Difference between revisions of "Potentially Accepted Ideas"

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# Find things to collect that have symbology behind them.
 
# Find things to collect that have symbology behind them.
 
#* Don't make collectables excessive.
 
#* Don't make collectables excessive.
 +
#Skulls on Alice’s dresses could indicate there are enemies nearby (By glowing, screaming, catching fire, ect)
 +
Stealth includes an indicator of enemy alertness (Green-Unnoticed, Red-Alert)
 +
#Consider putting health indicators on enemies, especially bosses.
 +
#Alice collects candy for power ups.
 +
#Collectable power ups as stuff animals
 +
#*Bear: Power
 +
#*Rabbit: Speed
 +
#*Hare: Super jump
 +
#*Cat: Cat vision that finds hidden objects
 +
#*Dormouse: Shrink and scamper
 +
#*Lulu: Magnetic to all pick ups
 +
#Alice “collects” emotions throughout the game
 +
#Power ups depend on the location/level e.g., Rage mode activated during the anger level
 +
#Alice’s state of mind gives her power ups e.g., depression has a black hole power, anger like rage mode, ect
 +
#Use patches for power ups e.g., Cheshire patch grants invisibility dodge
 +
#*Cheshire patch could grant Alice the “Cat scan” ability, Alice would have cat like vision and hidden objects would be revealed
 +
  
 
'''Story'''
 
'''Story'''

Revision as of 15:06, 14 January 2019

In-Game Ideas/Suggestions

Gameplay

  1. Lulu easter egg
  2. Cat is not helpful but does provide banter and conversation
    • Cat cannot be summoned on command, this would break character. However there may be set locations where the cat appears to banter.
    • Collect the cheshire cat as he’s hiding around the map (like the pig snouts in Madness Returns).
      • The cat could give “words of wisdom” when you find him.
      • Finding all the cats could unlock something like a dress.
  3. Rabbit is a helper and guide that naturally runs off ahead of the player, pulling the player into the environment and engaging in the story.
    • He can potentially can help her solve puzzles, acting like the clockwork bomb on a platform then running back to her.
    • Give rabbit more mechanics.
  4. Unlockable concept art as an in-game art gallery.
  5. A menu where we can get a close up of Alice’s dresses and be able to spin her around
  6. Find things to collect that have symbology behind them.
    • Don't make collectables excessive.
  7. Skulls on Alice’s dresses could indicate there are enemies nearby (By glowing, screaming, catching fire, ect)

Stealth includes an indicator of enemy alertness (Green-Unnoticed, Red-Alert)

  1. Consider putting health indicators on enemies, especially bosses.
  2. Alice collects candy for power ups.
  3. Collectable power ups as stuff animals
    • Bear: Power
    • Rabbit: Speed
    • Hare: Super jump
    • Cat: Cat vision that finds hidden objects
    • Dormouse: Shrink and scamper
    • Lulu: Magnetic to all pick ups
  4. Alice “collects” emotions throughout the game
  5. Power ups depend on the location/level e.g., Rage mode activated during the anger level
  6. Alice’s state of mind gives her power ups e.g., depression has a black hole power, anger like rage mode, ect
  7. Use patches for power ups e.g., Cheshire patch grants invisibility dodge
    • Cheshire patch could grant Alice the “Cat scan” ability, Alice would have cat like vision and hidden objects would be revealed


Story

Dresses

Tarot Cards

Weapons

Enemies

Miscellaneous Ideas/Suggestions

Merchandise

Others