This new approach open up some amazing possibilities:
- Levels can be more varied, as the player may be explicitly required to switch playstyles on the go.
- It may open a new world of possibilities for skilled players, like jumping with the Shadow Edge to kill an intercept with the Screw Attack, then switching mid-air to Astral Palm to perform a Double Jump, then switching back to Shadow Edge to break a wall and fall at a secret platform.
- It allows us to make powerUps, enemies and obstacles more distinct and situational, adding a layer of depth not seen in Mario games. We can divide enemies into physical and spiritual and use a duality system.
- It grants more hitpoints to the player, so more complex bossfights can be made, with each hit taking away one PowerUp.
- It will solve any problem with the PowerUp blocks: just make them spawn the PowerUp the player is missing.
- It will help differentiatet the game from Mario World more.
On the other hand, it presents some problems:
- Level design will be more complex. The player will have always access to the double jump PowerUp, which can make some challenges too easy. In these situations, we will have to add enemies or obstacles that encourage the usage of the Shadow Edge, but that at the same time allow the player to go through without it, to account for situations where the player has taken a hit and has lost it. Shadow Edge can easily be discouraged from use by placing spiked walls so the wall jump can´t be abused to bypass challenges.
- The game is immediately made more complex. We are adding another button, so we must train the player really well in the earlier levels to make him able to identify situations in which a PowerUp is required and switch at will.
- At the same time, levels relying on damage-inducing mechanics will immediately be made much easier, as the player will be able to sustain more hits. This can be mitigated by gating the level with PowerUp-based obstacles, forcing the player to repeat the challenges flawlessly or sending him trhough a different path.
The new PowerUp system
Kitsune will have 4 states:
- PowerLess: Can´t break blocks, dies with one hit. Useful to make tense levels.
- PoweredUp: Can break blocks and sustain 1 hit. We can remove it as it really doesn´t add anything to gameplay.
- Shadow Edge
- Astral Palm
The style button will only really be useful when Kitsune has both PowerUps active. This is not a nice thing, as it´s a bit weird to use one button and not have it active all the time. We may add some funny animations where Kitsune tries to activate a PowerUp but fails. This action could affect enemies, making them flinch for a moment so the action has some minimal use...
The "Yoshi/Kyuubi" style PowerUp will be removed and instead we will give more utilities to the other 2 PowerUps::
- Shadow Edge:
- Physical power.
- Can bounce on spiked enemies or armored enemies.
- Destroy walls.
- Wall jump: When hitting the wall we must accomodate a few frames for the player to stick before starting to slide down, it´ll make wall jumping much more user-friendly.
- Activate devices which require rotation.
- Screw jump.
- Tap Down in the air to make a stomp attack, turning Kitsune into a ball with spikes.
- Vulnerable to spiritual enemies and attacks.
- Sprint to activate the rolling saw and break hard walls.
- Walk into shadows to become invisible.
- Doesn´t make noise when landing or running, so is good for stealth levels.
- Tap Run to throw a small Star. The Star will travel 3/4 of the view and disappear in a puff of smoke if it doesn´t hit anything.
- Stars can be used to hit distant switches or activate small rotating devices.
- If the star hits a wall that can be destroyed it will get stuck on it. If the wall can´t be destroyed the star will bounce back, fall and disappear.
- Charge to release a bigger Star that can travel all the screen and can´t be repelled.
- Sprint + Crouch to charge the Spark Dash. Tap Run to unleash the invincible dash in any direction.
- Astral Palm:
- Spiritual power.
- Can bounce on spiritual enemies.
- Destroy or pass through barriers.
- Double jump.
- Activate devices which require spiritual energy or attacks.
- Push objects from a distance.
- Tap Y to attack with short range (only works against spiritual enemies). Tap Y + a direction to attack in that direction (can attack downwards in the air, but can´t use the stomp attack).
- Tap Y repeteadly while still to activate Thousand Astral Palms.
- Sprint allows to run over physical hazards (spikes) or liquids (water, lava...).
- Charge to release a bigger palm.
- Can walk on spiritual lines (Shadow Edge will fall through them).
- Sprint + Jump to fly.
- Astral Stomp: Tap down while flying to fall quickly to the ground and create an earthquake that will deal 1HP to all enemies standing on the ground, even to armored and spiked enemies.
- Can see invisible enemies, by sensing their spiritual energy.
Enemies
Enemies can have powerUps themselves, each type of powerUp will change how they interact with the player:- Powerless: Can be jumped on and killed in any situation.
- Armored: First jump will take away their armor (which can be grabbed and thrown), second jump kills them. Jumping on them with Shadow Edge will kill them in one hit.
- FiredUp (3 levels): Player must first use the Astral Palm to push the fire away, the enemy then becomes powerless for a while. There are 3 levels, each one requires one more additional hit to take away the fire: green (1 hit), blue (2 hits), purple (3 hits). The ranged attack of the Shadow Edge damages them, but each flame needs 3 hits to be put off. For example a purple flamed enemy will need 3 hits to become blue flamed, 3 to become green and 1 to be killed. But the player must do it in a very short time, or the enemy will powerUp again to the max level.
- Spiked (2 levels): Spiked enemies can only be jumped on with the Shadow Edge. If the enemy has wood spikes, the Shadow Edge will remove the spikes and the enemy can be jumped on and killed with any powerUp. If the enemy has metal spikes, the Shadow Edge can bounce on them, but not harm them. They are invulnerable to the Astral Palm but the wooden ones can be cut with the Shadow Edge´s ranged attack. However, it will bounce off metal spiked enemies.
- Electrified: Invulnerable to everything, can´t even be jumped on without sufferng damage.
Instead of using spikes and Grinders for the most common obstacles we must think of something else, as those kind of obstacles would allow bouncing with the Shadow Edge. Some ideas:
- Lava, acid, soul pool, laser barrier: For floors and walls (sideways lava an acid could be cool).
- Laser borders: On any physical obstacle.
Action overload
One thing that makes the system of TW101 great is that every action can be used in more than one situation. We will now detail every action of the player in all states and try to define more than one use for each of them.PowerLess
- Jump: Can be used to jump over obstacles, bounce on enemies, kill normal enemies, activate switches by hitting them from below or landing on them, hit blocks from below to kill enemies standing on them.
- Run: Move faster to avoid obstacles, jump further, sprint.
- Sprint: Move even faster, jump further and higher, automatically get under obstacles.
- Crouch: Avoid obstacles, slide under obstacles when running, hold to LookDown when still.
- LookUp & LookDown: Activate invisible blocks, discover invisible enemies, despawn false walls, damage specific enemies.
- Stomp: Another air mobility option (hang time+fall faster), hit blocks from above, kill enemies walking below blocks from above.
Shadow Edge
- Jump: Same as powerless + can bounce on spiked enemies or armored enemies in any angle, can hit enemies from anywhere not just by landing on them, destroy walls, floors and ceilings.
- Wall slide: Enables wall jump, fall slower, can make certain blocks disappear.
- Wall jump: Jump from walls, push movable blocks that the player jumps from.
- Stomp attack: Same as powerless + Destroy hard blocks, instantly kill enemies with HP<=2, bounce higher on bounceable stuff.
- Run: Same as powerless + activate devices that require rotation.
- Shadow Edge (Sprint): Move faster, jump higher and further, break hard walls (jumps will also break hard walls and ceilings), enables Spark Dash, activate devices that require fast rotation.
- Star: Hit enemies dealing 0.5 HP damage (doesn´t affect spiked enemies), activate switches & small rotating devices, activate trap sensors, locate hidden & destroyable walls, shoot through electricity to turn on electric devices.
- Charged Star: Same as Star but dealing 1 HP damage + will destroy walls (not hard ones).
- Charged state: 1 HP armor, but will loose the charged state.
- Spark Dash: Destroy hard walls, fly around (tap Y to change direction), invulnerable to everything, but somethings will make it bounce ending the dash.
Astral Palm
- Jump: Same as powerless + can bounce on and destroy spiritual enemies and pass through barriers.
- Double jump: Same as Jump + Jump higher, more air mobility, useful for devices which react to player´s jumping (like the on/off pairs of blocks).
- Astral Palm: Activate devices which require spiritual energy or attacks, deal 2HP to astral enemies, push objects from a distance, can attack in any direction even in the air, destroy barriers, repel astral projectiles.
- Thousand Astral Palms: Same as Astral Palm + Can break Spiritual armor, deal a lot of damage in shor time to astral enemies.
- Astral Fist: Biiger Palm, longer range, push objects very far with strength allowing them to go over gaps, deal more damage to astral enemies.
- Run: Same as powerless + pass through barriers.
- Sprint: Move faster, jump higher, run over physical hazards (spikes) or liquids (water, lava...), enable Astral Jump, run through & kill Astral Enemies without spikes.
- Astral Jump: Rise 1 screen and a half with 1 hit armor (if hit will loose the vertical push but maintain vertical and horizontal momentum and gliding capabilities until the player touches ground), enables Astral Wings.
- Astral Wings: Rise with tapping B, glide automatically, Astral Palm becomes Astral Fist, enables Astral Stomp.
- Astral Stomp: Deal 1HP damage to all enemies, make big enemies dizzy, destroy floors.
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