Re: Suggestions and Ideas for Submachine: The Legacy
Posted: 11 Nov 2020 23:19
Clarification I feel that is necessary; I started this list in 2018, I regard continuing my duty somehow. This list contains all the ideas or things that might deserve thinking. Not all of the ideas are things I personally want in the games.
21st of November 2020 update:
Done:
Retouching graphics Submachine 1.
ISubmachine puzzle.
Replace the Lighthouse picture with the inktober picture
Add the old Submachine 2 cursor.
Add a ink cursor.
Submachine 2 Negative and Positive coils logic fix
60fps
Confirmed changes:
Release a OST DLC
Add a Submachine World Layout with the lines as long as the room count and have a blue dot representing the player that moved like in Submachine 7.
Unlocking older versions, not confirmed which yet.
Ideas for Submachine 0, 32 and FLF
0, FLF and 32 added on the main menu.
Have 0, FLF and 32 be locations added to the games in the legacy. Like Sub 5 gets 0 and 9 gets FLF for example.
Fix the light in Submachine Zero.
Redraw the panel image in Submachine 32 in (1,-3,0) - (1,-4,0) because right now it looks like it is taken directly from the internet.
Ideas for Submachine 1 to 3
Try to get all the different basements we have in Submachine the first chapter.
Remove the footage or add both the current footage and the Sub 2 sketch one.
Reimagine/replace the secrets and redefine what they are, should be and have the secret location on the main menu.
Submachine 3 passwords in the Legacy might need a second look if all the games are a single game?
Add a comma between the numbers on the levers or separate them more in Level 2.
Use layers as a way to implement the different version of Submachine 1.
Rethink the levels in the current order from easy to difficult in Submachine 3.
Find a way to save the outro of Sub 3 and merge it with the intro of Submachine 4 without sacrifice of any one of the two.
Submachine 1 putting spoon on an electric device makes no sense.
Fix brute force in Submachine 1 with the room under the valve in some way.
Make it unable to escape Submachine 1 without a wisdom gem.
Add a open door button to the elevator so them opening is more logical.
Submachine 2 Sewers work so that you can see the pipes above you that you aren't in, should that be fixed?
Make the device in Submachine 2 that holds the gem more obvious.
Having keys named beyond their color like '2nd floor key' makes no sense.
Fix the Submachine 2 clockwise circle puzzle.
Remove the Submachine 2 menu sound.
Remove the intro puzzle Submachine 5 sound.
Remove the ᛆΨh⏐ FLF red herring.
Redraw all the footage in the game as drawn animations.
Make the shafts in the lighthouse tower ladder for the secret and negative and positive bulb more obvious.
Replace the Lighthouse picture of Submachine 1 with the one seen in the Exit location in Submachine 10. The night sky one.
Have Thumpmonks recreate the old quote:''little chirping sound'' for Submachine 1v2.
All lighthouse pictures appearing in Sub1 and Sub2 should match.
Ideas for Submachine 4 to 6
In Submachine 4, it makes no sense to have the notes in one giant note in an order. If the player were new they wouldn't know which note came first.
Make the computer in Submachine 4 taller.
Throwing acid over the gate machine thing in Submachine 4 makes no sense.
Add the old screechy Sound FX back in Submachine 4.
Remake the triangles in Submachine 4 to fit an ancient theme.
When you look in the telescope the sound effect makes no sense.
Change the chest in Submachine 4 to open logically.
Change the ending in Submachine 4 to be less abrupt.
In Submachine 4, when you switch twin locations like from 462 to 552, it doesn't use the full transportation sound, I understand but think that is odd.
We used the gems once, not training so far in the intro of Submachine 5.
Turn off the computer in Submachine 5.
Change all secret sounds to the one in Submachine 5.
Change the xyz portal so that you only have to enter new codes once and it gets stored somehow.
Add some subbots in the earlier games for the sake of consistency.
Submachine 5 screws fall off the game and not on the floor.
Submachine 5 coil is a lightbulb.
Change the lightbulb charge back to several rotations in Submachine 5.
Hint to the player in some way to put the cube in the acid.
Make it so that in Submachine 6 at the Mainframe, you can enter the room to the right of the telescope.
Make the cancel reset bug in Submachine 6 more obvious.
Changes that would impact the entire game
Make the Submachine Handdrawn Notes Project, optional.
Make the menu full screen in the classic cannon way, Submachine 1v2.1 for example.
Make it so that the menu shows the icon of the game your progress is currently in. If I stopped playing in Submachine 7, that icon should be on the menu.
Release a OST DLC with the demos.
Redraw notes-pictures (because they were drawn for 400x400 format
Merge the Submachine Universe locations inspired and based on the locations in the Legacy games by adding them to the Legacy. SU will change to a different form anyway so they will be lost.
pUt tHE gAme MaKEr tESts iN tHE SUBMaChiNE leGAcY GaME.
Add the Submachine 4 make your own note earlier in the games, in Submachine 1 for example.
Making the game playable with keys.
In a room with a lab portal, inputting the 3 digits directly with the keyboard would be a lot faster than having to change each digit separately with the mouse.
Switching layers in Sub8 and Sub9, would be much faster with keys rather than having to click on the navigator and then the corresponding button.
Having the notes translated to other languages.
Including a location map for the locations you have already seen.
Any change made from Submachine 1-9 should also appear in Submachine 10.
Any change made from Submachine 1-9, Sub1 and Sub4's basement, Sub3 and Sub4's loop area, Sub0 and Sub5's ancient temple, and Sub2 and Sub5's lighthouse dungeons should match.
All karma portals should receive the updated Sub10/SubVerse look; all wisdom gems should look the same.
Revise the plot to make whatever fixes/retcons/improvements are deemed necessary, and perhaps even expand it a little (like Mateusz did with Sub3 HD)
Sub5, Sub6 and Sub9's (grey) mover should look the same (right now they don't in the HD versions)
Fixs the notes so they have J's in them.
Randomize all puzzle's so like in the Submachine 7 keypad you can't just look it up.
Reverse the animations for the pictures so that when you click left it goes left.
Find a way so that notes are in a menu like in Submachine 2, so you don't have to click a lot of times to get to a specifc one.
Older versions Menu List
Submachine 1 Changelog + Isub old version + Current HD one
Submachine 2 Firetruck red version + Sketch
Submachine FLF without Sub 9 (As it was released without the adds)
Submachine FLF as HD
Submachine 3 Color Version
Submachine 0 as standalone
Submachine 32 as standalone
21st of November 2020 update:
Done:
Retouching graphics Submachine 1.
ISubmachine puzzle.
Replace the Lighthouse picture with the inktober picture
Add the old Submachine 2 cursor.
Add a ink cursor.
Submachine 2 Negative and Positive coils logic fix
60fps
Confirmed changes:
Release a OST DLC
Add a Submachine World Layout with the lines as long as the room count and have a blue dot representing the player that moved like in Submachine 7.
Unlocking older versions, not confirmed which yet.
Ideas for Submachine 0, 32 and FLF
0, FLF and 32 added on the main menu.
Have 0, FLF and 32 be locations added to the games in the legacy. Like Sub 5 gets 0 and 9 gets FLF for example.
Fix the light in Submachine Zero.
Redraw the panel image in Submachine 32 in (1,-3,0) - (1,-4,0) because right now it looks like it is taken directly from the internet.
Ideas for Submachine 1 to 3
Try to get all the different basements we have in Submachine the first chapter.
Remove the footage or add both the current footage and the Sub 2 sketch one.
Reimagine/replace the secrets and redefine what they are, should be and have the secret location on the main menu.
Submachine 3 passwords in the Legacy might need a second look if all the games are a single game?
Add a comma between the numbers on the levers or separate them more in Level 2.
Use layers as a way to implement the different version of Submachine 1.
Rethink the levels in the current order from easy to difficult in Submachine 3.
Find a way to save the outro of Sub 3 and merge it with the intro of Submachine 4 without sacrifice of any one of the two.
Submachine 1 putting spoon on an electric device makes no sense.
Fix brute force in Submachine 1 with the room under the valve in some way.
Make it unable to escape Submachine 1 without a wisdom gem.
Add a open door button to the elevator so them opening is more logical.
Submachine 2 Sewers work so that you can see the pipes above you that you aren't in, should that be fixed?
Make the device in Submachine 2 that holds the gem more obvious.
Having keys named beyond their color like '2nd floor key' makes no sense.
Fix the Submachine 2 clockwise circle puzzle.
Remove the Submachine 2 menu sound.
Remove the intro puzzle Submachine 5 sound.
Remove the ᛆΨh⏐ FLF red herring.
Redraw all the footage in the game as drawn animations.
Make the shafts in the lighthouse tower ladder for the secret and negative and positive bulb more obvious.
Replace the Lighthouse picture of Submachine 1 with the one seen in the Exit location in Submachine 10. The night sky one.
Have Thumpmonks recreate the old quote:''little chirping sound'' for Submachine 1v2.
All lighthouse pictures appearing in Sub1 and Sub2 should match.
Ideas for Submachine 4 to 6
In Submachine 4, it makes no sense to have the notes in one giant note in an order. If the player were new they wouldn't know which note came first.
Make the computer in Submachine 4 taller.
Throwing acid over the gate machine thing in Submachine 4 makes no sense.
Add the old screechy Sound FX back in Submachine 4.
Remake the triangles in Submachine 4 to fit an ancient theme.
When you look in the telescope the sound effect makes no sense.
Change the chest in Submachine 4 to open logically.
Change the ending in Submachine 4 to be less abrupt.
In Submachine 4, when you switch twin locations like from 462 to 552, it doesn't use the full transportation sound, I understand but think that is odd.
We used the gems once, not training so far in the intro of Submachine 5.
Turn off the computer in Submachine 5.
Change all secret sounds to the one in Submachine 5.
Change the xyz portal so that you only have to enter new codes once and it gets stored somehow.
Add some subbots in the earlier games for the sake of consistency.
Submachine 5 screws fall off the game and not on the floor.
Submachine 5 coil is a lightbulb.
Change the lightbulb charge back to several rotations in Submachine 5.
Hint to the player in some way to put the cube in the acid.
Make it so that in Submachine 6 at the Mainframe, you can enter the room to the right of the telescope.
Make the cancel reset bug in Submachine 6 more obvious.
Changes that would impact the entire game
Make the Submachine Handdrawn Notes Project, optional.
Make the menu full screen in the classic cannon way, Submachine 1v2.1 for example.
Make it so that the menu shows the icon of the game your progress is currently in. If I stopped playing in Submachine 7, that icon should be on the menu.
Release a OST DLC with the demos.
Redraw notes-pictures (because they were drawn for 400x400 format
Merge the Submachine Universe locations inspired and based on the locations in the Legacy games by adding them to the Legacy. SU will change to a different form anyway so they will be lost.
pUt tHE gAme MaKEr tESts iN tHE SUBMaChiNE leGAcY GaME.
Add the Submachine 4 make your own note earlier in the games, in Submachine 1 for example.
Making the game playable with keys.
In a room with a lab portal, inputting the 3 digits directly with the keyboard would be a lot faster than having to change each digit separately with the mouse.
Switching layers in Sub8 and Sub9, would be much faster with keys rather than having to click on the navigator and then the corresponding button.
Having the notes translated to other languages.
Including a location map for the locations you have already seen.
Any change made from Submachine 1-9 should also appear in Submachine 10.
Any change made from Submachine 1-9, Sub1 and Sub4's basement, Sub3 and Sub4's loop area, Sub0 and Sub5's ancient temple, and Sub2 and Sub5's lighthouse dungeons should match.
All karma portals should receive the updated Sub10/SubVerse look; all wisdom gems should look the same.
Revise the plot to make whatever fixes/retcons/improvements are deemed necessary, and perhaps even expand it a little (like Mateusz did with Sub3 HD)
Sub5, Sub6 and Sub9's (grey) mover should look the same (right now they don't in the HD versions)
Fixs the notes so they have J's in them.
Randomize all puzzle's so like in the Submachine 7 keypad you can't just look it up.
Reverse the animations for the pictures so that when you click left it goes left.
Find a way so that notes are in a menu like in Submachine 2, so you don't have to click a lot of times to get to a specifc one.
Older versions Menu List
Submachine 1 Changelog + Isub old version + Current HD one
Submachine 2 Firetruck red version + Sketch
Submachine FLF without Sub 9 (As it was released without the adds)
Submachine FLF as HD
Submachine 3 Color Version
Submachine 0 as standalone
Submachine 32 as standalone