00:00
00:00
mongoid
I'm a freelance game developer working for all sorts of companies big and small, as well as spending time pushing out my own indie titles.

James Dalby @mongoid

Age 45, Male

Game Developer

UC Irvine

Irvine, CA

Joined on 1/3/02

Level:
9
Exp Points:
740 / 900
Exp Rank:
91,895
Vote Power:
5.09 votes
Rank:
Civilian
Global Rank:
96,342
Blams:
28
Saves:
26
B/P Bonus:
0%
Whistle:
Normal
Trophies:
5
Medals:
300
Supporter:
4y 11m 3d

[MageQuest] Rough draft design on first three levels

Posted by mongoid - June 11th, 2008


I've posted some rough draft images of the first three levels of MageQuest. There's still a fourth level to figure out, but I explain my reasons as to why I'm holding off on it.

Feel free to give me any feedback you like. If you think you might have an amazing level design idea, let me know. It might make it in there.

:-)


Comments

Looking great, I can't believe how detailed your drafts are. Have you considered adding any secret/hard to access bonus areas? Those always make platformers fun.

Maybe like, beat up a wall to break it down, or make one of your normal barriers walk-through-able.

Oooo... VERY good idea! That might just have to get put in. :-D

What about being hunted by a gigantic boss from the begning of a level and then by the end, you have to fight it. I know it's not the most original idea, but I still love it when you can't kill your foe and your only option is to outrun (or even better, outsneak) them.
Like the tentacles from Half-Life or even better, the Guardian from Episode 2.

I dare you to reveal if there will be a stat-tree and/or spell-tree :-)

Man... that is a sweet idea. I won't be able to implement it for this game, but I will definitely shelve that concept for one of my future projects. I just got through playing Gears of War again this week, and that totally reminds me of the first time you meet a Berserker. Without a doubt one of the best grab-your-nuts-and-run moments in gaming history. ;-)

Sorry, no stat tree's or spell trees. Game-play that varied would be a bit too big for me to implement all on my lonesome. You'd need a huge cast of enemies to test out all your new abilities on without it becoming repetitive. Perhaps I'll tackle and RPG in the future. :-)

Yeah! Gears of War is also a prime example, but I still think the best grab-your-nuts-and-run moment belongs to HL2 Episode 2 when the guardian is hunting you though a tunnel and you can hear the sound of the heavy beast a few meters behind you, smashing you are few 100 meters :-)

oh wow the level maps were simple, but nice! I like the well-detailed parts.

And, just asking is it that at the end of every level there will be a boss? LOL seems expected.

Maybe a bonus level of a way-too-pro boss chasing you and the only way is run, then have the player running towards the camera, which is also moving, with the monster behind, and the player will have to dodge obstacles as well. Not much of a good idea, but still cool XD

Yeah, every level has a boss that you have to defeat, and thus are awarded his powers.

Yeah, you and Arkuni had some great ideas. I can't really change the camera angle though.

:-)

how long have you beeen working on this game for?

Off and on since February. College obligations are drawing it out a bit. Hopefully I'll have this done by Comicon 08. If not, then definitely by PAX.

:-)

I have been following your blog for a bit, but suddenly it says theres a database problem.

Must have just been a glitch. It happens some times. I checked, and everything is up and running fine.

:-)

seems fun but matbe you should have more than just four levels unless these levels are long

Nah, four levels is plenty. Any more and I'll never get this done. Hahah... The fourth level should be considerably longer.