Hi Pat,
I had in mind a hibrid of Ultima/Zelda/Final Fantasy(some nice animation)
Here are my thoughts for better or worse.
There really hasn’t been much in the way of serious discussion beyond extending the current features though I have to admit I really like the idea of a gate accessible only by forfeiting a set no. of coins.
Considering your plans just for the water alone and having mentioned quests (or something to that effect), and keeping in mind the gameless eager 3million or so Gaia members, why not take an RPG/Adventure line while still retaing the puzzle elements?
Side Note:
www.gaiaonline.com is an online forum with something like 3 million members that has an adventure/rpg flavour but no game to speak of. I grew up on Adventure/RPG games (Infocom,Bards Tale, Zelda, Ultima) & apart from my personal interest (no, not financial

- just fun) this market alone has a huge potential - for people that would like to play & create & are not necessarily fussed on the online gaming scene.
Here’s some notes I was making today/yesterday.
Game Direction
Brief:
- retain puzzle elements from Wonderland series
- allow for adventure/rpg expansion
Benefit:
- wider audience
Mechanics & Issues:
- tile based level creation but still allow free movement as suggested
Graphics
Brief:
- allow for greater resolution
Benefit:
- ability to have greater control over appearance
Mechanics & Issues:
- variable resolution to be set by level creator (obviously greater resolution, greater file size)
- the issue of sloping ground has been brought up and while it's a great idea, how complex or simple do you make it from a programming perspective before it gets too complicated to incorporate? Have say 15,30,45,60,76,90 degree angles? How do you incorporate it into a sandbox type editing system?
- do you work on a tile system and then have the option of raising/lowering the corner point heights allowing for a variable slope - then at what point does a slope become too great to move across without say a special item?
- maybe an option would be to have very simple sloping options 30/60/90 which might simplify the issue for an editor - and if you have special boots, a ladder, a rope you can pass - a lot of great RPGs have been produced with multiple levels but no sloping at all.
Sound
Brief:
- allow for music & sound effects to be set on a tile by tile basis. Event effects/music dependant on event/NPC interaction/combat
Benefit:
- greater control over in-game atmosphere
Mechanics & Issues:
Editor
Brief:
- sandbox type setup - 3 dimensional - zoom in /out for overview
- set per tile floor/water type, model with no deadspot issue, music,sound effect,monster encounter probability/type,npc event,item (chest)
Benefit:
- control over every aspect/situation
- ability to see how a level looks while creating it
Mechanics & Issues:
- ability to cut & paste selections of a level/insert row/column etc
Models
Brief:
- unlimited models
- model depot - maybe other users could offer to host/organise/manage models for use
- no deadspot
- animated models
- models that could be removed after a certain event occurs
Benefit:
Mechanics & Issues:
- on a multilevel area, how do you allow for the reuse of a model (for example say a bush or a tree) at different heights without having to use say 2 different models where an adjustment is made for the y (using AC3D) value?
Buy/Sell – Item System
Brief:
- ability to gather gold either by finding it, completing tasks, gambling, battles, selling items
- stores to buy/sell items
Benefit:
Mechanics & Issues:
Textures
Brief:
- transparent & animated textures
Benefit:
- it would make me happy! If only I could work out how to use it…
Mechanics & Issues:
- allow for degrees of transparency, animation speed (don't know how this works)
Cut Scenes
Brief:
- after completion of an area/event, ability to load movie/audio file & continue on
- could be used at the beginning of a level as a title screen/intro story
Benefit:
- atmosphere/informative/reward for completion
Mechanics & Issues:
- might be as simple as a jpg or 2 showing some text & picture or as complex as a movie file with animation & sound
NPCs (Non-Player Characters)
Brief:
- set task/possess reward/item required for something else - provide hints/info - general chit-chat
- ability to join party to assist in battles etc
Benefit:
Mechanics & Issues:
- ability to change message depending on situation - ie if a task has been completed it would sound silly if their still saying the same thing - maybe a new task/a thankyou for helping them again - maybe they move to allow accesss to another area after completion of a task
- party NPCs would still be manually controlled rather than computer controlled
Doors/Keys
Brief:
- locked areas that require a key/item/task to be completed
Benefit:
Mechanics & Issues:
- option to close a path once it has been crossed to force forward movement/story progression
Chests
Brief:
- contain treasure/gold/special items
Benefit:
- used as a goal/reward
Mechanics & Issues:
- locked/unlocked/booby-trapped - require key/maybe lockpick
Transport
Brief:
- ability to either purchase through stores/npcs or earn through completing tasks
Benefit:
- faster land travel or access areas otherwise inaccessible
Mechanics & Issues:
- raft (previously suggested), boat, horse etc, flying carpet etc
Water
Brief:
- possible to have water falling? Inaddition to notes in last newsletter - decoration/hidden entrance etc
Benefit:
- decoration/hidden entrance etc
Mechanics & Issues:
Linked Levels
Brief:
- rather than having everything laid out on the one screen, have a setup where for example you are traveling on a plain, you ‘enter’ into a small model of a town, the screen closes, and a new screen opens up with the town, enter into a house model and the same thing. Alternatively, you might enter into a cave or a new area & want to draw a distinction between the areas
Benefit:
- keep areas separate
- allow development of one area without having to make an allowance in another section of the level as would be the case in the current engine
Mechanics & Issues:
Combat System
Brief:
- keep current monster system but allow for random combat event system
- turn based system
Benefit:
- randomise encounters - allow for variation on current enemy system - in line with popular RPG systems
Mechanics & Issues:
- setting in editor on a tile by tile basis. 1 in x chance of a battle occurring with such & such a creature/set/combination
Backpack
Brief:
- so you can carry your stuff!
- be it items for use on a journey – weapons/healing potions etc – items for tasks etc
Benefit:
Mechanics & Issues:
- how much can you carry? Maybe simplify it by being able to carry x no of items or a large no with no consideration for size/weight etc?
Character Design
Brief:
- design your own character which would appear in detail in conversation exchange/combat - male/female - different hair/eyes/skin colour - appearance would change dependant on clothing etc worn
Benefit:
- personalize the experience, vary the journey
Mechanics & Issues:
- how would the variation of character designs translate to the 3d enviroment moving around? Maybe for status/combat screens the process could be simplified to 2d representations. Maybe it would be a matter of building a library of characters to use?
Character Development
Brief:
- rpg style stats - hit point/magic points - experience which builds with quests/tasks/battle etc - personal stats which change with items
Benefit:
- traditional progressive system when experience allows entrance to other areas/deal with greater challenges
Mechanics & Issues:
- ability to load developed characters into other levels - which would be useful where someone develops another rpg level/module which continues on from their previous.
- someone could then take a monster character & breeze through a level but that’s their loss of enjoyment/challenge
- just an additional thought: do you run with traditional RPG type stats (I guess for the purists or do you run with Zelda/console type state which limit themselves to hitpoints/magic points/strength/defence which in themselves would allow for a greater range of stats - this is probably more fun & my preference...
Monster/Magic System
Brief:
- develop a library of monsters/magic
- option of users being able to develop their own
Benefits
Mechanics & Issues:
- not sure it this needs to be really complicated if combat were a turned based static sytem (maybe where it was a 3d enviroment with minimal animation (?) maybe the option for animation of some sort…
Screen View
Brief:
- set points – zoom in and out from map level to 1st person perspective (and a number of points in between) with the added ability to rotate the screen view (ie from front to left/right/behind) but then also the ability from a level editor point to be able to limit the scope of zooming
Benefit:
Mechanics & Issues:
Save System
Brief:
- save/load/restore games/characters
Benefit:
Mechanics & Issues:
- I guess where do you allow saving to happen? My preference is to be able to save anywhere you are – can save frustration after particularly long sections of a game or incredibly difficult sections though probably character loadings happen only at the start of a game.
Rating System
Brief:
- probably more a web site issue – user rating of levels with comments
Benefit:
Mechanics & Issues:
Resource Area
Brief:
- again a web site issue
- additional program links for model creation, texture creation, sound etc
- shop/creature/npc creation programs
- custom area for shops/items/creatures/magic/npcs
Benefit:
Mechanics & Issues:
Cheat System
Brief:
- set your own stats, gold etc
Benefit:
- although ideally you won’t need it, but if the difficulty of a level is off the scale it would be handy just to have it there
Mechanics & Issues:
Possibilities
Brief:
- allow for the fact that people might want to create larger more detailed worlds - more people have or will in the future have broadband access
- allow people to pull out their old Dungeons & Dragons modules & recreate them in a playable system (question here I guess of copyright of the original games)
- allow stat free adventures where it's a matter of finding items & using them in certain areas
- allow the traditional wonderland puzzle games with the new graphics/sound/save options
Benefit:
Mechanics & Issues:
Future Development
Brief:
- network system - where people can play the same game.
Benefit:
- complete individual tasks for a team effort - join in fights if say characters are within close proximity when an event occurs.
Mechanics & Issues:
I honestly think it has huge potential & if I had any real programming talent beyond some excel macro programming I’d jump into it myself. You don’t have to look that far to know that RPG/Adventure has a huge following and that there’s simply nothing been produced of this nature to cater for
Obviously you guys are the ones with the final nod seeing as you’ll have the programming headache
Varied as regular Wonderland puzzles to traditional d&d gaming rescuing fair maidens from the clutches of dragons to futuristic adventures set on multiple worlds. You could create places as varied as medievil castles/towns to Persian empires & then have house/tile(etc) sets available for people to download & incorporate in their own world.
I guess in time you'll create a forum for development as you did with Secret Worlds Pat?
Looking forward to everyone elses thoughts.
Regards
Robbie
