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SO I HAVE THIS IDEA FOR A PLATFORMER...

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For a long while, I've had an idea for a platformer. I don't know how to use Game Maker, so I've never been able to put my ideas to use at all... But I may do so someday! It would certainly be nice to step away from the confines of RPG Maker for once.

Anyway, basically I'm just wondering how this concept sounds, and how it may or may not be feasible.

Ignoring any kind of storyline, the game would star a little dude about the size of the character in Cave Story or Spelunky. He'd be mostly harmless, only being able to harm enemies by jumping on them ala Mario, and he would die in one hit.

The levels would be largely puzzle based, but with lots of action elements thrown in. To solve the puzzles and progress through levels, the main character - who I would call Dopple (you may see where this is going) would be able to transform into various monsters that he would meet. Each monster would have a unique ability that could be used to solve puzzles (obviously) but also clear enemies out of the way.

I was thinking that there could be enemies such as a dragon, and when Dopple turns into one he could shoot fireballs, which would be used to melt ice or evaporate water.

Another enemy that he could turn into could perhaps be a sort of badger, allowing Dopple to dig in certain locations, as well as break apart rock barriers and such.

A bat form that allows Dopple limited flying could be another form, as well as a fish form that would let Dopple travel down further into waters than he would be able to in his natural form - but he would still eventually drown or something if he'd stay under too long.

Also the enemies would be "cute and small" just like Dopple.

Basically I'm just trying to think of how easy (or hard) it would be to create a platformer based on this sort of premise, and how many different things Dopple would be able to turn into.

I think it would be interesting to let the player "store" enemy DNA patterns or something and at the start of each level, they could select something like three or five of them to bring along in the level, letting Dopple turn into those specific enemies until clearing the level and selecting a new batch for the following level.

I've thought about this concept a lot, but I've never attempted to seriously hash out ideas until lately. Heck, I don't even have an explanation for how Dopple would be able to learn how to transform into various enemies yet. Just wondering, what do you guys think of this sort of idea for a platformer?

And for the Game Maker users, is this something that might be difficult to pull off?
No, this is exactly GameMaker's strength.

You'll need to learn GameMaker to do this, but really it's the perfect use of it and it's actually a pretty easy idea to implement, though you'll have some challenge if the collision size of the monsters is different from your character, but there are creative ways around that as well.

GameMaker's weaknesses lie mainly in really long games like RPGs, and lacking any interfaces for standardized data formats that you need to enter a lot of.
Actually, making an RPG in anything it's difficult. Even if you're skilled enough such that it it's pretty easy and simple to make- it's still going to take you a long time.

Funny how I only really have fun when making RPGs.
Sounds like Kirby, except without having to eat them to transform.
Kirby does it? Damn. My experience with Kirby is half an hour with a Gameboy game about a dozen years ago and that's it.

I thought Kirby just ate things, spit them out, and flew around. Alright.. I'll have to rethink this a little bit and distance it from Kirby's powers.
RPG's need tons of balance, I'd say that's what takes the most time/experience.

It's a good idea. I don't think Dopple really needs a background story of HOW he absorbs enemies, he just does it. Doppelgangers are known for that so wouldn't he just be a cute lil doppelganger named Dopple?

If you plan on learning GameMaker prepare to throw everything you know about game making(from rpgmaker) out the window. I kept looking for the event, and trying do things with switches and variables...it's just so different. Basically every little command is a kind of conditional branch. No chipsets/tilesets. You import each different piece and it's all in a big list on the side. It makes better action games though, so it would be totally worth learning.

*edit: naw, it's similar to Kirby but there are so many ways to make this idea your own. Kirby wasn't about using different powers to solve puzzles and get further in the levels. You could beat a whole Kirby game without absorbing any powers, for the most part. You dont really have to change anything to distance it from Kirby. I've played tons of Kirby games and I didn't even make that connection on my own.
If you remake because someone says your game sounds like another you'll never finish anything. :)

Your idea is good, go with it. Implementation is where the difference shows up anyway.
author=Anaryu
If you remake because someone says your game sounds like another you'll never finish anything. :)

Your idea is good, go with it. Implementation is where the difference shows up anyway.


This is true.
Yeah, Kirby is exactly what I thought immediately when I read about this, but I still say go for it. It sounds different enough. Kirby is more iconic for being a big pink floaty marshmallow. I think it's cool that the strength of your idea relies more on clearing obstacles/puzzles using the powers you gain from transforming. And while Kirby does this sometimes, I still think you could pull it off and make it your own idea, you know?

As the other have said. Your idea already differs from Kirby games a lot. Personally, I thought more about Little Nemo since in that game you actually need to use the different "transformations" to beat the stages, but even in that game you rarely solve puzzles, you just navigate trough obstacles.
author=UPRC
I think it would be interesting to let the player "store" enemy DNA patterns or something and at the start of each level, they could select something like three or five of them to bring along in the level, letting Dopple turn into those specific enemies until clearing the level and selecting a new batch for the following level.

This idea could create a headache for you depending on how the puzzles are implemented. In the worst case scenario, you have to worry about what the player may bring for every map and try to anticipate and prevent various ways the puzzles can be broken. Go ahead with it, but be ready to discard that idea if it turns out to more trouble than it's worth.
Well, I've played around with this idea more to make it less Kirby-esque and I think I have some decent ideas.

How much practice is required with GameMaker before one can usually make a "decent" platformer? I've played with it a few times and found out pretty easily how to make a character and add controls to move them, but that's as far as I've ever gone. I always lose interest really quickly, but since platformers are my favourite kind of game... I really do want to stick with the damn thing.

Is there an online tutorial that is good at walking you through the steps to make very basic platformers and such?
author=UPRC
Well, I've played around with this idea more to make it less Kirby-esque and I think I have some decent ideas.

How much practice is required with GameMaker before one can usually make a "decent" platformer? I've played with it a few times and found out pretty easily how to make a character and add controls to move them, but that's as far as I've ever gone. I always lose interest really quickly, but since platformers are my favourite kind of game... I really do want to stick with the damn thing.

Is there an online tutorial that is good at walking you through the steps to make very basic platformers and such?


How much practice and experience you'll need varies from person to person. If you've never worked with platformer mechanics before you'll probably want to make a few short demos before you start on your real project (not like long ones, but just to learn how to certain things.)

There are some good tutorials you can download right on YoYoGames site:
http://www.yoyogames.com/make/tutorials
you'll be able to do it if you implement some variables and a simple sprite change Via the object_event menu. however, are you sure you want tomake dopple so vunrable? the players will become frustrated after they screw up once, ergo it won't do so good. make sure you use GameMaker 8, though. and perhaps buy the full version? i hope this helps!
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