Alucard wrote:How about this world:
Could you imagine a world set in a cinema with popcorn and all that stuff and with three cinema halls and each hall has got his own theme but all are kinda like low budget b-movie horror films. The main characters must watch to the screen with 3-d glasses to get warped in to the running trash movie (similar to witchyworld with the three different themes inside the park or click clock wood where you have 4 different entraces to all the seasons). The first cinema hall could have a movie which is set on a farm surrounded by trailerparks and swamps and of course with cow abducting aliens and the second cinema hall could have a movie set in a shopping mall with zombies. The third and last cinema hall could have a movie set in the 1950s with an area where you must climb up an giant art deco styled skyscraper with an angry primate at the top(boss fight). All these movies are references to old trash/b-movies.
Hopix wrote:How about this:
At the centre of the map, a large, explorable factory, think Grunty's Industry's. Surrounding the factory is an arctic wasteland of reasonable size. The keep warm in the wasteland, the factory generates heat by using a geothermal generator centred in the middle. Below the generator is a giant tunnel bored into the ice and rock leading down into a magma chamber.
Also, in the tundra surrounding the tower, there is a cave network which links parts of the map together.
dotEXE wrote:The thing with the worlds is - they went into developing the game with the "expanding world" innovation as a core design goal. I have a few thoughts on that right away:
1) Yes, it was innovative. I have to applaud this before I complain about it. It was a unique idea, it was a first shot at doing this, and it hadn't been done before in a platformer.
2) Now... this principle meant that the already big worlds would get huge. I'm fine with huge worlds.
3) It meant that they were double-designing content for each world. Instead of having 10 non-expanding medium worlds you end up with, as mentioned, 5 huge ones that feel somewhat samey.
4) The expansion of worlds is, in the end, unfortunately more or less unnecessary.
I still love the game, but I think the expanding concept ended up hurting the design more than helping.
Alucard wrote:RESORT or TOURIST BEACH world -> polluted beach, a giant hotel, a drilling rig, kinda like a mix between rusty bucket bay and treasure trove cove.
Users browsing this forum: Bing [Bot] and 30 guests