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From Topic: DUNGEONS & BOMBERS
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Soniti 254
Bomberjack

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Joined: 13 Dec 2004
Posts: 734
Post#6  Posted: Mon Jun 28, 2010 2:04 pm  Reply with quote + 
Dark Zaphe wrote:
Awesome.

About bomb stats: Should these be consistent - as in, something to upgrade - or would the player have to collect Bomb-Up and Fire-Up items during a quest, and lose those upgrades once the quest is over?

I was thinking they'd be consistent stats. However, perhaps there could be limited time "power-ups" you'd get for quest purposes as well?

For example, let's say a player has 2 Firepower. But he needs at least 4 to blast a stone that's in the player's path. It wouldn't be very fair to have the player be forced to spend two level points to get the needed Firepower, right? Maybe he could have the option to find a power-up that would briefly increase his Firepower to the amount needed to remove the obstacle. After the player finishes the quest, the power-up would no longer be in effect and he'd return to having 2 Firepower.

That's only an idea.

Dark Zaphe wrote:
Also, in Bomberman Wars, different character classes have a "Range" stat, which determines how far away, at max, the character can set a bomb (in one of the four cardinal directions). Perhaps this could be another bomb stat?

I actually didn't think of this. Sounds good to me. Could be used for combat purposes or for removing obstacles.

Dark Zaphe wrote:
On elemental bombs: My original idea was for the Bomb Specialist class to be able to learn all kinds of different bomb types, while other classes would be stuck with the regular bomb (unless grabbing a powerup or something), except perhaps the Elementalist, who could specialize in even more powerful bombs of the elemental type (like a stronger Ice Bomb, for example, that the Specialist wouldn't have access to). However, this Bomb Element system does sound interesting. Perhaps they could be like the Bomb Elements in TSA - a collectable item, gained at the end of particular quests?

I was actually thinking of elements along the same line as TSA. You would get elements by completing quests, which you can then choose which type of element you'd want to use. They would have some combat uses, of course, while certain elements would be more useful in dungeons to solve puzzles or get past obstacles.

Players would probably start off with just Fire, although I was also thinking that the player could possibly choose one element to start with from a select few (as to provide balance from a gameplay point of view, it wouldn't be good if the player could just use, say, a Dark Bomb to get rid of most hostiles early on).

I like your idea of classes though. Perhaps some of those class characteristics could be there? A Specialist could, for example, make a pumped bomb that would be more effective then a regular bomb, but would cost some MP to use? Perhaps Elementalists deal more Firepower-based damage with elemental bombs then other classes, but bombs outside of the main elements would be less effective?
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