In a couple of days I will start creating a new Dizzy Game. I only have the main plot idea, and I will do the programming. I need need help with puzzle ideas and the plot. Basically I need to discuss the plot with someone to make sure it is a good plot. I have several ideas at the moment, and I will choose the best one.
I also need help with the timeline and such. For example why did the first game took place in Katmandu? etc...
The game itself will take place after spellbound and explore why Dizzy opened the Spell book in the first place. It will be quite heavy on the plot.
Sure, if you want to run some ideas past me, I'm happy to help. I don't think there's any real timeline or plot running through the Dizzy series, so you've basically got a carte blanche if you want to make up a back story to one of the games.
Sure, if you want to run some ideas past me, I’m happy to help. I don’t think there’s any real timeline or plot running through the Dizzy series, so you’ve basically got a carte blanche if you want to make up a back story to one of the games.
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Thanks. Right now, I am thinking about the plot. I have several disjointed ideas that do not fit.
1- Dizzy on a train, with moving backgrounds. 2- Dizzy searching for Atlantis. 3- Kwik Snax story mode. 4- Origin of Dizzy 5- Completing Necromancer Dizzy
Possible locations: Dizzy Village, Theo's castle Atlantis Train GraveYard
These are the ideas that I have. But I can't merge them into cohesive storyline. :sad:
I don't think there are any specific origins of the yolkfolk, just Grand Dizzy having hassle with someone (Rockwart?) and ruling that all yolkfolk have to wear boxing gloves. Don't see the point of having a kwik snax style where you're just repeating yourself over and over.
However, the idea of extending Necromancer so that finding Atlantis becomes part of the quest sounds good to me (and you could also use it to make up a story as to the origins of the yolkfolk). The plot isn't really that important in Dizzy games it's the journey that counts and all the obstacles you can put in his path. If you know certain puzzles are going to make players revert back to using coarse Anglo-Saxon comments then you're definitely on a winner!!
Here's an idea for a plot. It's a combination of the Atlantis idea with the origins story.
The land of Katmandu only appears in Dizzy I. Maybe that's because it sank beneath the sea like Atlantis. Now Dizzy has to travel there to retrieve one of the potion items from Dizzy I (the Leprachaun's wig or something) to defeat Zaks who's returned.
I like the train idea too, but I'm not sure how you'd fit it in to that plot. Maybe do a boat instead?
I think the most important part of a Dizzy game is inventive puzzles - so I think of some good ones, think how they can link together, and put a story over that. Not to mention, a complex story will need loads of text people may not read anyway, or else cutscenes that can take a long time to code. If you need any help when you start coding though, I've picked up a few neat tricks :smile: