   [FPS] Aurora
  Hi guys,I started to make an FPS similar to Valves Portal. You have a gun too, but you don't create portals but auras. Those Auras can modify you abilities when you stand on them. I currently have these auras:-Makes you jump higher-Safe you from damage-Teleport-Slows the time downI need at least 4 more. Please post your ideas, i need every single of them.Thanks![Edited by - Moolt on April 25, 2009 9:27:00 AM]
  - makes you glow in the dark- makes you invisible to turrets- makes you fall against gravity- makes you smell like a decomposing donkey carcass (repels killer bats);  Perhaps it might help if you gave us more information about your game - what challenges might be put before the player, whether environmental or active, and perhaps some of how the game is intended to play...(I'll admit that the "decomposing donkey" idea is an amusing one! XD)   ;  I'm going to take this opportunity to suggest that you take 2 steps before you start brainstorming the specific game mechanics;0) a feasibility study. I assume you are a hobby programmer and therefore talking about it here would be sufficient. Ensure that your idea is feasible.1) come up with a prototype. How does moving through the level require you to apply different auroras* at different times? Do you have to deposit a certain aurora on a different platform and therefore plan your route through the level?  In this case, are there teleporting platforms and / or quake 3 style catapaulting panels which you step on?* what is the plural of aurora anyway   ;  If I were you, I would focus on getting some puzzles nailed that use these four, as this may inspire you for others. Also, it is better to have four good powers than 8 kinda lame ones.As for ideas, like previous posters said, depends on your game (seriously the most over-typed phrase on this forum :P). However, you should be designing your puzzles around these, so I guess it doesn't matter too much. See in the dark could work; a level would be in complete darkness until you stepped on your special space, but then you would have to plan your advance so you could do it in the dark.Also, would you have to stand on the aurora to get the power up and loose it when you step off, or would you be able to keep it for a set amount of time?;  Thank you for your feedback so far.I'm very sorry for the lame description, so i'll make it more clear now:Aurora is a game where you have to pass Levels with the help of auras, wich can be created by a gun. Auras are shining circles on the floor, and when you stand on them you get special abilities, wich can last for a shot time after leaving it (when it makes sense).For example you can create an aura wich makes you jump higher to reach high platforms, or auras wich save you from high falls.The game is well planned yet, it's just that i have not much ideas wich auras i can include. The important thing is, that these auras are somekind useful and makes it possible to pass various levels.The idea with glowing in the dark is really god, but my engine does not support great light effets, so it's kind of impossible for me to include.Beeing invisible to some kind off turrets is something nice, i'll think about it.As i sad before, the game is well planned, so ask i you have any questions.-Moolt ^^   ;  I fear you may be going at this the wrong way.WHY do you need 8 auras? How are you going to control them.Portal works great because you have 9 buttons, and they're all mapped to be easy to reach. I don't need to think too hard about what I'm doing to fire the 'weapon', just right or left click. Movement is 4 direction keys I don't need to think about, and two function keys (Jump/crouch) plus moving the mouse to aim. Press E to interact with stuff.If you go with more than 4 options to fire, then you are well out of the realm of thoughtless interaction. I now have to sit and think not only about WHAT I want to do, or HOW I want to do it in game, but I also have to use the interface to make it so.   ;  I think the skeleton design concept would be similar to Lemmings.Some aura ideas..- Makes you very strong, so you can pickup/push/pull/smash very big things- Makes you phase through a certain material, so you can walk or fall through it- Makes you slide like ice after you hit the spot with any motion.- Pushes you really fast when you hit it with any motion (like F-Zero turbos).- Makes you stick to walls, or gives you gravity boots- Shrinks you- Disables your tool gun and changes it into a destructive weaponQuote:Original post by TalrothI fear you may be going at this the wrong way.WHY do you need 8 auras? How are you going to control them....If you go with more than 4 options to fire, then you are well out of the realm of thoughtless interaction. I now have to sit and think not only about WHAT I want to do, or HOW I want to do it in game, but I also have to use the interface to make it so.Providing eight gun actions to execute isn't a big deal. Most FPS games have around eight guns, and after a short time, it's easy to think "shotgun" and press key 4, or think "rocket launcher" and press key 8. This concept would/could be nearly the same.   ;  I think both of you are right.8 Auras might be too much, but I think 6 at least there should be.My game will have 20 Levels, so it's quite easy to learn how to use 6 different Auras. There'll be an editor too, to make new maps.The two Auras i'll add can be very specific, so you know when to use them.For example the aura which makes you invisible to turrets. That would make it no great deal to use 6 different ones.The one which i maybe use is"- Makes you slide like ice after you hit the spot with any motion."Thanks again for your feedback, you are a great help!   