OK, guys, it's time for my try at giving awesome ideas that I would like to see in PK3. I realize that some of the following ideas are extremely hard to code, so there are just suggestions — the Piste Gamez team can decide whether they want to implement my ideas in PK3. OK, time to blow your minds off. Enjoy my suggestions.
1. All ideas other players suggested on this topic forum, especially Iv4n, wiivn's and Rajdh's ideas (like lsudny put it "maybe the same ideas like other users wrote here ;p" )... 2. More different PK costumes/skins/looks/sprites... 3. Choosing in which direction to shoot (up, down, left, right, as well as diagonal shooting: northwest, northeast, southwest, southeast). This could be realized with the use of NumPad keys 2, 4, 6, 8 and 1, 3, 7 and 9 OR with the mouse! 4. Addition to the previous suggestion: for PC players the ability to control the weapon direction with either the keyboard or with the mouse (the mouse could be like in Worms Armaggedon's projectile shooting 360 degrees weapons, but limited to the above explained 8 directions)... 5. Ducking like in PK2 + crawling + swimming. 6. New types of potions or items, giving the abilities explained in points 14., 20., suggested below. 7. New weapons (including more types of doodles/megaphones and eggs): throwing objects/projectile weapons, kicking attack like in Elf Destruction (but with higher range and very little time between recharging the attack to be able to kick again), baseball bat hitting weapons + version of the baseball bat (or a tennis racket) with projectile balls throwing (similar to the mouse sprite's weapon in PK2), laser gun, 8. Storyline/tutorial cutscenes with cool video & graphics effects 9. Optional voice dialogs... + cool music and sound effects (I'm sure that this will be achieved)... 10. PK3 should be cross-platform, i.e good compatibility/support for multiple OSs and devices, i.e. works under Windows XP SP3, Windows Vista, Windows Windows 7 and GNU/Linux distros! (this might require using a graphics library that supports all of these OSs, like SDL or wrapping the game with the Qt GUI engine)... 11. It would be better if PK3 could also work with OpenGL, not just DirectX 9 since that would make it very easy to port to other OSs and hardware devices (like consoles, mobile phones, etc)... 12. Improved and well organized next gen saving, pausing and inventory system (check my other suggestions regarding the inventory/weapons system above and below as well): autosave + level checkpoints + overworld map saving (like in PK2) + PK2-like pausing. It would also be better if the 32 save slots in PK3 could be expanded to at least 100 considering that hundreds of fanmade episodes will be made after PK2 and the PK3 Engine are released. 13 It would be cool if each save results in a new save file. 14. Potions for triple/higher jumping, faster movement, infinite breathing underwater, etc... 15. More different keys than in PK2, like 10 or 15 kinds; also more different tilesets like the skull switches and the wind effects... 16. PK3 flying abilities: if PK3 has flying birds like in PK2 and the player can transform into them than that's as good as flying gets. However, it would be cool if there are special bonus levels where 17. I believe that having a weapon selection system as in Worms Armaggedon would be better than just having text signs for just 5 or so weapons. Such a system means pressing a button on the screen that open up a grid-like menu where you can view each weapon, select it and view info about it (like text tips on how to use it, data on how many shots/charges you have for that weapon (if any; it'd be cool if we can have weapons with infinite ammo like the doodle in PK2; here's an example: kicking with PK's feet like in Elf Destruction and etc) and what kind of special triggers it can cause, also maybe a short video or screenshot what it looks like as a pickable sprite and how its attack sprite looks like (if any)), etc. Such a weapon selection and information system would definitely be better than just some texts showing what weapons we have and how shots/charges we have with them... 18. The non-weapons and skills inventory could be organized like the previous suggestion, but under a different button... 19. About the option to hide the informational menus while playing: it would be good if by pressing a keyboard hotkey causes these menus to disappear one by one and when they are all gone from the screen, pressing that hotkey again brings them all back on screen at once. That would certainly be useful when trying to peek into and see obscure parts of the level that the player is playing. 20. New special weapons and powers/skills that can gratly influence and enrich the gameplay experience: gravity gun like in Half-Life 2; portal gun like in Portal; time manipulation skills like in Braid and Prince of Persia: The Sands of Time (time slowing, time reversal — for example when Pekka dies by falling on spires in a pit, we press a button and reverse the time and Pekka is brought to life!, time freezing — it only affects Pekka's enemies, not Pekka or tiles); maybe also firebreathing and freezing doodles... 21. It would be good if the PK3 engine can give map makers the option to choose what effects/conditions/weapons/game mechanics can affect each sprite, like giving a hedgehog the ability to be influenced by PK2-like teleporters (i.e. when the hedge touches them, it teleports just like Pekka does in PK2), or making Pekka or other enemy animals/characters immune to fire, projectiles/certain weapons, 22. New special tiles: cloud/sky level tileset, underwater level tileset (a few different kinds, like Atlantis tileset, water cave tileset, ocean/see tileset, etc), pirate ship tileset, treasure island tileset, space tilesets, inside spaceship tilesets, inside a big organism tileset, city tilesets, catacombs/sewage tilesets, skyscraper tops tilesets, inside castle and outside castle tilesets, graveyard tilesets, forest tilesets, field tilesets, giant-tree-climbing tilesets, inside and outside submarine/plane/baloon/bus tilesets, inferno/hell tilesets, river tilesets, jungle tilesets, Christmas tilesets, ice/pole tilesets, underground ice tilesets, etc... 23. New special sprites (new types of enemies + new types of point-awarding bonus items), like: Trampoline sprites, like so: ; giant worms with big teeth similar in mechanics to the pipe man-eating flowers in Super Mario, kangaroo boxers, different types of robots, [more to come]... 24. Special bonus levels with different game mechanics: 1. Super Meat Boy-like bonus levels where Pekka has incredible jumping skills, but no weapons, and where the only goal is to survive the enemies and traps and get to the "Exit" sign; 2 RPG-oriented levels with tasks/jobs/quests and sidequests to complete..., 2. Metroid-like side-scrolling bonus levels where Pekka is either skiinflying and killing enemies and going through obstacles while flying — the flying could be achieving with either a flying rocket-powered skateboard that pekka is skiing with in the air or with a friendly flying bird attached with rope on its back... 25. Optional Cave Story-like RPG elements (or entire levels): in-game shops where players can buy, sell and upgrade weapons and Pekka skills (like jumping, time survivability underwater, etc), change Pekka's skin into that of a different spite or transform into such a spite with all of its gameplay mechanics, 26. More special hidden areas... 27. Tiles that appear solid and disappear after awhile (and repeat that process infinitely), like so: video. 28. More than 3 color switches: OK, it would be cool to have like 10 different color switches and correponding tiles/effects, like having the old PK2 orange (for fire extinguising) switch, green and blue switch and 7 more such switches. 29. More cool traps (at least 25 different types of traps): spike sprites, like in Elf Destruction; vertical/horizontal laser guns that fire when they see Pekka (or all the time, or with a constant flow of laser — like a wall) 30. 2 or more types of moving tiles: 1st kind (the classic PK2-like moving tiles where Pekka has to move WITH the tiles as to not fall), 2nd kind 31. The ability to use up to 10 tilesets per map and up to 1000 sprites per map. 32. Cool new different types of bosses (at least 25 different types of bosses + the option to make regular enemies as bosses, for example, by making them very large or giving them extra features or more health)... 33. "How the game and the editor were made / The Making of PK3 and the PK3 Editor" gamelogs, videos, forum posts and blog entries. 34. An entire new forum hosted on Piste Gamez' servers, made with forum software like MyBB, phpBB or SMF... also: chatbox/shoutbox and IRC and/or XMPP/Jabber chat room for PK3 and other games by Piste Gamez. 35. Well written game manual and editor manual, more detailed than PK2's and with more tutorials and tips'tricks... 36. Completely customizable hotkey/keyboard shorcuts. 37. The ability to customize Pekka's looks by buying different outfits/costumes, hats, boots, etc in-game with the shops as explained above... 38. Free Play mode, where all levels are unlocked and playable from the start, aside from the main PK3 level-by-level progression mode. 39. Iv4n's Conditions, Actions, Triggers and Events system suggestion for the PK3 editor's engine, preferably easy to use and GUI-like. 40. Built-in Paint-like sprite/tiles editor in the PK3 editor, as well as a built-in sprite editor/maker... 41. pk2lib will also host PK3 levels. 42. Stable game and engine with no major bugs, glitches, etc 43. Almost no lagging and relatively stable FPS/framrate. 44. The ability to play in fullscreen or windowed mode and the ability to change game settings like in PK2 (volume and music control, gameplay/interface settings, the ability to choose the resolution)... 45 Multiplayer modes support for 2, 3 or 4 players: split screen (Worms-like fighting; 2. co-operative mode with its own special levels), online/Internet mode and LAN mode. ;D 46. Sensitive controls responding well to the user's keyboard/gamepad clicks... or even a way to adjust the sensitivity level of those... 47. Still freeware (being open source would make PK3 and its editor/engine GODLIKE, but let's not ask for too much... eventually, after a few years Janne may still decide to release it under an open source or free software licence (like GNU GPL), similar to PK2's eventual source code opening...)... 48. Maybe online leaderboards/hall of fame for player scores?... 49. More funny in-game jokes, gags and pop culture references. 50. Climbing (up, down, left, right), like climbing ladders and such, as suggested by others... 51. PK3 should be able to be completely translated like PK2, but the i18n (internationalization) and l10n (localization) process should be better implemented. Unicode UTF-8 support is a good idea... 52. Concept art unlocking items scattered around the levels of PK3, similar to the Prince of Persia series... 53. Laser-shooting doodle and Desktop Tower Defense minigame + other cool puzzles 54. Very organized and detailed saving system dialogs... like so: [picture]... 55. Quick saving, overmap progress level saving AND in-level checkpoints 56. Don’t: make me restart the game in order to apply graphical changes. That isn’t endearing at all. 57. Don't: bug/crash/exit/shutdown PK3 if minimized or some other program opens up... 58. Cool, detailed, diverse and immersing level designs... 59. More manipulable objects, like oranges being moved by the doodle attack in PK3... 60. More immersing storyline/plot and character development... 61. The PK3 editor/engine should borrow cool ideas and GUI implementation suggestions from other game making engines (and platform games), like from the engines Scirra Construct, SGDK2, etc. 62. PK3 should have all features, spirtes, tilesets of PK2 in a more modern and refreshed style and PUT WAY MORE, like those suggested above. 63. All suggestions suggested so far realized flawlessly to make it into the final game and yet for PK3 and its editor/engine to be mostly bug-free and with little lag. ;D 64. More suggestions = when I think of them...
~sahwar, the PK3 innovative groundbraking suggestions, ideas and advice machine. =D
P.S. Realizing all of the suggestions posted so far successfully could make XFactor and Janne programming GODS since they are all so d**n hard and time-consuming to achieve... I do realize this (as well as the fact that some my ideas are modifications of already proposed ideas), yet it's better to post my ideas/suggestions than not to, don't you agree?
Man, sahwar... You deserve too f*cking many. I've read your suggestions and it looks like you want PK3 to have Worms, Prince of Persia and Super Mario Bros in it. That's too much. PK is good as it is and fixing a few major bugs from PK2 would be good enough. Some of your ideas are neat though, like expanding the limits (tiles and sprites), storylines, multi-direction shooting and bigger arsenal.
(continuing my PK3 ideas & suggestions list from above) 64. www.newgrounds.com/portal/view/529270 = Time Sphere by Eggy = Implementing such a game mechanic into PK3 would mean the availability of spacetime stopping/slowing sphere shooting device for Pekka to use. The game linked is a pretty good Flash game, it requires some good thinking apart from good keyboard reflexes... Pekka Kana 3 would become an instant cult classic if some of these suggestions make it into the final game! Imagine Pekka with portal gun device, time sphere device, gravity gun, electromagnetic device, enemy sucking and teleporting device, freezing/burning/poisoning/bombarding gun, minirocket jetpack launcher (for short-time flying), laser projectile gun, Jedi-like force push/pull/choke/lightning powers, Prince-of-Persia/Braid-like time manipulation (reversal, stopping, speeding up, etc) skills, and many other similar super powers/special skills/non-weapon devices/tools (like those explained in my list)!
OK, time for me to post another sad attempt at a suggestion for PK3, whether or not it will be realized in the actual game is if zero importance, I'm just sharing ideas here, so chill out.
65. Some ideas for features for PK3's engine can be 'absorbed' and inspired from the feature lists of other game engines, like so: www.engine001.com/features.htm. Of special importance is the OS crossplatformity, the ability to add additional stuff by coding and events and etc., as well as some well-integrated support for a wide variety of file type resources (graphics file types, music/sound file types, video file types and other). A sort of modular architecture and extensibility when it comes to resouce handling and libraries needed is also a good idea, since it can improve problem-hinting and speed up bug fixes and bug spotting.
So much for now, thanks for reading, PG staff and PK fans. Time and efforts will show.
Peace and live your life the way you feel like 'till then.