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General Planning Thread

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Re: General Planning Thread

Postby FFR » 1 year ago

I can confirm I used 4 or 5 of my cards, and 2 headed dog was one of the unused ones

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Re: General Planning Thread

Postby FFR » 1 year ago

sorry for doublepost, but this

http://gatherer.wizards.com/Pages/Default.aspx

use that site to find cards

edited, because there was an official website for this and I'm stupid
Last edited by FFR on 03 Jul 2015, 02:35, edited 1 time in total.

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Dragon Fogel
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Re: General Planning Thread

Postby Dragon Fogel » 1 year ago

Thanks, I ended up using a different site (the one the current URLs are all for already, just copied one and left some parts of the URL off), but now I've got links for all the cards in the list.
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Re: General Planning Thread

Postby Pyro » 1 year ago

Here's the cards I got for my never-finished MaFabulous if you're interested.
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Re: General Planning Thread

Postby FFR » 1 year ago

ok, my brain is working! I remember this card and I did not use it http://gatherer.wizards.com/Pages/Card/ ... eid=152904

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Re: General Planning Thread

Postby Solaris » 1 year ago

so for plot, i trust fogel to make the plot, no matter how minor, and i do feel like we should have one, even as small as "well, here's an island with rejected levels! gotta do a thing" and with small changes to levels made to accommodate that! we should take advantage of the fact that it's not a contest

and since this isn't a contest at some point, probably once there's more levels, order of the levels is going to be something to think about? with a hub, i guess that Vague Difficulty dividers would work, like here's a group of easy levels all together and heres a group of hard ones, but depending on the size and themes used we could go for other ones? i feel like having this be mistaken for a contest would be weird, basically...
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Dragon Fogel
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Re: General Planning Thread

Postby Dragon Fogel » 1 year ago

So as I was going through the War Room level again, it struck me that it might be nice to set things up so that dragon coins are saved at a midpoint. Preferably in a way that it doesn't have to be done in every single level with them, but I've got no idea how feasible that is.

To people who added dragon coins to their levels: do you have any issues with this? If you want a reward for doing the level in one life, there are other ways to set that up.
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Re: General Planning Thread

Postby S1eth » 1 year ago

That's fine.

My current dragon coin counter on the HUD works with "layer is empty" events for each coin, so it can display that you for example collected all the coins except the second one (OXOOO). So either the new code removes those coins and triggers the events, or I have to extend the HUD code to read from the Data class to check for already collected coins.
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Re: General Planning Thread

Postby KayhemMaus » 1 year ago

I'm fine with Dragon Coins being saved at mids, if its not too much of a pain to code in :)
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Re: General Planning Thread

Postby Pyro » 1 year ago

I'm fine with that - I mainly have dragon coins in my levels to be put in a counter anyways.

On another note, I think with the amount of levels we have now it might be best to at least start trying to organize them into worlds. Probably based on difficulty.
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Dragon Fogel
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Re: General Planning Thread

Postby Dragon Fogel » 1 year ago

I made this a while ago for precisely that purpose, when we had far fewer levels.

I think I set that so anyone can edit it? If I'm wrong, let me know.
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Re: General Planning Thread

Postby Pyro » 1 year ago

Yeah, you set it that way. I'll try to organize them once I get done with parts of one of my levels.
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Dragon Fogel
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Re: General Planning Thread

Postby Dragon Fogel » 1 year ago

So I've been musing on bonus levels a bit.

I'm thinking of splitting them into three categories:
1) Reused names from MAGL X 1 and 2 produced by Horikawa's name generators.
These would be the most obvious of the bonus levels. Maybe they're made accessible through alternate exits, maybe they open up when you finish a world. Maybe they're all in one place (the "Recycling Center"?) and you unlock them when you get enough stars or something. Whatever the specifics, the basic idea is that they're designed to be easy to find and to be played over the course of the game, so there's a more varied difficulty range. Some of the earlier ones wouldn't be much harder than regular levels. Mostly I want to do it this way so there's no particular expectation on how hard these have to be. Plus, if a level gets made and turns out to match the name of a MAGL X2 level, it won't be too complicated to recategorize it.
2) Level names from MAGL 1 and 2.
These would be weirder levels, hidden in an equivalent to Zebraspace. In general they'd probably be harder than the first set.
3) Level names from MAGL X 1 and 2 that didn't use the name gimmick, either due to ignoring it or due to being postgame levels or something similar.
These would be postgame, so top-tier difficulty and probably also some of the weirdest levels in the game.

Of course, there's also the possibility that we'll get some extremely difficult levels with rejected names - A Deadly Dreamland Level is already very, very hard, for instance. We could accommodate that by having two "postgame" worlds - one is unlocked after beating the game (so the "ending sequence", however silly and inconsequential it ends up being, can be seen by most players) and the other, with the non-generated names from previous contests, would be for getting 100% on the rest of the game.

I'm not dictating any of this, of course; just tossing it out there to see what people think. One thing about this way of doing things is that it expects a minimum number of bonus levels in each category, but we can just worry about filling those out once we have the main game mostly done.
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Re: General Planning Thread

Postby Zyglrox Odyssey » 1 year ago

Dragon Fogel wrote:[words]
The main problem I see with that arrangement is that it requires the 'no name gimmick' levels to be a certain difficulty - namely, postgame difficulty. I'm not especially fond of the notion of forcing a certain difficulty onto a level name.

My proposal, personally, would be to not distinguish between the used names that do and do not come from the naming gimmick and just make the postgame 'a bonus world' outside of the difficulty curve of the game, with the MaGL 1 and 2 levels being in zebraspace-equivalent as you suggested. This would of course put some postgame-difficulty levels from rejected names into the endgame, but we can work around that by not requiring all the stars from every world, such that peeps can get through the endgame with a bare minimum of 'actually having to beat standard-talkhaus-postgame-difficulty levels'. As for the matter of how we'd balance a 'final level' of any sort in that setup, I dunno how practical an idea it is - and of course it'd depend on how much plot we want in the last level of the maingame - but I'm reminded of Pokémon Puzzle Challenge's puzzle mode having three final puzzles and only requiring you to do one of them. We could maybe do something similar in theory?
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Re: General Planning Thread

Postby Dragon Fogel » 1 year ago

Zyglrox Odyssey wrote:The main problem I see with that arrangement is that it requires the 'no name gimmick' levels to be a certain difficulty - namely, postgame difficulty. I'm not especially fond of the notion of forcing a certain difficulty onto a level name.
I can definitely see that point. Certainly I don't want to force a difficulty level on the standard reused names, especially as we don't know all the MAGL X2 names yet.

But the pool of non-gimmick level names is pretty small - maybe 30 at most once MAGL X2's postgame is figured in - and nobody's requested one yet. So right now that feels like a relatively safe group to reserve for postgame.

Still, it is somewhat limiting in terms of what names get used, and that's definitely something I generally want to avoid. I guess I'll just leave it as something to consider if no one ends up picking any of the non-gimmick names for the "main" game, whenever we decide when that's done.

Also I just had an idea for the plot, I guess I'll put that in the plot discussion thread.
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Re: General Planning Thread

Postby Dragon Fogel » 1 year ago

So today's video gave me the silly idea of having a two-part level in World 4 just as a joke. Probably with a fake angrycow warning, since it would be a bad idea to have a genuinely frustrating level at that point in the game.

The only thing is, I'd want there to be more to it than just "this level is split in two for no particular reason other than to make a joke". Does anyone have thoughts on interesting ways to use a split level? Otherwise, it doesn't seem worth bothering.
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Re: General Planning Thread

Postby Solaris » 1 year ago

its how to handle two different people wanting to use the same level name :U
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Re: General Planning Thread

Postby Pyro » 1 year ago

I'll totally do that for the touhou name I claimed
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Re: General Planning Thread

Postby romajiQuadhash » 1 year ago

Rednaxela wrote:So I was recently thinking about some level ideas I might want to use in either Magl X: the Lost Levels or mayybe A2XT Ep 2... and it led me to thinking I should see what other people think of the following:

How do people feel about levels that modify the game physics to a large degree? By "large degree", I mean say... still being a platformer (unlike some bullet-hell things), but a very different platformer (i.e. as one example, if there were a stage which accurately replicated Meat Boy physics). In general, assuming well-implemented, is it cool or uncool?

Part of me feels tempted to lean towards saying "uncool, too much of a gimmick", but on the other hand I feel tempted to try making such a thing anyway.

I suppose one could compare the notion to ice physics in a way, as that is rarely used and much of the point of that is that it changes up the physics a bit on the player... though ice physics often seems like a complained about thing so...
I'm trying to make a physics library for Lua to do just this sort of thing. PM me, and we can work it out
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Re: General Planning Thread

Postby Pyro » 1 year ago

So recently I've thought of an idea for a hub.

The hub would take place in the capital city of Talkhaus, very creatively named Talkhaus City. (I'm a master of naming things.) In this city, the citizens make levels for literally no reason, and these levels happen to end in stars. Horikawa would be the mayor, obviously. The city would be enormous, with one notable landmark being Hotel Otane, a massive hotel home to various levels plus all of the star rewards. We could include neat things like minigames, powerup stashes, a bestiary, and trivia about levels in these rooms (probably hotel rooms). The other worlds could take place in other landmarks, like a large central park, a museum, a mall, the legislative building, etc. Each of the areas would have flavor text like the MaGL Xs. For example, the museum would have interactive exhibits about the level and say "This exhibit displays (blah blah level name)". Having a central themed hub would help to create the feeling of a MaGL X without actually being one, in my opinion.

What do you guys think?
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Re: General Planning Thread

Postby Shinoda » 1 year ago

Pyro wrote:For example, the museum would have interactive exhibits about the level and say "This exhibit displays (blah blah level name)".
What do you guys think?
My level would have to be in there (Hills of Canada). it's very.... museum exhibit-like... Once i'm done with it that is.

Good idea in my opinion.
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Re: General Planning Thread

Postby Mata Hari » 1 year ago

Would it be possible to have Dragon Coins unlock stuff? I put Dagadons in my level but a 1-up isn't in itself a worthwhile reward for collecting all of them.

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Re: General Planning Thread

Postby S1eth » 1 year ago

We could do that.

And I thought earlier, that if we add a global dragon coin counter, I'll remove the "item collection" star from my level. (Zebes Phantos)
The star just exists to give the player an incentive to collect the dragon coins. If we add incentives to the episode itself, I don't need it anymore.

And, I draw on the HUD to show which coins in the level you've already collected.
I think it'd be neat if every level with dragon coins had something like this (with better circle graphic)
What do you think?

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Re: General Planning Thread

Postby Dragon Fogel » 1 year ago

That HUD looks pretty neat to me - the one issue is that it's above the item box, which looks a bit weird. Maybe move it below the life counter? Or keep it above but move the life counter down.

In general, I like the thought of making dragon coin collection more of a thing.

I'm personally not quite sold on Pyro's hub idea, but I'm not strongly against it either. I guess the main concern I have about it is that a city would overlap with MAGL X2 a fair amount; that said, there's certainly room to make it distinct from that in terms of design, even if there ends up being overlap with individual areas.
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