@HyMyNameIsMatt & DustyDrake
Alright, I'll try to explain the effect I'm trying to achieve in a bit more depth so it's easier for everyone to critique it as objectively as possible.
The following things are supposed to happen when you go in ghost-mode:
- The screen stops scrolling according to player position and gets locked to its current location;
- The player becomes bound to the screen limits;
- The filter overlay is applied over the screen, but behind anything ghostly;
- Standard collision no longer applies.
So, once you are in ghost-mode, you can float around anywhere on the screen, but are limited to what was on the screen right before you went into ghost-mode. From then on, a possession mechanic is possible, and you can take over the body of anything that's unconscious, as I tried to illustrate with this mockup:
The screen restrictions remain while you're in control of another body, and only go away once you return to yours.
So, basically, what I want to achieve with the overlay is a ghostly visual representation of how the game went from being a side scrolling platformer to a single screen puzzle.
@UP_Kevin Sorry man, no new mockups today :/ - Not like that would stop you from going mad - but look forward to them! I promise more is coming!
@impulse9 Thank you very much. I'll update with more animations as soon as I get them done.
@s_l_m I'm currently building prototypes using Flash (Flixel, to be specific). But I'm contemplating moving to XNA.
Well, since I'm closing this post with no new actual game graphics, here's a quick sketch I made for how that owl screen puzzle would play out:
P.S.: The 'unconscious victim' restriction for the possession mechanic wasn't thought of at the time, so that part of the puzzle is not in the sketch, but will be in the game.
Please keep that feedback juices flowing!