the spheres will randomly change color. Bullet-Time: Slow, except it applies to YOU also. Night Vision: Everything is dark, except for a small light around your cursor. Psychosis: All the spheres SEEM to be changing colors randomly, but they're not...
The general difficulty of the levels would go to pathetic (3 sphere trains, 4-6 colors) to nightmarish (20+ sphere trains, 7-9 colors), It wouldn't help that all 25 map paths would be made by me. (I'm not gonna make levels from other games ) Every 3 stages, you would generally fight a boss, the pattern is broken on stage 13, where the final boss reveals [DATA EXPUNGED] and you battle. The game modes are as simple as can be: Story, Free Play, Puzzle, and Strategy. The difficulty modes (In Story) are as follows: Casual, Regular, Veteran, Crazy Man. (Crazy Man is unlocked when you beat the game... on Veteran. And playing on Casual/Regular WILL lock parts of the game out! stages 10 through 13 so try not to play ez mode) And let's not forget the difficulty MODIFIERS, that will give you extra bonuses for adding things to screw you over. For example: FML (Friendly Memorable Love, not what the hell you were thinking about) randomly causes spheres to rain from the sky (not when they're in the danger zone!) and causes powerups to rain occasionally, too. Puzzle is just puzzle solving. The puzzles would range from simple patterns on simple maps to troll patterns on hard maps. Easy as that. While Strategy, spheres don't move until you shoot. Then they move a small distance. Much better than constant motion, ruining chain setups if you're careless. The music would start out normal, then go to high-speed, intense music over the course of the stages.
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Post by notawallplan on Aug 27, 2017 13:11:47 GMT
-What is the theme? (describe the spheres, pusher, shooter, music etc.)
Switches between Roman and American Indian-like styles, would like to base it off of Path of Exile but i'd need permission for that. (may make it into a luxor mod in the near future.) The spheres would have muted tones and be made out of gem-encrusted stone carvings made into spheres. The gems would be complementery (as far as color) to the main sphere color. I have no idea what the vice would look like, but it'd fit the theme. Music would probably be similar to this: (off the top of my head) Danger Theme. In-game Theme 1.
Sphere colors would be (in order) Red, Green, White, Blue, Orange, and Black. -Is it similar to Zuma or Luxor? How many stages/levels?
Based off Luxor (or Atlantis (no not that one, the marble popper one)), 15 stages with 15 levels in it. No cutscene levels, cause they are boring as all heck. -How hard would the levels be?
Would start off easy but gets tougher and longer to complete the further you progress. There will be some stages where you will flip your table and scream at me for how cheap some of the levels would be. There may be some zuma-like levels (infinite chain till you clear enough spheres) thrown in for some extra "fun" tm. -What gamemodes would it have?
Adventure: Main mode of the game, has three difficulties. Endless: Vices never stop coming, has three difficulties, can choose a level. Rage of Tukohama (or Relaknurah): The ultra insane difficulty spike mode, unlocked after beating Adventure on "Merciless" difficulty. The Eternal Labratory: Only unlocked after beating Rage of Tukohama, you are pitted against RNG in this mode as it decides what level you play and how the spheres should operate. Some levels are laughably easy, others impossible to complete because they move so fast.-What powerups would it have?
Similar to luxor's powerups, they are: Might of Gakkugan: Lightning powerup. Might of Tukohama: Fireball, but explodes twice. Might of the Brine King: Reverse and slow in one powerup, slows then pushes spheres backwards and slowly lets the spheres go again. Might of Sin: Wild ball powerup, you get two. Might of Innocence: Frenzy powerup. Knives, basically. You get 16. Might of Ralakesh: Scorpion powerup, destroys 15 spheres and it pierces vices. -What would be the story?
Just to be brief, you go around and lock up these gods around the land (each final level of the stage will reflect this), then you go and fight this world eater (that level should have 4 paths). That's the plot explained badly.
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