Replies: 4 comments 2 replies
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Very against the profile selection thing as in practice you only really ever tend to play on one save file, and it just adds a unneeded menu for most players. Classic mode also seems like unneeded bloat. If you want to play supertux in a classic style, play the old versions. Enemy encounters on the worldmap just seems very annoying and pointless, and doesnt make too much sense as supertux doesn't have a item inventory and ST worlds tend to have less alternative paths compared to games like mario 3 which can be used to avoid enemies. |
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I think a on screen timer is planned, also target times already exist, so having a dev leaderboard doesn't make too much sense. it would just mean multiple dev's best times would need to be recorded, which seems like a poor use of dev time and effort. I also see zero point in making bonus islands not come pre installed, and also doing so conflicts with some future plans regarding how tux dolls work. |
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I am in favor of cutscenes not counting towards level time, im shocked that isn't already the case. the steam workshop and secondary input binds are also fair ideas. |
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Shops are possible. Time limit already exists, and I guess post-game playable Penny could be cool. (but 1.0 would probably be released in 2035 or something.) |
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I know that I've already created a similar discussion, but I've made a better one. But I know you're going to hate some of them.
Profile select screen before the main menu
Putting in the profile select screen before the main menu is a recommended choice because a lot of games have that and one player doesn't want to accidentally delete another player's data.
Power-up shop
Add in a power-up shop because I've got so many coins.
Classic mode
Classic mode is a mode that is based on the legacy versions of SuperTux. It contains scoring, lives, and a time limit.
Entering pipes
Add in entering pipes. Classic-style.
Enemy encounters in world map
When the player makes contact with an enemy, the player has to defeat it. Enemies will move from level to level after the player has beaten a level. This is similar to Hammer Bros. from Super Mario Bros. 3.
Switching level planes
I've been wondering why the foreground plane is used. Add in switching to different level plane. 32-bit-style.
Controller support for editor
Add in controller support for the editor in case anyone who has a Steam Deck wants to create levels.
Secondary input bindings
Add in secondary input bindings in case for players who prefer using the d-pad.
On-screen stopwatch
Add in an on-screen stopwatch in case players want to restart a level and try to get the par time.
Dev time
Dev times are the game's developers' best record on each level.
Installable bonus levels
I know you're going to hate this idea, but make the bonus levels installable. When first installing and booting up the game, the bonus levels will not be available right off the bat and they must be installed through an installer. It's similar to installing extra data on a PSP game.
Steam Workshop
Add in Steam Workshop integration so that players can play other's created levels.
Gameplay fixes
Lava is instant death
When I was playing in the castle levels, I touched the lava and I noticed that it damages Tux instead of instantly killing him.
In-level cutscenes don't time-consume
Make the in-level cutscenes don't time-consume. I forgot how I noticed this.
More architecture support
Add in support for more architectures on Linux.
Future playable Penny
When the game is finished, make Penny a playable character after the player has beaten the game. She will have a short hovering ability.
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