Game Talk:Wandering Hamster/development

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Mike C.: That plot is awesome. When you get to that point, the final boss music should be an MP3 or OGG or something, and include chanting in Esperanto, a la One Winged Angel.

Waffles[edit]

Bob the Hamster: I have been thinking more about the waffles. I think that the power beneath Flanat Castle will be something that can manifest the hopes and dreams of the holder into reality. As James approaches, it manifests hot buttered waffles with real maple syrup... but when it falls into other hands (prickes?) ... other.... things... happen...

Mike C.: Hmm, both clichéd and a good plot device... you're on a roll!

Seriously though, an evil cactus with the power of buttered waffles is cataclysmic as is... but, with the ability to change those waffles into something else entirely... The people of the Hamster Republic are doomed!

(Why does the Hamster Republic comprise of two kingdoms, and a city-state anyway?)

Mini golf[edit]

TwinHamster: It's amazing that you've planned the entire plot of Wandering Hamster. I can only imagine up short bursts of plot and then leave them to collect dust somewhere inside one of my dozens of game-idea-notebooks.

You know, I for one could forgive James if he were to, say, forget to implement a golfing mini-game. How about just skipping that and resuming the production of the last 2/3 of the game?

As interesting as golfing in the CreatorEngine sounds, it seems like something that I would never be able to master.

Onward to Kelp Reef!

Bob the Hamster: Actually, I got past my mental block on the mini-golf last night. I wrote a plotscript that changes Bob's walkabout when standing on a mini-golf tile. Activating a golf ball will trigger a plotscript that causes Bob to hit the ball. Ball-wall detection will just be based on the id of the tile it rolls over (which is practical due to the small number of ball wall edge tiles) Knocking the ball into the hole will increment a variable, which will be check when you try to open the door leading to the next hole.

Regarding the Sound Effects…[edit]

Kizul: Should they be realistic-y sounding, or could I use 8-bit NES-style bloop-bloop sound effects? :D (I'm good at making the 8-bit ones. :] )

Bob the Hamster: Hmm. Good question. I guess I would have to hear some to know if that is what I really want. But even if I don't use 8-bit-y sounds in W.H, I'm sure somebody will want them. Why don't you submit some for the Free Sound Effects page?

Kizul: Okay, I just uploaded some — tell me what you think. :)

Bob the Hamster: Hey, those are pretty nice! Very retro.

Kizul: Thank you! :D

General Encouragement[edit]

S'orlok Reaves: Just giving a general "go get 'em!" to you, James. Consider also that the first fully stable release of the FMF should co-incide roughly with the final release of WH. So please use this for motivation if you need to.


Potential plot extension[edit]

Mike C.: So, long ride on a bus today. Naturally, my mind wanders. Specifically, it wanders to Wandering Hamster. I thought about the potted cactus being "The First Decorative Desert Plant of the Apocalypse." Then, I thought "Hey, what about the other three?"

Perhaps, if specific criteria are met, a new dungeon can open up with a slew of new bosses, and a Ballos-esque real final boss. The narrative explanation is as such:

  • From the character's point of view, all they know of is the cactus, and its plot to conquer the world. However, what they don't know is that the cactus is simply the fore-runner to the full entourage of evil that will ultimately destroy the world.
  • The cactus' original mission is to cause chaos, to "soften up" the world. However...
  • The cactus' personal goal is to conquer the world by itself. To this end, it seeks the power under Flannat Castle so that it can both take over the world, and seal away the other evils who would resist this course of action.
  • The secret dungeon, therefore, is the prison where the other three Decorative Desert Plants of the Apocalypse are held.
  • You would traverse the dungeon, and fight each evil by itself, likely with a difficulty on par with the final boss. Then, at the end of the dungeon before the obligatory "ultimate treasure", the evils combine their power, and turn into... Um... Xggdrasil, the Chaos Tree.
  • Perhaps while traversing the dungeon, at certain points, dialogue pops up explaining this back-story (Cave Story style), or perhaps just expositioned by the bosses themselves.

This would be epic win.

Bob the Hamster: I do like the idea of an after-the-end-of-the-game bonus dungeon. But I guess that is too far ahead to be planning at this stage :)

Dark Sentiel: Maybe it's far far ahead, but i recommend make not one bonus level. If player will beat some kind of secret boss, at the end after bonus dungeon, maybe he will be a main character in interesting event - attack on Lord Hasim! And player will play as Broaste. His quest will be conquering castle Flannat. My another idea.

Skeppio & Rathmara[edit]

Dark Sentiel:I have a little idea on this. When Bob will find Skeppio and Rathmara again, player can choose one from two: 1. Forgive - Skeppio & Rathmara joining the party again and Bob getting more reputation in Ixnekolan. 2. Beat'em up - Then you must fight them. If you win - you will get 1000 or maybe more gold. And some nice items. But is it good variant? So it can change some things in game. Maybe, Ixnekolan will attack James or Hasim, so you need to protect them, and war with Ixnekolan starts... I know, it will be very hard. But i gave you some ideas. So what do you think about this?