Features You'd Like to See in WA3?

Discuss the games (no level solutions or off-topic, please).

Moderators: ~xpr'd~, tyteen4a03, Stinky, Emerald141, Qloof234, jdl

Post Reply
User avatar
|Cookie|
Rainbow Star
Posts: 1991
Joined: Mon Mar 21, 2011 8:34 am

Post by |Cookie| » Mon Jan 23, 2012 7:51 pm

MyNameIsKooky wrote:
Midnight Synergy wrote:
kidkidaaa1 wrote:I have ideas !
1- A lighting chomper !
That chomper give some light but it's still evil !
There are already "glow in the dark" Chompers.
I kow but it's give a lihgt like glowgem or lamp .
kidkidaaa1 wrote:2-A rainbow magic !
The name is telep .
If you use it , you can make teleporters to go from place to place !
That seems like a more costly version of Blink.
You can use it with the chompers or wee stinker etc .
[/b]
Previously known as "kidkidaaa1"
My level list
My hub: TTN
Woof Woof
User avatar
MyNameIsKooky
Rainbow Spirit Master
Posts: 9712
Joined: Mon Dec 01, 2008 10:18 pm

Post by MyNameIsKooky » Mon Jan 23, 2012 7:54 pm

kidkidaaa1 wrote:I kow but it's give a lihgt like glowgem or lamp .
Midnight Synergy just told us that things like that are impossible.
kidkidaaa1 wrote:You can use it with the chompers or wee stinker etc .
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)...
Emerald141
Rainbow AllStar
Posts: 4548
Joined: Fri Dec 26, 2008 4:56 pm

Post by Emerald141 » Mon Jan 23, 2012 8:56 pm

User avatar
Qloof234
Rainbow AllStar
Posts: 4193
Joined: Wed Oct 03, 2007 10:33 pm
Location: Canada

Post by Qloof234 » Mon Jan 23, 2012 8:59 pm

Midnight Synergy wrote:Hello!

Let me throw some fuel on the fire of speculation. :)
Hi MS! I was wondering when we'd hear from you again! :D
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.
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. :lol:
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.
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: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.
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: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.
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:Widescreen/Autosave/Keyboard Mapping: These are possibilities - I will have to think about them.
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: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?).
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.

Just a thought.
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.
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: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. :)
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. :P *runs*
Image
User avatar
Technos72
Rainbow MegaStar
Posts: 3227
Joined: Thu Nov 26, 2009 12:20 am
Location: Usa
Contact:

Post by Technos72 » Mon Jan 23, 2012 9:40 pm

Oh I didn't notice this until now...
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. :)
So the indigo magic is called time?
User avatar
boywhoflies
Rainbow Spirit Chaser
Posts: 5510
Joined: Thu Jun 26, 2008 3:16 pm

Post by boywhoflies » Mon Jan 23, 2012 10:14 pm

Great to know there's progress! :D

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.
Mr. Robot never dies! :D

Chatroom
User avatar
tyteen4a03
Rainbow AllStar
Posts: 4386
Joined: Wed Jul 12, 2006 7:16 am
Contact:

Post by tyteen4a03 » Mon Jan 23, 2012 10:24 pm

I'd like to see the xyzzy in WA3. :lol:
and the duck went moo

Beep bloop
User avatar
Sammy_Bro
Rainbow Star
Posts: 1738
Joined: Thu May 07, 2009 8:58 pm

Post by Sammy_Bro » Mon Jan 23, 2012 11:49 pm

tyteen4a03 wrote:I'd like to see the xyzzy in WA3. :lol:
I think someone has made that for WA:WC, so maybe MS could take that and stuff it in POTZ?

WC is Wizards Council, for people who would've never guessed
:D
User avatar
LittleZbot
Rainbow MegaStar
Posts: 3039
Joined: Fri Jul 03, 2009 10:51 pm
Contact:

Post by LittleZbot » Tue Jan 24, 2012 12:42 am

IIRC, jozefkema made the xyzzy for WA Wizard's Council.

EDIT: pnw'd
Remember to look at the dates that every post is made. It's been many years, and I, and others, may not be the same people we were when we made them. This is a symbol of where we came from, and should be remembered as that.
Emerald141
Rainbow AllStar
Posts: 4548
Joined: Fri Dec 26, 2008 4:56 pm

Post by Emerald141 » Tue Jan 24, 2012 1:35 am

User avatar
TheThaumaturge
Rainbow Master
Posts: 760
Joined: Fri Dec 17, 2010 1:56 am

Post by TheThaumaturge » Tue Jan 24, 2012 1:37 am

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. :lol:

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! :D
Into The Rainbow!

Next Adventure: The Federation: 0%

Gentleman Scientist Supreme.

Image
User avatar
Qloof234
Rainbow AllStar
Posts: 4193
Joined: Wed Oct 03, 2007 10:33 pm
Location: Canada

Post by Qloof234 » Tue Jan 24, 2012 9:39 pm

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.
Image
Muzozavr
Rainbow Spirit Chaser
Posts: 5648
Joined: Wed Jan 11, 2006 2:55 pm

Post by Muzozavr » Tue Jan 24, 2012 10:28 pm

Think of MOFI as of WA's hard mode then! :lol: :lol: :lol:
Rest in peace, Kym. I hardly knew ya.
Rest in peace, Marinus. A bright star, you were ahead of me on my own tracks of thought. I miss you.
User avatar
Qloof234
Rainbow AllStar
Posts: 4193
Joined: Wed Oct 03, 2007 10:33 pm
Location: Canada

Post by Qloof234 » Tue Jan 24, 2012 10:38 pm

Haha, that's one way to put it. :lol:

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.
Image
User avatar
Qloof234
Rainbow AllStar
Posts: 4193
Joined: Wed Oct 03, 2007 10:33 pm
Location: Canada

Post by Qloof234 » Tue Jan 24, 2012 11:02 pm

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):
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.
Not something that'd be necessary, but it'd still be pretty cool, in my opinion.
Image
User avatar
MyNameIsKooky
Rainbow Spirit Master
Posts: 9712
Joined: Mon Dec 01, 2008 10:18 pm

Post by MyNameIsKooky » Tue Jan 24, 2012 11:28 pm

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.
User avatar
Qloof234
Rainbow AllStar
Posts: 4193
Joined: Wed Oct 03, 2007 10:33 pm
Location: Canada

Post by Qloof234 » Tue Jan 24, 2012 11:49 pm

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.
Image
User avatar
tyteen4a03
Rainbow AllStar
Posts: 4386
Joined: Wed Jul 12, 2006 7:16 am
Contact:

Post by tyteen4a03 » Wed Jan 25, 2012 12:18 am

Emerald141 wrote:As for the xyzzy, that was also just a joke.
Yeah, so that's kinda why I want it to become alive. :lol:

And BTW:
kidkidaaa1 wrote:
MyNameIsKooky wrote:
Midnight Synergy wrote:
kidkidaaa1 wrote:I have ideas !
1- A lighting chomper !
That chomper give some light but it's still evil !
There are already "glow in the dark" Chompers.
I kow but it's give a lihgt like glowgem or lamp .
kidkidaaa1 wrote:2-A rainbow magic !
The name is telep .
If you use it , you can make teleporters to go from place to place !
That seems like a more costly version of Blink.
You can use it with the chompers or wee stinker etc .
That was the 300000th in the whole forum.
and the duck went moo

Beep bloop
User avatar
yot yot5
Rainbow SuperStar
Posts: 2294
Joined: Sun May 22, 2011 1:24 pm

Post by yot yot5 » Wed Jan 25, 2012 11:01 am

What annoyed me on MOFI was all of the pirate camp levels. Sundog island had some long, difficult puzzles but the camp was mental.
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 found the puzzles on Sundog were hard, but stable.
User avatar
Blast!10
Rainbow Star
Posts: 1739
Joined: Thu Nov 02, 2006 7:26 pm
Location: New Hampshire

Post by Blast!10 » Wed Jan 25, 2012 6:39 pm

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.
Emerald141
Rainbow AllStar
Posts: 4548
Joined: Fri Dec 26, 2008 4:56 pm

Post by Emerald141 » Wed Jan 25, 2012 8:42 pm

User avatar
StinkerSquad01
Rainbow AllStar
Posts: 4251
Joined: Mon Aug 09, 2010 3:39 am

Post by StinkerSquad01 » Wed Jan 25, 2012 10:40 pm

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.
Better yet, a completely re-mappable controls, where you choose what does what.
User avatar
Qloof234
Rainbow AllStar
Posts: 4193
Joined: Wed Oct 03, 2007 10:33 pm
Location: Canada

Post by Qloof234 » Thu Jan 26, 2012 6:10 am

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.
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 found the puzzles on Sundog were hard, but stable.
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.

Having said that, a bit off-topic but if I might ask - What do you mean by the puzzles on Sundog Island being "stable"?
Image
Muzozavr
Rainbow Spirit Chaser
Posts: 5648
Joined: Wed Jan 11, 2006 2:55 pm

Post by Muzozavr » Thu Jan 26, 2012 11:02 am

He means they weren't fiddly, he didn't have to mess with them randomly to get results. (I think)
Rest in peace, Kym. I hardly knew ya.
Rest in peace, Marinus. A bright star, you were ahead of me on my own tracks of thought. I miss you.
User avatar
yot yot5
Rainbow SuperStar
Posts: 2294
Joined: Sun May 22, 2011 1:24 pm

Post by yot yot5 » Thu Jan 26, 2012 12:17 pm

Muzozavr is right about that. I found the pirate camp needed alot of trial and error, but Sundog levels could be solved in a solid, logical kind of way.
User avatar
Qloof234
Rainbow AllStar
Posts: 4193
Joined: Wed Oct 03, 2007 10:33 pm
Location: Canada

Post by Qloof234 » Thu Jan 26, 2012 7:21 pm

Ah, I see. Yeah, I agree with you there.
Image
User avatar
exhypercube
Rainbow Wonderlander
Posts: 147
Joined: Tue Nov 08, 2011 6:36 pm

Post by exhypercube » Thu Jan 26, 2012 7:57 pm

I have an ideal for WA3. Single use magic field. It would be smaller like the size of a small pillar bridge. After you stepped on it and charged up, it fade away.
I had this account since I was young. I'm in college now.
Emerald141
Rainbow AllStar
Posts: 4548
Joined: Fri Dec 26, 2008 4:56 pm

Post by Emerald141 » Thu Jan 26, 2012 8:40 pm

User avatar
Qloof234
Rainbow AllStar
Posts: 4193
Joined: Wed Oct 03, 2007 10:33 pm
Location: Canada

Post by Qloof234 » Thu Jan 26, 2012 10:27 pm

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.
Image
User avatar
StinkerSquad01
Rainbow AllStar
Posts: 4251
Joined: Mon Aug 09, 2010 3:39 am

Post by StinkerSquad01 » Fri Jan 27, 2012 12:07 am

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.
RGB sliders perhaps? And maybe a leaf storm kind of weather, like wind being simulated, similar to the snows, but with leaves.
Post Reply