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Level requests (Pyweek14)

Page history last edited by eofpi 11 years, 11 months ago

Level requests

Ideas for levels(or other subdivisions of game content) that you come up with but don't have time to make.   Level editors, if you're looking for an idea, check here.

 

1. The first level will be very simple. A small room with a single infected tile in front of the door. - Substantially done, 1-3 (that's level-iteration) - Duke

2. This level will expand the use of disinfectant. A slightly more complicated room where you have to use the disinfectant you start with to reach a dispenser with enough to clear the path to the exit. - Substantially done, 2-3 - Duke

3. A small test on how well the player understands disinfectant. There will be multiple dispensers with varying quantities of refills, with a maze of disinfectant. This will probably take a long time to get a layout that works well, sorry. Tell me if you think of a better way to test their understanding. [If someone could sketch out a maze, I'll put it together; hand-drawn and scanned in would do; maybe include it in a "plans" folder next to the map editor? - Duke] Done. And done - 3-1 (up to some rotating and reflecting)

 

4. A simple introduction to moving blocks.  For this, we'll need some sort of tile that gets activated by having a block on it.  Also, I'll be using the same naming scheme as Duke.

Substantially done, 4-n --eofpi

 

5. Two switches that must be activated. One block available from the start, in front of you. Another behind a door. You have to use the first block to open the door, push the second block out of the room, and then push both blocks onto the buttons for the exit. Substantially done 5-0, replacing the door with a bridge - Duke

 

6. Teach about using blocks to cross chasms. Have a chasm that goes across the room that you must use a block to cross. Substantially done 6-0 - Duke

 

7. Combine the elements of moving blocks and disinfecting tiles. Move block to open a room to a dispenser, use that disinfectant to reach a second block, use the two blocks to cross a chasm. Substantially done 7-0 - Duke

 

8. Similar to the first chamber, but probably a bit bigger. You're in a room with an already charged battery, and you have to plug it into a circuit that will open the door. Substantially done 8-0

 

9. Teach the player about charging batteries, and used the charged battery to open the next door. Substantially done 9-0

 

10. Start in a section with charged battery. Use it to power a circuit that will open a door to another room with an uncharged battery. The player must then use the two batteries to cross a path one level higher than the rest of the room. On the other side of the path will be a switch that allows you to access a power output tile. You must then use the power output tile to power both batteries so that you can use them to power the door to leave the level. (Too complex? Thoughts on adding a puzzle before this/splitting it into two puzzles?) Since this is pretty much utilizing existing elements, do we need tutorial dialogue for this level?

- Substantially done 10-2, replacing the door with a bridge, and having cut the switch (as discussed in IRC) --eofpi

 

11. Should combine all elements introduced thus far. Blocks, goo, dispensers, circuits. Hit me up with any ideas, but this should be a relatively large puzzle. Sort of a test on everything learned up to this point. Working on it. Substantially done (but no dispensers) 11-0

 

12. Introduce teleporters. A  chasm with a ramp on both sides that you must get a block across without throwing it in. You start with a block in front of you and a teleporter entrance, with an exit linked to a button on the other side. Substantially done 12-0 - Duke

 

13. Expand on teleporters. A maze similar to the Psychic gym in the original Pokemon games. Stiva, would you mind designing this? Working on it. Substantially done 13-0. --eofpi

 

14. Combine batteries, boxes,  and teleporters. The player must teleport onto a ledge with a battery and a power output tile, then push the block down. Then they must use it to access a room with a battery. The battery must be charged on the power output tile on the ledge. They must then push the block into a chasm so they can push the charged battery across it to open the door. Substantially done 14-0 -Duke 

 

15. Introduce moving platforms. The player must cross a large chasm using a moving platform. Substantially done 15-0 - Duke

 

16. A more complicated puzzle involving moving platforms. Any ideas for this? It might be best not to involve any other elements, but one more shouldn't be too bad. Substantially done 16-0. --eofpi

 

17. Combine moving platforms and boxes. A moving platform goes from one end of the room to another. Below it is a floating platform with a button on it. Just above the moving platform and one button to the right of the tile is a tile whose height is controlled by a separate button on the ground level. Tell me if this isn't clear enough. You'll have to put one block on the button on the ground level so that a second block that you put on a moving platform will fall off and land on the button. I think it would be best to start with one block and have a second that you must get somehow, rather than starting with both of them. Any ideas? Substantially done 17-3

 

18. A room with one battery, a power output tile, and several (Between 5 and 10) power input tiles. Each input tile controls 1-2 moving platforms that are floating northwest and southeast across a chasm . (Have maybe 2 input tiles controlling multiple platforms.) The input tiles must be powered and then unpowered at the correct time to form a bridge across the chasm. Substantially done 18-0. --eofpi

 

19a. Introduce ratmen. Square room with one walking NW and SE across the center, with a block near the entrance. The player must use the block to block the ratman so they can pass and reach the exit. Have the papers under the ratman's path.  Substantially done - 19a-0

 

19b. More difficult ratman puzzle. Include multiple ratmen. Possible to prevent player from leaving until all ratmen are dead? Setup would be 2 levels, the top one having holes in the floor that you can drop blocks down. You have three blocks, two of which you must use to trap a ratman under a hole, and the third one you must use to crush them. [Not sure if this is practically possible] Done, as amended - 19b-1

 

19. Introduce tesla coils. Large room with a coil in the middle which covers the path across the room. Either a switch or a block+button that disables it. Have a ratman walk into Tesla coil. Substantially done 19-0

 

20. Expand on tesla coils. Two part bridge requiring both a button pressed and a battery on an input tile. The input tile is behind a tesla coil. The button turns on the tesla coil, but it also allows access to the area with the power output tile. The player must put the block on the button, push the battery to the power output tile, then move it back to the main area, move the block off of the button, push the battery onto the power input tile, then put the block back on the button. Substantially done 20-0

 

23. Combine Tesla coils and ratmen. You've got to kill ratmen one by one with telsa coils in order to gain access to the switches that power other tesla coils. Working on it. Substantially done - kind of, 23-0

 

24. Substantially done, based on sketch. 24-0

 

25. The player must use moving platforms to make a bridge across a chasm that a ratman can cross, They must then block them in a small room with a switch in it. Both the platforms and trapping the ratman are controlled via a battery, similar to 18. Substantially done 25-0. --eofpi

 

26. Introduction to cloning.  Player clones herself and must push two blocks onto two switches, one to form a bridge and one to unlock the door.  Substantially done 26-0. --eofpi

 

27. Cloning with goo. Player clones herself twofold and must have a hologram remove goo before pushing blocks onto buttons.  Substantially done 27-0. --eofpi

 

A large open room has a reasonable maze made out of 1 layer of tiles and is filled with switches. When you press a switch, the maze tiles disappear and are swapped out with other maze tiles, but the switches stay in the same place. This is basically one of those double-sided mazes where you have the marble that rolls around in a maze with holes that go to another side which has a different maze on it. Per IRC discussion, switches will be actuated by walking on them. Substantially done flipmaze.  The other side is in util\Plans as "flipmaze side B.png". --eofpi

 

Holograms with batteries, hologram death, and hologram abandonment.  Player clones herself, then uses battery to activate bridge.  Player crosses bridge to island; first clone falls into abyss.  Player must use remaining clone to charge a dead battery and use it to unlock the door.  Second clone stays trapped in level. Substantially done 28-0. --eofpi

 

Final. Move a special block through a series of obstacles involving every mechanic in the game. First you have to use it to reach a medium goo refill across a chasm (This are will also contain a power output tile, which cannot be accessed yet), which must be used to reach a button that controls a bridge. On the other side of this bridge will be an uncharged battery and a power input tile. You must take the battery back across the bridge, then use the battery and the block to cross a two wide chasm with a switch on the other side. This switch will allow access to the power output tile mentioned before. You power up the battery, then move it to the power input tile where the battery originally was. Then you must take the moving platform that this will power over to another area with a large goo refill. You take this back to the starting area, where there is a one wide hallway that has 5 goo blocking it. You degoo it and push the block through. On the other side of this hall way is a room filled with tesla coils. You must use the battery from before to turn them off. (I know it doesn't make sense.) You can then get through the tesla coils to reach a switch on the other side. This creates a bridge but also releases a lot of ratmen into the tesla coils. You must unpower it (Create a one way path of some sort to reach the battery again) and push the block across the bridge to a button. This allows access to the exit in the starting area. Whee, 90-0

 

 

 How quickly are we introducing other elements, like special blocks and levers? We are still doing those, right?

Gradually. Players should completely understand how a specific element works before we introduce other elements. Blocks will probably be introduced in the next puzzle.

Okay. I just don't want to get too far ahead of the game (pun may in fact be intended) when it comes to writing dialogue for the levels.

 

I have a work-in-progress file called sierpinski.txt, which is a 27x27 sierpinski carpet.  It'll be a sliding block puzzle of some kind, with the holes there for difficulty.  Ramps might be used to make block movement more difficult. --eofpi

I've decided to abandon sierpinski.  I never had a solid idea of what to do with it, and it seems nobody else did either.

 

 

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