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MKCocoon

layton engine

Jan 16th, 2020
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  1. The game always starts on the title screen, with options for New Game and Continue.
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  3. Choosing Continue shows your total playtime, number of puzzles solved, and your current location, and then prompts whether you want to continue. https://cdn.discordapp.com/attachments/667541164605440051/667546492529016832/continue_screen.png
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  5. Choosing New Game just starts from the first event of the game. I won't have cutscenes since that's too much work lol
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  9. The overworld looks like this http://jsicktheslick.files.wordpress.com/2012/01/professor-layton-and-the-unwound-future-7.jpg
  10. Each screen has a different background and people to talk to. In addition, tapping certain areas in each background (different for each one) can reveal hint coins, which are used to unlock hints to puzzles. I guess here I need a framework for the background, where to put people (the people there and their positions may change depending on where you are in the game), and hint coin locations.
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  14. The briefcase at the top right brings you to a menu which displays total playtime, puzzles solved, current location, picarats accumulated (I'll explain this later), and number of hint coins. At the bottom are three buttons that will bring you to the "Mysteries" screen, which has all the major mysteries so far, the Puzzle Index, which allows you to retry puzzles that you've solved, and a button to save. https://media.discordapp.net/attachments/667541164605440051/667546585483313178/menu.jpg
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  16. The Mysteries screen looks like this: https://media.discordapp.net/attachments/667541164605440051/667550385904549888/mysteries.png
  17. Each mystery is only unveiled once well, it's unveiled. When it's solved it's marked as such. When you tap on a mystery, it brings up different text depending on whether it's solved or not.
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  19. The Puzzle Index is just a list of solved puzzles - it looks like this but it can be way simpler lol https://cdn.wikimg.net/en/strategywiki/images/d/d6/PLatCV_Puzzle_Index_Page.png
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  21. When saving, it brings up the same screen as when you choose Continue on the title screen and prompts you with Yes/No again.
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  25. The shoe on the bottom right I'll probably change to a map, and it'll pull up a world map when you click it. Each world map will have a background image, and small buttons scattered around in their appropriate places, connected with dotted lines, with each corresponding to a screen. You click the buttons to move to that screen. In almost all cases each screen will be "unlocked" one-by-one, so at that time the map should pop up and a new button appear.
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  27. In some cases I may want to restrict where you can move though, which usually kicks you back out to your current screen and leads to a quick dialogue.
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  29. Additionally, K64 has seven planets, so there will be seven world maps you can navigate between by taking a Warp Star. There should be a way to switch between the maps.
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  33. When you tap on stuff or people, or during an event, dialogue comes up in typical visual novel style - https://i.ytimg.com/vi/Qdd2Bkflik4/maxresdefault.jpg
  34. Notice the background dims. Accommodating for two potential sprites on both the left and right sides would be cool. Also, they have to be able to change their expression (so different sprites) mid-conversation. Having the text scroll would be preferred but isn't strictly necessary I guess. Really extra would be making them be able to have their mouths move while they're talking, and blink while idling just like in the actual games, but that's like lowest priority gigalul
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  36. Also, there are popup boxes that show up sometimes that look like this https://cdn.discordapp.com/attachments/335613643309842436/669600920606081034/Screen_Shot_2020-01-22_at_10.54.12_AM.png
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  40. Oftentimes text leads to a puzzle. The segue in looks like this: https://youtu.be/us3dxT5IEQM?t=632
  41. You can probably not print the name of the puzzle cause I probably won't bother to come up with names lol.
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  43. Puzzles have a TON of different formats, from input text as answer to multiple-choice to even sliding block, you can Google if you want to know. Basically though, for this I need some sort of framework where I can run a program within a program, since it's so varied. All puzzles have a similar overall HUD though regardless of format... look at this video here to see. https://www.youtube.com/watch?v=Fq_UfzS3VD4&t=257s
  44. Hints and Quit will always be there (yeah, you can quit a puzzle and come back later if you can't solve it right away. If it's a story-essential puzzle then you just can't progress until you solve it). We can probably just replace Memo with like an upwards-facing arrow to pull up the puzzle text, and not worry about the bar on the top, and then different puzzles may or may not have Restart or Submit. This is where it gets tricky lol. Different puzzles have different solve conditions.
  45. Hint screen(s) look like dis https://www.wikihow.com/images/thumb/7/76/Solve-Puzzle-001-on-Professor-Layton-and-the-Curious-Village-Step-3.jpg/aid1579553-v4-728px-Solve-Puzzle-001-on-Professor-Layton-and-the-Curious-Village-Step-3.jpg
  46. https://vignette.wikia.nocookie.net/layton/images/1/1f/CVHints.png/revision/latest/scale-to-width-down/340?cb=20110604142012
  47. etc. There's only 3 hints for each puzzle.
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  49. So I guess for puzzles there would be... the background image, whether it uses Restart/Submit, the puzzle text, the 3 hint texts, and then there's text for if you get it wrong or right. Speaking of which...
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  51. After you solve a puzzle, it plays a little animation of the character who was solving the puzzle (I'll probably have five different characters). Here's Layton's: https://www.youtube.com/watch?v=hNarlVNOn0s
  52. If it's a submit answer or multiple choice puzzle though, you can get it wrong and then it's big sad https://www.youtube.com/watch?v=7uC3-dTzZJM
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  54. If you get it wrong then it displays text, and then you can choose between just two big buttons, try again or quit. Regardless of your choice though, the number of picarats you get from the puzzle decreases by 20% up to a maximum of twice, as shown here: https://youtu.be/ESGlA59nPPY?t=718
  55. The picarat count is both the difficulty marker of the puzzle and Layton's version of score. Getting more picarats in the actual games unlocks bonus content, giving incentive to not get everything wrong a billion times. I probably will want to add bonus content at some point but don't worry about it for now.
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  57. If you get it right it displays text, then the next time you click it goes back out to dialogue and back to the overworld.
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  61. Aside from all of this, as it's a narrative-driven game I'm gonna need a flag system so that I can make the game actually progress in a logical fashion - you probably know how this would work better than me tbh
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