MyNameIsKooky wrote:[/b]Midnight Synergy wrote:There are already "glow in the dark" Chompers.kidkidaaa1 wrote:I have ideas !
1- A lighting chomper !
That chomper give some light but it's still evil !
I kow but it's give a lihgt like glowgem or lamp .That seems like a more costly version of Blink.kidkidaaa1 wrote:2-A rainbow magic !
The name is telep .
If you use it , you can make teleporters to go from place to place !
You can use it with the chompers or wee stinker etc .
Features You'd Like to See in WA3?
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- MyNameIsKooky
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Midnight Synergy just told us that things like that are impossible.kidkidaaa1 wrote:I kow but it's give a lihgt like glowgem or lamp .
Now that I think about it, that's a good idea! I don't think he'd use the actual Rainbow Magic for it though. Maybe if he uses White Magic (which I doubt will happen, but we'll see)...kidkidaaa1 wrote:You can use it with the chompers or wee stinker etc .
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Hi MS! I was wondering when we'd hear from you again!Midnight Synergy wrote:Hello!
Let me throw some fuel on the fire of speculation.

It's great to hear that development has started again! I can attest that I've been through that phase of "Wow, did I write this" with my own projects too.Midnight Synergy wrote:First off, I've made tentative first steps recently in getting going on development again. Just setting up the latest build and trying to remember where I was. It's been so long, it's almost like reading someone else's code.

Might be a bit of an obvious question, but I feel like asking this anyways - Can we expect any significant bugs to be fixed? I know one of the greatest problems I've had (personally) with the WA editor is how it MAV's if you click south of the level. If I recall, Windmills don't work properly in the Editor/Player either.Midnight Synergy wrote:I'm also looking at my feature list, and what I have left to do, so this topic is interesting. I'm mainly focusing on seeing what further changes can be made to the editor to make it more user-friendly and quicker to develop levels.
Aww, that's too bad. I can't say I was too hopeful for improved lighting considering how complicated it'd be, though.Midnight Synergy wrote:Lighting: Improved lighting effects etc will not be on the table. The current engine is not able to do good lighting effectively. I had actually tried this for MOFI - the original level was supposed to be Wonderfalls at sunrise, which streetlights illuminating the town and a gradual change in colours, but it just wasn't possible.
A first-person view would be pretty neat, in my opinion, but I can't see how well that'd mesh with WA. With RTW, it was relatively straightforward as you only had four directions to move in, but it was still a bit finicky (once again, my opinion) - turning around quickly wasn't very easy.Midnight Synergy wrote:1st Person View: Sounds neat, but brings up a host of problems. The current engine is optimized for a particular viewpoint... Having you look around would mean I'd have to design all sort of things (underside of tall objects, skyline, further distance of the level, etc) that are currently invisible. Again, way too major. And - although it would look nice, it really has no use in the game.
If you don't have time for it, then by all means, don't worry. Those are just some things I was thinking of that I'd like to see (once again, Wonderland Adventures in 1080p would be gorgeous).Midnight Synergy wrote:Widescreen/Autosave/Keyboard Mapping: These are possibilities - I will have to think about them.
Here's an idea - How about certain items can be "flagged" as droppable? For instance, if the player picks up an item meant for a side-quest sort of thing (like the sunscreen or Arcade Tokens in WA1), then they can drop it, but if it's something they need to finish the game, like a Glowgem or the Magic Gloves, they can't drop it.Midnight Synergy wrote:Dropping Items: Possible, although it brings up other possible problems. What if someone drops an object in a spot that later becomes inaccessible. (e.g. someone dropped their Magic Gloves at the beginning in Wonderfalls, just before being moved to Fire Island?).
Just a thought.
Another thought - What about if, outside of adventures, the player can sprint for a while? For instance, holding down shift or something will increase the player's speed and make them use the run animation, but only for a few seconds. I'm not sure what kind of gameplay problems that'd introduce, but it'd help to shorten any long-distance traveling as well.Midnight Synergy wrote:Zip Mode: I will try to design the world of POTZ so that long walks become less frequent, ie have more connecting points.
Oooh, I'm quite intrigued now, even though I stand corrected on Indigo magic. Having said that, I'm kind of frightened to see what sort of diabolical puzzles you'll come up with for it.Midnight Synergy wrote:As to Indigo: My original idea for it (as well as large parts of the POTZ plot) was actually quite similar to what yot yot mentions. Stinkers would even revisit the same level at different points in time, and interact with past and future versions of themselves. Is this idea still part of POTZ at this time? Well... TIME will tell, won't it.

Oh I didn't notice this until now...
So the indigo magic is called time?Midnight Synergy wrote:As to Indigo: My original idea for it (as well as large parts of the POTZ plot) was actually quite similar to what yot yot mentions. Stinkers would even revisit the same level at different points in time, and interact with past and future versions of themselves. Is this idea still part of POTZ at this time? Well... TIME will tell, won't it.
- boywhoflies
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Great to know there's progress! 
I have a idea for the item froping, which is kinda a mox of Qloof's, Emerald's, and my own ideas.
Mabye Morklin could teach you a spell outside rainbow magic that lets you teleport Qloof's flagged items to a Stinker than you can talk to for the whole game, then get them from him/her later?
(With Emerald's idea, you could still be in trouble at the end of a adventure)
Then again, this would kinda defeat the purpose of bigger bags. All they would do now is save you a trip to him/her.

I have a idea for the item froping, which is kinda a mox of Qloof's, Emerald's, and my own ideas.
Mabye Morklin could teach you a spell outside rainbow magic that lets you teleport Qloof's flagged items to a Stinker than you can talk to for the whole game, then get them from him/her later?
(With Emerald's idea, you could still be in trouble at the end of a adventure)
Then again, this would kinda defeat the purpose of bigger bags. All they would do now is save you a trip to him/her.
- tyteen4a03
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- TheThaumaturge
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I just saw this today, I'm glad you're starting to get back into working on WA3! I also trust all is well in your real life.
It's too bad you cannot include dynamic lighting features, but I wasn't very sure it would actually happen anyway. (They still remain as an awesome idea though.)
The Zip thing could also be helpful. For instance, if you have already walked through a certain area, you could reach a certain point that contains a teleporter or something that leads into an overworld teleportation hub from where you can basically teleport to other locations you have already reached too.
As for indigo magic, I'm really excited to see how it works! I'm also a little scared as Qloof said of what kind of devious puzzles you can come up with.
With all that said, take your time to work on WA3. I don't mind a wait if the game turns out to be epic as ever!

It's too bad you cannot include dynamic lighting features, but I wasn't very sure it would actually happen anyway. (They still remain as an awesome idea though.)
The Zip thing could also be helpful. For instance, if you have already walked through a certain area, you could reach a certain point that contains a teleporter or something that leads into an overworld teleportation hub from where you can basically teleport to other locations you have already reached too.
As for indigo magic, I'm really excited to see how it works! I'm also a little scared as Qloof said of what kind of devious puzzles you can come up with.

With all that said, take your time to work on WA3. I don't mind a wait if the game turns out to be epic as ever!

This isn't really quite the topic for this, but I don't think it deserves its own topic and I can't think of a better one.
One of the things that a lot of people have said about MoFI is that the difficulty curve is far too steep compared to WA1. I think a good example would be this: Over the past three days, I beat WA1 on my own. I got stuck on three or four levels, and those weren't the last ones - Point is, I persevered (yay, bragging).
With MoFI, I'm 19 stars into the game right now (yes, I've beaten it before, but that's thanks to Ctrl5F12), and I've gotten stuck on five levels so far.
I've been trying to pin down an exact cause for the difficulty increase, and I think I might have figured part of it out (keyword is "part") - MoFI has several more "limited Magic" puzzles than WA did.
Point of dropping this here? I honestly have no idea. I mean, I guess I could go with "Lower difficulty curve in WA3", but I think that's something that's going to happen anyways, to be honest. I could also go with "Less limited Magic puzzles", but that sounds awfully self-centered to me (and besides, I don't hate those puzzles either - they're just very complicated, and there are lots of them in MoFI. The puzzles I actually hate? Pop + Transporters hitting each other. ALL MY RAGE).
I guess my reason for dropping this in here would be that I'm wondering what other people think is the cause of MoFI's difficulty curve. Not sure how to put it.
One of the things that a lot of people have said about MoFI is that the difficulty curve is far too steep compared to WA1. I think a good example would be this: Over the past three days, I beat WA1 on my own. I got stuck on three or four levels, and those weren't the last ones - Point is, I persevered (yay, bragging).
With MoFI, I'm 19 stars into the game right now (yes, I've beaten it before, but that's thanks to Ctrl5F12), and I've gotten stuck on five levels so far.
I've been trying to pin down an exact cause for the difficulty increase, and I think I might have figured part of it out (keyword is "part") - MoFI has several more "limited Magic" puzzles than WA did.
Point of dropping this here? I honestly have no idea. I mean, I guess I could go with "Lower difficulty curve in WA3", but I think that's something that's going to happen anyways, to be honest. I could also go with "Less limited Magic puzzles", but that sounds awfully self-centered to me (and besides, I don't hate those puzzles either - they're just very complicated, and there are lots of them in MoFI. The puzzles I actually hate? Pop + Transporters hitting each other. ALL MY RAGE).
I guess my reason for dropping this in here would be that I'm wondering what other people think is the cause of MoFI's difficulty curve. Not sure how to put it.
Haha, that's one way to put it.
Having said that, it seems I majestically managed to play all of the harder levels in the Jungle/Cliffs area first. I've gotten another four stars without getting stuck on any levels so far. It's still harder than it was in WA by this far in. While difficulty isn't inherently bad, I still feel that MoFI's difficulty ramps up a bit too fast.

Having said that, it seems I majestically managed to play all of the harder levels in the Jungle/Cliffs area first. I've gotten another four stars without getting stuck on any levels so far. It's still harder than it was in WA by this far in. While difficulty isn't inherently bad, I still feel that MoFI's difficulty ramps up a bit too fast.
DP, but I just thought of something that would be really cool in WA3 (though MoFI spoilers would be entailed), though somewhat unnecessary and probably complex to implement.
Highlight to read (MoFI Spoilers):
Highlight to read (MoFI Spoilers):
Not something that'd be necessary, but it'd still be pretty cool, in my opinion.With the Kaboom!s being revealed as friendly in MoFI, what about the ability to play as one in WA3? Perhaps it could be an unlockable after beating the game or something on one profile.
- MyNameIsKooky
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The MOFI difficulty curve seemed to rocket straight upwards early on before just lingering for a while, up until towards the end of the game, at which point it exploded. Sundog Island was particularly brutal and I had to use a walkthrough for almost every level there. Hopefully POTZ will have a nicer difficulty curve and perhaps even manage to be more challenging than MOFI towards the end.
Of course, challenge is great and it's my own fault that I needed walkthroughs for MOFI. If I went back and played MOFI again now, I'd probably be able to beat it without using any walkthroughs, thanks to brain development.
As for what made MOFI so hard, I blame scritters and crabs. Lots of crabs. Maybe I just suck at scritter/crab puzzles, but they really seemed overused in MOFI.
Of course, challenge is great and it's my own fault that I needed walkthroughs for MOFI. If I went back and played MOFI again now, I'd probably be able to beat it without using any walkthroughs, thanks to brain development.
As for what made MOFI so hard, I blame scritters and crabs. Lots of crabs. Maybe I just suck at scritter/crab puzzles, but they really seemed overused in MOFI.
I didn't particularly mind the Scritter/Crab puzzles in WA or MoFI, the main issue I had was that they were relatively unpredictable. In some MoFI adventures, that fact gets particularly annoying (I remember one adventure where I had to use Grow to redirect a crab but thanks to the multiple plants = less time thing I could only use one plant, which caused the crab to be able to choose between water and the proper path) sometimes.
As for the difficulty curve, I agree. The last area was insanely difficult. Ironically, I felt that the last level was pretty easy but required fast reflexes.
As for the difficulty curve, I agree. The last area was insanely difficult. Ironically, I felt that the last level was pretty easy but required fast reflexes.
- tyteen4a03
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Yeah, so that's kinda why I want it to become alive.Emerald141 wrote:As for the xyzzy, that was also just a joke.

And BTW:
That was the 300000th in the whole forum.kidkidaaa1 wrote:MyNameIsKooky wrote:Midnight Synergy wrote:There are already "glow in the dark" Chompers.kidkidaaa1 wrote:I have ideas !
1- A lighting chomper !
That chomper give some light but it's still evil !
I kow but it's give a lihgt like glowgem or lamp .That seems like a more costly version of Blink.kidkidaaa1 wrote:2-A rainbow magic !
The name is telep .
If you use it , you can make teleporters to go from place to place !
You can use it with the chompers or wee stinker etc .
What annoyed me on MOFI was all of the pirate camp levels. Sundog island had some long, difficult puzzles but the camp was mental.
I found the puzzles on Sundog were hard, but stable.Don't leave me behind: Mega messy and fiddly. A single step out of place and you have to restart.
The acid swamp (is that what it's called?): Big and complicated, but it was the only one I could complete without a hint.
Clear the way: Really difficult fireflower puzzle, second only to ice flower cave on Sundog Island.
Into the deep, dark cave: Too long and once again, too fiddly. I get stuck on the crab/chomper puzzle in the first area.
I usually play Wonderland games with the keyboard, and it bothers me that I have to keep going into the menu and choosing the same slot over and over again. I'd like to have a keyboard shortcut for save and quick save:
Save - Ctrl+S - brings up the save dialog box
Quick save - Shift+S - saves in the last slot used without bringing up the dialog box
As for the controls, if you can't add keyboard mapping, you can have both control systems functioning together, like you did with the Mouse+Keyboard option. I did the same in Trichromatic, where there are six parallel control systems that exist together in harmony.
Save - Ctrl+S - brings up the save dialog box
Quick save - Shift+S - saves in the last slot used without bringing up the dialog box
As for the controls, if you can't add keyboard mapping, you can have both control systems functioning together, like you did with the Mouse+Keyboard option. I did the same in Trichromatic, where there are six parallel control systems that exist together in harmony.
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- StinkerSquad01
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Better yet, a completely re-mappable controls, where you choose what does what.Blast!10 wrote:I usually play Wonderland games with the keyboard, and it bothers me that I have to keep going into the menu and choosing the same slot over and over again. I'd like to have a keyboard shortcut for save and quick save:
Save - Ctrl+S - brings up the save dialog box
Quick save - Shift+S - saves in the last slot used without bringing up the dialog box
As for the controls, if you can't add keyboard mapping, you can have both control systems functioning together, like you did with the Mouse+Keyboard option. I did the same in Trichromatic, where there are six parallel control systems that exist together in harmony.
Oh God, the pirate camp was a nightmare. While I at least managed to get somewhere in just about every puzzle in the game, I don't think I ever made any headway on the pirate camp adventures on my own.yot yot5 wrote:What annoyed me on MOFI was all of the pirate camp levels. Sundog island had some long, difficult puzzles but the camp was mental.I found the puzzles on Sundog were hard, but stable.Don't leave me behind: Mega messy and fiddly. A single step out of place and you have to restart.
The acid swamp (is that what it's called?): Big and complicated, but it was the only one I could complete without a hint.
Clear the way: Really difficult fireflower puzzle, second only to ice flower cave on Sundog Island.
Into the deep, dark cave: Too long and once again, too fiddly. I get stuck on the crab/chomper puzzle in the first area.
Having said that, a bit off-topic but if I might ask - What do you mean by the puzzles on Sundog Island being "stable"?
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That'd be awesome.
Speaking of the player character, here's an idea - more eye/shoe colors, or even just separating the two. While there are many combinations possible with the amount of hats and other accessories, being able to select eyes and shoes separately would open up many more possibilities.
Speaking of the player character, here's an idea - more eye/shoe colors, or even just separating the two. While there are many combinations possible with the amount of hats and other accessories, being able to select eyes and shoes separately would open up many more possibilities.
- StinkerSquad01
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RGB sliders perhaps? And maybe a leaf storm kind of weather, like wind being simulated, similar to the snows, but with leaves.Qloof234 wrote:That'd be awesome.
Speaking of the player character, here's an idea - more eye/shoe colors, or even just separating the two. While there are many combinations possible with the amount of hats and other accessories, being able to select eyes and shoes separately would open up many more possibilities.