Three Steps Ahead..

10 March, 2010 (15:05) | Dev Diary | By: Jayenkai

This week, Munky in a Mario Costume.
Next week, possibly Blockman in a Mario Costume.
Third week, I should probably do Greenie in a Mario Costume, but that’s more ‘cos he’d look funny, than for any gameplay reasons! :D

That brings us to April, and with my head spinning with ideas about “The BIG JNKPlat game”, I’m not sure if I really want to attempt that.

The “Big” idea is way way way too big for me, artistically. I mean, it’s a really really huge idea!
Plus it’d need levels.
Really big levels!

It’s a very big idea!

I’d probably be better off sitting down and doing a nice new annual simple JNKPlat game, instead.
Scrap the 3D, keep it in 2D, and see what lovely new tiles I can come up with.

I’d probably want to make it a more progress-based game, this time around, but I’m not 100% sure how well that’ll work.
See, the thing with JNKPlat is..

It’s fun to make levels.
Levels are great!

And, if I make things 100% progressive, then I have to do all sorts of silly lock-outs within the editor.
I’ve never been entirely certain how to do that sort of thing.

The game should give you a need to complete things, but it should also let you play around with the editor.

Always awkward.

The best implementation so far has been DS08. With each different pack having a “Play through or die” limitation, you could make a level pack of 5 or 10 levels, and the player would have to go through 1 to 10 to play them all.
JNKPlat 07 also has that, but if you died, you could hop right back to where you were.
I think DS08 played it a little better than that.

3 Lives, do or die..

So, JNKPlat10 checklist
More movement
Probably doing the scrolling from 07
Neat Lighting effects from the start
More tiles
New moves
Multiple Tilesets/Worlds
Timer?

Any other thoughts?

Comments

Comment from Jiro25
Time March 10, 2010 at 6:35 pm

Ideas… Powerups? More, new powerups. A NeonPlat Suit, a Box’s Adventure powerup that calls the Box out to do… something… I need to play JNKPlatDS08 for ideas…

Comment from Jiro25
Time March 20, 2010 at 5:07 am

No timer,please. New moves are great and new tiles are better. But, a timer would make it seem like I can’t take in my surroundings and appreciate the level design. Maybe an optional timer to see how fast you can do a level rather than a time limit.

Comment from Jayenkai
Time March 20, 2010 at 2:47 pm

Yeah, probably true.. I find, though, that I don’t often repeat levels just for a higher score.
Perhaps some sort of compromise..
Those “Level-Rank” things seem to work quite well, don’t they?

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