View Full Version : 20: *
Kensei
05-08-2008, 10:21 AM
Ok, I have not completely thought out this idea yet, so expect me to add replies as I do. I just want to get this out of my head and onto something concrete so I don't spend all day thinking about it :D
As always, my projects are quite ambitious, but I will attempt to make this one scalable without too much fanfare in the beginning.
Right, the concept:
You are the great <insert funny name here> and have come to the land of <funny name here> in search of quests, because you have no life and get some form of simple joy for finding items for other people.
This game will be, likely, some form of a platformer, perhaps with RPG elements and will likely consist of a myriad of 'fetch' quests similar to most RPGs found on the market today.
So yeah, that is what I have so far...
Any comments? Does it sound doable?
I will as this now: Is it advisable to use global variables for this kind of game? i.e. I need a persistent health meter for the character
Edit: I will be using Game Maker for this project
Releases
Prototype 1 - RAR version (http://www.gamedev.za.net/filecloset/download.php?id=550)
Prototype 1 - EXE version (http://www.gamedev.za.net/filecloset/download.php?id=548)
Prototype 2- RAR version (http://www.gamedev.za.net/filecloset/download.php?id=552)
Prototype 2 - EXE version (http://www.gamedev.za.net/filecloset/download.php?id=551)
Prototype 3 - EXE version (http://www.gamedev.za.net/filecloset/download.php?id=553)
Prototype 4 - RAR version (1.6mb) (http://www.gamedev.za.net/filecloset/download.php?id=562)
Version 1.0 - EXE edition (2.66mb) (http://www.gamedev.za.net/filecloset/download.php?id=564)
Version 2.1 - EXE Edition (about 3.40mb) (http://www.gamedev.za.net/filecloset/download.php?id=572)
Final Version (http://www.gamedev.za.net/filecloset/download.php?id=574)
Kensei
05-08-2008, 02:56 PM
ok-ay...er... glad to see I have some interest going :D
Further details on the concept.
The way things will be communicated for the quest is dead easy :)
You approach your 'Stay a while and listen Cain lookalike' [SAWALCL] (who conveniently has an exclamation point above his head). When you ask him for a quest, he returns with an image of the next item you need to find, e.g. a yellow triangle
Then you embark on a mini quest to find this yellow triangle, battling monsters and being generally heroic, and retrieve the yellow triangle. (This is on level one difficulty perhaps)
You return the item to the 'SAWALCL' who rewards you with something, then gives you another item to find.
The difficulty could increase either with more monsters to defeat, puzzle elements, finding an item that looks almost like the item needed... etc.
ShadowMaster
05-08-2008, 03:00 PM
Sounds a bit like Knytt, not that that is at all bad ;)
Perhaps you could take a look at that for inspiration.
EDIT: though I suspect you are gonna go top down aren't you?
Kensei
05-08-2008, 03:15 PM
It's been a while since I played Knytt, I kinda don't remember the fetch and return part of that game...
In fact, all I remember was running around not getting anywhere in that game :(
Fengol
05-08-2008, 05:02 PM
it you were making a platformer it would be cool if you could pick up shapes and throw them (Mario\Link style) to get around the level (triangles as ramps, blocks to reach high places, circles to plug holes, etc).
I think you're going to have more success making a Zelda platformer than a Diablo RPG. I also think rather than a SAWALCL, you should give the mosaic they need to complete so I can choose which piece to pick up in any order.
Thaumaturge
05-08-2008, 11:42 PM
This sounds as though it could be a fun game, Kensei. I like it. ^_^
My only concern is that the fetch quests could become rather repetitive - however, don't have it go on for longer than the gameplay supports well, and mix the gameplay challenges a little between quests, and it could well work. ^_^
I also think rather than a SAWALCL, you should give the mosaic they need to complete so I can choose which piece to pick up in any order.
This sounds like a very good idea to me. Instead of an increase in the degree of the same challenge, you could instead go for variation in challenge, and allow the player to select their order of gameplay - getting the triangle calls for lots of jumping, the square calls for lots of combat, the hexagon calls for some sort of level-wide logic puzzle to be solved, the octagon calls for exploration of an expansive level, etc...
As always, my projects are quite ambitious, but I will attempt to make this one scalable without too much fanfare in the beginning.
I don't think that it should be too hard, if you start off with simple gameplay that can be extended, as you say. For example, you could start of with combat consisting only of ranged weapons, which differ only in damage dealt and perhaps appearance. Similarly, if you go with some puzzle elements, a basic "key"/"door" and/or 'switch"/"door" mechanism shouldn't be too hard to implement, perhaps allowing for a list of keys/switches respectively for a given door, all of which are called for in order to open the door; in the case of switches, this should be easy enough, depending on implementation, to next extend to allow for the requirement that certain switches be off, I believe.
because you have no life and get some form of simple joy for finding items for other people.
I love this motivation. XD
Kensei
06-08-2008, 12:02 AM
I am trying to avoid making this too much like a puzzle game.
I can understand, and will likely implement, a Legend of Zelda kind of approach with various 'puzzles' without it being overly like a puzzle game, if that makes sense.
Thaumaturge
06-08-2008, 12:29 AM
Fair enough. ^_^
(Although I don't think that I've played any of the Zelda games, I think that I have an impression of what you mean. ^^; )
Kensei
07-08-2008, 12:59 AM
Well, er, I have a prototype but I can't remember my password for the OpenHazel site so I can't upload it :(
Thaumaturge
07-08-2008, 02:31 AM
Oh dear. ^^;
You could always make a temporary second account, I suppose - or even a new one, if you don't manage to recover or remember your password.
(I think that I may have done something like that myself towards the beginning of my time here. ^^; )
Gazza_N
07-08-2008, 09:15 AM
because you have no life and get some form of simple joy for finding items for other people.
I have to remember this one. :D
I await the prototype anxiously, so that I can make comments that are actually useful. :P
Kensei
07-08-2008, 10:31 AM
Okay, first prototype is up
I have not done a 'tutorial' for the game yet, but let's see if you can figure out what to do
Kensei
09-08-2008, 02:09 AM
<nevermind>
Thaumaturge
09-08-2008, 07:01 PM
Hmm... I think that I've found all of the gameplay, but it doesn't all seem to be terribly intuitive to me, I'm afraid.
For example, there seems to be little to indicate which keys I should use. The movement keys are intuitive, but I didn't immediately guess that another key was called for. It also seems a little unintuitive to me that you seem to use physical collision for one interaction with the NPC and a key, possibly at range, for others.
I suggest either looking for a way to indicate to players the keys that are involved, or, perhaps better, remove that extra key and have the NPC give its results either on the player's collision with a potion bottle or on the player returning to and once again colliding with the NPC. Otherwise, you could instead perhaps use mouse-clicks to direct the player and interact with objects, and perhaps icons for certain interactions.
Finally, the first time that I successfully used that key, I was unfortunately in the wrong place, and got stuck under a suddenly-appearing potion bottle, although I get the impression that it's supposed to be a GUI element.
Kensei
09-08-2008, 11:45 PM
Finally, the first time that I successfully used that key, I was unfortunately in the wrong place, and got stuck under a suddenly-appearing potion bottle, although I get the impression that it's supposed to be a GUI element.
lol, sorry :D
This is exactly what the title states - a prototype -> to demonstrate the idea behind my game of 'fetch and return' :)
I know that the gameplay is not very intuitive... yet... that will come later.
I wanted to demonstrate the ability for a game savvy person to understand the concept of what was needed.
Thaum, did you understand what was required of you? i.e. Was the fact that you were 'looking' for a potion and the chest stored which potion you were carrying?
Edit: Umm, does someone have a good way of displaying a flash screen for the user? i.e. to display a clue?
Thaumaturge
10-08-2008, 12:02 AM
Heheh, fair enough. :P
More or less, although it wasn't immediately apparent, as I recall.
As I recall: The exclamation point icon did work for me (perhaps from experience with those RPGs that have used similar icons). The question mark did indeed suggest that he wanted something, and the second question mark did connect his desire with the chest, I think. The latter mark changing to the icon of the potion indicated collection, I believe, but it was from there that things broke down a little for me, I think.
I think that the obvious thing for me, short of any instructions to the contrary, is then to go to him with the potion. Unfortunately, that doesn't work, so, as I recall, I started trying various keys for effects. I eventually found one that did - but was unfortunately beside the spectacle icon when I did, if I recall correctly. ^^;
Finally, for some reason I didn't immediately pick up the meaning of the red and green circles, thinking them desires - perhaps backing them up by changing their shapes to iconically represent their meaning would help. It would also help any colour-blind users that might play your game, I would imagine. ;)
Hmm... Another thing that I've just noticed is that the trick of connecting the chest and the NPC's desire using the two question marks breaks if the player goes to a potion first. Perhaps placing the question mark elsewhere, or finding another indicator (such as flashing or shaking the chest), might help for this case.
Kensei
12-08-2008, 11:06 AM
I think that the obvious thing for me, short of any instructions to the contrary, is then to go to him with the potion. Unfortunately, that doesn't work, so, as I recall, I started trying various keys for effects. I eventually found one that did - but was unfortunately beside the spectacle icon when I did, if I recall correctly. ^^;
Would be easier if I removed the need for you to press a button to give the potion to him?
Originally I was going to have two buttons, then realized it would be hard to explain, without text that you need to press 'T' to talk.
Finally, for some reason I didn't immediately pick up the meaning of the red and green circles, thinking them desires - perhaps backing them up by changing their shapes to iconically represent their meaning would help. It would also help any colour-blind users that might play your game, I would imagine. ;)
I will change this to a different symbol. Perhaps a smiling face or a frowning face.
Hmm... Another thing that I've just noticed is that the trick of connecting the chest and the NPC's desire using the two question marks breaks if the player goes to a potion first. Perhaps placing the question mark elsewhere, or finding another indicator (such as flashing or shaking the chest), might help for this case.
I will likely change this - the chest is meant to represent your inventory, so I will change this to a more appropriate symbol - perhaps a backpack :) And add a border around them to depict different slots in the inventory.
On a final note, I do like the idea of different challenges - I will likely have 3 types of challenges. Depending on time... need to make this game more interesting... since it is kind boring :P
Kensei
12-08-2008, 03:49 PM
Ok, after a brief discussion with the clever man who is Cyberninja, I am going to put forth some ideas.
Fengol suggested using shapes to do things, like triangles for ramps, squares for platforms etc.
Building on that Cyberninja suggested:
Oh what you could do is show a bubble above the wizards head when the player collides with him. Then show a graphic in the bubble telling the player what to do. Show a picture of a magic stone or something, followed by a "=" sigh, then a gold coins?
indicating that the player needs to find the stone then he will be rewarded with coins
Cyberninja
12-08-2008, 03:57 PM
^ Sorry about the spelling/errors above. ^ ^
Thaumaturge
12-08-2008, 06:01 PM
Would be easier if I removed the need for you to press a button to give the potion to him?
I think so, yes - I would suggest either doing that or looking for a way of indicating the appropriate key (a little keyboard icon shown towards the beginning, for example, as in edg3's Stick Man Wars).
I will change this to a different symbol. Perhaps a smiling face or a frowning face.
Those sound good - they could be more expressive than my more formal idea of using check- and x- marks. ^_^
I will likely change this - the chest is meant to represent your inventory, so I will change this to a more appropriate symbol - perhaps a backpack And add a border around them to depict different slots in the inventory.
Fair enough - if you make it clear enough you should have little call for depicting a connection between the NPC and the inventory.
Of course, if you are going to have multiple inventory items, you can probably get away, I think, with simply providing inventory slots, and perhaps an appropriate icon. As items appear in the slots their purpose should, I would imagine become clear. ^_^
Fengol suggested using shapes to do things, like triangles for ramps, squares for platforms etc.
Building on that Cyberninja suggested:
Oh what you could do is show a bubble above the wizards head when the player collides with him. Then show a graphic in the bubble telling the player what to do. Show a picture of a magic stone or something, followed by a "=" sigh, then a gold coins?
indicating that the player needs to find the stone then he will be rewarded with coins
These sound like good ideas to me. ^_^
I do have a question: In Fengol's idea, the shapes seem to become the means to completing the quest, more than the objects of it (they would presumably be short-term goals, since you want to get them in order to build bridges and the like, but you want to do so in order, I imagine, to get to something else). I take it that the objects of the quest are those things that the NPC requests - are these just other shapes, and if so, what differentiates them? Or are you sticking with the potions as the goals?
(*imagines this being a quest for the golden shapes of DOOOM...* ;)
Heh, in fact, if I were making this game I might be tempted to make the shapes various pieces of some arcane symbol - a seven-pointed star, a circle, etc... ;P)
Heh, it just occurred to me that this is a game in which it would seem that the NPC's reaction to being bumped into is to give the bumping person a quest. :P
Kensei
12-08-2008, 06:36 PM
I was planning to make the shape usage level specific - i.e. you only use them on that level and are discarded at the end of the level (when you are returning the gem/item)
Heh, it just occurred to me that this is a game in which it would seem that the NPC's reaction to being bumped into is to give the bumping person a quest. :P
Yes :D There is a variable that checks if the user is on a quest or not :)
Story revision:
Your name in this epic tale of wonder is http://i189.photobucket.com/albums/z210/KenseiZA/Random/star.gif
Edit: Yes, the star is intentional
Thaumaturge
12-08-2008, 08:23 PM
*chuckles* Aha, so at least now we know who the * of the show is. ;)
Come to think of it, the asterisk, as represented in your post, even looks like a little character...
I like it! ^_^
I was planning to make the shape usage level specific - i.e. you only use them on that level and are discarded at the end of the level (when you are returning the gem/item)
Fair enough - that sounds good. ^_^
Kensei
13-08-2008, 12:37 AM
Ok, I have tweaked the game a little more.
Still basic, and I have not implemented a foolproof design (there are a few glitches)
but let me know your thoughts - if this actually has any merit
Links on first post
Thaumaturge
13-08-2008, 01:17 AM
Hmm... I still don't see anything to indicate which key should be used. :/ Having played the previous version it didn't take me long to figure out the gameplay, but I doubt that it would be intuitive for new players. It also seems a little odd to be able to interact with the NPC at any range when requesting a quest. Okay, theoretically it does mimic real life, since we can talk without being nose-to-nose, but it seems a little undirected here, unconnected to that NPC. Finally, you seem to require collision for one interaction, but not another, which seems to me to introduce inconsistency into the interface - I think that your control system would be stronger if you used only one or the other for interaction with the NPC, or perhaps always both (and, as you may have guessed, I'm in favour of collision).
On another note, since you're using the "item = reward" idea (which I think is quite clear), why not indicate the desired item in the equation, where you now have the question mark, and remove the spectacle icon and potion icon beside it? IF you want to continue to include the question mark, perhaps place it just above the new potion icon. I think that this would be clearer than the slightly more disconnected (I think) spectacle icon.
That said, I really like the idea of attaching the potion bottle to the player avatar, as though it were being carried - that works very well, I believe. Ironically, unless you plan on having other items in reserve, it seems to make the otherwise rather nice little sack a little superfluous. :P
The smiley and frowney faces work well, I believe - I think that they convey the response effectively. ^_^
By the way, your door doesn't seem to actually stop me. :P
As to merit, I think that something good can indeed be made of this, once you have more gameplay implemented. The idea seems sound to me, and your interface looks as though it can become a good one. ^_^
Kensei
13-08-2008, 11:17 AM
I think that your control system would be stronger if you used only one or the other for interaction with the NPC, or perhaps always both (and, as you may have guessed, I'm in favour of collision).
Noted - and collision would be easier to implement
On another note, since you're using the "item = reward" idea (which I think is quite clear), why not indicate the desired item in the equation, where you now have the question mark, and remove the spectacle icon and potion icon beside it? IF you want to continue to include the question mark, perhaps place it just above the new potion icon. I think that this would be clearer than the slightly more disconnected (I think) spectacle icon.
Doh! I knew I forgot something :/
Easily changed, expect it in the next prototype
That said, I really like the idea of attaching the potion bottle to the player avatar, as though it were being carried - that works very well, I believe. Ironically, unless you plan on having other items in reserve, it seems to make the otherwise rather nice little sack a little superfluous. :P
You have no idea how hard it was to come up with how to do that.
For future reference, guys: Create an object, assign any sprite to it (I use a plain green block) and make sure the object is set to invisible (and not solid)
Then, when you contact the object to pick up, just change the sprite_index to the desired item sprite.
(Sounds simple don't it? It took me 30 minutes to figure it out :( damn my noob-ness)
The smiley and frowney faces work well, I believe - I think that they convey the response effectively. ^_^
:)
By the way, your door doesn't seem to actually stop me. :P
Must be your ninja skills :D
Seriously, yes, I know that - you can only set a object to solid in the Pro version, so I will need to get some money into my PayPal account (no credit cards have I) so I can finally buy the pro edition.
Until then, you have a door that doesn't stop you.
Thanks Thaumaturge for testing the game :) Expect one with an actual 'level' to play soonish
dINGLE
13-08-2008, 01:24 PM
Noted - and collision would be easier to implement
Must be your ninja skills :D
Seriously, yes, I know that - you can only set a object to solid in the Pro version, so I will need to get some money into my PayPal account (no credit cards have I) so I can finally buy the pro edition.
Until then, you have a door that doesn't stop you.
You could program a little collision detection for that door.
Since it seems only the player can go through, thats only one object to worry about.
(I could be wrong)
Kensei
13-08-2008, 02:00 PM
My original idea is for the door only to open when you complete your quest.
So, at the moment, the door's solid property is set to false so you can complete the quest.
But the idea, once I get that function unlocked (in the pro version) would be to create the object 'door', with the solid property set and its sprite set to doorClosed. Then, when * has completed the quest, the door's sprite will change to doorOpen and the sprite's solid property to false.
An alternative is to create 2 objects - one for open and one for closed. Then when the quest is complete, the doorClosed object is removed and the doorOpen object is created... its just messier that way :/
I have no problem buying the Pro version, been meaning to for a while, just need to get money from one bank account to the other :)
dINGLE
13-08-2008, 02:54 PM
your right, programming it is messier.
If you don't mind buying it then go for it.
But cheap people like me have to come up with workarounds for these things :D
Maybe I'm just hoping the prize for a future comp will be the pro version :rolleyes:
Thaumaturge
13-08-2008, 08:16 PM
Doh! I knew I forgot something :/
Heheh, it's annoying when that happens, isn't it? ;P
Thanks Thaumaturge for testing the game
It's my pleasure. ^_^
Expect one with an actual 'level' to play soonish
Ooh, I'm glad to hear it! I look forward to that. ^_^
For future reference, guys: Create an object, assign any sprite to it (I use a plain green block) and make sure the object is set to invisible (and not solid)
Then, when you contact the object to pick up, just change the sprite_index to the desired item sprite.
That sounds like a pretty good solution to me (from the point of view of someone not familiar with GamerMaker programming, admittedly) - well done. ^_^
Must be your ninja skills
Heheh, perhaps I should have cancelled that "phase through wood" spell before playing. ;P
Heh, ironically I'm having an issue in Panda similar to your door issue - Panda has a problem with collision geometry in animated objects, it seems, which is leaving me intending to load separate collision geometry and attaching it to the desired object.
Kensei
14-08-2008, 10:40 AM
:D
How is that for rapid prototyping?
Anyways, I have added a new version of the game (slowly it is taking shape). I checked it, and realized I am yet to get rid of that spectacles at the top of the page (please to ignore it does nothing)
I have also added a new level :) Incorporates a little bit of common sense and I will let the user figure out how to do it. (I will implement a death sequence at next creation cycle)
So, things to implement:
- Many more levels
- 'Outside room' checking
- remove spectacles
- Death sequence
- Storyline
- tutorial (?) Is this needed?
- 'lock' that damn door :D
d, Please to change the title of this thread to: 20: * [Star]
dislekcia
14-08-2008, 12:01 PM
d, Please to change the title of this thread to: 20: * [Star]
That's why I didn't change it the first time you asked, I knew it'd change again.
Kensei
14-08-2008, 12:42 PM
That's why I didn't change it the first time you asked, I knew it'd change again.
Ja :D
Wait... maybe I have a better name... Hmmmm
FuzzYspo0N
14-08-2008, 02:35 PM
lol doit
<insert cognitive statement here>
LOl, i cant wait to see this further will try test more soon.
Thaumaturge
14-08-2008, 06:32 PM
So far, so good, I think - the controls feel far more intuitive now, I believe. ^_^
I like your second level - and what in all existence is that creature that you have there? o_o
(It looks oddly familiar somehow...)
Thus far the game has a rather nice, retro, "iconic" feel to to it; in fact, I think that I like the lack of animation in this game, as it enhances the effect. ^_^ (Although a death sequence would be a good addition, I believe.)
I also kinda like that icons held above the player's head move slightly when you attempt to walk into an obstacle.
As to a tutorial level, I think that your current first level serves that purpose fairly well. ^_^
Alas, I do still have some notes for you... ^^;
First of all, the object-checking for the first NPC seems to be broken - he seems to accept any potion that you give to him (at least, I don't think that I've found a case in which he hasn't accepted one).
Secondly, your fire-breathing monster seems to often stop breathing fire at some point, and when this happens too soon it seems to leave the level insoluble (at least, I haven't managed thus far to find a solution in these cases).
Thirdly, the collision detection for the fireballs seems to be a little off - they sometimes affect trees that they don't seem to have actually hit. Specifically, they seem to at times hit trees placed too far below them, and sometimes a little ahead of them.
Finally, a minor matter: moving about might be more fun if you were to allow players to "slide" along walls, instead of stopping entirely when moving into them.
By the way, I like your new avatar. :P
Kensei
15-08-2008, 11:14 AM
So far, so good, I think - the controls feel far more intuitive now, I believe. ^_^
I like your second level - and what in all existence is that creature that you have there? o_o
Tis a demon :D
(Although a death sequence would be a good addition, I believe.)
I was thinking of something to denote WHY the level suddenly restarts
First of all, the object-checking for the first NPC seems to be broken - he seems to accept any potion that you give to him (at least, I don't think that I've found a case in which he hasn't accepted one).
That damn sawal, I TOLD him to only accept one kind of potion - I will check the object checking. Chances are its checking against the wrong sprite_index
Secondly, your fire-breathing monster seems to often stop breathing fire at some point, and when this happens too soon it seems to leave the level insoluble (at least, I haven't managed thus far to find a solution in these cases).
Erm... >_> Yes... you caught me, it seems my Alarm is not resetting correctly
I will investigate further ;)
Thirdly, the collision detection for the fireballs seems to be a little off - they sometimes affect trees that they don't seem to have actually hit. Specifically, they seem to at times hit trees placed too far below them, and sometimes a little ahead of them.
This too will have to fixed - I might make the fireballs a little smaller (Although I think it looks awesome having a fireball larger than your character :D ) and make them adhere to the room's grid (using the friendly 'Align to grid' method in Game Maker)
Finally, a minor matter: moving about might be more fun if you were to allow players to "slide" along walls, instead of stopping entirely when moving into them.
Hmm, I will look into that - Will address the other issues first.
Comments about the levels? How many do you think I should create?
d, how long does the game have to be - can I create a short game that really works, rather than a long one that contains a bit more bugs?
By the way, I like your new avatar. :P
Thanks
dislekcia
15-08-2008, 01:01 PM
d, how long does the game have to be - can I create a short game that really works, rather than a long one that contains a bit more bugs?
Good gameplay is always going to be better. If you feel that the game needs to be longer to be the best it can be, then that's your design call... Remember we're challenging design skills, so your decisions are important ;)
Also, you can totally compare objects using the object_index variable instead of having to go off sprites all the time :)
Kensei
15-08-2008, 03:55 PM
Also, you can totally compare objects using the object_index variable instead of having to go off sprites all the time :)
I prefer sprite_index comparing because that is the way my object works ;)
i.e. the potion is selected at random and, in a switch statement, it changes the item above the SAWAL to the corresponding sprite. When I touch one of the potions, the object above the avatar's head also changes to that sprite_index. So I need to check the code is correct for if objA.sprite_index == objB.sprite_index...
As for the design stuff.. hmmm, I will think about that :)
I'll have lots of time tomorrow on the 2 hour train ride to Oxford :(
Thaumaturge
16-08-2008, 06:05 AM
I was thinking of something to denote WHY the level suddenly restarts
What do you mean by "why restarts"? Do you mean the player-character's death, or the basic game mechanics? If the former, then fair enough - it should help with that indeed. ^_^
(Although I would think that the enormous ball of fire or large blaze would at least be a [I]hint... ;P)
Comments about the levels? How many do you think I should create?
So far, so good, I think. It would be nice, I think, to see more fiendishly clever applications of the gameplay. Although not fiendishly clever, you might for example have a foe that follows the player-character, attempting to kill him (her? It? o_0). The player defends by avoiding this foe while navigating to various weapons, bringing each back to the enemy for a single hit, the short-term effect of which is to briefly stun the foe, but which, when done a few times with a few various weapons, kills the enemy.
As to number, hmm... Without knowing what story you want to convey (beyond "rescue the princess"), and what other gameplay elements you might have in mind, it's hard to say.
You may well know the next bit already, or for that matter might well have a better plan, but just in case, here it an idea: I suggest coming up with a short list of possible applications of your gameplay (such as "fetching potions for NPC" and "carrying water to put out fire"), including any interesting variations, and come up with a level for each. Then start looking for ways to mix them (such as "fetching an item for an NPC so that you can gain access to a water source"), and come up with a level for each, perhaps two if you think it particularly interesting or that it should be introduced slowly. In this last step, it's probably a good idea to vary the actual representations at least, of course - instead of potions for a wizard to access water to put out fires, you could have the player fetch three gems for a dragon to access the tree that it guards, the fruits of which have a soporific effect, allowing you to put guards to sleep.
(Okay, that's perhaps not the most imaginative application of the gameplay, but I'm tired and you hopefully get the idea. ^^; )
Once you have a set of candidate levels, think about how they fit in with any story that you might want to convey, and either create additional levels or cut out or conflate existing ones to fit.
Finally, once you have that number, consider the amount of time available, and reduce as you see fit.
Iimagine that you should probably aim for about four or five levels at this point, although it of course depends on your rate of level creation.
(Although I think it looks awesome having a fireball larger than your character :D )
Heheh, that it does!
Tis a demon :D
Aha, maybe that's why it looks fam- um, nevermind. ;)
dislekcia
16-08-2008, 12:37 PM
Thaumaturge's gameplay suggestions have given me an idea:
Why not structure each "chapter" of the game as a sort of puzzle. Design a few screens and place NPCs and items in them, with NPCs doing specific things when they get given different items. Turn it into an order-dependant puzzle, kinda like the grOw games.
For example, you could have:
A woodcutter NPC standing in town.
A wizard near his tower who wants spell components.
A thief that tries to rob you and follows you around.
Some spell components (which handily have a glowing particle effect on them so you can identify them) are behind an impassable stand of trees in the forest. To get to them you need to give the woodcutter the axe you picked up, but only after you've given the wizard the second-closest spell component (a sprig of mistletoe) which he uses to cast a spell that shakes the screen and wakes up a bear in the forest. If the bear isn't awake, the woodcutter just goes to the closest trees and cuts them down. If the bear is awake, the woodcutter runs away from the bear and ends up cutting down the trees blocking the final spell component.
Items respawn after you use them... Meaning you could "give" the axe to the thief to "stun" him for a while (nice idea Thaum) if you give him the axe three times he is killed and stops bothering you. But if you give him the first, third and fourth (the fourth being the one behind the trees) spell components, he loves you forever if you're a girl or reveals that he's actually female (take off hood to expose golden locks of awesome) and loves you forever, then sneaks past the bear to get into his cave (which would have killed you had you tried to sneak into it before) and returns with a shiny jewel.
At any point, giving the wizard the first spell component makes him cast a spell that makes the whole screen dark for a few seconds, all you see are paniced NPC eyes (maybe random demon eyes too?).
If you give him the second component, he casts that earthquake spell.
If you give him the third component he casts a spell that changes your sex - or maybe something random with little effect - I only mention the change sex one so that it could complicate the thief love puzzle.
If you give him the fourth component he casts a spell that summons something horrible and ends the game.
And if you give him the jewel he opens a portal for you and the happy thief to skip through to the next level.
Just an example scenario. They could be a lot more complicated. But try to think of side-effects and slightly logical but non-obvious puzzles. That would be an awesome way to use your mechanic.
Thaumaturge
16-08-2008, 07:49 PM
That sounds like a very good idea, Dislekcia, and a very good application of the gameplay, I believe. ^_^
Meaning you could "give" the axe to the thief to "stun" him for a while (nice idea Thaum)
Heheh, thank you, I rather liked it. I had the mental image of the player character desperately running around trying to defeat some action-movie-tough bad guy by breaking various heavy-looking weapons against him, which I found rather amusing. ^_^
Kensei
17-08-2008, 04:32 PM
Wow, d, that is an AWESOME idea :D
It would also be, as you say, a good use of the game dynamic. I'd need to sit down and work out a sequence of events.
It definitely builds on the idea of Level 1 (level 0 being the tutorial) and is totally doable in Game Maker :)
Shopping list for this to work:
- NPCs
- Inventory system, perhaps numbered (well, not visibly numbered, perhaps teach the user that if you press 1 you 'give' that item to the NPC) - maybe it even changes the 'above head' item to that item
- Inventory for NPCs (i.e. like for the wizard)
- Storyboard
Do you think the use of global variables would be best for storing the inventory? I could use an array for the values.
Heheh, thank you, I rather liked it. I had the mental image of the player character desperately running around trying to defeat some action-movie-tough bad guy by breaking various heavy-looking weapons against him, which I found rather amusing. ^_^
>_>
<_<
^_^ Can you say 'boss fight'? :D
Thaumaturge
17-08-2008, 07:36 PM
^_^ Can you say 'boss fight'? :D
Heheh, that sounds like a good idea. ;)
dislekcia
17-08-2008, 08:31 PM
I'd say make it simple: You can only carry one item at a time. If you bump into an NPC while carrying that item, you try to give it to them. This either triggers an event or makes the NPC tell you they don't want that item.
Kensei
17-08-2008, 10:32 PM
Yup, that will work better :)
I'll work more on the game design tonight and tomorrow and then get something up soonish
Kensei
19-08-2008, 12:58 PM
Grr, d, your idea is really good and I am struggling to not make it exactly like yours.
Let it be known that if the level looks a bit like dislekcia's idea, it is because it is awesome and not because I am lazy and cannot think of anything to top it :P
The premise will be the same - fetch items, get some reward.
I aim to make the solutions to the problems slightly less blatant as Level 2, but no where as ridiculous as Roberta Williams' famed Gabriel Knight challenges :D
or maybe I SHOULD make it as obscure... like GIVE the ORANGE to the TREE to GET the YELLOW AND BLUE YOYO :D
dislekcia
19-08-2008, 03:26 PM
Ideas are free, it's the implementation that's worth something :)
Kensei
19-08-2008, 03:30 PM
Agreed, I love the ideas of others, it provides a different perspective on situations.
::rubs hands::
Soon, they will all be MY IDEAS... mwwwaaaa haaa haaa...
Seriously though, I will first try implement something decidedly similar to your idea - perhaps slight changes like a god instead of a magician. Then build on that... I have some good ideas for what might happen to you if you get the sequence wrong :D
dislekcia
19-08-2008, 05:19 PM
Just be careful of punishing the player for getting things wrong too often, you don't want to force them to continuously restart, only on certain things...
Kensei
19-08-2008, 05:47 PM
I was thinking of temporary things, like if you give the magician an orange, he turns you into a giant orange for a few minutes... in some cases this might help you, but other times it might not :D
perhaps a red herring or two, time depending :D
Thaumaturge
19-08-2008, 11:23 PM
I'm very much looking forward to seeing what you come up with, Kensei - this is shaping up into a very fun game indeed, by the sounds of things. ^_^
I have some good ideas for what might happen to you if you get the sequence wrong :D
This sounds delightfully ominous. ^_^
I was thinking of temporary things, like if you give the magician an orange, he turns you into a giant orange for a few minutes... in some cases this might help you, but other times it might not
That is an excellent idea, I believe!
In fact, if you have time for it, a particular sequence of such "incorrect" actions might be a good way of slipping in an easter egg... ;)
perhaps a red herring or two, time depending :D
I don't suppose that you can chop trees down with them? ;P
... but no where as ridiculous as Roberta Williams' famed Gabriel Knight challenges :D
I think that you mean Jane Jensen, or perhaps King's Quest, unless I've missed something with regards to Roberta Williams' involvement with Gabriel Knight. :P
Kensei
21-08-2008, 01:04 AM
Update.
I have been fiddling with the quest level, I have the basics down - I just need to make it a bit harder for the player to win :)
Likely release a new version tomorrow evening if I am not too drunk :)
Thaumaturge
21-08-2008, 05:44 AM
Likely release a new version tomorrow evening if I am not too drunk :)
*chuckles* Well, I look forward to the new version, whether delayed by drunkenness or not. :P
Kensei
21-08-2008, 11:00 AM
*chuckles* Well, I look forward to the new version, whether delayed by drunkenness or not. :P
Who knows. Maybe I SHOULD work on my game after about 3 pints of cider :D
I have expanded the fetch quest idea from the 1st level and you are required to retrieve more than just one item to progress.
At the moment there is only one 'real' puzzle in the game, the rest is just a case of 'find and give to person'
But I really do love the result of solving that puzzle :D
Thaumaturge
21-08-2008, 07:54 PM
Who knows. Maybe I SHOULD work on my game after about 3 pints of cider :D
Well, the game isn't supposed to include intelligible speech... :P
But I really do love the result of solving that puzzle :D
I'm very much looking forward to seeing it, then! ^_^
At the moment there is only one 'real' puzzle in the game,
Well, it's more than I have at the moment... >_<
(Although I think that I've made some small degree of progress.)
Kensei
22-08-2008, 02:33 AM
Ok, 0.4. is up and running
There are still some glitches that need to be ironed out but the core mechanic is there. It is no where as elaborate as dislekcia's suggestion but it is getting there :D
Please comment
Edit: I know the graphics in places are shoddy, I will be making them look prettier in the final version
Thaumaturge
22-08-2008, 04:00 AM
I'm glad to see that one can now slide along walls - thank you. Movement feels rather more fluid now, I believe. ^_^
I really like the new level - it works, I think, and I like the puzzle sequences, and that there's a degree of choice in the order of completion. ^_^
By the way, what is the creature that lives in the water?
I don't know what glitches you might already know about, but these are the issues that I found:
It appears that the "carry" icon has moved up and to the left a bit, separating it from the player more than it used to be - I think that they felt more connected previously.
It seems that some portions of the obstacles and hazards don't operate as such. The instances that I've discovered are: The top-left corner and a small distance into the lava patch, a few of the trees and some of the rear spikes (as discovered by waiting to revert to the default form while over them).
The woodsman/axe-man seems to be a little glitchy - he seems to transform on collision with the player, for no apparent reason.
Since the demon (I presume it to be) doesn't seem to physically bar player passage, it seems to be possible to "slip past" it between fireball streams.
The fire-form seems to be killed by fireballs... o_0
In at least one case, collecting all five stones didn't seem to do anything, as I recall (it's possible that I missed one, I suppose, but I don't think that I did).
Finally, is my character supposed to revert to the default form after a short while? This can potentially be a bit of a nuisance if it happens at an inopportune moment, I think. If you plan on keeping this feature, perhaps include a timer or warning indicator of some sort, such as a simple bar or sprite-flashing effect, respectively.
Additionally, I found some problems on the first two levels.
Of course, if you're not planning on keeping those levels, then feel free to ignore the below as appropriate.
Level 1:
The NPC seems to occasionally not display a potion icon in the equation, leaving the exclamation mark in its place; at a guess, perhaps you have an occasional list bounds issue?
I see that you removed the frowney faces that were produced when incorrect potions were provided, which unfortunately leaves the NPC feeling a little unresponsive, I think. If you're concerned about the icon replacing all or part of the equation, you could always place it above the equation.
Level 2:
The demon still ceases to spew fireballs
It appears that if a fireball hits an already-burning tree, it just stops and sits there, waiting to immolate unwary players. Running into one, and thus dying, seems to remove it.
The princess seems to be untrapped - I can apparently just walk to her.
Can one still put out fires? The original technique doesn't seem to work any more...
Kensei
22-08-2008, 12:35 PM
By the way, what is the creature that lives in the water?
It's a teddy :D
It appears that the "carry" icon has moved up and to the left a bit, separating it from the player more than it used to be - I think that they felt more connected previously.
Noted, I think I changed the point of origin for the sprites at some point and forgot to put them back -_-*
It seems that some portions of the obstacles and hazards don't operate as such. The instances that I've discovered are: The top-left corner and a small distance into the lava patch, a few of the trees and some of the rear spikes (as discovered by waiting to revert to the default form while over them).
The lava 'edge' should not kill you. Some of the trees are actually background :)
The, um spikes, well effectively, their effect is negated after the first time so you can return to them in any form after the inital fly over without fear of injury
This will be remedied though.
The woodsman/axe-man seems to be a little glitchy - he seems to transform on collision with the player, for no apparent reason.
Do you mean when you give him an item?
Since the demon (I presume it to be) doesn't seem to physically bar player passage, it seems to be possible to "slip past" it between fireball streams.
I'll change this so when you touch him you die :D
The fire-form seems to be killed by fireballs... o_0
That is correct. I am still debating how to remedy this since the player must not get past the demon until I am ready for them to do so. I think "contact = death" with the demon might help.
In at least one case, collecting all five stones didn't seem to do anything, as I recall (it's possible that I missed one, I suppose, but I don't think that I did).
Hmm, this might be a glitch in my logic. I will change how it determines that you have all your gems.
Finally, is my character supposed to revert to the default form after a short while? This can potentially be a bit of a nuisance if it happens at an inopportune moment, I think. If you plan on keeping this feature, perhaps include a timer or warning indicator of some sort, such as a simple bar or sprite-flashing effect, respectively.
Yes, you are. I can't have a timer, but I can likely draw an image or something that depicts how much time you have left.
(It works on a timer atm)
Level 1:
The NPC seems to occasionally not display a potion icon in the equation, leaving the exclamation mark in its place; at a guess, perhaps you have an occasional list bounds issue?
urk, I will look into this - he chooses on a random number, I need to check the range
I see that you removed the frowney faces that were produced when incorrect potions were provided, which unfortunately leaves the NPC feeling a little unresponsive, I think. If you're concerned about the icon replacing all or part of the equation, you could always place it above the equation.
I could do that.
Level 2:
The demon still ceases to spew fireballs
Both Demon 1 and Demon 2 will have a fireball revamp so they continuously fire fireballs in a regular manner.
It appears that if a fireball hits an already-burning tree, it just stops and sits there, waiting to immolate unwary players. Running into one, and thus dying, seems to remove it.
:D thats the point... its called a 'feature' :D Joking, I will fix this.
The princess seems to be untrapped - I can apparently just walk to her.
Oops :( I altered the level so I could complete it quickly. I will change this in next release.
Can one still put out fires? The original technique doesn't seem to work any more...
Thinking about my changes... no :( You can't. This will be changed.
Thank you for testing :D I'll work on it tonight and get back to you
Thaumaturge
22-08-2008, 09:50 PM
It's a teddy :D
And the woodsman/axe-man's head changes into...
Very strange, very strange indeed.
I like it! ^_^
The lava 'edge' should not kill you.
Hmm... I was confident that I had found a short "path" into the lava, but I don't seem to be finding it now - either I was mistaken, or it depends on the player's state...
The, um spikes, well effectively, their effect is negated after the first time so you can return to them in any form after the inital fly over without fear of injury
I just tried that, but it seems that while it holds for the edge of the spikes, their normal interaction still seems to occur a little further in.
Having floated over them, collected the gem that they guard and taken it the wizard, I returned to find that I seem to be killed somewhere to[wards their middle.
Do you mean when you give him an item?
Nope - I just tried again, and I managed to get him to change simply by walking up to him and repeatedly colliding with him (easy enough when you stand in front of him, I think), before having collected anything at all.
As to the demon, "contact=death" does indeed sound like a good way to handle both the "sneaky solution" and "fire-form to fireball" issues. ^_^
Thank you for testing :D
It remains my pleasure. ^_^
Kensei
25-08-2008, 01:38 AM
k, written update because the latest version is still a bit of a mess :(
I have included zombies in the next version, as well as some semblance of a health bar :)
I am working on the timer thing, likely a bar that slowly works its way down.
Thaumaturge
25-08-2008, 01:52 AM
Sounds good, as far as you've revealed, Kensei - the zombies in particular. ^_^
Maybe you could use some zombie spriters to work for you, shambling towards graphics programs and groaning "fraaaaames..." :P
Gazza_N
26-08-2008, 11:30 AM
Maybe you could use some zombie spriters to work for you, shambling towards graphics programs and groaning "fraaaaames..." :P
ReBoot webcomic reference FTW? ;)
As promised, I gave this a quick play over the weekend. So far so good, and I did't find anything that Thaum hasn't already mentioned. I must admit that on the maps with multiple quests, I tended to get a little lost between them. Perhaps a "quest log" that displays all the active quests would help.
Kensei
26-08-2008, 11:31 AM
ReBoot webcomic reference FTW? ;)
As promised, I gave this a quick play over the weekend. So far so good, and I did't find anything that Thaum hasn't already mentioned. I must admit that on the maps with multiple quests, I tended to get a little lost between them. Perhaps a "quest log" that displays all the active quests would help.
A quest log?
Hmm, that will be fun to implement with no Text :D
It can be done though
Theoretically there is only ONE quest - to get the gems
Thaumaturge
26-08-2008, 08:12 PM
ReBoot webcomic reference FTW?
Heh, to be honest I don't think that I've gotten around to reading much of that yet - although I still mean to! ^^;
Kensei
27-08-2008, 12:24 AM
Version 1.0 is up
This game needs to be a lot longer and there are still a few bugs but have fun :D
I have changed the puzzle slightly - hope it is not too obvious what you need to do. PLEASE comment :)
Thaumaturge
27-08-2008, 01:31 AM
I like it - good work, Kensei. ^_^
It works particularly well in fullscreen, by the way.
I see that you removed the first two levels; this seems to me to be a bit of a pity, as I think that they made a nice introduction, or perhaps the start of one.
Thank you for the introduction of the timer - it helps, I believe. ^_^
The zombies are very cool! ^_^
The only problem that I have with them is that the connection (if any) between them and their solution isn't particularly obvious, and I think that it's a little too easy to remove them without ever encountering them (in fact, I didn't see them at all on my first run-through, as I recall), which would be a pity, I think. While the solution for the demon is similar, it at least has a certain "emotional" sense, and one can still see the demon afterwards, albeit with changes.
The zombies could use some sound effects, of course, and I'd like to see them appear at graves, but otherwise I do really like their inclusion (but the, I think that zombies tend to be cool). ^_^
By the way, given that so much else seems to kill one, why not have the water do so too, at least to the fire-form? At least it would seem to make more sense than the brown ridges towards the bottom-left. :P
Thinking of which, I like the new earth-form, and its effect on the ridges. ^_^
Other matters:
- The health bar doesn't seem to reset after insta-death.
- For some reason, not all of the rocks seem to be collectible, which feels a little inconsistent to me.
- It's a minor issue, I think, but the timer bar doesn't seem to reset after death, and the following return to one's default form. While this seems to have no gameplay effect, it doesn't look right, since no form is being counted down any more.
- Finally, I believe that I see now what you meant about the spikes (does this apply too to the lava, I wonder?): flying over them seems to clear the path flown, but not other sections, meaning that some of the spikes are safe for other forms, while others are still dangerous - and the difference doesn't appear to be visible.
dislekcia
27-08-2008, 03:40 AM
Y'know, I really think it's cool that people are using spoiler tags in these feedback threads. It shows that everyone's games have some surprises hidden in them. That's a really good thing :)
Thaumaturge
27-08-2008, 05:06 AM
Well, for my part, at least, I was prompted to do so, I think, by Kensei's doing so previously. This alerted me to the possibility of spoiling such sections for others, a thought that I carried over to Gazza's thread. ^_^
Kensei
27-08-2008, 10:47 AM
I see that you removed the first two levels; this seems to me to be a bit of a pity, as I think that they made a nice introduction, or perhaps the start of one.
The first two levels will be in the final release, don't worry - I just have not implemented any of the changes really on those two and I need more testing done on the third level :)
The only problem that I have with them is that the connection (if any) between them and their solution isn't particularly obvious, and I think that it's a little too easy to remove them without ever encountering them (in fact, I didn't see them at all on my first run-through, as I recall), which would be a pity, I think. While the solution for the demon is similar, it at least has a certain "emotional" sense, and one can still see the demon afterwards, albeit with changes.
Agreed. In retrospect I will be moving the location of the puzzle.
The zombies could use some sound effects, of course, and I'd like to see them appear at graves, but otherwise I do really like their inclusion (but the, I think that zombies tend to be cool). ^_^[/quotes]
Frraaammmmeesss :D Yes, I will include a sound, I am trying to keep the size as low as possible for the moment (looks at Gazza_N and his 15mb) but I'll include some sounds definitely in the next release :D
[QUOTE=Thaumaturge;139246]By the way, given that so much else seems to kill one, why not have the water do so too, at least to the fire-form? At least it would seem to make more sense than the brown ridges towards the bottom-left. :P
My initial thought was to have a holy symbol to fend them off.. but you 'can' outrun them :D
The point is that you are not meant to get past them until you do the other things :)
Thinking of which, I like the new earth-form, and its effect on the ridges. ^_^
I was thinking of making it even harder so if you collide with a fire ball and holding a water item, you become earthman, but it might be too obscure
- The health bar doesn't seem to reset after insta-death.
Easily fixed :)
- For some reason, not all of the rocks seem to be collectible, which feels a little inconsistent to me.
Also easily fixed, most of them are tiles rather than objects
It's a minor issue, I think, but the timer bar doesn't seem to reset after death, and the following return to one's default form. While this seems to have no gameplay effect, it doesn't look right, since no form is being counted down any more.
Also a case of setting a variable - consider it fixed
- Finally, I believe that I see now what you meant about the spikes (does this apply too to the lava, I wonder?): flying over them seems to clear the path flown, but not other sections, meaning that some of the spikes are safe for other forms, while others are still dangerous - and the difference doesn't appear to be visible.
Understood, I might implement the same method that I did for the rocks
Y'know, I really think it's cool that people are using spoiler tags in these feedback threads. It shows that everyone's games have some surprises hidden in them. That's a really good thing :)
:) It's necessary to keep it fresh for game testers such as yourself :D
Thank you Thaum for keeping them in place :)
Oh, final thing
In true adventure style there WILL be a red herring or two in the next release - fixd - D
Thaumaturge
28-08-2008, 03:35 AM
The first two levels will be in the final release, don't worry - I just have not implemented any of the changes really on those two and I need more testing done on the third level
Aah, fair enough - that makes sense. ^_^
Frraaammmmeesss :D
XD
Okay, now I dare you. :P
Quote:
By the way, given that so much else seems to kill one, why not have the water do so too, at least to the fire-form? At least it would seem to make more sense than the brown ridges towards the bottom-left. :P
My initial thought was to have a holy symbol to fend them off.. but you 'can' outrun them
The point is that you are not meant to get past them until you do the other things
Methinks you misplaced your sections of text. :P
I was thinking of making it even harder so if you collide with a fire ball and holding a water item, you become earthman, but it might be too obscure
Heh, yes, that might be, especially since the combination is one that seems counter-intuitive to me. That said, I really like the idea of having more solutions that don't involve going to the wizard, as doing so should add variety, I think.
"Earthman" - it sounds like the name of a superhero.
"Halt, evildoer! I am EARTHMAN!" :P
Thank you Thaum for keeping them in place
It's my pleasure. ^_^
I may have overdone it a little in this message, but better safe than sorry, I daresay.
In true adventure style there WILL be a red herring or two in the next release
Excellent! I'm very glad to hear it. ^_^
Otherwise, all sounds well, I believe. ^_^
How are you going for time, by the way, if I may ask? I'm running a little short, I believe. ^^;
Kensei
28-08-2008, 12:04 PM
Frraaammmmeesss :D Yes, I will include a sound, I am trying to keep the size as low as possible for the moment (looks at Gazza_N and his 15mb) but I'll include some sounds definitely in the next release :D
XD
Okay, now I dare you. :P
dislekcia, can I, for the sake of the 'user' requesting it - include a sound byte that says 'Frrraaaammmmmessss' ?
It will hold no other meaning except for lulz and general play on...er...words...
As for time... Hmm, I will likely be doing some late night work. I might, unfortunately, opt for a shorter game with the ability to build on it later - i.e. add more levels.
Thaumaturge
28-08-2008, 09:06 PM
I'm sorry to hear about the late night work. :/
Well, better shorter and done well than longer and rushed, I daresay - either way, good luck! ^_^
Kensei
29-08-2008, 03:57 PM
Evil idea for a red herring...
Turning you into a frikkin awesome character - dunno what yet, but you cannot do anything with him (except garner a laugh from the Demon or something)
I will be workin on the game this evening (buying some coca cola for the occasion :D) and will, hopefully, have a refined version of the game tomorrow. If I have time, I will duplicate another level (and add an end game sequence... thinking of mebbee a video :D )
Kensei
30-08-2008, 04:45 AM
Ergh, I can't get the video thing to work... and (as you can see by the time) it is late here
I shall work more on this tomorrow...er...today
Thaumaturge
30-08-2008, 06:09 AM
Heheh, I like your red herring idea - although I'm inclined to suggest taking it further, having it garner disparaging comments or less-than-useful results from a variety of characters and objects, thus hopefully increasing the amount of amusement to be gained from it and making up a little more to the player for its lack of actual use.
I'm sorry to hear about your difficulties with the video, however. :/
If it gives you too much trouble, it might be a good idea to leave it be - your game is already a good one, I believe, and given the amount of time remaining I suspect that polishing might be a better use of it than banging your head against recalcitrant features.
Kensei
31-08-2008, 01:41 AM
:D
::motions to the first page::
I am very thankful to RL Tiles (http://rltiles.sourceforge.net/) and Flashkit (http://www.flashkit.com/)
Please leave comments - I will fix any issues if it comes in before midnight tomorrow :)
Thaumaturge
31-08-2008, 06:10 AM
Oooh! *goes to play it*
*sees the splash page* Aw, thank you for the mention - I'm glad to have helped. ^_^
I really like the embellishments to the first level - the path helps to connect the NPC and the potions, I believe, and the tree-lined lake, complete with monster (there be monsters? :P) is just cool. ^_^
*laughs at the results of the ring (I think that it is) on the first level, and at the final cutscene* Heheh, very good. ^_^
I'm glad to see that your door finally works, by the way. :P
Oh, and...
What in all existence is that sound that plays during the transition between the first and second levels? o_o
Speaking of such, I rather like the sound that the zombies make - well done on that. ^_^
Those sites that you listed look pretty good - the roguelike resource in particular looks interesting and cool. ^_^
Issues that I spotted:
For some reason in the first level the character doesn't respond to the controls for a brief period after the level appears. However, this may just be an issue on my side - I'm not sure that my computer is running at its fastest right now.
(*pats his computer and reassures it that he's not displeased with it*)
When being chased after gaining the effects of the ring, since the characters seem to use "sticky" collision detection instead of "sliding" collision, as the walls do, I managed to get stuck between the chasers and the axe-man. :/
It might have been less frustrating if the transformation didn't seem to last longer than the timer shows, leaving me uncertain of the point at which it would end.
Certain objects, specifically the rocks and the ring (that I've found thus far), appear in front of the health bar. Come to think of it, since neither seems to have a useful purpose that I've found, this issue isn't a hint, is it?
On a similar note, instant-death doesn't seem to replenish my health bar (or if it does, doesn't seem to always replenish it).
It also seems to be possible to move around while in the form of a tombstone. o_o I also seem to take damage when in tombstone mode (in fact, I once got caught in tombstone mode by the zombies, only managing to escape by scooting my tombstone away from them. Which is a scenario with all sorts of weirdness ^_^).
(Come to think of it, having puzzles be solved by purposefully dying and moving about as a tombstone sounds pretty amusing to me... ;))
This is also a problem on level three, I think - perhaps more so, as one can end up dying repeatedly on a single fire.
Speaking of level three, the fire collision detection seems to have a slightly over-large collision mask.
I'm sorry that there are so many issues at so late a stage. ^^;
By the way, I'm not sure that I solved the zombie puzzle properly - I drew them away, snatched the jewel, got killed, and respawned with it. If there's another way, I don't see it. :/
Finally, good luck! ^_^
This post censored for your protection by the CIA. ;P
Kensei
31-08-2008, 11:28 AM
i was lounging in bed when i realized that it might not be possible to complete the game I don't think there is a brain to destroy on the level. Will fix this and Thaum's issues nowish
Kensei
31-08-2008, 02:31 PM
Done :D
Ok, NOW I am done...
Thaumaturge
01-09-2008, 01:18 AM
Some good changes, I believe, Kensei. ^_^
I like the way that you linked the brain (since that's what I now take it to be, from a comment of yours above) to the zombies, and I really like its setting. ^_^
What is the thing that appears when you take on the winged knight form, by the way?
I see that I am not longer allowed to teleport items back by dying - awww... Once again, I may not take it with me. :P
Kensei
01-09-2008, 10:18 AM
What is the thing that appears when you take on the winged knight form, by the way?
Hee :D It's a chainsaw and some CHAINSAW fuel - I'll give you a hint... Maniac Mansion and its sequel Day of the Tentacle
Gazza_N
01-09-2008, 10:29 AM
Hee :D It's a chainsaw and some CHAINSAW fuel - I'll give you a hint... Maniac Mansion and its sequel Day of the Tentacle
You put it in after all, you evil woman... :D
Kensei
01-09-2008, 11:05 AM
You put it in after all, you evil woman... :D
http://tn3-2.deviantart.com/fs11/300W/i/2006/243/7/7/Behold_the_Big_Grin___PRINT_by_megawackymax.jpg
(piccie credited to megawackymax on deviant art)
Thaumaturge
01-09-2008, 07:26 PM
Hee :D It's a chainsaw and some CHAINSAW fuel - I'll give you a hint... Maniac Mansion and its sequel Day of the Tentacle
Aah, fair enough - that was, I think, one of my guesses (a flamethrower being another). Alas, I have thus far played neither of the games that you mention, I don't think. :/
(piccie credited to megawackymax on deviant art)
Heh, I get the impression that you spend a fair bit of time over on DeviantART. ;P
Kensei
01-09-2008, 09:46 PM
Heh, I get the impression that you spend a fair bit of time over on DeviantART. ;P
I always attribute another person's artwork where I can :) After all they worked hard to create it
Thaumaturge
01-09-2008, 11:21 PM
Indeed, and I'm glad to hear that you feel that way. ^_^
I was referring more, however, to my having noticed that you seem to use images from DevART quite often, as opposed to other sites, which gives me the impression that you spend a fair bit of time there (which is not a criticism, but rather an interesting observation. Well, I think that it's interesting, at least :P).
Nandrew
02-09-2008, 06:37 PM
I like the approach of this game, and thus far it's been one of the "clearest" that I've played (and the graphics are cute, too :D ).
There's only one thing, though:
Reading through this thread in patches (hell, going through the whole damn thing would be a chore :P ), I'm not *entirely* sure about the idea of a red herring in a game like this. In a regular title, this would be a mischievous little trick, but in a textless game where the player already needs to apply considerable effort to figure out what is going on, I forsee many people hitting their heads against a wall with the angel before giving up and frothing at the mouth.
Also, I discovered that the 's' key skips levels. Be careful to clean up cheat codes after you're done with them. :P
Kensei
02-09-2008, 09:56 PM
Reading through this thread in patches (hell, going through the whole damn thing would be a chore :P ), I'm not *entirely* sure about the idea of a red herring in a game like this. In a regular title, this would be a mischievous little trick, but in a textless game where the player already needs to apply considerable effort to figure out what is going on, I forsee many people hitting their heads against a wall with the angel before giving up and frothing at the mouth.
Also, I discovered that the 's' key skips levels. Be careful to clean up cheat codes after you're done with them. :P
T_T
Why did you not tell me these things BEFORE the deadline... WWWHHHHYYYYY???
:: sighs ::
Nandrew
03-09-2008, 04:34 PM
lol.
Well, being in a situation where I started on this competition just before deadline and only had time to look at everything after the dust had settled, I wasn't able to comment before.
If it's any comfort, I wasn't around to offer anybody *else* that much commentary before deadline either. :P
Kensei
03-09-2008, 04:56 PM
If it's any comfort, I wasn't around to offer anybody *else* that much commentary before deadline either. :P
No, it does not... because I'm like special :D
There IS no one else... except maybe dislekcia... and...um... some other people or something ^_^
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