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Dav999 at March 26, 2013 at 2:32 PM
Doormat at March 26, 2013 at 2:05 PM
A character selection would be cool, but... we'd have to put scripts on every checkpoint to change colour back and you can't play as Verisix so you can only really play as Valso and it'd be TOO COMPLICATED.
OK, then we have to play as Valso. I don't think it would be much work if we have a short name for the script which has to be placed on every checkpoint. I see that flag 80 is never used in the level, so we can use that flag to see if it should change the your color to green (and to trigger Valso dialogue). The script at checkpoints would just be ifflag(80,tovalso). We can also just add that same ifflag command to the existing scripts which are at checkpoints already.
I think we should also make it so that you lose all keycards because Valso doesn't have them. Should we make Valso have a special one, or should Viridian drop a few (not all, just a few random ones) keycards while being teleported away so Valso can collect them and get access to part of the dimension?
Valso gets the Old Keycard which allows access to the ancient ruins where Viridian is teleported to. The Old Keycard cannot be obtained by Viridian, and the ancient ruins has no trinkets.
How do we display the Old Trinket in the Keycard List? Do we just replace something or is it invisible?
We could make a character selection screen after Valso finds Viridian. We could try to make something where the other person is standing in the hub, and a text box with 'Press ENTER to talk to Viridian/Valso' when you get close to him. Then there is some dialog and you gain control over the other character! It would be fun if the level is different for both of them, so you need a certain character for certain challenges etc.
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| March 26, 2013 at 3:25 PM |
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Dav999 at March 26, 2013 at 3:25 PM
Dav999 at March 26, 2013 at 2:32 PM
Doormat at March 26, 2013 at 2:05 PM
A character selection would be cool, but... we'd have to put scripts on every checkpoint to change colour back and you can't play as Verisix so you can only really play as Valso and it'd be TOO COMPLICATED.
OK, then we have to play as Valso. I don't think it would be much work if we have a short name for the script which has to be placed on every checkpoint. I see that flag 80 is never used in the level, so we can use that flag to see if it should change the your color to green (and to trigger Valso dialogue). The script at checkpoints would just be ifflag(80,tovalso). We can also just add that same ifflag command to the existing scripts which are at checkpoints already.
I think we should also make it so that you lose all keycards because Valso doesn't have them. Should we make Valso have a special one, or should Viridian drop a few (not all, just a few random ones) keycards while being teleported away so Valso can collect them and get access to part of the dimension?
Valso gets the Old Keycard which allows access to the ancient ruins where Viridian is teleported to. The Old Keycard cannot be obtained by Viridian, and the ancient ruins has no trinkets.
How do we display the Old Trinket in the Keycard List? Do we just replace something or is it invisible?
We could make a character selection screen after Valso finds Viridian. We could try to make something where the other person is standing in the hub, and a text box with 'Press ENTER to talk to Viridian/Valso' when you get close to him. Then there is some dialog and you gain control over the other character! It would be fun if the level is different for both of them, so you need a certain character for certain challenges etc.
It IS a good idea as well, but enter wouldn't work, would it?
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| March 26, 2013 at 3:49 PM |
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Dav999 at March 26, 2013 at 3:25 PM
Dav999 at March 26, 2013 at 2:32 PM
Doormat at March 26, 2013 at 2:05 PM
A character selection would be cool, but... we'd have to put scripts on every checkpoint to change colour back and you can't play as Verisix so you can only really play as Valso and it'd be TOO COMPLICATED.
OK, then we have to play as Valso. I don't think it would be much work if we have a short name for the script which has to be placed on every checkpoint. I see that flag 80 is never used in the level, so we can use that flag to see if it should change the your color to green (and to trigger Valso dialogue). The script at checkpoints would just be ifflag(80,tovalso). We can also just add that same ifflag command to the existing scripts which are at checkpoints already.
I think we should also make it so that you lose all keycards because Valso doesn't have them. Should we make Valso have a special one, or should Viridian drop a few (not all, just a few random ones) keycards while being teleported away so Valso can collect them and get access to part of the dimension?
Valso gets the Old Keycard which allows access to the ancient ruins where Viridian is teleported to. The Old Keycard cannot be obtained by Viridian, and the ancient ruins has no trinkets.
How do we display the Old Trinket in the Keycard List? Do we just replace something or is it invisible?
We could make a character selection screen after Valso finds Viridian. We could try to make something where the other person is standing in the hub, and a text box with 'Press ENTER to talk to Viridian/Valso' when you get close to him. Then there is some dialog and you gain control over the other character! It would be fun if the level is different for both of them, so you need a certain character for certain challenges etc.
It IS a good idea as well, but enter wouldn't work, would it?
We could also do it with an ordinary script box. I think we should make a room to the right of the hub where we put Viridian/Valso. If you go there to switch, the character you switch to walks to the left. That's easy to do without having problems with switching NPC and player around, as the position of the player may vary a bit (depends on whether you slowly walk or run into the script box). But if we can reliably swap them without the player noticing, that's better of course (also shouldn't be very hard to do).
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| March 26, 2013 at 4:52 PM |
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The Old Keycard should be invisible. That way a player won't go crazy trying to find the Old Keycard as Viridian.
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| March 26, 2013 at 5:25 PM |
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Ok, so we can put the scripts on the checkpoints. But what about rooms with enemies and checkpoints?
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HOLY CRAP! I CAN HAVE A SIGNATURE?! 
| March 26, 2013 at 8:06 PM |
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Doormat at March 26, 2013 at 8:06 PM
Ok, so we can put the scripts on the checkpoints. But what about rooms with enemies and checkpoints?
We could make different challenges for Valso...
Oh, and the terminal for the Old Keycard should display Old English text...
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| March 27, 2013 at 3:36 AM |
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Some more thoughts:
I thought it would be a problem to optimize the entire level so we can change color at every checkpoint without freezing up enemies and platforms, but we can just make a seperate area for Valso. This is what I thought of:
Because Viridian gets crushed and teleported away, the entire teleport system messes up and automatically goes out of service until it's repaired by someone who knows how it works. Thus, Verisix and Valso are trapped in the hub, but they find an emergency exit. (We could use the fake hub for that!) The exit gives Valso access to special areas where he has to search for Viridian. We could make like three additional levels for Valso which can be played in any order. At the end of these areas there are no teleporters, but warp tokens which take you back to the fake hub. When Valso finds Viridian in the third level (could be any of the three, but always the last one you play) they both jump into the warp token, and Valso gets teleported to the fake hub, but Viridian doesn't. Valso soon finds out that Viridian was warped to the normal dimension. The teleporter system isn't working yet, and there are (things) scattered around the dimension, and both Viridian and Valso have to find all of them in their own area to fix the teleporter system!
Good idea?
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| March 27, 2013 at 9:50 AM |
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Dav999 at March 27, 2013 at 9:50 AM
Some more thoughts:
I thought it would be a problem to optimize the entire level so we can change color at every checkpoint without freezing up enemies and platforms, but we can just make a seperate area for Valso. This is what I thought of:
Because Viridian gets crushed and teleported away, the entire teleport system messes up and automatically goes out of service until it's repaired by someone who knows how it works. Thus, Verisix and Valso are trapped in the hub, but they find an emergency exit. (We could use the fake hub for that!) The exit gives Valso access to special areas where he has to search for Viridian. We could make like three additional levels for Valso which can be played in any order. At the end of these areas there are no teleporters, but warp tokens which take you back to the fake hub. When Valso finds Viridian in the third level (could be any of the three, but always the last one you play) they both jump into the warp token, and Valso gets teleported to the fake hub, but Viridian doesn't. Valso soon finds out that Viridian was warped to the normal dimension. The teleporter system isn't working yet, and there are (things) scattered around the dimension, and both Viridian and Valso have to find all of them in their own area to fix the teleporter system!
Good idea?
Yeah!
This is gonna be the greatest level ever.
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| March 27, 2013 at 10:15 AM |
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Oh, when the teleporter system is still out of order after Valso found Viridian, Viridian can still move to the teleporters in the levels, right? We should make it so that Viridian can't get stuck there, because some levels have one-way parts and the teleporter will be the only way out of there. Maybe we should make Viridian refuse to enter a one-way part?
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| March 27, 2013 at 10:29 AM |
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Dav999 at March 27, 2013 at 10:29 AM
Oh, when the teleporter system is still out of order after Valso found Viridian, Viridian can still move to the teleporters in the levels, right? We should make it so that Viridian can't get stuck there, because some levels have one-way parts and the teleporter will be the only way out of there. Maybe we should make Viridian refuse to enter a one-way part?
Yeah.
Also, we could tell everyone how Viridian got into the dimension, but I don't know how we can implement that.
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| March 27, 2013 at 11:10 AM |
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This IS going to be the best level ever.
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| March 27, 2013 at 5:57 PM |
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Dav999 at March 27, 2013 at 10:29 AM
Oh, when the teleporter system is still out of order after Valso found Viridian, Viridian can still move to the teleporters in the levels, right? We should make it so that Viridian can't get stuck there, because some levels have one-way parts and the teleporter will be the only way out of there. Maybe we should make Viridian refuse to enter a one-way part?
Yeah.
Also, we could tell everyone how Viridian got into the dimension, but I don't know how we can implement that.
I have an idea... There would be a terminal on bridge of the D.S.S SoulEye (at the end of the level). It would contain a log, which would serve to relate a brief backstory. Just a thought... 
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| April 2, 2013 at 10:10 PM |
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UberHacker at April 2, 2013 at 10:10 PM
Dav999 at March 27, 2013 at 10:29 AM
Oh, when the teleporter system is still out of order after Valso found Viridian, Viridian can still move to the teleporters in the levels, right? We should make it so that Viridian can't get stuck there, because some levels have one-way parts and the teleporter will be the only way out of there. Maybe we should make Viridian refuse to enter a one-way part?
Yeah.
Also, we could tell everyone how Viridian got into the dimension, but I don't know how we can implement that.
I have an idea... There would be a terminal on bridge of the D.S.S SoulEye (at the end of the level). It would contain a log, which would serve to relate a brief backstory. Just a thought... 
Okay, here's a cool idea: Viridian has amnesia, causing him to forget only a single event: entering this dimension. At some point, he encounters something that triggers him remembering the past. As memories flood back, there's a playable flashback revealing how he ended up inside. An idea for his past would be a wormhole opening, a D.S.S. SoulEye crewmate about to fall in, and then Viridian saving him by entering the wormhole (which could be represented with a warp token).
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| April 5, 2013 at 6:13 PM |
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crazyal02 at April 5, 2013 at 6:13 PM
UberHacker at April 2, 2013 at 10:10 PM
Dav999 at March 27, 2013 at 10:29 AM
Oh, when the teleporter system is still out of order after Valso found Viridian, Viridian can still move to the teleporters in the levels, right? We should make it so that Viridian can't get stuck there, because some levels have one-way parts and the teleporter will be the only way out of there. Maybe we should make Viridian refuse to enter a one-way part?
Yeah.
Also, we could tell everyone how Viridian got into the dimension, but I don't know how we can implement that.
I have an idea... There would be a terminal on bridge of the D.S.S SoulEye (at the end of the level). It would contain a log, which would serve to relate a brief backstory. Just a thought... 
Okay, here's a cool idea: Viridian has amnesia, causing him to forget only a single event: entering this dimension. At some point, he encounters something that triggers him remembering the past. As memories flood back, there's a playable flashback revealing how he ended up inside. An idea for his past would be a wormhole opening, a D.S.S. SoulEye crewmate about to fall in, and then Viridian saving him by entering the wormhole (which could be represented with a warp token).
Good idea. We have to make clear what's happening though, like "Wait, now I remember!" or something like that. Or else le player is gonna get confused.
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| April 5, 2013 at 6:20 PM |
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Dav999 at April 5, 2013 at 6:20 PM
crazyal02 at April 5, 2013 at 6:13 PM
UberHacker at April 2, 2013 at 10:10 PM
Dav999 at March 27, 2013 at 10:29 AM
Oh, when the teleporter system is still out of order after Valso found Viridian, Viridian can still move to the teleporters in the levels, right? We should make it so that Viridian can't get stuck there, because some levels have one-way parts and the teleporter will be the only way out of there. Maybe we should make Viridian refuse to enter a one-way part?
Yeah.
Also, we could tell everyone how Viridian got into the dimension, but I don't know how we can implement that.
I have an idea... There would be a terminal on bridge of the D.S.S SoulEye (at the end of the level). It would contain a log, which would serve to relate a brief backstory. Just a thought... 
Okay, here's a cool idea: Viridian has amnesia, causing him to forget only a single event: entering this dimension. At some point, he encounters something that triggers him remembering the past. As memories flood back, there's a playable flashback revealing how he ended up inside. An idea for his past would be a wormhole opening, a D.S.S. SoulEye crewmate about to fall in, and then Viridian saving him by entering the wormhole (which could be represented with a warp token).
Good idea. We have to make clear what's happening though, like "Wait, now I remember!" or something like that. Or else le player is gonna get confused.
YES YES YES And of course, the Yes Men from Switchback should make an appearance...
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HOLY CRAP! I CAN HAVE A SIGNATURE?! 
| April 5, 2013 at 6:26 PM |
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I was messing around and this could be a possible final version of Destabilisation Bay: 

(yes that is a cat viridian in that image)
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HOLY CRAP! I CAN HAVE A SIGNATURE?! 
| April 6, 2013 at 3:53 AM |
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About the testing part, I think we should probably make it a contest, and the person who finds the most bugs in the level gets a prize! Of course, this only works with two or more testers.
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| April 27, 2013 at 7:49 AM |
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