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mobius

new tile ideas

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someone in discord mentioned the idea of "Chips challenge 3" and it reminded me to post this list of new tile ideas I made long ago:
(some of these are based on CC1 and 2 elements while some are based/copied from concepts from another game called "Enigma". So this is my fantasy concept tile idea list for Chips Challenge 3. :P

Feel free to post your own ideas :D

changes to existing elements:

1. keys/doors, teleports, and toggle doors/bombs now all come in 9 varieties: red, blue, yellow, green, orange, purple, black, white, grey.

black white and grey keys can be dropped like items. If dropped into ice and FFs they move with them like an enemy would.

So you may have multiple types of toggle doors in one level working independently. [sort of like in Chuck's Challenge)

2. Clone Machines may clone items and keys and players.
unfinished idea: a new way of changing what a clone machines creates.

3. Wires may be placed over plain walls and (over or under) most tiles. And TNT actually destroys wires (for those unaware this doesn't happen in CC2, even though it appears like it does}.

unfinished ideas:
4. Transmogrifier: I'd like to somehow be able to turn Chip into an enemy or creature that is forced to behave like enemies (Fireballs etc).

5. Rover needs to follow a more reliable set of rules. Also: option to have the Rover follow a specific pre-programmed path.


NEW ELEMENTS:

INVINCEIBILITY STAR
chip cannot die to enemies or hazards (walks over them) for several seconds, (similar to the Mario star)

BLACK HOLE
everything except ghosts are killed in black holes. All blocks disappear forever in them. Chip can only walk over black holes with the hover boots

CRACKED FLOOR
has up to four types: this floor can be walked on once, 2, 3 or  4 times until it breaks depending on how cracked it is.

CRACKED ICE
works similar to cracked floor but has same properties as ice and water is underneath

SPIKES
kills player, ants, centipedes, walkers, balls. Can be turned on and off with a button. Destroys ice and plastic blocks. Other blocks can be pushed over them.

ELEVATOR
(idea comes from a game Tyler Sontag made, talked about in discord recently)
essentially allows chip to walk on top of walls and canopy. (But can't walk *through* walls like a ghost).

HOVER CRAFT
vehicle which works like a moving platform; chip can get on and ride on a predefined path (unless carying the license) while on the hover craft, player is protected from enemies and all hazards like water or black holes.
Except it avoids train tracks.

TRAIN
vehicle that follows tracks. PLayer is protected from enemies while on the train. Cannot dictate where to go unless carrying the license.

LAVA
fire like substance that slowly spreads across floor on it's own. Is blocked by most other tiles like walls and gravel. If it encounters dirt; the dirt is turned into gravel.
Dirt blocks pushed into lava turn to gravel.
Ice blocks pushed into lava turn to water.

TORTOISE
a moving monster which is NOT an enemy; works like a moving turtle but never sinks. Chip can ride a tortoise across water

WOODEN BLOCK
is destroyed in water/fire/lava. Can only push one at a time.

PLASTIC BLOCK
floats in water (can be pushed over water like floor without turning water into floor). Can push multiple blocks at a time.

STONE BLOCK
Cannot not be destroyed by bowling ball or laser. turns to floor in water/lava. Can be pushed into enemies to kill them.

LASER
shoots deadly beam in one (of four) direction. Can be turned on and off and direction changed with buttons. Destroys chip and all enemies and dirt/ice/wooden/plastic blocks.

RECEPTACLE
catches a laser and if wired activates other objects (like a pink button does)

MIRROR
reflects a laser in different directions depending on how moved. Mirrors can be rotated on train tracks

COIN SLOT DOOR
toggle door that allows 1 player or enemy through per one coin.

RICHOCHET BLOCK
pushing on it (from opposite side) will push blocks and enemies adjacent to it away in the direction you pushed. If player is standing adjacent to one and an enemy hits it player will be pushed away.

SWAP BLOCK
Swaps places with adjacent (non enemy) tile when pushed on. Even walls for example can be moved with this block.

TETRIS BLOCK
blocks with different symbols that fit together and form bigger blocks. These larger "tetris" piece like blocks can be moved as one big unit. Can be broken apart with the hook or time bomb.

MAIL SYSTEM
items dropped into the mail tile get sent (with button press) to other mail station. Items must be picked up before placing more.

NEW ITEMS:

MAGIC SATCHEL
adds new slots to inventory: when carrying the satchel up to 8 items can be held at once.

BAIT
when dropped: all teeth on the level will ignore chip and instead be attracted to the bait. If a teeth is able to move onto the tile the bait is on after several seconds the teeth will eat the bait then return to following Chip.

HAZMAT SUIT
allows player to walk across slime

SOAP
allows player to walk across slime and erase it.

FIRE EXTINGUISHER
erases fire and lava

HOVER BOOTS
allows player to walk across black hole and spikes

SKELETON KEY
opens any door once

MAGIC KEY
opens any door infinitely.

MAGIC WAND
can change walls and some tiles into different things when pressed on. (unfinished idea)

HAMMER
allows chip to destroy blocks (cannot move them while carrying hammer)

LISCENCE
lets player control hover craft and train


--------------
there were some things in Puzzle Studio which intrigued me but it's been so long since I played that that I can't remember most of them. I remember a bowling ball that moved slowly but not exactly how it worked.

Ideas I'm particularly fond of are the: bait, multiple colored toggle doors, laser and mail system.

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Multiple different colors of blocks and switches that require the color to be held down to open doors, exactly like in Chuck's Challenge. Block shuffling puzzles were interesting enough already with only needing to get blocks to buttons, imagine having to get specific blocks to specific buttons, too!

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For now i'll just mention that this thread exists if you want to see what some others thought of. (And apparently there's another one? Idk where that is.)

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Chip needs to have more defensive tools like the helmet from CC2. Really useful item from annoying blob or walker levels. Also, the invincibility star seems to be a great idea. Chip needs tools to kill some of the monsters besides guiding them to water, fire, or bombs. Great ideas though.:)

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Here are some elements that I like:

Droppable Keys

Black Hole

Cracked Ice

Spikes

Elevator

Tortoise

Laser and Mirrors

Coin Slot Door (Which I imagine uses the Thief Bribe)

Mail System

Hazmat Suit

Hover Boots

Skeleton Key

Hammer

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On 3/3/2018 at 3:35 PM, mobius said:


someone in discord mentioned the idea of "Chips challenge 3" and it reminded me to post this list of new tile ideas I made long ago:
(some of these are based on CC1 and 2 elements while some are based/copied from concepts from another game called "Enigma". So this is my fantasy concept tile idea list for Chips Challenge 3. :P

I'll say in advance, most of these are great ideas that I'd love to see in a new version of the game. :)

 

On 3/3/2018 at 3:35 PM, mobius said:

1. keys/doors, teleports, and toggle doors/bombs now all come in 9 varieties: red, blue, yellow, green, orange, purple, black, white, grey.

I like the idea of expanding on the types of keys/doors/teleports/etc., but I wish we could stop color-coding them. It's restrictive to artists designing new graphics. :P

(I don't know if anyone noticed, but my new CC2 editor avoids color-based element names as much as is realistically possible.)

 

On 3/3/2018 at 3:35 PM, mobius said:

4. Transmogrifier: I'd like to somehow be able to turn Chip into an enemy or creature that is forced to behave like enemies (Fireballs etc).

Very interesting idea!

 

On 3/3/2018 at 3:35 PM, mobius said:

BLACK HOLE
everything except ghosts are killed in black holes. All blocks disappear forever in them. Chip can only walk over black holes with the hover boots

Should probably be safe for both ghosts and gliders (since they have so many other concepts in common).

I'd also call it something like "Bottomless Pit", since "black hole" implies a rather different type of structure.

 

On 3/3/2018 at 3:35 PM, mobius said:

BAIT
when dropped: all teeth on the level will ignore chip and instead be attracted to the bait. If a teeth is able to move onto the tile the bait is on after several seconds the teeth will eat the bait then return to following Chip.

What about timid (blue) teeth? Do they stop running from Chip and move toward the bait?

(And presumable the opposite is true for both types of teeth when the active player is Melinda.)

 

On 3/3/2018 at 3:35 PM, mobius said:

SKELETON KEY
opens any door once

This idea has a LOT of potential!

On 3/3/2018 at 3:35 PM, mobius said:

MAGIC KEY
opens any door infinitely.

Although this one might be a bit too much.

 

On 3/3/2018 at 3:35 PM, mobius said:

MAGIC WAND
can change walls and some tiles into different things when pressed on. (unfinished idea)

Guardedly, this sounds like a pretty cool concept (depending on what sorts of changes are allowed).

 

On 3/3/2018 at 3:35 PM, mobius said:

Ideas I'm particularly fond of are the: bait, multiple colored toggle doors, laser and mail system.

Definitely like the toggle doors and laser ideas. :)

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On 3/3/2018 at 9:30 PM, mmoraleta said:

Chip needs to have more defensive tools like the helmet from CC2.

Agreed. The helmet is really fun to play with.

 

On 3/3/2018 at 9:30 PM, mmoraleta said:

Chip needs tools to kill some of the monsters besides guiding them to water, fire, or bombs.

I disagree with this, though. In my opinion, one of the things that really sets Chip's Challenge apart as a game is that it is purely puzzle-driven, with nothing that even remotely resembles combat. A LOT of games have some kind of player-driven combat, and it gets really boring. I like how in Chip's Challenge, you instead simply use the environment against your enemies. :)

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35 minutes ago, The Architect said:

I disagree with this, though. In my opinion, one of the things that really sets Chip's Challenge apart as a game is that it is purely puzzle-driven, with nothing that even remotely resembles combat. A LOT of games have some kind of player-driven combat, and it gets really boring. I like how in Chip's Challenge, you instead simply use the environment against your enemies. :)

And then I had to go and design DUNGEON QUEST :P

I agree with this point, but also think there are plenty of creative and non-violent ideas for tools that can destroy/remove monsters. I agree I wouldn't want Chip to have a sword or a gun or anything like that, but I think TNT and bowling balls are awesome, and it might be nice to have standard cherry bombs that were droppable. Lasers turrets would be awesome too. Or a 'freeze' gun. 

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Now that you've mentioned it chip having a weapon is a stupid idea. :P But I agree with the opportunities to destroy the monsters based on the resources given. Cloners Maze is a great example. 

Helmets are cool though.

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On 3/5/2018 at 5:28 PM, The Architect said:

I like the idea of expanding on the types of keys/doors/teleports/etc., but I wish we could stop color-coding them. It's restrictive to artists designing new graphics. :P

(I don't know if anyone noticed, but my new CC2 editor avoids color-based element names as much as is realistically possible.)

How do you think keys etc should be coded? By shape or symbols? colors seems the simplest method to me; and I've never found it restrictive. Keys could have different shapes but with toggles walls and bombs it gets much trickier.

Important features while I'm thinking of it: extra bomb chips!

some other new ideas:

freeze gun is an interesting idea! The laser idea is another type of way to destroy enemies, sort of similar to the bowling ball but different.


A STOPWATCH button that stops time or in effect; pauses the game for everything else yet Chip can keep moving (and clock keeps ticking).

MAGNET BLOCKS:
(unfinished idea)
blocks which have either N on one side and S on the other; opposite poles are attracted to each other and same repel. Blocks two spaces apart draw toward each other. Another tile called (magnet wall?) which cannot be moved but attracts magnet blocks.

MAGNET
item if player picks up is attracted to a magnet wall

WIRELESS BUTTONS

buttons that function similar to black buttons but don't need wires.  All must be held down to activate something. (would make making sokobans much easier).

 


someone else's idea from discord:
If an enemies like an ant has a "backpack" it can pick up and use items just like ghosts and rovers. Maybe same item as "magic satchel". So enemies can pick it up and use it as well.

 

 

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A spool of wire that would leave wire wherever the holder walked, like in the level editor. This would affect the logic of the level in real-time. Wire still wouldn't be place-able on colored floors, recessed floor panels, etc.

Cursed medallion that, when picked up, would prevent the holder from dropping any items. Could only be taken away by a red thief.

Some kind of block that doesn't activate pop-up walls or sink turtles. 

Green CC2+ chips/bombs that don't add to the total chip count.

Wire that's deadly while it's active. It would be red while inactive, and yellow while active, so it could be easily distinguished from normal wire.

Bowling ball-esque item that doesn't have an inventory, but moves at a speed boots pace, and if it hits something that can normally be destroyed by a bowling ball, it instead causes the thrower and the target to swap places. If it's fired from a clone machine, it causes the target to switch places with whatever is currently inside of said clone machine.

Trapdoor that turns to normal floor once any moving object falls into it.

Some item (blessed medallion?) that, if its holder is Chip or Melinda, does not cause the player to lose if the holder dies and there's still another Chip or Melinda to switch control to.

Gauntlets. When the holder has these on, they can push against an enemy to change its direction. This would also give Chip and Melinda immunity to enemies while pushing against them.

Forklift or something. When the holder has this, they can push directional blocks in directions they're not meant to go, and can push any combination of multiple types of blocks (including dirt blocks). When used with a hook, this can pull directional blocks in directions they're not meant to go.

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How about round boulders. When pushed, they roll and keep moving in a straight line until they hit something. Easy to implement and goes well with the puzzle theme of the game and would add a nice twist to the classic block-pushing themed levels.

You can see this feature here in a flash game I made

http://www.fastswf.com/2Ra-gvs

(levels 4, 5, 6, 7, 14, 23 demonstrate some puzzles that can be made of this)

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MAGNET BLOCKS:
(unfinished idea)
blocks which have either N on one side and S on the other; opposite poles are attracted to each other and same repel. Blocks two spaces apart draw toward each other. Another tile called (magnet wall?) which cannot be moved but attracts magnet blocks.

MAGNET
item if player picks up is attracted to a magnet wall

I had a similar idea but in my case the player picks up a North, South or Neutral magnetic charge from standing on a thing that gives you a magnetic charge whatever it's called (inductor, conductor? a physics person might know)

The way it works is if Chip has say a North charge, then every South magnet he is aligned with horizontally or vertically will be attracted to him and move in a straight line towards him until they hit him or something.

Will be easier to understand if you have a look at levels 11, 12, 15, 16 of my game:

http://www.fastswf.com/2Ra-gvs

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A suggestion I would like to make for the level editor is to be able to "shift" the entire level's contents up, down, left or right. Either that or to be able to adjust the horizontal and vertical size so all empty space around the level is taken out. This would save time having to measure and manually do this yourself.

Also to be able to maximise the level editor level to see more of the level at once.

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Laserguns (not an item, but a solid object)

 

Laserguns fire a laser when a button is held down. Lasers could destroy Chip, monsters (another way to get rid of monsters, and I would personally prefer having Chip figure out a way for a monster to move into the path of a laser rather than directly fire a weapon himself) and ice-blocks (but not standard blocks which could be used to block the lasers).

The laserguns could also be pushed around, and if a button is held down that would arise some interesting puzzles where you push laserguns but only able to approach them from certain directions.

See levels 18-22 for examples

http://www.fastswf.com/2Ra-gvs

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3 hours ago, Gavin said:

A suggestion I would like to make for the level editor is to be able to "shift" the entire level's contents up, down, left or right. Either that or to be able to adjust the horizontal and vertical size so all empty space around the level is taken out. This would save time having to measure and manually do this yourself.

Good ideas for me to consider for my own editor, thanks! :D

3 hours ago, Gavin said:

Also to be able to maximise the level editor level to see more of the level at once.

Hey, my editor already does that! :cool:

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