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Inspiration Topic

Posted: Sun Mar 31, 2013 6:34 pm
by dig 222
Hey all, I decided I'd make a topic to help all of those stuck people with no idea what to make as an adventure. I thought people could post all of their ideas that never got off ground, or just general inspiration for levels, to give people an idea.
Here is some ideas from me.

Murder Mystery Style
You could make an adventure where you have to talk to multiple stinkers and ask questions, solve puzzles around the house and stuff to figure out who the culprit is for the [Insert evil thing here]

Descent/Ascent Style
This type of adventure is where you are constantly heading up or down, climbing an incredibly tall tower, or venturing down a deep, DEEP cave.
It would be even cooler if you added a few minibosses to mark floor milestones. Eg: 25, 50, 75.
And then a final boss at the end. This type of adventure would take quite a lot of time if you wanted to make one of the 100 floor ones.

Random Style
You could make a completely random adventure. Eg: Your on a flying cheeseburger until you crash into a large fort of solitude inhabited by the SUPER BAD STINKER: EVIL KANEEVIL!

Horror Style
You could make an incredibly scary level, with many mazes and traps. Notable horror adventures are Gem Chompers I, and Gem Chompers II. Also Yotyot's soon to come scary adventure. Things you could use in this style of level are the silent stinkers. They are basically normal stinkers, but they are inverted on their Y axis, and have a few body parts invisible. Picture below:

Posted: Sun Mar 31, 2013 6:40 pm
by Wonderman109
-X axis, not Y axis

But hey, thanks for the suggestions!

Re: Inspiration Topic

Posted: Sun Mar 31, 2013 9:35 pm
by Yzfm
dig 222 wrote: Murder Mystery Style
You could make an adventure where you have to talk to multiple stinkers and ask questions, solve puzzles around the house and stuff to figure out who the culprit is for the [Insert evil thing here]
You stole my idea, punk! (no offenses)

Seriously, though. I initially had the idea, but I was too lazy to complete it. theere's a proof in the adv. progress topic, but I'm too lazy to get it out now (it's around the 68th page, maybe.)

Re: Inspiration Topic

Posted: Sun Mar 31, 2013 9:42 pm
by Sammy_P
dig 222 wrote:Horror Style
Sheesh, talk about domino effect.

Posted: Sun Mar 31, 2013 9:54 pm
by DEEMAN223344
Yup.

Posted: Sun Mar 31, 2013 10:51 pm
by Wonderman109
:P You just reminded me that I started making one of those too. xD

Re: Inspiration Topic

Posted: Mon Apr 01, 2013 4:26 am
by MyNameIsKooky
Sammy_P wrote:
dig 222 wrote:Horror Style
Sheesh, talk about domino effect.
Dominoes keep falling out of my face. WHY???

Posted: Mon Apr 01, 2013 2:31 pm
by Wonderman109
Don't you remember you ate a package of dominoes a few months ago?

Posted: Mon Apr 01, 2013 3:48 pm
by dig 222
I'm sure MNIK isn't the only person in this forum who thought: "HEY LETS MAKE AN ADVENTURE THAT SCARES PEOPLE"

Posted: Mon Apr 01, 2013 7:01 pm
by MyNameIsKooky
dig 222 wrote:I'm sure MNIK isn't the only person in this forum who thought: "HEY LETS MAKE AN ADVENTURE THAT SCARES PEOPLE"
Then how come I was the first person to go through with it? It was four years after the advent of the editor when the first Gem Chompers was released. You should probably check the legal info on your tasty deodorant.

Posted: Mon Apr 01, 2013 7:05 pm
by Master Wonder Mage
Because you're the first person to bother to do it.

Posted: Mon Apr 01, 2013 7:07 pm
by MyNameIsKooky
Well, it really WAS a bother.

Posted: Mon Apr 01, 2013 7:31 pm
by LittleZbot
Actually, I was planning a trilogy of scary adventures long before Gem Chompers. If you'll look WAY back in the picture topic you'll see that I was planning the "Haunted House" trilogy. Of course, with my current pace on adventures, it will take about 127,465,393,763 years for me to release it.

Posted: Mon Apr 01, 2013 9:02 pm
by Master Wonder Mage
And ab was working on something once as well.

Posted: Mon Apr 01, 2013 9:33 pm
by Wonderman109
Also to note: Ascent style adventures can be very cumbersome to make because of changing objects on level positions.