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» N v2.0 is a good game, yes or no
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» N v2.0 is fun. Do you agree?
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» Corona Virus - Share your tips & discuss
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» Good Wishes From The AiR
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» Custom Color!!!!
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» Suggestions for Nv2.0
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» Level data, fully explained.
Suggestions for Nv2.0 - Page 6 EmptyFri Jan 25, 2019 6:17 pm by vrugtehagel


Suggestions for Nv2.0

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Suggestions for Nv2.0 - Page 6 Empty Re: Suggestions for Nv2.0

Post by james_s Tue Jan 31, 2017 5:47 pm

[size=150]Compiled suggestions for what is already an awesome game
N[/size]


(ignoring what is already in N++ but not in older versions of n)

Pls feel free to critique and propose ideas.
(where I wrote: add on> I mean I added to/was inspired by their idea. Thx for the feedback too)


Bonus Challenges tab where maps(incl user made) are locked until the player unlocks the bonus features used(made allowable) in them. Mappers can not make maps with those bonus features unless they too have unlocked them. Some suggestions below to only be allowed in this tab so as not to distract from the main N game style and gameplay.

Guest: It would be cool to have a map summary see pic
add on> Ability to make movies of runs within the game and save to your own computer as normal videos. Be able to post a 5sec video advertising your map that users can click to view (from userlevels list).

Spartax18: Bounceblocks could be rotated at n game angles -to enrich gameplay and looks.

I still thinking ratings out of 10 would encourage players to express their feelings about userlevels more, and mappers might respond with more appealing maps?

Sendy: Userlevel episodes
add on> Userlevels to have max four (different) exits per map and max four 'episodes' so each exit would take the ninja to one of the other maps in the episode. This can make a ''Checkpoints'' gameplay -because you can have episodes of the same identical map but with the ninja starting at different places i.e where it previosuly exited. -The video map adverts idea would help here.

One way panels to be made breakable and the mapper would have an option to stack them on top of each other which will change their shade so the player will know if they're too strong to break. It could be that a single panel can break if the ninja impacts it with extra momentum to running and bullets and rockets would peirce through it. But maybe with one or more panels a bullet or rocket pierce wouldn't mean it is wrecked enough for the ninja to break through it. Panels would have a set strength and enemies a set damage -so stacked panels could stop the first rocket etc.

More serious that it sounds and a solution to timed gameplay that many people talked of (incl. Moletrooper)>>
Wormholes. A wormhole object would consist of two wormholes for passing between one another. Each would be on a separate timer for opening and closing set by the mapper, the player can see when they are fully opened when they grow large enough to fit the ninja +fancy animation. Entering a wormhole would loose some time and if the second wormhole isn't fully opened would remain out of the map until it does. -Could even link different maps in an episode and work on enemies. Could have option of randomly set wormholes.

About ''drone tracks'' with the one way panel idea mappers would be able to affect drone paths in a more aesthetic way (than by using sliding gates which is not really their purpose), and if some panels got broken during play, drones could move to other areas and end up on other paths :)

Why not try to bring back tile squeezes? -but unlike in N1.4 if the ninja impacts too fast/ squeezed too much it would die so it won't look like a bug.

A kind of orb/balloon (about the size of four tiles) which would fall quite slowly and the ninja can push it around and do small jumps from it. Jump pads would work on it (altho the ninja would be able to squeeze it upwards also etc) and guns and mines would pop it. Items could be placed inside it! (but maybe enemies would change it's weight). (inspired by TagPro game mentioned on forums lol).

Draxobox: Floorguards to work on slopes
add on> Make floorguards be able to move over all flat surfaces including panels, blockgates and suggested gates that don't open for enemies (only for the ninja) and maybe walls (as they can break immediately it suggests specia traction) but won't move if there are gaps and changes in gradient. If a gate gets opened right underneath them they would fall through and carry on working (wouldn't be able to land on to a wall as they won't rotate in the air when falling. So the only thing they cant get over is angles and gaps which makes sense.

Metanet inspired (from n++) mini (1/4th of a tile) drones that the ninja can jump on (like metal balls) they could crush the ninja if walls of them come together and they can carry gold and mines stuck to them (like a transport system -they could be the only thing that can come out of the map via special openings and follow a drawn path (which would be slightly visible to the ninja)). Then you can make moving walls and platforms :) the fact that the ninja wont run smoothly over them (balls in a line) I think is even better and it'd be a challenge for pro players to precisely jump on them like we jump on the tops of 'sliding gates' in Nv2 plus u could make it that the ninja can just lean into the gap between two of them when they're going vertically to avoid falling down.

Maybe in Editor instead of placing tiles maybe you can have a cursor like a line drawer in windows Paint (except it snaps to acceptable angles).

Spy unit (could look like turret) which when they spot the ninja (with 360 visual) they relay information on where the ninja is to the enemies, except for zap drones (which could pass as too basic for it). Either the mapper can choose which enemies will have a link to it or it can have a set medium size circle range of transmission.

For the 'basic' zap drones, maybe when the seekers spot the ninja race in its direction until they meet a wall instead of turning normally (which can lead them to completely leave the space the ninja was in) they would always do a 180 to return to the place where they saw the ninja, after which they would continue as normal (or be forced to do a turn).

Palemoon: Rocket drone constantly firing with a delay between shots
add on> Could have limited ammo of about 20 larger rockets (unlike rocket turrets with unlimited ammo but can only control one rocket at a time cause of limited tech) which unlike rockets from the turrets, have their own visual tracking and can fly bit differently due to supposed extra weight etc.
-See changes to Rocket turrets below if only visual tracking is to be used in n game.

''Security lasers'' which can be set to move, if the beam is broken an alarm sounds and could trigger pressing of (hidden) switches set by the mapper, so they will open gates (releasing enemies) or activate block gates. They could be allowed to move more freely than those beams in n++

Draxobox: Grenade launcher
inspired> I think it would be good to have a Mine launcher turret (wouldnt need to vary fuses) which would roll and bounce of walls. The AI in the game Worms can do this accounding for terrain. If a direct hit isn't possible they would still shoot if can get close. -Would be helped by Spy unit suggestion so the mine launcher could shoot at the ninja over walls etc.

Someone said: ''Ghost'' An option to turn on a ghost-like ninja that represents a selected demo (just like the circle in Nreality).

Golfkid: Death speed slightly too high in n++ (can die from wall jumping in a 2tile wide tunnel)
add on> Assuming ninja might have a springy head, death speed going upwards (can also happen with aid of jump pads not just wall jumps) could be lowered.

Garaman: Rewards like bandanas for completing challenges
add on> ''Skins'' but in the choosing your unlocked colours section there'd be a toggle to 'Use skins' or not. We can see a lot of effort has been put into designing the ninja but option of awesome and topical skins should be exciting.

Someone on n2 said: When viewing replays the ninja colour of that player should be shown not your own.
add on> this can apply to skins used, just need a ref in the run data, to find which of the colours/skins stored in the game was used.

Revenge, when the ninja dies there could be an unlockable feauture to play as sort of ghost -the ninja would glow in a cool light and could disintegrate enemies by contact with them. Holding jump would make make it keep going upwards and maybe it could also borrow through tiles. -The suggested dodge button can be used to make it go downwards.

Version of ''survival mode'', both exit and exit button on a displayed timers set by the mapper.

Guest: Different types of ninjas
add on> Fat slow ninja that can move bounceblocks and suggested 'balloons' + break through one way panels more easily and further and small thin ninja with the opposite effects. -Good for multi player.

Superherohype: Cooler looking enemies
add on> Upgradable drones with cooler abilities like higher speed for some enemies, more spray for chain guns, more powerful jump pads (to compensate for removal of glitch boosters), more frequent fire, more powerful electric so that sparks can fly out to the ninja if it gets too close (and small sparks to nearby walls may look cool), floorguards with saws instead of zap.

Special resurrection diamonds or something(!) -which resurrect the ninja when its body comes in contact with them (+can work like the liquid Terminator if the ninja is in bits heh) so you can continue playing.

This one is a bit muddled but Many players see it as a major problem>>
Escapee: Userlevel mappers to have to beat their own maps.
add on> (pause not allowed) This test can be done in a slowed down mode so that they wouldn't need to be so good at playing. Nnot too slow so it's easy and boring to beat a long map and not too fast so it doesn't make any diff. -But maybe slowmo awkward and not much easier?
-Grady: alternative is being able to rewind gameplay if you die.
add on> Should have a minimum rewind time of about 10secs, otherwise it'd be too easy. It can be a rewind scroll bar and anything under 10secs ago would be disabled (or red/says Penalty). Because the mapper would be able to repeat each difficult part where they died again and again, not spending much time and hence it would be too easy to pass all difficult areas. So having to go back and do 10secs+ of other gameplay before re-trying would be more of a challenge. -Trouble is they could stand still before attempting a difficult part to fool the clock, but that's still a test of commitment. (If they die in say the first 7secs they'll just have to start the test again).



Realism-
Changes to seeker zap drones making them seem less stupid/tech a lot worse than the other enemies -but seeing them communicate with the suggested spy drone and moving on more complex paths would ease this appearance. -Also n++ mini zap drones make the normal ones seem even more dated.

As suggested above, one way panels should not be able to let drones through, like with the ninja. -Doesn't mean that they're not weak enough to let drones ram through them but the drones programming assumes that they are walls.

All non-zap drones seem to use the same 360 visual tracking as a gauss, so laser drones shouldn't have the same eyes/lenses as zap drones -Or that lense could be drawn on on the enemies that use it, and draw that zap drone eye on all drones -which would infact be like a basic eye for moving around in the basic way like they do.

Seems odd that rockets are the only enemy with non-visual tracking capability. I suggest that in n world the ninja is stealthy and can only be tracked with visual tech. So rocket turrets could be changed so that turret has the same eye as the other non zap drones and if the ninja gets out of its sight the rocket would just go straight until the turret finds the ninja again. The suggested spy drone and rocket drone (for different effect) can help this new weakeness.

Spartax18: Collidable with enemies
add on> Introduce physical interaction with all objects(not just thwumps) so can't go through them, can jump/stand on them (think cheekily using some drones like moving platforms). Dodging would be possible as just like in cartoons there would be space to the side. Why then won't enemies bump into each other? Because they choose to dodge each other but they would have no reason to dodge the ninja).
-So would the ninja be able to dodge a drone then? I think it would have to be by a timely press of a dodge button (down) -but it can be assumed that there won't be much space to move to the sides while the enemies are not trying to dodge you (probs the opposite) so zap drones, hot laser dones would still brush against the ninja and kill. Rockets too manuvarable to dodge -But an extra dodging ability can be a bonus feature.

Drones to run out of ammo eventually -gauss and rocket turrets can be unlimited as they are attached to the background wall like the Exits so can have a big hidden store/pipeline/porthole. When they run out they might keep going no longer tracking the ninja or stop.

When ninja reaches the exit why does it celebrate and let an approaching enemy kill it? -Could make an animation like the ninja gets absorbed into the exit and if celebrates does so on the edge and out of reach. (if the absorbtion has a time delay the ninja can be killed (incl by a fall to the exit) but then the suggested ressurection diamond can be placed so ninja is revived and then absorbed into the exit).

The ninja can wall jump too high (for its expected strength and compared to normal jump) which makes chimneying look too fake. Should be not much faster than a weasel going up a drain pipe. -Would help with ceiling deaths issue.



''Moderators''-
Metanet moderators or as- SqUADxZO: There would also have to be a strict application process of the volunteer mods.

Users could also alert moderators to possible plagiarism (maybe even by showing map link from other n versions) and mappers could alert the moderators to recommend their own maps be deleted.

Moderators could also approve user-made maps on which players can gain rewards for their highscores. -N game Points contest on the Forums was such a success because in a way this is what it does.



Rewards/unlockables

There was some talk about this:
Rewards can also be points which can be used to unlock things.
Can be given for beating stuff, for good stats and awards decided by monitors.
Dr Totof: I don't like achievements that only 0,01% people get. But that is just personal opinion



Fixes-
thejumper741 and others: fav mappers feed and toggle how maps and mappers are sorted -but that's already on n++
When a map link is shared like on N2 there should be a button to see the map's highscore board. (as opposed to having to start n and search by map number to see it).
Stacked bounceblocks (which can be good for gameplay) glitched in n2 -they should just work like a tougher bouceblock.
Diagonal panels like in N2 to be possible without tweaking the map code.
Tornado I think: Same goes for being able to place gates more precisely, that snap grid.
james_s
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Suggestions for Nv2.0 - Page 6 Empty Re: Suggestions for Nv2.0

Post by james_s Tue Jan 31, 2017 5:48 pm

moved:
Poss. harmful notable suggestions-
Complied thoughts (no credits given):
-Player counts -too showing of how big/small the n community is.
-Health -no change in performance when being wounded is not realistic.
-Bullet time -because would only really benefit maps too cluttered with enemies.
-Gravity modifying -too slow annoying or too fast (even though it's cool).
-Terrain change -maybe too hard for mappers +easy to ruin gameplay and the look of n.
-Terrain rotation -other(non n game) angles affect speed and jumping ability +too hard to map. However terrain damage idea like in Worms can be programmed to change tiles to n game angles only.
-Layering user uploaded images over tiles and the background like is possible in N-reality -It would waste too much data capacity and userlevels could be filled with images that don't fit the look of the game.
-Special gates that only let through drones after which the ninja can sneak in. -I think the probelem is they're not simple enough and they highlight issues with the current sliding gates -i.e why build gates that your drones can't pass through.
-Spear drones based on the bow n arrow in the game Worms (can use arrows stuck in terrain to climb).
-There's lots of talk about drone paths/tracks -but they would have to be visible so the player can plan ahead better which is likely to spoil the look and being able to switch those tracks is an issue with its own problems. -But the suggested one way panels above could be a good enough alternative.
-I think having a drone move diagonally wouldn't look right (next to normal drones).
-You could have power ups activated by one extra keypress, but haven't found any to suit Metanet's idea of N
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Post by james_s Tue Jan 31, 2017 5:49 pm

Pls delete previous again, few big changes made
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Post by james_s Thu Feb 02, 2017 1:44 am

A lot easier to read +changes>>
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Suggestions for Nv2.0 - Page 6 Empty Re: Suggestions for Nv2.0

Post by james_s Thu Feb 02, 2017 1:45 am

[size=150]Compiled suggestions for what is already an awesome game
N[/size]


Ignoring what is already in N++ but not in older versions of n.
(Where I wrote: add on> I mean I added to/was inspired by their idea. What's in quotes is common knowledge. Thanks for misc feedback too)


Bonus Challenges tab where maps(incl user made) are locked until the player unlocks the bonus features used(made allowable) in them. Mappers can not make maps with those bonus features unless they too have unlocked them. Some suggestions below to only be allowed in this tab so as not to distract from the main N game style and gameplay.

Guest: It would be cool to have a map summary see pic
add on> Ability to make Movies of runs within the game and save to personal computers in normnal video format. Be able to add a 5sec video advertising your map when you publish that users can click to view (from userlevels list) before playing.

Spartax18: Bounceblocks could be rotated in Editor at the n game angles -to enrich gameplay and looks.

I still thinking ratings out of 10 would encourage players to express their feelings more, and mappers might respond with more appealing maps?

Sendy: Userlevel episodes
add on> Userlevels to have max four (different destination)exits per map and max four 'episodes' in an episode bundle. Each exit would take the ninja to one of the other episodes. This can also make a ''Checkpoints'' gameplay -because the episodes can be of the same identical map but with the ninja placed differently i.e where it previously exited, so momentum wouldn't mess it up. -The video map adverts idea would help here.

One way panels to not let through enemies as well as the ninja (see realism section).
One way panels to be made breakable and the mapper would have an option to stack them on top of each other which will change their shade so the player will know if they're too strong to break. It could be that a single panel can break if the ninja impacts it with extra momentum to running and bullets and rockets would peirce through it. But maybe with one or more panels a bullet or rocket pierce wouldn't mean it is wrecked enough for the ninja to break through it. Panels would have a set strength and enemies a set damage -so stacked panels could stop the first rocket etc.

Be able to place gates anywhere on the map -tighter snap grid.

More serious than it sounds +a solution to Timed gameplay that many people talked of (incl. Moletrooper)>>
Wormholes. A wormhole object would consist of two wormholes for passing between one another. Each would be on a separate timer for opening and closing set by the mapper, the player could see when they are fully opened when they grow large enough to fit the ninja +fancy animation. Entering a wormhole would loose some time and if the second wormhole isn't fully opened the ninja would remain out of the map until it does. -Could even link different maps in an episode and work on enemies. Could have option of randomly set wormholes.

For Drone tracks which many people talked about, with the suggested one way panel ideas (breakable, impassable by enemies) mappers would be able to affect drone paths in a more aesthetic way (than by using sliding gates which is not really their purpose) and if some panels got broken during play, drones could move to other areas and end up on other paths :)

Why not try to bring back tile squeezes for extra movement capability? -but unlike in N1.4 if the ninja impacts too fast/ is squeezed too much it would die, so it won't look like a bug.

A see through balloon like Orb object which the ninja could push and squeeze against walls and do small jumps from it (physics to apply). It would interact with all objects incl jump pads except a laser would not pop it. Any objects could be placed inside it! (suspended so they're kept straight during rotation) which would just make it heavier. Maybe mines would fall to the floor if it is popped inkeeping with the suggested Mine Launcher. (inspired by TagPro game mentioned on forums lol).

Draxobox: Floorguards to work on slopes
add on> floorguards to move over All flat non vertical surfaces including panels and blockgates (as they can brake immediately in n it suggests special grip) but would stop before gaps and changes in gradient. If a gate gets opened right underneath them they would fall through and carry on working if landed on their wheels (physics to apply). So the only thing they can't pass is changes in gradient and gaps which makes sense.

Metanet inspired (from n++) mini (1/4th of a tile) drones that the ninja can jump on (like metal balls) they could crush the ninja if walls of them come together and they can carry gold and mines stuck to them (like a transport system -they could be the only thing that can come out of the map via special openings and follow a drawn path (which would be slightly visible to the ninja)). Then you can make moving walls and platforms :) the fact that the ninja wont run smoothly over them (balls in a line) I think is even better and it'd be a challenge for pro players to precisely jump on them like we jump on the tops of 'sliding gates' in Nv2 plus u could make it that the ninja can just lean into the gap between two of them when they're going vertically to avoid falling down.

Maybe in Editor instead of placing tiles maybe you can have a cursor like a line drawer in windows Paint (except it snaps to acceptable angles).

Spy unit (could look like turret) which when they spot the ninja (with 360 visual) they relay information on where the ninja is to the enemies, except for zap drones (which could pass as too basic for it). Either the mapper can choose which enemies will have a link to it or it can have a set medium size circle range of transmission.

For the 'basic' zap drones, maybe when the seekers spot the ninja race in its direction until they meet a wall instead of turning normally (which can lead them to completely leave the space the ninja was in) they would always do a 180 to return to the place where they saw the ninja, after which they would continue as normal (or be forced to do a turn).

Palemoon: Rocket drone constantly firing with a delay between shots
add on> Could have limited ammo of 15? larger rockets (unlike rocket turrets with their unlimited supply but can only control one rocket at a time cause of limited tech) which unlike rockets from the turrets, have their own visual tracking and can fly bit differently due to the supposed extra weight.
-See changes to Rocket turrets below if only visual tracking was to be used in n game.

''Security lasers'' which can be set to move, if the beam is broken an alarm sounds and could trigger pressing of (hidden) gate (incl. block gate) switches set by the mapper, releasing enemies and etc. (They could be allowed to move more freely than those beams in n++)

Draxobox: Grenade launcher
inspired> I think it would be good to have a Mine launcher turret (no need to vary fuses) which would roll and bounce of walls. The AI in the game Worms can throw granades accounting for terrain. If a direct hit isn't possible they would still shoot if can get close. -Would be helped by Spy unit suggestion so it could shoot at the ninja over walls not having visual on it.

Someone said: ''Ghost'' An option to turn on a ghost-like ninja that represents a selected demo (just like the circle in Nreality).

Golfkid: Death speed slightly too high in n++ (can die from wall jumping in a 2tile wide tunnel)
add on> Assuming ninja might have a springy head, death speed going upwards (can also happen with aid of jump pads not just wall jumps) could be lowered.

Garaman: Rewards like bandanas for completing challenges
add on> ''Skins'' but where players select colours have a toggle button to 'Use skins' or not. We can see a lot of effort has been put into designing the ninja but option of awesome and topical skins should be exciting.

Someone on n2 said: When viewing replays the colour of that player's ninja should be shown not your own.
add on> this can apply to skins used, just need a ref in the run data, to find which of the colours/skins stored in the game was used. If a user has skins switched off then the equivalent ninja colour is used.

Revenge, when the ninja dies there could be an unlockable feature to play as sort of ghost -the ninja would glow in a cool light and could disintegrate enemies by contact with them. Holding jump would make make it keep going upwards and maybe it could also borrow through tiles. -The suggested dodge button can be used to make it go downwards.

Version of ''survival mode'', both exit and exit button on a displayed timers set by the mapper.

Guest: Different types of ninjas
add on> Fat slow ninja which would entail moving bounceblocks (+suggested Orbs and breaking through one way panels) differently to the normal ninja. +A Small thin ninja with the opposite effects. -Good for multi player.

Superherohype: Cooler looking enemies
add on> Upgradable drones with enhanced abilities that look different. Notable ones could be more powerful jump pads (to compensate for removal of glitch boosters), more powerful electric so that sparks can fly out to the ninja if it gets too close (and small sparks shooting to nearby walls should look cool), floorguards with saws instead of zap.

Special resurrection diamonds or something(!) -which resurrect the ninja when its body comes in contact with them (+can work like the liquid Terminator if the ninja is in bits heh) so you can continue playing.

This is a problem that very many players cite>>
Escapee: Userlevel mappers to have to beat their own maps.
add on> This test can be done in a slowed down mode, not too slow so it's easy and boring to beat a longer map and not too fast so it doesn't make any difference. -But maybe slowmo awkward and not much easier, if so they'd also get 4 lives which can work as rewinds, using a rewind scroll bar. Rewinding suggested by Grady.



Realism-
Changes to seeker zap drones making them seem less stupid/tech a lot worse than the other enemies -but seeing them communicate with the suggested spy drone and moving on more complex paths would ease this appearance. -Also n++ mini zap drones make the normal ones seem even more dated.

As suggested above, one way panels should not be able to let drones through, like with the ninja. -Doesn't mean that they're not weak enough to let drones ram through them but the drones programming assumes that they are walls.

All non-zap drones seem to use the same 360 visual tracking as a gauss, so laser drones shouldn't have the same eyes/lenses as zap drones -Or that eye could be drawn on all the drones representing a basic eye for moving around in the basic way like they do. The 360 visual could be represented as another eye/lense or radar.

Strange that rockets are the only enemy with non-visual tracking capability. I suggest that in n world the ninja is stealthy and can only be tracked with visual tech. So rocket turrets could be changed so that turret has the same eye as the other non zap drones and if the ninja gets out of its sight the rocket would just go straight until the turret finds the ninja again. The suggested spy drone and rocket drone (for different effect) can help this new weakeness.

Spartax18: Collidable with enemies
add on> Introduce physical interaction with all objects(not just thwumps) so can't go through them, can jump/stand on them (think cheekily using some drones like moving platforms). Dodging would be possible as just like in cartoons there would be space to the side. Why then won't enemies bump into each other? Because they choose to dodge each other but they would have no reason to dodge the ninja).
-So would the ninja be able to dodge a drone then? I think it would have to be by a timely press of a dodge button (down) -but it can be assumed that there won't be much space to move to the sides while the enemies are not trying to dodge you (probs the opposite) so zap drones, hot laser dones would still brush against the ninja and kill. Rockets too manuvarable to dodge -But an extra dodging ability can be a bonus feature.

Lasers have a kinetic impact -shouldn't they just cut and melt? Dying is less miserable on n++ than in n+ but it maybe it could be more comedic.

Drones to run out of ammo eventually -gauss and rocket turrets can be unlimited as they are attached to the background wall like the Exits so can have a big hidden store/pipeline/porthole. When they run out they might keep going no longer tracking the ninja or stop.

When the ninja reaches the exit why does it celebrate and let an approaching enemy kill it? -Could make an animation like the ninja gets absorbed into the exit and if celebrates does so on the edge and out of reach. (if the absorbtion has a time delay the ninja can be killed (incl by a fall to the exit) but then the suggested ressurection diamond can be placed so ninja is revived and then absorbed into the exit).

The ninja can wall jump too high (for its expected strength and compared to normal jump) which makes chimneying look too fake. Should be not much faster than a weasel going up a drain pipe. -Would help with ceiling deaths issue.





''Moderators''-
Metanet moderators or as- SqUADxZO: There would also have to be a strict application process of the volunteer mods.

Users could also alert moderators to possible plagiarism (maybe even by showing map link from other n versions) and mappers could alert the moderators to recommend their own maps be deleted.

Moderators could also approve user-made maps on which players can gain rewards for their highscores. -N game Points contest on the Forums was such a success because in a way this is what it does.



Rewards/unlockables

There was some talk about this:
Rewards can also be points that add up to something.
Can be given for beating stuff, for good stats and awards decided by moderators.
Dr Totof: not keen on achievements that only 0,01% people manage.



Fixes-
thejumper741 and others: fav mappers feed and toggle how maps and mappers are sorted -but that's already on n++
Stacked bounceblocks (which can be good for gameplay) glitched in n2 -they should just work like a tougher bouceblock.



Pls feel free to critique and propose ideas.
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Suggestions for Nv2.0 - Page 6 Empty Re: Suggestions for Nv2.0

Post by james_s Thu Feb 02, 2017 1:46 am

moved:
Poss. harmful notable suggestions-
Complied thoughts (no credits given):
-Player counts -too showing of how big/small the n community is.
-Health -no change in performance when being wounded is not realistic.
-Bullet time -because would only really benefit maps too cluttered with enemies.
-Gravity modifying -too slow annoying or too fast (even though it's cool).
-Terrain change -maybe too hard for mappers +easy to ruin gameplay and the look of n.
-Terrain rotation -other(non n game) angles affect speed and jumping ability +too hard to map. However terrain damage idea like in Worms can be programmed to change tiles to n game angles only.
-Layering user uploaded images over tiles and the background like is possible in N-reality -It would waste too much data capacity and userlevels could be filled with images that don't fit the look of the game.
-Special gates that only let through drones after which the ninja can sneak in. -I think the probelem is they're not simple enough and they highlight issues with the current sliding gates -i.e why build gates that your drones can't pass through.
-Spear drones based on the bow n arrow in the game Worms (can use arrows stuck in terrain to climb).
-There's lots of talk about drone paths/tracks -but they would have to be visible so the player can plan ahead better which is likely to spoil the look and being able to switch those tracks is an issue with its own problems. -But the suggested one way panels above could be a good enough alternative.
-I think having a drone move diagonally wouldn't look right (next to normal drones).
-You could have power-ups activated by only one extra keypress, but haven't found any to suit Metanet's idea of N
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Suggestions for Nv2.0 - Page 6 Empty Re: Suggestions for Nv2.0

Post by james_s Mon Feb 13, 2017 4:25 am

Hi MODERATORS, you can delete previous as this is version I emailed:

*EMAILED TO METANET ALREADY*

Dear Mare & Raigan
*salutes*
Your N game encourages innovating and so we sometimes end up with ideas that breach it. I'm passing on a scrutinized list of new suggestions for the game compiled from users of the different versions that we hope are worthy and fit what we understand as your style and your idea of what N should be. If some are not, at least they might make a good read for you and there's really nothing much else we can do with them other than dream and give them to you.
-By what 'we' understand I mean me but I received a lot of help in forming my opinions.

There are many different 'bubbles' of people and very easy to be prejudiced. Making a good and pure niche product might not get you the audience it deserves and the moolah $. Extra substantial things can justify the price tag and bring in more people who may also learn to love your style in time. If they are at the expense of purity then well, a computer game isn't an exquisite japanese bowl.. but of course that all depends.
As for whether to bother with realism, a central part of the game seems to be you going against badass machinery, and the feeling gets lost when some things make you think that it's just a game and the enemies are merely toys.
(Song to listen to: DB Boulevard - (Another)Point Of View https://youtu.be/dVWTS2AsaSk )

Yours
james-of-s / James_S




[size=150]
Compiled suggestions for the awesome n game
[/size]

Ignoring what is already in N++ but not in other versions of N.
(Where I wrote 'add on>' I mean I added to their idea. What is quotes = common knowledge.)


Misc.
Bonus challenges Tab where maps(incl. user made) are locked until the player unlocks the bonus features used(made allowable) in them. Mappers will not be able to make maps with those bonus features unless they too have unlocked them. Some suggestions below could be made only for this tab so as not to distract from the main N game style and gameplays
-or if it's too late to implement them, so the tab could be like having both n1.4 and nreality(with its many mods) -and people want that..

Guest: It would be cool to have a map summary
add on> Ability to make and cut videos of runs within the game and save to personal computers in normal video format.
Mappers could be able to add a 5?sec video advertising their published map that users can click to view. -This could help the userlevel episodes suggestion.

Sendy: Userlevel episodes
add on> Max 4?episodes in an episode bundle.
Spartax18 inspired: Maybe also be able to place exits that link to different episodes e.g. a map could have two exits, one to progress to final episode another to a bonus episode which exit links to that final episode.
Alternatively this can also make a ''Checkpoints'' gameplay possible because different episodes can be of the same map but with the ninja+exit placed differently i.e where the ninja previously exited. This solves the issue of carrying momentum when going through check points which would mess it up.

Ratings out of 10 may encourage players to express their feelings more, and mappers might respond with more appealing maps?

Place gates anywhere on the map -tighter snap grid in Editor (it very often helps on N2 when mappers edit the code).

This is a problem that very many users cite-
Escapee: Userlevel mappers to have to beat their own maps.
add on with help from Grady> But they would have 4? lives which would be an ability to Rewind gameplay, using a rewind scroll bar or something user friendly showing the ninja going back.
-When playtesting maps mappers could be able to change the time speed of the game, but for that test there could be a minimum level -so mappers could use it as a help or not, whatever they prefer.

Why not try to bring back tile squeezes for extra movement capability? -but unlike in N1.4 if the ninja impacts too fast/ is squeezed too much it would die, so it won't look like a bug.

Revenge as a zombie mode, when the ninja dies there could be (a probs unlockable) feature to play as sort of zombie where the ninja would glow in a cool light and could disintegrate enemies and gates/panels by moving into them -falling on to them would not do anything unless the player presses a button to disintegrate them like a stomp (this could be the suggested Dodge button keypress -see realism section). The ninja could also jump better like flying but won't be able to absorb gold or go through the exit.

Thejumper741: Improve and expand User level feed functions on all versions of N

Guest: Different types of ninjas
add on> Fat slow ninja which would move differently to the normal ninja and hence interact with bounceblocks (+suggested objects below) differently. A Small thin ninja with the opposite effects. -Good for multi player.

Stacking objects should not be allowed except for bounceblocks (which can be good for gameplay but is glitched in Nv2 -they should just look and work like a tougher bouceblock) and gold (which is often useful) which should instead have a max quantity that can be stacked. Reason against stacking drones is that is looks a bit wrong, unless the drones have diff speeds and diverge (but then need to make sure any new drones would have diff speeds so they won't appear as a single drone with multiple functions).


Appearance/ misc.
Garaman: Rewards like bandanas
add on> ''Skins'' but can have a toggle button to 'Use skins' or not where users select ninja colour. -We can see a lot of effort has been put into designing the ninja but the option of awesome and topical skins should be exciting.

Someone one said: When viewing replays the colour of that player's ninja should be shown instead of your own.
add on> this can apply to Skins used, just need a ref in the run data, to find which of the colours/skins stored in the game was used. If a user has skins switched off then the equivalent ninja colour is used.

Unlockable colour schemes for N++ that do not really have to fit the style as they don't matter, if some user likes them they can choose them -can even be flower patterned tiles.


Objects
One way panels to be made breakable and the mapper would have an option to stack them on top of each other which will change their shade (so the player will know if they are stronger). It could be that a single panel can break if the ninja impacts it with extra momentum to running e.g after slope etc. These panels would also interact with rockets (and drones -see realism section) but bullets can be assumed too small to affect these magical panels and would pass through. Rockets would have a set damage and panels would have a set breaking point.
-About Drone tracks which many people talked about, with the suggested one way panel ideas (breakable, impassable by enemies) mappers would be able to affect drone paths in a more aesthetic way than by using sliding gates which is not really their purpose and if some panels got broken during gameplay, drones could move to other areas and end up on other paths :)

Spartax18: Bounceblocks could be rotated in Editor and placed at the n game angles -to enrich movement capability and looks.

More serious than it sounds and a solution to Timed gameplay that many people talked of (incl. Moletrooper) as they could be set on a timeline loop>>
''Wormhole''. A wormhole object would consist of two wormholes for passing between one another. Each would be on a separate timer for opening and closing set by the mapper and the player would see when they are fully opened when they grow large enough to fit the ninja +fancy animation (so animation starts first as when fully closed they are invisible). The ninja entering the wormhole would loose some time and if the other end of the wormhole isn't fully opened the ninja would remain out of the map until it does. Could have option to randomly set wormholes. And could even link different episode maps and work on enemies.
-Gold attracting wormhole which would suck in gold (which can be assumed as not really gold but like some energy) which would be lost. Set with the same tools in Editor but what gets changed is its strength. It attracts gold nearer to it faster but cannot attract through tiles. -So in gameplay, gold patterns could be distorted, gold speed and direction could change if multiple wormholes are used and would stop if wormhole strength is zero.

Floating orb- A see through object which the ninja could push around and upwards and do small jumps from it (physics to apply and to keep it simple it won't be squeezable). It would interact with all objects incl jump pads though a laser would go through it. Any objects could be placed inside it! suspended so they're kept straight during any rotation, which would just make the Orb heavier but mappers could choose how much 'hellium' to add to it so it can balance out or float to the ceiling. Mines would fall to the floor if it is popped but gold is assumed special so it won't (see n world section).

Resurrection diamonds (looking white-ish probs) which upon contact with the ninja bring it back to life.
Animation idea for this: If the ninja is in bits, the part that touches it becomes temporarily magnetic to the rest of the parts (not very powerful, but enough to lift them and itself of the ground +cool glow), attracting them against gravity and drag. If it manages to attract like at least half of the ninja in the short time, the parts assemble and grow out to make a full ninja (when the ninja stops glowing -it's ready), if not it fails and collapses. Parts not used just get left to lie there.


Enemies
Draxobox: Floorguards to work on slopes
add on> floorguards to move over All flat non vertical surfaces including panels and blockgates (as they can brake immediately in n it suggests special grip) but would stop before gaps and changes in gradient. If a gate gets opened right underneath them they would fall through and carry on working if landed on their wheels (physics to apply). So the only thing they can't pass is changes in gradient and gaps which makes sense.

Rockets>
-Change to Rocket turret tracking to make it visual only (see realism section). If the ninja gets out of its sight of the turret, the rocket it controls (its realistic that it can control only one at a time) would just continue straight on until it is seen again. To overcome this new weakness a new Rocket drone can be used in maps for a different effect:
-Palemoon: Rocket drone constantly firing with a delay between shots
add on> but the delay would be quite substantial and its rockets could be slower and have very limited ammo (see realism sec.) so it won't be a super enemy, instead its main purpose is to have an advantage of moving around and to have better tracking than the rocket turret -as each rocket will have its own visual tracking.

Grenade(sort of) shooter drone (bit like the chaingun drone), the granades would have a fuse (set by the mapper but with a min 3?secs) but would also explode on contact with the ninja like mines. It would have a substantial firing delay, partly because it can be assumed to be slow in working out trajectory to compensate for its very much gravity affected grenades and if it can't get the target but can get very close it could fire anyway after like 2?secs. It would have very limited ammo like the rocket drone.

Change to Seeker drone tracking. When they spot the ninja and race in its direction, instead of turning normally when they meet a wall (which can lead them to completely leave the space the ninja was in) they would always do a 180 to return to the location where they last saw the ninja, after which they would continue as normal (or be forced to do a turn).

N++ mini zap drones could be made to have only one zap which can be good for multi-player (+see realism sec.)

Security laser turret which can be set to oscilate by the mapper and if the beam is broken an alarm sounds and would trigger gate switches (incl. block gates) linked to it by the mapper which could be used for releasing enemies and etc.

Upgradable drones with enhanced abilities (and looks) (Insipired by Superherotype) such as:
-more powerful jump pads (to compensate for removal of glitch boosters)
-more powerful electric so that sparks can fly out to the ninja if it gets too close (and small sparks shooting to nearby walls should look cool)
-floorguards with saws instead of zap
-more frequent fire (with more ammo)
-shooting rockets in pairs (but that don't converge so they have a bigger contact area)


Realism
Zap drones appear to have outdated tech/stupid compared with the other enemies. (See enemies sec. for this)

The n++ mini zap drones are able to do exactly the same thing as normal zap drones but with less bulk, which suggest better tech or that normal zap drones are mostly hollow. -This size difference could be understandable if they were to only have one zap (See enemies sec. for this).

As suggested above, one way panels should not be able to let drones through, like with the ninja. It doesn't mean that they are not weak enough to let drones ram through but it can be assumed that the drones view them as walls and turn away.

The non-zap drones have 360 tracking like the gauss, so laser drones shouldn't have the same eyes/lenses as zap drones -Or that eye could be drawn on all the drones representing a basic eye for moving around in the way that they do and the 360 visual capability could be represented as a different eye or radar etc.

Strange that rockets are the only enemy with superior, non-visual tracking capability. (See enemies sec. for this).

Spartax18: Collidable with enemies
add on> Physical interaction with all objects(not just thwumps) meaning can't go through them, can jump/stand on them, be pushed by them (think cheekily using some drones like moving platforms). Dodging could be possible as just like in cartoons there would be space to the side. Can assume that enemies won't bump into each other because they choose to dodge each other, but have no reason to dodge the ninja.

Dodging- So would the ninja be able to dodge a drone then if physical interaction is introduced? I think it would have to be by a timely press of a dodge button such as Down -but it can be assumed that there won't be much space to move to the sides while the enemies are not trying to dodge the ninja (probs the opposite) so zap drones, hot laser dones would still be too close to it and kill. Rockets too manuvarable to dodge -But an extra dodging ability can be a bonus feature.

All drones to have limited ammo (however it can assumed that the chaingun can keep firing for a v long time) however turrets can stay unlimited as they are attached to the background wall just like the Exits so can assume that they have a big hidden store/pipeline/wormhole.

Lasers have a kinetic impact on the ninja -should they not just cut and melt?

When the ninja reaches the exit why does it celebrate and let an approaching enemy kill it? -Could have it celebrate straight away even if falling from the exit, so can assume that the ninja 'doesn't care' about respawning again.

The ninja can jump too high from walls (relative to it's normal jump) which doesn't look v realistic especially when chimneying, which shouldn't be much faster than a weasel going up a drain pipe. Also Golfkid: In n++ when wall jumping precisely the ninja can die from hitting the ceiling too fast in a 2 tile wide tunnel which doesn't seem right -(but as with the suggested revenge zombie mode the game would know if the ninja is hitting the ceiling of floor).


Moderators
Possibly pay moderators to respond to the 'flag' button or as SqUADxZO said: Could be a strict application process for the volunteer moderators.
-Flag button (flag user maps for moderators) could alert them if min 5? users clicked it. It could have a drop down menu of concerns incl. plagiarism (users could send map links even from other versions of N) and broken maps (moderators could msg the mapper with a link for them to delete their map if they choose to).

-They could also approve user-made maps on which players can gain rewards for their highscores. -The N game points contest on the N2 Forums was such a rare success because in a way this is what it did.


Rewards/unlockables
There was some talk about this:
Rewards can also be points that add up to something.
Can be given for in game progress, for good stats and misc achievements decided by moderators.
Dr Totof: Not keen on achievements that only 0.01% of people manage.
Can work well with suggested Bonus challenges tab.


N world
The ninja is stealthy (against not visual tracking) and can see/sense through walls 360degrees (the player sees what the ninja knows) which is why it doesn't have 'eyes'. It absorbes gold (which isn't really gold but like an energy) through its skin.
This isn't a very futuristc world as enemy technology is quite basic.

This pic from the internet can demonstrate this and the suggested potential dodging>>



************************************************************************************************************************

Poss. harmful notable suggestions-

Complied thoughts (no credits given):
-Variation of Sliding gates that work for drones instead of the ninja, so they would only let through drones following which the ninja can sneak through. -Problem is that they will have to somehow look different and they highlight a small realism issue with normal sliding gates that is why build gates that your drones can't open.
-Player counts -too showing of how big/small the N community is.
-Health -no change in performance when being wounded is not realistic.
-Bullet time -would only really benefit maps too cluttered with enemies.
-Gravity modifying -too annoying even if cool.
-Terrain change (incl. damage) -maybe too hard for mappers to organise and if done well can ruin gameplay and the look of N.
-There was a lot of talk about drone paths/tracks -but they would have to be visible so the player can plan ahead better which is likely to spoil the look and being able to switch those tracks has its own problems. -But the suggested one way panels above could be a good enough alternative.
-Having a drone move diagonally probs wouldn't look right (next to normal drones)
-You could have power ups activated by one extra keypress, but we haven't found any to suit Metanet's idea of N.
-I think you were right to remove ghost function representing other runs i.e. the circle on N1.4 -cause it's a bit of a cheat too



Thanx for reading!
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Suggestions for Nv2.0 - Page 6 Empty Re: Suggestions for Nv2.0

Post by V3L0C1T4 Fri Mar 17, 2017 7:16 pm

It would be nice if we could use jump keys other than z for testing levels in editor.
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Suggestions for Nv2.0 - Page 6 Empty Yas

Post by BEASTED Wed Jan 17, 2018 11:10 am

we need that ASAP

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Suggestions for Nv2.0 - Page 6 Empty Re: Suggestions for Nv2.0

Post by JaeyDoesYT Mon Jan 13, 2020 1:43 pm

I really like custom colours!
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Suggestions for Nv2.0 - Page 6 Empty Re: Suggestions for Nv2.0

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