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From Topic: DUNGEONS & BOMBERS
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Plasma Bomber
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Post#10  Posted: Thu Jul 29, 2010 1:08 am  Reply with quote + 
Sora G. Silverwind wrote:
I like the idea of having different stats for Fire Range and Fire Strength. Maybe they would level up differently depending on your class. We could also have an attribute (or some sort of status item or something) that affects how long it takes for the bomb to go off -- Bomberman Story DS had a slider where, as you leveled up, you could adjust more and more whether you wanted your bombs to go off faster or slower.

Hmm, this is an interesting prospect. We haven't really discussed the way bombs go off yet, have we? I presume, since this would be based off of a game that uses turn-based movement and attack, that it would run much like Bomberman Wars - so a bomb on the battlefield would begin with a fuse of... I think 3? I can't remember now. Anyway, in Bomberman Wars, the fuse of all set bombs goes down by 1 after one side's turn is up. However, the order of turns in this game would be based more on speed or initiative or something. Also, potentially we could have several players controlling their characters, so it's not just a 2-player-board-game-esque sort of deal anymore. All I can think of is having the "standard" fuse of a bomb set to a number much higher than what it was in Bomberman Wars, and have the fuse go down at the end of every character's turn. That, or have the game count the number of "participants" in a battle, and have the fuses go down every time that half of the current number of participants have had their turns. This is, of course, something that could more easily be settled and decided upon after an engine is developed and testing ensues. Still, worthwhile to mention.

As for controlling the fuses, it could be an item... but perhaps it could be a skill/technique as well? There could even be multiple grades of it. For example, the lowest level of the skill would work the same way as a normal Bomb Set action, except that it would spawn a bomb of a lower/higher fuse (depending on what the player chose). A better version of the skill would simply change the character's Bomb Set fuse, adjusting every bomb set by that character to the new fuse setting. The slider could be incorporated in both of these; with a higher level of Fuse technique, the bigger the range you could get.

Also, yeah, different classes need to upgrade stats at different rates. This is something that definitely should have been brought up before.

Sora G. Silverwind wrote:
RE: Elemental bombs, you could have maybe basic elements that players could choose from, and then later they can branch out, either into other basic elements (a fire-user branching out into lightning bombs) or non-basic elements (an ice-user branching out into wind bombs). Then you could also have specialized bombs that you could get on a limited basis in a certain area, like the Salt Bombs from Hero that are used specifically to kill slugs.

Hmm, basic elements... so like, fire, water, wind, and earth? Or something else? I guess that the first bomb of each element would be rather weak in special effects - a Lvl 1 Fire Bomb wouldn't cause a "Burn" status effect on enemies, and a Lvl 1 Ice Bomb wouldn't cause a "Freeze" effect. They would still retain their traits, though, as a Fire Bomb would be more effective against certain enemies, obstacles, etc. and likewise with an Ice Bomb...

But first of all:

Sora G. Silverwind wrote:
For another idea: In Soraverse, bombers are born with their element, but by adjusting the ratio of chi (concussive) energy versus the elemental energy, they can alter the explosive power of their bombs. For example, a pyrokinetic like Bomberman can lower the elemental energy in his bombs and end up producing a smoke bomb instead of a full-fledged fiery explosion. So maybe for this, characters can have the option to gain an ability to learn to produce alternate types of bombs that are specialized to their element. (Alternatively, Smoke Bombs could just be a specialized bomb item.)

This is a really cool idea! Being a D&D-based game, we would need some kind of documentation about classes and such. This would be totally awesome.

Possibilities?

Fire Element
Starter Bomb - Fire Bomb

Higher Level Bombs:

Napalm Bomb - Burn effect, perhaps can leave random firey spots in its wake? On burnable turf, that is...
Lightning Bomb - Shock effect?
Smoke Bomb - Possibly sight or confusion related status effects? Probably wouldn't damage enemies

Water Element
Starter Bomb - Ice Bomb

Higher Level Bombs:

Frost Bomb? - Freeze effect
Water Bomb - Effective against fire enemies

Just a start, here. Feel free to revise/expand.

As for specialized bombs, here's a list of those that I can remember:

Salt Bomb
Pierce Bomb - Spiked bombs that penetrate multiple Soft Blocks, Items, etc.
Rubber Bomb - Utter madness, I don't need to go further here
Power Bomb - First set bomb has ultimate range
Remote Bomb
??? Bomb - These things were in the Irem arcade games... the blast turned when it hit walls...

I am sure there are more but I can't recall...

Sora G. Silverwind wrote:
It would also be fun if some of the magic-users teamed up with, say, a Bomb Specialist, and churned up some really spectacular bomb concoctions in the process, like a more dangerous Dangerous Bomb or something. XD

Bomb alchemy? :stun:  The possibilities... This sounds like something that should be further discussed.
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