New object suggestions for Gdash
Posted: Wed Jan 07, 2009 9:16 pm
This is for Cirix or anyone else who needs suggestions for 'advanced' elements in a boulderdash game. I know adding lots of obscure elements to an elegant puzzle game can ruin it's beautiful simplicity, but I believe that used sparingly they could inject new life into retro-style BD gaming. Most of these ideas are not thought of me, but were heard of whilst reading about programmers implementing boulderdash ports and clones.
I hope these suggestions are not premature or unwelcome, I've tried to make them as clear as possible, and of course, the community will probably influence if any of these are worthy of inclusion in the amazing Gdash universe.
If any are included I'd be honoured to come up with some C64-style graphics for them.
The objects:
1) Werner's Game style enemies. This idea was shot down when I suggested it before, perhaps because Werner's was a pretty crappy game, but I think having them will provide a break from the usual wall-following enemies of BD.
Behaviour:
- Moves forwards into empty space
- Turns left if it bumps into an object
- Explodes if player is adjacent
- Explodes if crushed by boulder
Further suggestions:
Explosions could produce a valuable element, as Butterflies do, but not diamonds. (Keys? Bladders?)
Could be either immune or vulnerable to amoeba.
2) 'Wet hell soil' from a Spectrum BD variant (name escapes me). This is a hybrid between a diamond and mud, in that it can be eaten, but will also fall down and roll off each other.
Behaviour:
- Has same movement properties as diamond. Will stack, roll and fall like diamonds do
- Can be eaten, but for no gain other than strategic reasons
- Cannot crush player or trigger explosions
3) Conveyor belts from various clones. A fixed, indestructible block which will move boulders and other free-moving inanimate objects that are resting on it either left or right.
Behaviour:
- Indestructible and immobile
- Moves objects on top of it one space to the left or right (so there will be two variants of this object). Objects it can move are: Diamond, Boulder, Megaboulder, Nitro, and any other object devised in the future which is free-moving and doesn't hover.
Further suggestions:
Switches which turn the conveyor power in the level on and off. It could be a toggle so that active conveyors turn into dormant ones, and vice versa. Also, there could be portable conveyors which are the same as normal ones, but they can move, fall, roll and even convey each other. (A stack of these would spread out to form a long horizontal conveyor). It seems appropriate that these 'mini' conveyors should be destructible.
4) Replicators which are solid, immobile machines which can create a constant stream of a given item underneath them, for example, boulders.
Behaviour
- Solid, indestructible, immobile, like titan wall
- Adds 1 item to the playfield square immediately underneath it, provided said square is empty
- Has a setting in the cave data which specifies which object to produce. Failing that, there is one variant of replicator for each object producible (seems cumbersome) or another idea suggested below
- Has a setting in the cave data which specifies the rate that objects materialize. I.e. the number of game engine cycles to wait before making an object
Further suggestions:
Some implementations I've seen have the property that they replicate any object which rests on top of them. This is elegant in the fact that it reduces the need for various types of replicator for making different objects, and also clearly shows the player what to expect from the machine. Additionally it allows the function of a machine to change dynamically, creating puzzle opportunities. Personally, I'd rather exclude Rockford himself from the duplicating process if this angle is taken.
5) Lava - usually called Acid in Emerald Mine et al, but since acid already exists in our universe, why not call it lava. This basically is static and indestructible and anything that falls into it disappears for good, much like an expired or blocked milling wall but with the advantage that it's independent from milling wall and is more visually appealing for the role it plays.
Behaviour
- Solid and indestructible
- Objects in the square above moving downwards vanish into it
- Animated, like the surface of water (side view)
There are more which escape me at present, maybe someone else will come up with suggestions?
I hope these suggestions are not premature or unwelcome, I've tried to make them as clear as possible, and of course, the community will probably influence if any of these are worthy of inclusion in the amazing Gdash universe.
If any are included I'd be honoured to come up with some C64-style graphics for them.
The objects:
1) Werner's Game style enemies. This idea was shot down when I suggested it before, perhaps because Werner's was a pretty crappy game, but I think having them will provide a break from the usual wall-following enemies of BD.
Behaviour:
- Moves forwards into empty space
- Turns left if it bumps into an object
- Explodes if player is adjacent
- Explodes if crushed by boulder
Further suggestions:
Explosions could produce a valuable element, as Butterflies do, but not diamonds. (Keys? Bladders?)
Could be either immune or vulnerable to amoeba.
2) 'Wet hell soil' from a Spectrum BD variant (name escapes me). This is a hybrid between a diamond and mud, in that it can be eaten, but will also fall down and roll off each other.
Behaviour:
- Has same movement properties as diamond. Will stack, roll and fall like diamonds do
- Can be eaten, but for no gain other than strategic reasons
- Cannot crush player or trigger explosions
3) Conveyor belts from various clones. A fixed, indestructible block which will move boulders and other free-moving inanimate objects that are resting on it either left or right.
Behaviour:
- Indestructible and immobile
- Moves objects on top of it one space to the left or right (so there will be two variants of this object). Objects it can move are: Diamond, Boulder, Megaboulder, Nitro, and any other object devised in the future which is free-moving and doesn't hover.
Further suggestions:
Switches which turn the conveyor power in the level on and off. It could be a toggle so that active conveyors turn into dormant ones, and vice versa. Also, there could be portable conveyors which are the same as normal ones, but they can move, fall, roll and even convey each other. (A stack of these would spread out to form a long horizontal conveyor). It seems appropriate that these 'mini' conveyors should be destructible.
4) Replicators which are solid, immobile machines which can create a constant stream of a given item underneath them, for example, boulders.
Behaviour
- Solid, indestructible, immobile, like titan wall
- Adds 1 item to the playfield square immediately underneath it, provided said square is empty
- Has a setting in the cave data which specifies which object to produce. Failing that, there is one variant of replicator for each object producible (seems cumbersome) or another idea suggested below
- Has a setting in the cave data which specifies the rate that objects materialize. I.e. the number of game engine cycles to wait before making an object
Further suggestions:
Some implementations I've seen have the property that they replicate any object which rests on top of them. This is elegant in the fact that it reduces the need for various types of replicator for making different objects, and also clearly shows the player what to expect from the machine. Additionally it allows the function of a machine to change dynamically, creating puzzle opportunities. Personally, I'd rather exclude Rockford himself from the duplicating process if this angle is taken.
5) Lava - usually called Acid in Emerald Mine et al, but since acid already exists in our universe, why not call it lava. This basically is static and indestructible and anything that falls into it disappears for good, much like an expired or blocked milling wall but with the advantage that it's independent from milling wall and is more visually appealing for the role it plays.
Behaviour
- Solid and indestructible
- Objects in the square above moving downwards vanish into it
- Animated, like the surface of water (side view)
There are more which escape me at present, maybe someone else will come up with suggestions?


