Talk:Draft:Pix and Bit's First Game Design Document

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(Post all of your brainstorm ideas here!) COMBO-MOVEMENT: Pix and Bit can stack onto each other to execute some combo moves:

  1. Pix stacking onto Bit; Bit can jump and Pix can commit to her High Jump for an extra boost.
  2. Bit stacking onto Pix; Same as before, but with Bit instead.
  3. Bit stacking onto Pix + Gliding; with Bit on her back, she can jump (or walk off a ledge) and Bit would carry Pix in her glide.

Chip and Bug might seem incompatible at first, however the differences is what makes them different. Electricity on Fish and Water and Insects typically don't get along well, however Chip and Bug make it work.

  1. Bug has full flight-capabilities though not for long, after-all Bug's wings are too small to get their fat little body off the ground. Bug, of course, flies anyway because Bug doesn't care what Chip thinks is impossible, until chip has to carry Chip (and be airborne for a prolonged amount of time).
  2. Chip's splash & Bug's shock is a deadly combo, to the both of them though especially to their foes. Players should always be careful when executing this combo and especially if they're fighting together.

Feel free to expand on these ideas. xoxo --Tequt (talk) 21:51, 18 March 2023 (UTC)

Do we have a picture of Bug? --Moose-Mouse (talk) 01:14, 20 March 2023 (UTC)

User:Moose-Mouse We do actually!!! Unfortunately I cannot seem to find any more art of Bug at the moment

--Tequt (talk) 06:21, 20 March 2023 (UTC)

Some ideas for progression through the game (thought of by maeveth)

There could be a hub world, with portals (paintings) to different levels in different areas of the hub world

(Current idea for the hub world: an old, semi-abandoned museum haunted by the ghosts of its former caretakers and curators, which once showcased the ancestral cultures of the shattered planet’s current inhabitants, who all immigrated from different star systems)

- The only painting that’s fully assembled upon first entering the hub area is the one that leads to the first real level (not counting the tutorial)

- All the other paintings are torn apart and the pieces are scattered across different worlds, requiring you to collect all the pieces and restore the paintings to their former glory in order to access the worlds they lead to

- Once all the pieces of a given painting are collected, players need to put the pieces in the painting’s correct frame in order to activate the painting’s magical teleportation powers

Players could also be required to collect a certain number of a different kind of collectible (keys? Seeds? Gemstones? Something else? Idk yet) to unlock each new area of the hub world (and by extension, the frames of paintings that lead to new levels)

(Current idea: each wing of the museum is dedicated to a different planet and its peoples. At the entrance to each wing is a door flanked by one or more statues of the gods that were once worshipped by the peoples who lived on that planet. Every one of these statues is different. In order to move forward, players must pay their respects to the guardian deity statues by offering them coriander seeds. The amount of coriander seeds required increases the further into the museum players are.)

- Often times, players might find pieces of paintings that correspond to frames in areas of the hub world that they haven’t unlocked yet (wings of the museum that the gods haven’t granted them passage to yet)

well that's really cool --Moose-Mouse (talk) 07:49, 1 April 2023 (UTC)

THE CODE[edit source]

Share all of the code here so others cane mercilessly tear apart your code!