Gameplay ideas for geothermal power plant level

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Teromen
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Gameplay ideas for geothermal power plant level

Post by Teromen »

Does anyone have any ideas they would like to see in game? Puzzles, etc. I'm game for any idea that seems fitting, and that I am capable of.
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Re: Gameplay ideas for geothermal power plant level

Post by Draconisaurus »

Honestly, have a look at the Original Walkthrough of Trespasser, specifically the section on Pine Valley. No version of PV to date yet has the full complement of intended puzzles included/functioning. The first one that comes to my mind is the one where the cooling tower fan had a piece of wood stuck in it, which had to be dislodged. In general, perhaps look for different ways in which each geo plant component might become dysfunctional, and write a puzzle about this dysfunction being fixed.
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Re: Gameplay ideas for geothermal power plant level

Post by Teromen »

Depends how much I can do with the engine.
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Re: Gameplay ideas for geothermal power plant level

Post by Draconisaurus »

We're here to help! Don't let scripting tasks overwhelm you when you have us to ask for assistance and pointers. 8)
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Re: Gameplay ideas for geothermal power plant level

Post by Slugger »

Teromen wrote:Depends how much I can do with the engine.
You can do a surprising amount with this engine, just have to get creative sometimes.
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Re: Gameplay ideas for geothermal power plant level

Post by Draconisaurus »

Slugger is right; I once scripted all the trees in a level to rise into the sky, circle for a bit, then collide into each other and fall to the ground, after which the terrain sunk under the ocean! :lol:

Okay so I haven't really scripted that, just an example..
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Re: Gameplay ideas for geothermal power plant level

Post by TheIdiot »

Take a look at the inner workings of a real geothermal plant, you can definitely get some ideas from there. Other than that, it's going to be mostly up to your own imagination. Ideas will probably come up as you create areas - you might make a narrow pass and decide, "Hmm, why not have it so you need to blow up a rock to get through" or something. Think of it as emergent level design.
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