User blog:Tecku/Brainstorming (DA/BWB)

Hey guys. My next blog will be about how I would have done the Dark Ages and Big Wave Beach. Now, this blog is going to take awhile. This is becuase I want this to be the absolute best that I have to offer for these levels. I want to honestly do even better than the developers. Now naturally this isn't fair, becuase I have a base to work off of, as well as the benefits of being able to analyzing where the Dark Ages and Big Wave Beach went wrong. Hindsight is always 20/20.

However, I am thinking every new zombie and plant though, both as stand alone entities, and as combinations with other plants and zombies. My new ideas won't be perfect, but I want them to be as good as they can be. With that being said, I've brainstormed quite a bit of new content. Naturally, not all of it is going to make it to the final cut, but this is an opportunity to demonstrate my thought process, and work some ideas out.

Let's start out with the new zombies. Apart from the zombies that can be found in every world (Conehead, Imp, etc.) two zombies from the in-game levels will not be adjusted at all- Knight Zombie and Snorkel Zombie. These zombies will be put in without any changes to them. The following zombies are zombies that MAY be in the final cut. As such, I will label each with a likelyhood, stating how likely this zombie is to get in. Let's begin.

Jester Zombie

Likelyhood: Very High

Now works identical to the Hammer Zombie from the Chinese version.

Wizard Zombie (my version)

Likelyhood: Very High

Instead of turning plants into sheep, Wizard Zombie now casts spells on other zombies, turning them into giants from the potions mini-game. Wizards may have up to three transformed zombies at a time. If the Wizard dies, the zombies shrink back to normal. Hypnotized zombie do not change back if the wizard dies.





Blacksmith Zombie - Version A

Zombie Likelyhood: High

Version Likelyhood: Medium

Blacksmith Zombie works similar to King Zombie, but has a few differences. Instead of granting helms, he repairs buckets, helms, and even cones by inervals of 10 hits. However, each zombie can only have their headgear repaired once. Furthermore, after 30-40 seconds, his anvil breaks, and he begins moving left.



Blacksmith Zombie - Version B

<p class="MsoNormal" style="margin:12pt0in;line-height:16.5pt;"><span style="font-size:10.5pt;font-family:Helvetica,sans-serif;">Zombie Likelyhood: High

<p class="MsoNormal" style="margin:12pt0in;line-height:16.5pt;"><span style="font-size:10.5pt;font-family:Helvetica,sans-serif;">Version Likelyhood: Medium

<p class="MsoNormal" style="margin:12pt0in;line-height:16.5pt;"><span style="font-size:10.5pt;font-family:Helvetica,sans-serif;">Identical to Version A, but with one major difference. Instead of waiting at the right hand side for his anvil to break, Blacksmith Zombie shove his anvil to the left once every few seconds, crushing any plants occupying the area. Spikeweed and Spikerock are crushed, and only deal minor damage to the anvil. To compensate, the range for repairing headgear is not limited to adjacent squares.

<p class="MsoNormal" style="margin:12pt0in;line-height:16.5pt;">

<p class="MsoNormal" style="margin:12pt0in;line-height:16.5pt;"><span style="font-size:10.5pt;font-family:Helvetica,sans-serif;">King Zombie (my version)

<p class="MsoNormal" style="margin:12pt0in;line-height:16.5pt;"><span style="font-size:10.5pt;font-family:Helvetica,sans-serif;">Likelyhood: Low

<p class="MsoNormal" style="margin:12pt0in;line-height:16.5pt;">King Zombie has his throne dragged forward once every few seconds, crushing any plant it lands on. In other words, it's Blacksmith Zombie Version B without the helm-repair mechanic. I would only even consider adding him if I go with Blacksmith Verision A.

<p class="MsoNormal" style="margin:12pt0in;line-height:16.5pt;">

<p class="MsoNormal" style="margin:12pt0in;line-height:16.5pt;">Bard Zombie

<p class="MsoNormal" style="margin:12pt0in;line-height:16.5pt;">Likelyhood: Medium-Low

<p class="MsoNormal" style="margin:12pt0in;line-height:16.5pt;">Bard Zombie plays a tune with his lyre that puts plants to sleep. Plants can be woken up with Coffee Bean. In theory he could work, but I don't know how to balance Coffee Bean around it. Having a plant that only deals with a single zombie.... meh. Even Cactus did something against regular zombies, and PvZ1 Blover dealt with fog.

<p class="MsoNormal" style="margin:12pt0in;line-height:16.5pt;">***Will write down the rest of my ideas after supper.