Post via forum by skarfester <skarfester@xxxxxxxxxx>:
My opinions about the topics:
__6.__ The best option is to expand the target audience; there's no need (as a
platform game) to focus in a particular age range. To achieve this TSC needs different
campaigns and/or difficulty levels.
__7.__ A platformer doesn't need much of a story, but is a good complement if we
integrate it in the game. For example, we can think the campaigns as "missions",
like Indiana Jones films.
__8.__ This is related to theme and audience: adding more characters to choose from. This
way we can have a female character, and maybe more, for example a "classic
Alex", if TSC changes Alex graphics.
__9.__ Mantaining a relatively cute comic style works for me: I'd avoid too childish
graphics and there's no need for something "agressive", "dark" or
"hipster". Cute works for most people.
__10.__ If we develop a story we need to introduce it in the game. I'll stick only to
visual narrative, without text or speech. That way we can mantain TSC more language
independent, and avoids lot of translation work. The problem with this is that a complex
story can be hard to explain without words.
__11.__ That's the big issue. I'll recap some opinions discussed in [this
threat](http://forum.secretchronicles.de/topics/367) and others:
- quit lives: the progress is saved so they have no sense.
- save points, save states, checkpoints: I'll suggest to automatically save after a
completed level. This way the player doesn't need to care about that and can continue
playing or quitting the game without losing (worldmap) progress. In addition to that I
suggest a new power-up wich acts as a checkpoint. With that level developers can design
larger levels without the risk of becoming too frustating. We can add as well arbitrary
save-states bought by the players with diamonds, for special ocasions.
- diamonds as a currency: if we cannot earn lives, we can use diamonds for buying regular
or special items, like save states or "flying" ability to pass difficult areas
(very expensive). We'll need an intem menu for this (the pause menu is enough).
- quit score points?: they'll have no impact in the game, so we can keep as hi-score
ranking information or remove completely.
- quit game over screen: obvious. When die, you just go back to the worldmap or the
previous checkpoint or save state.
- energy system: I prefer a "hit system", because is more simple and
straightforward than a energy bar with different damage levels. Now we have small Alex,
big Alex and Alex with powers (wich doesn't count as an extra hit). In my opinion is a
good idea to reflect the hit status in Alex itself (like small/big Alex) for example in
his shoes: red shoes=1 hit left, yellow shoes=2 hits, green=3... We can count the extra
powers (fire, ice) as another hit, just losing them when hit.
- difficulty levels: with a hit system is easy to implement a difficulty level: starting
with 3 hits for kids, 2 for average players and 1 for pros but... I'm not a fan of
difficulty levels. Once you end a game in "normal" you probably won't play
it again in "difficult", because the levels are going to be essencially the
same. I prefer games with difficulty depending on campaigns or levels. Maybe we can rely
on level design and add just a "kid" option with extra hits.
- pits (no floor): I think we should let empty pits kill Alex instantly, but using them
only on special ocasions, such as castle/boss levels. This adds extra challenge to certain
moments because even if you are full of energy, a mistake can kill you. We should use pits
with static enemies instead, with a way to jump back. I know I rely a lot on level
__13.__ Thank you for reading. These are just my views, and I'm not close to other
options. I hope I've given you a couple ideas for the game.
Sent by Chessboard.