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hydroxy
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« on: July 23, 2011, 04:06:31 AM » |
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I'm making a game where the character can get a series of powerups, I need a further two powerup ideas to complete my set. What ideas for powerups do you have?
Currently my powerups are super speed, super jump, invinciblity, freezing nearby liquids and thawing nearby liquids.
Any idea will do
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shadowdim
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« Reply #1 on: July 23, 2011, 07:27:33 AM » |
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What sort of game? What kind of environment? I guess it's a platformer, so take inspiration from Mario, Megaman, etc...
Some ideas: Platform creation, self-cloning, ranged attack, melee attack, fast-swim, ...
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SolarLune
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« Reply #2 on: July 23, 2011, 04:33:47 PM » |
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Fireballs? Ice-balls? Cloak of invisibility? Enemy copying / influencing?
It also depends on your set-up - from the sound of your game, it's a platformer like Mario. However, power-ups in Mario and power-ups in Metroid would be very different, so keep the type of game in mind when you design your power-ups.
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« Last Edit: July 29, 2011, 11:42:09 PM by SolarLune »
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hydroxy
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« Reply #3 on: July 24, 2011, 10:58:17 AM » |
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Well its a puzzle platformer, there are no enemies in it though, its sort of like Portal in that regard, the only things that can hurt you are lasers, spikes, acid, lava, etc... so really just environmental damage
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I_smell
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« Reply #4 on: July 24, 2011, 12:58:14 PM » |
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When you say powerups d'you mean just to help people along, like a spread-shot gun, or d'you mean a game-changing mechanic like Mario's flying hat?
Cos if it's just a quick boost thing, then think about what makes your game hard, and make something that defends against that. If it's like a new mechanic that you're lookin for, then I dunno, just go nuts.
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Blodyavenger
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« Reply #5 on: July 25, 2011, 06:34:42 AM » |
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Weightless powerup? With that you fall down slowly and you can use it for dodging lasers, jumping on the right edge or something.
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iffi
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« Reply #6 on: July 25, 2011, 05:07:36 PM » |
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I was about to type QUAD DAMAGE, but then I read that there aren't any enemies. :[
Double/Triple-jump (if you don't already have that covered by "super jump") could be useful for navigating spikes. If there are any hazards that target you a decoy item might also work.
Jetpack
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Byth
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« Reply #7 on: July 25, 2011, 08:16:11 PM » |
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Air dash, like in some megaman X games. Zip straight up, left, right, down.
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EddieBytes
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« Reply #8 on: July 26, 2011, 03:25:22 AM » |
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I'm making a game where the character can get a series of powerups, I need a further two powerup ideas to complete my set. What ideas for powerups do you have?
Currently my powerups are super speed, super jump, invinciblity, freezing nearby liquids and thawing nearby liquids.
Any idea will do
How about shrinking? If you're smaller, lasers will have a harder time hitting you.
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Endurion
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« Reply #9 on: July 26, 2011, 12:30:15 PM » |
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Glue Gun, enables you to splurt a gob of glue somewhere and hold on to it.
Ye olde bulleth thyme
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baneofloki
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« Reply #10 on: July 27, 2011, 06:50:40 PM » |
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Being able to climb up walls. EMP blast, disables nearby turrets.
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iffi
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« Reply #11 on: July 29, 2011, 10:14:36 PM » |
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Grappling hook - allows climbing on walls as well as grabbing on to mobile objects to move them.
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Mega
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« Reply #12 on: August 02, 2011, 08:15:14 AM » |
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I'm sure they asked this when they created super mario
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baconman
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« Reply #13 on: August 03, 2011, 09:56:32 AM » |
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A CUTTING TOOL.
Really, think of all the things you could use something like that to do. Not just attack enemies, btw. Trim overgrowth, cut a rope or cord, give a haircut, etc.
A GEOMETRY-BASED THROWING TOOL.
It can be simple, like sticking to 60-degree or 45-degree angles. But it allows you to trigger things outside of your normal reach. Plus, a combination of stuff that can include cause-effects, or pool-ball effects (hitting another thing makes it move a certain direction) can be used to great effect. And face it, geometry is always fun.
A RADIAL YO-YO TOOL.
Kind of a similar concept to the two above, you throw this out, it goes so far and stops, and you can control it's angle. It'll remain either at maximum radius, or trace walls/floors if within them. Is used similarly as well, like for hitting switches and interacting with level widgets. You could also make an impromptu "Grappling Hook" by reversing the mechanic - sticking the yo-yo to a particular thing and allowing you to move YOURSELF around the radius instead. Even a gravity/momentum system, should you choose to use this the hard way, shouldn't be THAT hard to implement.
Just bear in mind, these tools are meant to be interfaces for other objects you create, kind of like an interactive background/foreground. But there's a lot you can do with a few little things like this, even without stacking.
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