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madhatter Best procrastinator in all of North America

Joined: 30 Sep 2003 Posts: 322 Location: A boonie town, Ontario, Canada.
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Posted: Mon Oct 27, 2003 4:58 pm Post subject: An idea of mine... |
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I just thought of an interesting theme that could be used in an OHR game: mazes. Suppose the whole game was merely made up of 7-15 mazes (depending on length of each maze). The monsters could be NPCs that are set to fight when they touch you, thus providing obstacles. You could also have blocks to move around, such as in the Zelda games and damaging tiles. And (I dunno if this is possible in the OHR) you could implement moving walls, such as what FFV has in the ancient library. In addition to this, you could have multiple parties that you switch between. The parties work together to get to X destination (the Phoenix cave in FFVI comes to mind). I suppose there isn't much opportunity for plot here, but that wouldn't be the focus of the game. You could easily implement cartoony, futuristic, or medieval themes to the mazes. At the end of each maze, there could be a boss. Anywho, that's all I can think of on this idea right now. Any further ideas or comments? |
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Minnek Conjurer

Joined: 03 Jun 2003 Posts: 430 Location: Somewhere
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Posted: Mon Oct 27, 2003 5:05 pm Post subject: |
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That'd be pretty spiffy, as just a game itself or as a "mini-game" inside another game. Perhaps have something like a sphinx in there that you may have to fight to get past, provided you answer the riddle incorrectly (and the riddle is a random one selected from a list.) Very interesting idea, in my opinion. _________________ * SDHawk has joined #Minnek
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Setu_Firestorm Music Composer

Joined: 26 Mar 2003 Posts: 2566 Location: Holiday. FL
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Shadowiii It's been real.

Joined: 14 Feb 2003 Posts: 2460
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Posted: Mon Oct 27, 2003 5:32 pm Post subject: |
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Resistance (not on the game list but on OP:OHR) had a really neat sewer maze. Basically, you could only see the path surrounding you, not far off or the entire maze itself. It was really realistic, and very fun to play.
Plug for Mr. B...he he. _________________ But enough talk, have at you! |
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Sephyroth Renegade Rebel Redmage Class A Minstrel

Joined: 04 Feb 2003 Posts: 644 Location: Schmocation
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Posted: Mon Oct 27, 2003 7:08 pm Post subject: |
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The mention of mazes and pushing blocks around give me a rather spiffy idea.
You can have an NPC that runs around regularly in a maze (turn right or something), and you have to push blocks around to isolate him in a single area, (like a step-on switch of something) which opens up a path to the next area. The scripting could be done so that it checks the map every 10 ticks or so to see the position of the NPC, and as soon as the position of the NPC matches up with the X and Y values of the position of the switch, have it run a command that alters a tile or destroys an NPC on the map (I think altering the tile would work better though). _________________ im realy ded  |
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fyrewulff Guest
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Posted: Tue Oct 28, 2003 12:08 am Post subject: |
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Sephyroth wrote: | The mention of mazes and pushing blocks around give me a rather spiffy idea.
You can have an NPC that runs around regularly in a maze (turn right or something), and you have to push blocks around to isolate him in a single area, (like a step-on switch of something) which opens up a path to the next area. The scripting could be done so that it checks the map every 10 ticks or so to see the position of the NPC, and as soon as the position of the NPC matches up with the X and Y values of the position of the switch, have it run a command that alters a tile or destroys an NPC on the map (I think altering the tile would work better though). |
Sheep Rancher? Yeah, Sheep Rancher. Just take that and modify the script a bit. |
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Minnek Conjurer

Joined: 03 Jun 2003 Posts: 430 Location: Somewhere
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Posted: Tue Oct 28, 2003 12:09 am Post subject: |
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On another note, there's something of the like in Lufia 2, where you trap the monster on the switch. _________________ * SDHawk has joined #Minnek
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