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More complex puzzles.
Well, original did have some variety in locations, prison, ship and so on.
>> haunting on top of a high-rise corporate HQ building
Not the top, but I was thinking about the old fashioned office floor with cubicals :) A bit more grounded levels, instead of wacky asylum.
Basically, by now I have made my mind on what to do ;) And I like it.
Pretty much done with story, main characters, art design, have some ideas about level locations and some puzzles. I don't wanna make a soulless one-to-one clone, wanna make it my own.
Secondly, I would want to eliminate some of the randomness of the mortals. When you want them to go somewhere specifically, all you have at your disposal is ''fool's errand'' which just sends them on a run to a random area, or ''insane invitation'' which may or may not work and has a short range. My solution is allowing the player himself, THE Ghost Master being able to go directly on location and interact with the mortals. You want the cheerleader to go loo at herself in the mirror? talk to her and you will get a few dialogue choices which could reveal her fears, but more importantly, tell her she has a zit on her face and she will go to the bathroom to see.
Thirdly, a level editor as said previously up top. Something akin to building houses and droping sofas and beds like in the SIMS.
Yes. I dislike the current "gold plasm as a currency" to buy new powers, but RPG-like leveling is a wrong approach IMHO. I'm still writing my design doc, and at the moment the idea is this -- I will NOT have as many ghost as in "the original". For a multitude of reasons, partially because I just don't think it's necessity, secondly I'm a solo-guy and not a company and I need to limit my scope, and so on. But I still wanna have puzzles. And puzzles to basically give a "upgrade" token for any (or maybe theme-specific) available ghost who reached the requirement to level up (scare decent amount of people across played levels). This is what I think. And leveling up with open up more predefined spells.
>> you want them to go somewhere specifically
That's one of the core challenges of the game. Both in terms of frustration, fun, and difficulty. I'll give it a thought, but the direct approach is a bit outside of the genre.
>> level editor
Yeah, I'm not sure I'll be able to do this. There is another project called Ghoul Master on KS, it's made out of unity assets and might be easier to add such a feature, but the way I'm gonna do the game is a bit differently, not just from tiles and ready-to-go assets. Will see, maybe if it will be really successful (which is a big question), I will hire someone to make it. :) But as I said, it probably won't work with the style I'm going for and it would eat a huge chunk of dev time :)
Thanks a lit! :)
I also dislike what you need to decide on your team before even seeing the level. That's gotta go.