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Author Topic: Mod/addon ideas!  (Read 65075 times)

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Offline Alec

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Re: Mod/addon ideas!
« Reply #15 on: October 24, 2007, 06:10:43 pm »
But back on topic...How user intensive is the map editor? I'd assume you'd need at least a minimal understanding of scripting...

You don't need to understand scripts to use the map editor.

Scripting comes in if you want to make your own enemies and the like.

Offline Zam

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Re: Mod/addon ideas!
« Reply #16 on: November 26, 2007, 10:45:36 pm »
Well, I did some extensive thinking about level ideas, and I came up with a campaign that fulfilled a couple of perimeters I had in mind;

First, making it easy to play. (For little kids, seeing as the casting spell bit of Aquaria might be hard to grasp for people below 7)

Second, seemingly simple.

Third ; Plenty of opportunities for secrets and goodies, and finally, having a good plotline that allows creative mapbuilding (something just about all maps have!)

So what I came up with, is a storyline/discription something like :

Naija, while traveling in a tidal current, is attacked by a horde of (something, or she could get lost in a whirlpool. Perhaps an actually whirlpool with a script to lose items/spells and then a cut...sorry, back to description) She fights them off, only to realize that her spellbook and all of her equipment have been lost. All she has left is some bandages. Will you help her?

The idea is, that Naija loses most of her abilitys/equipment (allowing for many different rewards, something important to any game) and travels down a large tunnel with a continuing current (think finding Nemo and the east australian current). For several (more or less I cannot decide right now) parts of the map, you'll have a big enemy of some kind chasing you. The monsters near the start of the mapset are smaller, and the ones at the end are bigger (more on size in a sec). The part about having one big current makes it easy to be creative. I could possibly script a timer, and if you fail to get to the end in time, a horde of monsters swarms you, or you lose, or the boss eats you....I could make debris that you must avoid or you take damage, have various rewards just floating on the current....

Anyway, one of the fundamental parts of this idea is to have several branching caves along the current, where you can find equipment, supplies, spells, ect. Near the beginning of the mapset I plan to make less exploring (and smaller bosses, so they can follow you, making your exploring harder) and near the end, I plan to have a ball of bigger bosses, with a couple of creative ones (ones that spawn monsters that track you down perhaps (they'll have lots of hp and damaging dealing potential, so you won't want to fight them) or something of that sort)

That's one of the idea's thats been knocking around in my head...Thoughts?


Offline Karn

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Re: Mod/addon ideas!
« Reply #17 on: November 29, 2007, 11:01:51 pm »
That sounds like a fun mod idea, though I'd be the type to try and kill every boss no matter what. :P I have that problem in most games, even when you're supposed to run from the enemies... Means I'm usually out of ammo (and forced to melee) in most FPS games. :D My crowbar saw more use than most of my guns in Half-Life 2... Anyways! I think something like that would be fun to do, however it might get annoying if you need a certain spell and realize it was on the last current and you missed the cave by a centimeter or something. The fleeing from a giant sea monster thing is a nice idea, though some people might feel rushed and that would serve to make the game experience a bit less fun for them... Then again; no matter what sort of mod you release there are going to be people who just won't like it. Oh well, to me it sounds like it'd be a fun adventure (or side story/expansion-type deal, even).
... What?

Offline Alec

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Re: Mod/addon ideas!
« Reply #18 on: November 29, 2007, 11:25:44 pm »
It sounds like a good idea! I like the idea of Mods that are focused on specific situations. (especially ones that are a bit different than the main game) It'd make for a lot of fun variety.

Offline Azuu

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Re: Mod/addon ideas!
« Reply #19 on: November 30, 2007, 04:15:10 am »
Well, I did some extensive thinking about level ideas, and I came up with a campaign that fulfilled a couple of perimeters I had in mind;

First, making it easy to play. (For little kids, seeing as the casting spell bit of Aquaria might be hard to grasp for people below 7)

Second, seemingly simple.

Third ; Plenty of opportunities for secrets and goodies, and finally, having a good plotline that allows creative mapbuilding (something just about all maps have!)

So what I came up with, is a storyline/discription something like :

Naija, while traveling in a tidal current, is attacked by a horde of (something, or she could get lost in a whirlpool. Perhaps an actually whirlpool with a script to lose items/spells and then a cut...sorry, back to description) She fights them off, only to realize that her spellbook and all of her equipment have been lost. All she has left is some bandages. Will you help her?

The idea is, that Naija loses most of her abilitys/equipment (allowing for many different rewards, something important to any game) and travels down a large tunnel with a continuing current (think finding Nemo and the east australian current). For several (more or less I cannot decide right now) parts of the map, you'll have a big enemy of some kind chasing you. The monsters near the start of the mapset are smaller, and the ones at the end are bigger (more on size in a sec). The part about having one big current makes it easy to be creative. I could possibly script a timer, and if you fail to get to the end in time, a horde of monsters swarms you, or you lose, or the boss eats you....I could make debris that you must avoid or you take damage, have various rewards just floating on the current....

Anyway, one of the fundamental parts of this idea is to have several branching caves along the current, where you can find equipment, supplies, spells, ect. Near the beginning of the mapset I plan to make less exploring (and smaller bosses, so they can follow you, making your exploring harder) and near the end, I plan to have a ball of bigger bosses, with a couple of creative ones (ones that spawn monsters that track you down perhaps (they'll have lots of hp and damaging dealing potential, so you won't want to fight them) or something of that sort)

That's one of the idea's thats been knocking around in my head...Thoughts?


love the idea, much better than the tentacles.

Offline Hiro

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Re: Mod/addon ideas!
« Reply #20 on: November 30, 2007, 09:20:47 am »
Will people please stop mentioning tentacles?!  :'(

How sophistocated is the AI modders get to work with? Like, can a modder make a 'smart' enemy?
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Offline Derek

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Re: Mod/addon ideas!
« Reply #21 on: November 30, 2007, 10:26:36 am »
You sure can!  You can script your own enemies from scratch.  So if you wanted to make an enemy that plays chess with you like Gary Kasparov, you can do it!

(Although that'd be pretty frightening.)

Offline Hiro

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Re: Mod/addon ideas!
« Reply #22 on: December 01, 2007, 01:24:59 am »
Duuude, Aquaria chess.  8)
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Offline Azuu

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Re: Mod/addon ideas!
« Reply #23 on: December 05, 2007, 07:29:06 am »
Duuude, Aquaria chess.  8)
where would the tentacles go? >:D

Offline Hiro

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Re: Mod/addon ideas!
« Reply #24 on: December 05, 2007, 07:36:20 am »
They....They go away.  ;)
Or maybe they can be the castles...


One idea I had was an air game. Like where you are a magical thing that can fly and hover. And there are amazing cloud formations in the back ground or something. Sounds too hard for me to make but someone else could do it.
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Offline Azuu

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Re: Mod/addon ideas!
« Reply #25 on: December 05, 2007, 07:45:18 am »
They....They go away.  ;)
Or maybe they can be the castles...


One idea I had was an air game. Like where you are a magical thing that can fly and hover. And there are amazing cloud formations in the back ground or something. Sounds too hard for me to make but someone else could do it.
more or less what you are talking about already made
http://intihuatani.usc.edu/cloud/

Offline Hiro

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Re: Mod/addon ideas!
« Reply #26 on: December 06, 2007, 05:54:30 am »
 :o

It's mine!


At least untill Aquaria comes out.  ^-^
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Offline piratepwnsninja

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Re: Mod/addon ideas!
« Reply #27 on: December 06, 2007, 06:10:26 am »
I have some ideas, but I want to play through the game first before I being thinking about anything narrative. Wouldn't want to plan something out then have to change it completely because it didn't fit right. I mean, that is going to happen anyways (completely changing stuff) but the less I have to do it the better.

Offline Two Jacks

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Re: Mod/addon ideas!
« Reply #28 on: December 06, 2007, 08:01:30 am »
Hmmm, this all sounds so interesting, the possibilities seem almost endless. The Ferazel editor was a good start but I feel like using the Aquaria editor I'll be going 100%. Also will there be text conversations or will we have to provide our own voice acting?  :)

Mods look great... but will they be available for mac?

Offline Zam

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Re: Mod/addon ideas!
« Reply #29 on: December 06, 2007, 11:58:37 am »
Mine will  ;)