View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0004892 | Valley 1 | Gameplay Idea | Oct 17, 2011 6:43 am | Jan 27, 2012 2:12 pm | |
Reporter | lisa107b | Assigned To | |||
Status | resolved | Resolution | open | ||
Product Version | 0.525 | ||||
Summary | 0004892: Game needs more unique collectables | ||||
Description | I'm going to add this as a feature/suggestion (for release possibly), because I know similar stuff is rolling around somewhere in amongst all the issue reports, but I think the game sorely needs some sort of unique collectible, something that would be unique to a region and that would be reasonably rare. My thoughts might be some sort of IceAge/Grasslands/Deep etc. Token, Statue, Book or similar collection. It would give the player a reason to go out and explore and gives them 'bragging rights' for whatever they've achieved. Lets say for example that they have explored 20 IceAge levels and collected 5/50 possible IceAge tokens. The idea being that the items are unique to a region, finite and may even hold some sort of unique effect or trait/buff that applies to the player if they carry/exchange so many items of that collection(bearing in mind the collection progress would still be tracked). I think it would give the game that addictive edge that I feel it sorely needs! | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
child of | 0003954 | resolved | Chris_McElligottPark | Make Maze/Giant Evil Rooms have something extra good in them |
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I'm in favour of this in general, though making them finite might be a problem in an infinite world. |
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What zebramatt said. |
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Well the idea of having a finite collection of sorts is so that you can look back in awe at your achievement of getting the whole collection from each region. If you have unlimited tokens, then there isn't a collection and no purpose for searching it out. Finite, region specific collectibles also gives added incentive to explore the other regions :) |
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Perhaps if the number of collections was infinite? So, after I finish one collection, there is another out there? |
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hehe it might be a little difficult to add infinite collections to a game - you need to make them first ;) You'd really only be limited by the number of region types and maybe, you could have different sets or subsets possibly of region collections but again, the implementation of that would be tough.... Unless you employed a similar sort of algorithm to the character name selections... e.g you have 50 of the LLama's collection or 20 of the Tigersfan collection and so on, you folks as the devs could have a lot of fun with that :) |
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Actually, it should be relatively straightforward, I imagine, to have collections of things generated procedurally - by level, maybe? So every x levels the game whips up another random set of collections: y per region type for the relevant levels. So when you start out, there might be an ice collection, an urban collection and a forest collection, 10 pieces each, for levels 1-25; then you hit 25 and another few collections, desert, junkyard and ocean for levels 25-50, 15 pieces each; or something. If there was to be any boon at all from these it would probably need to be a little experience and moral, or something one-off and transient, I think. And I'm not sure if you'd want to know in advance whether there was going to be one in a particular chunk or region or room or whatever. And whether scouting revealed them, stuff like that. There's definitely a nice idea in there somewhere though. |
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hehe and that's why they call it a brainstorm ;) lots of cool ideas culminating in one or two really good ones :) its definitely something for later on in the cycle though, I imagine the devs will be fizzing with all the other stuff to do! |
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Perhaps completing a set could give you a temporary boost - something like cold or fire resistance. The boost could last until the next set of collectables shows up and then slowly degrade. Your accomplishment would be recorded ('Underfot has collected the Ice Age I set!') but you wouldn't have a permanent effect ('These talismans have exhausted x% of their energy.') This might even be an incentive to complete a set and then immediately tackle a tougher boss. |
Date Modified | Username | Field | Change |
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Oct 17, 2011 6:43 am | lisa107b | New Issue | |
Oct 17, 2011 6:43 am | lisa107b | Relationship added | child of 0003954 |
Oct 17, 2011 6:46 am | lisa107b | Description Updated | |
Oct 17, 2011 6:47 am | lisa107b | Description Updated | |
Oct 17, 2011 6:50 am | lisa107b | Description Updated | |
Oct 17, 2011 6:51 am | lisa107b | Description Updated | |
Oct 17, 2011 8:13 am | zebramatt | Note Added: 0016638 | |
Oct 17, 2011 8:32 am | tigersfan | Note Added: 0016642 | |
Oct 17, 2011 8:33 am | tigersfan | Internal Weight | => Feature Suggestion |
Oct 17, 2011 8:33 am | tigersfan | Status | new => strongly considering |
Oct 17, 2011 8:51 am | lisa107b | Note Added: 0016644 | |
Oct 17, 2011 8:53 am | tigersfan | Note Added: 0016645 | |
Oct 17, 2011 8:59 am | lisa107b | Note Added: 0016646 | |
Oct 17, 2011 9:36 am | zebramatt | Note Added: 0016649 | |
Oct 17, 2011 9:55 am | lisa107b | Note Added: 0016657 | |
Oct 17, 2011 9:57 am | lisa107b | Note Edited: 0016657 | |
Oct 21, 2011 8:11 am | Underfot | Note Added: 0016942 | |
Jan 27, 2012 2:12 pm | tigersfan | Status | strongly considering => resolved |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - Gameplay => Gameplay Idea |