GCPP:Proposal-(roach)

From YPPedia

Puzzle Codename: proposal Roach

Contact
Username: iwannacookie
Additional contact info: iwannacookie on the viridian ocean, Y!PP
Project forum thread: http://forums.puzzlepirates.com/community/mvnforum/viewthread?p=1330759#1330759



Game concept

the game concept is it is a foraging puzzle. we need a foraging puzzle :D

Objective

the objective is relatively simple. all ye have to do is haul in forageables from off the ship.

Gameplay

you control a hook, which by holding the space bar (for maximum speed) or pressing continuously (for slower hauling) goes down to bring something up. along the bottom there will be approximately 4 rows of fruit and other forageables (mostly fruit as they are most common) going left and right beneath you. by controlling the speed of your hook and by using the left and right keys to maneuver where you stand, you must haul the desired forageables to achieve a good score.


Scoring

there are several aspects to scoring. you have 4 CASKETS. 3 caskets have what they need on them, so for example casket 1 may have a picture of a rabuntan and 2 pineapples on, so when you haul up one of these, select that casket to throw it in. you may enter any of the items in in any order. when one of these caskets is completed, you score and the casket is changed for another, with a different pattern. you score doubles, triples, etc by clearing multiple caskets in 1 move each time, so hauling a pineapple, completing one box, then hauling again, and completing the second box is a DOUBLE. the 4th casket (which can also be used as a combo) is a big crate where ye put yer unwanted hauls, although it is extremely useful for combos! if 3 of the same forageable enter this 4th casket, then they dissapear and give ye a (smell) amount of points. this is very useful for combos, as they can help generate combos. the combo system is obviously the same as all other puzzles: double, triple, bingo, donkey, vegas. combos are the main method of scoring, but finding 3 golds on this puzzle is also worth its weight in gold :D

to summarise: 1st casket: a casket containing several forageables you need to collect. 2st casket: another casket containing several forageables you need to collect. 3rd casket: another casket containing several forageables you need to collect. this one will most likely be harder than the first 2. 4th casket AKA the CRATE: a large crate like container where junk forageables can be placed. any 3 of a kind forageables placed here will disappear and give you points. i have also had the idea of a method of disposing what is in the junk crate, maybe a special peice, like a gunpowder which destroys all the stuff in the crate? 5th casket: as you will see below, the 5th casket is exactly like the first 3, but can be added in to vary and harden things up for the more experienced players :D.

Variability

well, i was thinking that when ye start off, ye have just pineapples, rambutans and another item (except gold). additionally, while below broad ye only have 2 set caskets and the big waste crate (4th casket). after achieving broad, ye then get 2 more resources (excluding gold again) and the final casket. finally, gold and (if necessary because puzzle too easy) another resource will be added to complicate things even further for variability. additionally, if the game is still too easy, then i would consider making a 5th casket, which is the same as the first 3 and has a selection of forageables which need to be put in

End criteria

the game will immediately finish upon one of several things happening: 1) you fill all caskets and the crate completely full (named as Booching the boxes), thus meaning you technically fail. you will immediately end the puzzle and it will give you a score for everything you have done. so, if you booched all the boxes at the start, you are quite liable to get booched and thus, it will not count. if you do it right at the end, it should still be possible to get good or even excellent if ye did really well, but it is impossible to get incredible if ye booch the boxes. 2) you fill 20 caskets. then, you are evaluated and the puzzle ends. when you finish 20 crates, a whistle (or other noise, because i dont mind what) will come, and no more forageables will come out. once all forageables have left the puzzle, the game ends and your score is counted. since at the end of the game you will have 2 caskets and the crate still with you, you may attempt to fill the last 2 caskets after the whistle or form a matching 3 in the crate for additional points.

Difficulty scaling

to increase difficulty, as your levels increase then the claw and the fruit will move faster (as the same as the speed increase for the gunning puzzle). furthermore, more complicated and more variable items will appear in the 1st to 3rd caskets (such as at basic level, you get pineapple, rambutan, pineapple. on a more complicated level, you recieve gold, pineapple, durians, coconuts and something along them lines).

Crafting type

foraging. it couldnt really be used for anything else, because the concept of clawing things is very close to foraging. although, with alot of UNDESIRED tweaking, it COULD be a construction puzzle... but i would much rather have this as a foraging puzzle :) READ BELOW

Known problems

1) how will multiplayer games be rated? ANSWERS: they wont be? it will only be rated if ye are with people of 2 levels as they are oceanwide?

Notes

once the puzzle is finished, you are randomly decided upon what the ship gets for your efforts. what you get in the crate or casket does not DIRECTLY link to what you get (so if you get 3 golds, that doesnt mean you will DEFINITELY get a gold afterwards...) obviously, the better you do, the more chance ye have of getting something precious like gold, but ye can get incredible and still get no gold as it is (and should be) down to LUCK. if ye could do a puzzle every time and get gold, the price of gold would dramatically drop and it would be too easy. thus, keeping the luck element with gold is vital. although, good foraging could lead to some other more treasured things, such as gems? other fruits, like durians or limes?

Images

NO images yet.. i am looking for a designer, programmer and artist who will help me design as i am useless at both :D if ye wanna help, iwannacookie on forums or (preferably) iwannacookie on viridian ocean.

special alert! i am thinking of changing this puzzle to a CONSTRUCTION puzzle. the only changes are as follows: 1) the forageables will become building peices. 2) the game will end once a "building" is finished, and the same amount of crates/caskets as before. all other aspects should be very similar OR the same. please vote by stating your account name and opinion to which it should be (foraging/construction). please DO NOT delete other people's comments and please state your name, otherwise i will not count it. the link is http://yppedia.puzzlepirates.com/index.php?title=Talk:GCPP:Proposal-%28roach%29&action=edit

points to support construction.


a construction puzzle is more required than a foraging puzzle.

a foraging puzzle has not been accepted as an idea for puzzle pirates, meaning they may end up turning down a foraging puzzle.

changing the finding of gold to skill could sharply increase/decrease gold prices, greatly affecting the economy.

points to support foraging


removes the "luck based" element for finding gold.

entices people to buy labour badges, which increases amount of working pirates.



it is STRONGLY ADVISED you read through my project several times, as to prevent confusion as alot of the data is in random order. iwannacookie of the viridian ocean :)