distractionware forums

VVVVVV => VVVVVV => Topic started by: JPlus on January 08, 2013, 11:13:36 pm

Title: Ideas for VVVVVV sequel
Post by: JPlus on January 08, 2013, 11:13:36 pm
A while back I posted a thread suggesting sequel names if there was a sequel. Now I ask- what ideas would you have? For example, zones that let you flip gravity without touching the ground.
Title: Re: Ideas for VVVVVV sequel
Post by: TwiGav on January 08, 2013, 11:20:01 pm
...Do you really want me to rant on this...?

*cough*

-Play as all six crew members
-Have a gun with which you can defeat enemies
-By extension, have bosses
-Be MUCH longer
-Have a deeper and more solid plot
-Have a mechanic where you can "piece" rooms back together if they're "broken" (part of more storyline)
-Have more health
-Harder levels with more than one Veni Vidi Vici tunnel
-40-60 trinkets
Title: Re: Ideas for VVVVVV sequel
Post by: Hilbert on January 09, 2013, 02:17:02 am
-Play as all six crew members
Yes!
And I've got their powers: :viridian: flips :victoria: gravity is sideways: stands on sides of walls and side flips :vermillion: can rotate rooms :vitellary: can activate certain mechanics like switches :verdigris: stops moving platforms and respawns disappearing platforms :violet: wall jumps.
Title: Re: Ideas for VVVVVV sequel
Post by: allison on January 09, 2013, 03:18:33 pm
I thought  :verdigris: jumped?

Anyways: The one-way walls you can get in Direct Mode being used in the main game.
Title: Re: Ideas for VVVVVV sequel
Post by: JPlus on January 09, 2013, 11:28:54 pm
How about gravity-affected objects?
Title: Re: Ideas for VVVVVV sequel
Post by: blue626 on January 10, 2013, 09:13:07 pm
When Roskillla posted while I was editing, I assumed I would be posting a new post and deleted the part of the original post. It still edited and I have to write this post again! >:( Please wait... Done!

I would like to remind that Terry already said that he wouldn't make a sequel. Still, I'll think about how it works...

-Have more health

I suppose you mean, after hitting a spike/enemy, have 2 seconds of invincibility (and Viridian's body flashing) and after hitting 3 times, return to the active checkpoint? :-\

(reply to Roskilla's post. He quoted it below).
Title: Re: Ideas for VVVVVV sequel
Post by: Hilbert on January 10, 2013, 10:29:57 pm
And I've got their powers: :viridian: flips :victoria: gravity is sideways: stands on sides of walls and side flips :vermillion: can rotate rooms :vitellary: can activate certain mechanics like switches :verdigris: stops moving platforms and respawns disappearing platforms :violet:wall jumps.

Aren't :victoria:'s and :vermillion:'s powers pratically the same (except that the room rotates if it's :vermillion: and doesn't if it's :victoria:)?
No, Victoria is on the sides of rooms, and Vermillion is still vertical.
Title: Re: Ideas for VVVVVV sequel
Post by: blue626 on January 10, 2013, 10:56:52 pm
I was editing my post when Roskillla replied...
TwiGav: Anyway, I like the idea of playing as all crew members. +1 :shiny: I suppose you mean switching between crewmates and only showing one at once? It's similar to what was suggested to Roskilla for his unofficial sequel (that was never made)?
However, if the crewmemberses are lost during the story of the sequel, it would make sense if you gain powers as you rescue crewmemebers. That way, it would become sort of similar to a RPG...
Also, Roskilla, in your post you forgot a space after :violet: (not to mention several ","s).

-Have a gun with which you can defeat enemies

And, with that, undefeatable enemies.

I thought  :verdigris: jumped?

Anyways: The one-way walls you can get in Direct Mode being used in the main game.

Agreed with both of your ideas. +2 :shiny:

-By extension, have bosses
-Be MUCH longer
-Have a deeper and more solid plot
-40-60 trinkets

Agreed with all 4 ideas. +4 :shiny:

And I've got their powers: :viridian: flips :victoria: gravity is sideways: stands on sides of walls and side flips :vermillion: can rotate rooms :vitellary: can activate certain mechanics like switches :verdigris: stops moving platforms and respawns disappearing platforms :violet:wall jumps.

Aren't :victoria:'s and :vermillion:'s powers pratically the same (except that the room rotates if it's :vermillion: and doesn't if it's :victoria:)?
No, Victoria is on the sides of rooms, and Vermillion is still vertical.

That's the difference I tried to tell you inside the "()"s.  For me, it's practically the same mechanic and the only difference is that :vermillion: stays with gravity down and rotates the room while :victoria: rotates herself and doesn't rotate the room. That difference only makes it slightly harder for you when you're :vermillion: (relatively to while you're :victoria:). Is that enough of a difference? I don't think so. Think about it.
Also, that makes both more powerful than :viridian:, making him/her useless. Perhaps giving :viridian: health (As explained in my previous post) and not giving health to any of the others (after hitting a spike/enemy, they respawn in the active CP, like :viridian: in VVVVVV) would be a good idea.
Also, only enable changing crew members when touching ground.
Title: Re: Ideas for VVVVVV sequel
Post by: allison on January 11, 2013, 11:45:25 pm
Mobius strip wrapping.

Try and wrap your mind around THAT  :vermillion:
Title: Re: Ideas for VVVVVV sequel
Post by: Hilbert on January 12, 2013, 04:32:41 pm
I think that everyone exept  :viridian:  should have health, but in a different way. they have 15 health. when they hit a spike, they return to the checkpoint, and lose a health. when all of them are gone, you have to go to the ship, or these special recovery spots.
Title: Re: Ideas for VVVVVV sequel
Post by: A quite MEDICal Derpfish on January 17, 2013, 11:26:25 pm
There could be a "Training Area" where you can practice skills and/or crewmate abilities.

And you could be able to teleport to checkpoints you've reached, but not vice-versa.

:P
Title: Re: Ideas for VVVVVV sequel
Post by: allison on January 17, 2013, 11:51:18 pm
Stuff happening in Viridian's home dimension because of the secret lab stuff.
Title: Re: Ideas for VVVVVV sequel
Post by: blue626 on January 18, 2013, 07:26:38 pm
I think that everyone exept  :viridian:  should have health, but in a different way. they have 15 health. when they hit a spike, they return to the checkpoint, and lose a health. when all of them are gone, you have to go to the ship, or these special recovery spots.

How about returning to the last teleporter when they lose all healths? Or was that your idea?
Yes, recovery spots are a good idea. Returning to the ship should restore all health.
How about minor collectibles that restore health? Remember the coins from the VVVVVV prototype (if you played it)? 10 coins would restore 1 health.
Also, 15 isn't enough health. I consider that a VVVVVV player level in which you die 15 times per room has medium difficulty. 100 health? Varies per crew member?

And you could be able to teleport to checkpoints you've reached, but not vice-versa.

:P

I think it's a good idea to complete the whole level at once, so I disagree. -1 :shiny:

Mobius strip wrapping.

Try and wrap your mind around THAT  :vermillion:

I've seen this suggestion before, as well as the one in the OP.

Here (http://distractionware.com/forum/index.php?topic=560.0)'s the thread!
Note: Replies 30-60 (pages 3 and 4 if you have the default # of replies per page) are mostly useless replies.
Title: Re: Ideas for VVVVVV sequel
Post by: Dav999 on January 18, 2013, 08:14:50 pm
I think that everyone exept  :viridian:  should have health, but in a different way. they have 15 health. when they hit a spike, they return to the checkpoint, and lose a health. when all of them are gone, you have to go to the ship, or these special recovery spots.

How about returning to the last teleporter when they lose all healths? Or was that your idea?
Yes, recovery spots are a good idea. Returning to the ship should restore all health.
How about minor collectibles that restore health? Remember the coins from the VVVVVV prototype (if you played it)? 10 coins would restore 1 health.
Also, 15 isn't enough health. I consider that a VVVVVV player level in which you die 15 times per room has medium difficulty. 100 health? Varies per crew member?

Or RPG-style, so all crew members start with a certain amount of HP which is not so high, but which is enough for the first couple of levels. They level up so they get more HP over time, which is also needed as the levels get harder. And items, and enemy fights, boss fights...
Title: Re: Ideas for VVVVVV sequel
Post by: Chillius on January 18, 2013, 08:53:34 pm
i think that we should have a room size of 80-80 in the level editor (http://distractionware.com/forum/Smileys/derek/trinket.gif)

did i really just (http://distractionware.com/forum/Smileys/derek/trinket.gif)

oh and the name would be VVVVVVVVVVVV
Title: Re: Ideas for VVVVVV sequel
Post by: ToasterApocalypse on January 18, 2013, 09:31:13 pm
i think that we should have a room size of 80-80 in the level editor (http://distractionware.com/forum/Smileys/derek/trinket.gif)

did i really just (http://distractionware.com/forum/Smileys/derek/trinket.gif)

oh and the name would be VVVVVVVVVVVV

80-80 in the editor

Welp, time to make a level that takes forever to beat
Title: Re: Ideas for VVVVVV sequel
Post by: Chillius on January 19, 2013, 09:09:58 am
it would actually be about 1 hour to complete. because most maps take about 5 mins to complete.
Title: Re: Ideas for VVVVVV sequel
Post by: ToasterApocalypse on January 19, 2013, 02:13:35 pm
it would actually be about 1 hour to complete. because most maps take about 5 mins to complete.

actually, have you ever played my level dimension switchback

that's about an hour long and it's 20x20
Title: Re: Ideas for VVVVVV sequel
Post by: Chillius on January 19, 2013, 02:41:35 pm
okay maybe 5 hours or a day.
Title: Re: Ideas for VVVVVV sequel
Post by: Dav999 on January 19, 2013, 02:42:45 pm
okay maybe 5 hours or a day.

Then how much time do you need to actually make the level? :vitellary:
Title: Re: Ideas for VVVVVV sequel
Post by: Chillius on January 19, 2013, 02:47:58 pm
it would take a few hours.  8)
Title: Re: Ideas for VVVVVV sequel
Post by: ToasterApocalypse on January 19, 2013, 02:50:15 pm
it would take a few hours.  8)

switchback took about 4 months

an 80x80 map, probably a year
Title: Re: Ideas for VVVVVV sequel
Post by: Chillius on January 19, 2013, 03:06:34 pm
and a 29502893098580923095x35928582030582385893295890 would take w952838538683486849596784598674567985478965848 years
Title: Re: Ideas for VVVVVV sequel
Post by: Dav999 on January 19, 2013, 03:09:31 pm
And a 0x0 map would probably take 0 years.
Title: Re: Ideas for VVVVVV sequel
Post by: Chillius on January 19, 2013, 03:11:31 pm
actually it would take 0.8 seconds because you would place no blocks. the game crashes
Title: Re: Ideas for VVVVVV sequel
Post by: Hilbert on January 20, 2013, 12:00:25 am
80X80 would be 6400 rooms. :o :o
I'll pass.
Title: Re: Ideas for VVVVVV sequel
Post by: A quite MEDICal Derpfish on January 20, 2013, 01:09:04 pm
80X80 would be 6400 rooms. :o :o
I'll pass.

I could use 80 x 80 to make a player level that's basically a training area for every possible thing that can be made in the game.

>:D
Title: Re: Ideas for VVVVVV sequel
Post by: Hilbert on January 20, 2013, 01:11:17 pm
80X80 would be 6400 rooms. :o :o
I'll pass.

I could use 80 x 80 to make a player level that's basically a training area for every possible thing that can be made in the game.

>:D
That still would be impossible.
Title: Re: Ideas for VVVVVV sequel
Post by: A quite MEDICal Derpfish on January 20, 2013, 04:03:39 pm
No, it works like this.

>Start in one room, warp tokens that lead to "Chapters" of training, AKA Difficulty of practice.

>Subareas, could be for what you want to practice of that difficulty

>In that subarea, 2-3 puzzles for you to practice that art.

That could fill up 80x 80 quite nicely.

It'd be hell to make though.
Title: Re: Ideas for VVVVVV sequel
Post by: blue626 on January 25, 2013, 07:19:03 pm
it would actually be about 1 hour to complete. because most maps take about 5 mins to complete.

actually, have you ever played my level dimension switchback

that's about an hour long and it's 20x20

I have played Flushex's Dimesnion Funland which seems to be around 5x5 and it took me 1:15h! Was it because it was slighlty hard?
According to my estimations, it took me at least 3 hours to complete Back to VVVVVV with 20 trinkets (you have to get 20 to really complete it).

it would actually be about 1 hour to complete. because most maps take about 5 mins to complete.

I suppose you mean 5x5 map by most of them?

Like Roskilla said, 80x80=6400. And 5x5=25. 6400/25=256.
So it would take 5x256=1280 mins≈21,33 hours.
But I think that an average difficulty level with 25 rooms (5x5) takes ≈30 min to complete, according to may estimations. so it would actually take 128 hours ≈5,33 full days.

To build it... considering 20 minutes per room, it would take 128000 mins ≈ 2133 hours ≈ 88,89 full days.

Yes, surely too hard.