03-29-2011, 10:10 AM
I think we could separate the chunks' difficulty into like, 5: 1 being the easiest and 5 being the hardest.
This way, the game could spawn them linearly in difficulty (for example, throwing a bunch of level 1 chunks with some level 2 appearing ocasionally, then increasing levels until it hits level 5; after that, the game returns into picking level 1 chunks, but now with a faster scrolling). Maybe we then night need to do like, 100 chunks for each level as a rough estimative.
The tunnels could appear between the level changes, and could sport a different tileset; at this point, the tunnel engine starts running and produces a random path for a x amount of time (maybe 1 minute?). Enemies will spawn less frequently and will be limited to the walking ones.
The boss room could also work like the tunnel; it ocasionally appears between the levels and entering it will cause the game to stop scrolling and randomly choose a boss to fight. Boss rooms would be like the Megaman boss rooms: a huge box that locks the entrance once you enter it. Defeating the boss will cause a hole to appear on the right wall. But I also think some bosses could be fought without this room; the screen continues scrolling and spawning blocks, but the boss will float up and down while throwing attacks (think on Gradius' Big Core, but with moving levels). I need to specificate which bosses can be fought in a locked room and which can't.
@Guy Floating bosses won't collide with blocks whatsoever. They'll simply pass through them.
Also how did I forget about the gaps?? Sol will either die falling on a gap in normal~hard difficulties and lose a HP on easy difficulty.
Bosses will drop items when defeated, ranging from HP, paint (both common) and CD (rare).
This way, the game could spawn them linearly in difficulty (for example, throwing a bunch of level 1 chunks with some level 2 appearing ocasionally, then increasing levels until it hits level 5; after that, the game returns into picking level 1 chunks, but now with a faster scrolling). Maybe we then night need to do like, 100 chunks for each level as a rough estimative.
The tunnels could appear between the level changes, and could sport a different tileset; at this point, the tunnel engine starts running and produces a random path for a x amount of time (maybe 1 minute?). Enemies will spawn less frequently and will be limited to the walking ones.
The boss room could also work like the tunnel; it ocasionally appears between the levels and entering it will cause the game to stop scrolling and randomly choose a boss to fight. Boss rooms would be like the Megaman boss rooms: a huge box that locks the entrance once you enter it. Defeating the boss will cause a hole to appear on the right wall. But I also think some bosses could be fought without this room; the screen continues scrolling and spawning blocks, but the boss will float up and down while throwing attacks (think on Gradius' Big Core, but with moving levels). I need to specificate which bosses can be fought in a locked room and which can't.
@Guy Floating bosses won't collide with blocks whatsoever. They'll simply pass through them.
Also how did I forget about the gaps?? Sol will either die falling on a gap in normal~hard difficulties and lose a HP on easy difficulty.
Bosses will drop items when defeated, ranging from HP, paint (both common) and CD (rare).