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The Futue of the Ghostforest

PostPosted: 12 Jul 2018, 20:32
by Jonathan
Hi everyone,
I would like to possibly work on improving and expanding the ghostforest tileset, like I did with the underground and castle tileset. However, before I do that, I wanted to get an idea of the concept for the ghostforest. What direction do we want it to take? I would suggest the following options:
1. A dead or barren forest where almost nothing is alive. (Your "traditional" haunted forest). This option seems pretty generic to me. Almost every Super Mario game takes this path. If I'm taking this path, the tileset will likely need a redo, because the green vines making up the ground don't fit very well with this theme.
2. A dark, corrupted forest where things are still growing, but look more twisted than the regular forest. (So different colors, darker shades, more bizzare plant life, etc.) This idea seems more original and interesting to me, won't require a redesign of the tileset, and is probably the one I'm leaning towards.
What does the SuperTux team think? I'd like to get some input from:
@Tobbi
@mteufel
@Serano
@RustyBox
Anyone else is welcome to post your thoughts if you like.

Re: The Futue of the Ghostforest

PostPosted: 12 Jul 2018, 21:03
by WeLuvGoatz
I think #2 is good. The WIP ghost forest levels are more like #2 and also, we should try to make SuperTux less like Mario, so I am voting for #2. I can also try to help you with the tileset.

Re: The Futue of the Ghostforest

PostPosted: 12 Jul 2018, 22:07
by RustyBox
The current story idea for the forest is that the ghost forest is an “infected” cold and eerie forest which got infected by the ghost tree spreading its roots across the whole forest to make it harder for Tux to leave and/or proceed further through the forest. The enemies which are already in the forest (e.g. walking leaf, mr. Tree, etc.) are supposed to look rotten and infected meaning that they kinda share a similar color as the ghost tree (which is some kind of bluish purple).

Just so you know where the design of the ghost forest is heading.

Re: The Futue of the Ghostforest

PostPosted: 13 Jul 2018, 00:26
by WeLuvGoatz
I have been designing my levels with that in mind. That idea is exactly what I was thinking... So the ghost forest is more in a sickly state where Tux has to "heal" it to pass it rather than a dead ghost forest?

Re: The Futue of the Ghostforest

PostPosted: 13 Jul 2018, 00:36
by WeLuvGoatz
Another thing: Here is a list for sprite/enemy replacements in ghost forest:

Poison Ivy/Walking Leaf = Rotten Leaf (RustyBox's idea)
Tree/Stumpy = Rotten Tree (RustyBox's idea)
Zeekling/Owl = Ghost (from old wiki)
Fish = Fish Skeleton
Forest Jumpy = Snow Jumpy
Spiky/Igel = Walking Flame
Flame = Ghost Flame
Bombs/Snail = Stay the Same
Toad = Skullyhop

A lot of these are in the game. The others are just ideas.

Re: The Futue of the Ghostforest

PostPosted: 13 Jul 2018, 05:13
by RustyBox
WeLuvGoatz {l Wrote}:I have been designing my levels with that in mind. That idea is exactly what I was thinking... So the ghost forest is more in a sickly state where Tux has to "heal" it to pass it rather than a dead ghost forest?

Exactly. Once the ghost tree is defeated the forest will start to heal from the “infection”.

Re: The Futue of the Ghostforest

PostPosted: 13 Jul 2018, 06:50
by manuel
RustyBox {l Wrote}:Exactly. Once the ghost tree is defeated the forest will start to heal from the “infection”.

So the levels will change after the ghost tree has been defeated?

Re: The Futue of the Ghostforest

PostPosted: 13 Jul 2018, 08:44
by RustyBox
manuel {l Wrote}:So the levels will change after the ghost tree has been defeated?

Theoretically yes. But in-game they won’t so the levels don’t have to be changed and keep their setting. It’s more of a story thing.

Re: The Futue of the Ghostforest

PostPosted: 13 Jul 2018, 14:44
by WeLuvGoatz
If you REALLY want the levels to change in ghost forest and normal, I would be glad to design them, but I don't think worldmaps can change levels...

Re: The Futue of the Ghostforest

PostPosted: 15 Jul 2018, 13:19
by manuel
@WeLuvGoatz It would be possible by spawning Tux in a different sector of the level once the boss has been defeated.
@RustyBox Glad to hear this. Would be boring to have the setting of a normal forest twice in the game.

Re: The Futue of the Ghostforest

PostPosted: 16 Jul 2018, 21:52
by Jonathan
Thanks guys. I've got some great ideas for new ghostforest tiles. Now the real trick is finding time to do them. Maybe I'll have something ready on GitHub in the coming weeks or months.

Re: The Futue of the Ghostforest

PostPosted: 17 Jul 2018, 00:47
by WeLuvGoatz
Remember to keep the style of the game's graphics! Another tip: RustyBox emailed me that the trees of the ghost forest will use the same "color pallete" as the halloween trees. Keep that in mind!

Re: The Futue of the Ghostforest

PostPosted: 01 Dec 2018, 14:03
by Alzter
WeLuvGoatz {l Wrote}:Another thing: Here is a list for sprite/enemy replacements in ghost forest:

Poison Ivy/Walking Leaf = Rotten Leaf (RustyBox's idea)
Tree/Stumpy = Rotten Tree (RustyBox's idea)
Zeekling/Owl = Ghost (from old wiki)
Fish = Fish Skeleton
Forest Jumpy = Snow Jumpy
Spiky/Igel = Walking Flame
Flame = Ghost Flame
Bombs/Snail = Stay the Same
Toad = Skullyhop

A lot of these are in the game. The others are just ideas.


Skins of skins. That's cool but can't we have some more original badguys?

Re: The Futue of the Ghostforest

PostPosted: 05 Dec 2018, 07:48
by Alzter
BTW here's some old ghost forest concepts I dug up.
Ghost-portal.jpg

Forestworldoverview.jpg

As for the ghost forest itself... Eh. I don't know what's to come of SuperTux.

Re: The Futue of the Ghostforest

PostPosted: 13 Feb 2019, 05:24
by WeLuvGoatz
I'd personally like to see an enemy that only follows you when Tux isn't facing its direction, and also I'd like to see an enemy (maybe the leafs enemies?) who glide slowly to the ground instead of fall normally.

Re: The Futue of the Ghostforest

PostPosted: 15 Feb 2019, 15:35
by sinisa3games
WeLuvGoatz {l Wrote}:I'd like to see an enemy (maybe the leafs enemies?) who glide slowly to the ground instead of fall normally.


so basically a snowball reskin with different gravity?

Re: The Futue of the Ghostforest

PostPosted: 15 Feb 2019, 16:24
by WeLuvGoatz
No, I mean some variation between snowballs and leafs enemies. Leafs enemies as they are are basically reskins of snowballs.

Re: The Futue of the Ghostforest

PostPosted: 28 Feb 2019, 03:49
by Alzter
If the name of the enemy is "Poison Ivy", why doesn't it behave like a spiky? I mean, I guess it doesn't look very poisonous and certainly doesn't look sharp.