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View Full Version : I have a good feeling about this one: "Variance"



Nandrew
17-03-2009, 10:42 PM
http://img246.imageshack.us/img246/3143/screen03a.jpg
http://img205.imageshack.us/img205/9223/screen01v.jpghttp://img246.imageshack.us/img246/6885/screen02.jpg

Variance
Prototype number 4 in my tireless exploration of gravitation

Righto, I posted this on the Share thread a week ago and I wanted to give you guys something to play around with. For those of you who have been testing my previous protos, you won't be surprised to hear that this is yet another grav/force/compulsion-esque game.

This time, the experiment is to see how a game would feel if the player wasn't simply a detached spectator to events, but actually an avatar which interacts with and affects the game world in a very personal manner. Variance is an action/puzzle platformer where you have to negotiate mazes and figure your way to the exit in a pretty standard way ... except for the fact that you (and some of the puzzle components) are affected by localised gravitation that can pull you towards objects, against walls and even up to the ceiling.

Players are challenged to solve the puzzles with the standard selection of switches and moveable objects, but understanding the rules of gravity in this game will be important if you want to pass each level.

I want the game to be comparable to N, and the level design to be comparable to that of Braid. Because they both did what they did brilliantly, and I want this to be brilliant too.

I'll leave it at that until I get some commentary. I'm not a fan of huge walls of text when it comes to introducing a game - they're so tiresome to read through in one go. :P

The download link:

http://www.box.net/shared/rmbe7ekrnb

Levels can be played in any order. If you get stuck on one, skip it. I'd prefer y'all to give me feedback on the puzzles in the later stages (the earlier ones are more about orientation, basic dexterity and all that shlock which is kinda important, but not what I'm trying to emphasise overmuch).

UPDATE THURSDAY 19 MARCH:
Variance version 2 with MAP EDITOR and two sample maps:
http://www.box.net/shared/fum6br8phm

HolyMackerel
18-03-2009, 01:18 PM
Hey this is quite good, was experimenting with gravity myself in GM7, but I have MANY bugs. Very cool concept!

edg3
18-03-2009, 01:54 PM
That. Is. Epic.

The flashing end block is a bit difficult to look at for long, but I felt thelevels were very well made and its highly enjoyable. The learning curve from level 1 onwards is quite fast, so its easy to get used to. Also, whether by design or by accident, the movable block in level 7 made me think i could try moving them for the next level :)

01DT!m3r
18-03-2009, 02:36 PM
It sounds like it has a similar game mechanic as prey does

Telur
18-03-2009, 03:27 PM
Oh wow that was truly awesome Nandrew. I want my level editer with this slice of cake please. And movable gravity blocks for the ****ing win!

Aequitas
18-03-2009, 05:17 PM
Congrats Nandrew ... this is an awesome concept.

Now go! Polish it to a high sheen, and release it on steam!

Kensei
18-03-2009, 06:27 PM
Congrats Nandrew ... this is an awesome concept.

Now go! Polish it to a high sheen, and release it on steam!

QFFE!

A definite improvement on your last prototype, Nandrew and a real nice breath of fresh air when it comes to puzzle platformers. Reminds me of Chip's Challenge but with gravitational forces.

Side note: i suck at these games :P

Paradox
18-03-2009, 08:42 PM
Best concept since portal, IMO. Seriously, once its polished this would be awesome. (Well, more so than it is already :p)

Fruzz
18-03-2009, 11:04 PM
Wow, this is really great! Some fiendishly clever bits :)

Nandrew
19-03-2009, 05:17 PM
Great to hear, guys! And thanks for all the feedback on IRC. I'm working on refining the game a bit more (mostly bug-related things with the collision) and I'm building one or two extra levels to incorporate some new game elements that I freshly designed.

The next release is also going to include a level editor. It'll take some time for me to make it sufficiently user-friendly, but once that's out it would be great if people could post their own creations. It would make my life a lot easier and give me some great ideas for level design. That, and I'll have the opportunity to be challenged by somebody else's brainwaves. :P

Nandrew
20-03-2009, 12:07 AM
Ladies and gentlemen, Variance version 2 is up (link in first post). Now with a map editor (separate exe) and two sample maps (inspiringly named "sample1" and "sample2"). I'd be keen to see some of you create your own puzzles and post links to them in this thread -- it's always helpful to get a second perspective on crafting these kind of environments!

Please note (as I've just realised that I didn't cater for this in the game) when saving/loading maps, ONLY type in the name of the map. Don't append the ".map" extension to it, or the game will throw a hissy.

Other fixes/changes in this version:
- Blocks will now snap to the grid if you move a little bit away from them. It's not very graceful, but it should help players avoid those nasty "stuck" moments that occur when a block is pushed a pixel too far by accident. The character's collision box radius also shrunk slightly.
- Level 12 should now be free of exploits :P
- When your character is able to press a switch, a line will join that switch to the gravity node it is currently closest to. This should help players predict level behaviour.
- I've tried harassing the collision code a little. Hopefully players won't snag on corners as much.
- Players will need to re-press the jump key every time they want to leap, instead of simply hopping continuously.
- Added the highly sought-after Croutonian Death Blocks(TM).
- Some other tweaks and thingies which I can't really call to mind at the moment.

Enjoy the editor, and make me some puzzles to look at!

Aequitas
20-03-2009, 02:11 AM
I have made maps of manual dexterity!

Enjoy (or die >:D )

AeqHatesYou01 (http://www.filefactory.com/file/af60aed/n/AeqHatesYou01_map)

AeqHatesYou02 (http://www.filefactory.com/file/af60aec/n/AeqHatesYou02_map)

Fengol
20-03-2009, 09:06 AM
When will be be getting moving platforms? And can you make the gravity blocks move?

Nandrew
20-03-2009, 10:35 AM
When will be be getting moving platforms? And can you make the gravity blocks move?

Well, yeah, of course I can. That's, umm, pretty much in the game already. :P


After seeing Aeq's contributions, I think I'm going to improve the next version with a variety of dexterity-based obstacles. I'd really like to see the platformer potential of levels which require more careful timing and movement skizzles.

Fengol
20-03-2009, 11:17 AM
funnily enough I was watching the Gametrailers review of Mario Galaxy last night and I don't know who copied who but the 2D platforming levels look so much fun. They have a rotating platform piece that I'd like to see (forgive my bad artistic skills):

http://i139.photobucket.com/albums/q312/Fengol/piece.png

If you're going to follow Aequitas's super-dickery will you also be adding collectables like coins, rings or Miktar chunks?

dislekcia
20-03-2009, 11:23 AM
If you're going to follow Aequitas's super-dickery will you also be adding collectables like coins, rings or Miktar chunks?

I dunno if that would fit in with the game... It might make sense as a "bonus" collectible thing to put something in very hard to reach places in certain levels though.

Fengol
20-03-2009, 11:28 AM
yeah definitely, not the objective of the level but an achievement to collect them all.

And when are we getting the mighty Nandrew soundies?

Nandrew
20-03-2009, 12:00 PM
I dunno if that would fit in with the game... It might make sense as a "bonus" collectible thing to put something in very hard to reach places in certain levels though.

Yeah, if I implemented these it would be *much* later on in the design process, and even then there would be a very sparse collection of them. Like five in the whole game. I don't want collectibles interfering with puzzles -- they're very difficult to design as is.

Having a look at Gametrailers now. People keep talking about Mario Galaxy and I need to know what it's got going. :P

dislekcia
04-04-2009, 02:16 AM
http://www.indiegames.com/blog/2009/03/review_and_yet_it_moves_broken.html

I was initially worried that this was a very similar game, thankfully it's not. Still some interesting ideas though.

Nandrew
04-04-2009, 03:34 PM
And Yet It Moves? Haha, played that a looong time ago, and yes, it does have some good ideas. Can't remember how I stumbled upon it.

While the gameplay is rather different in some ways, I'm still looking into this for inspiration. Can't hurt.

Also, btw: I really want the custom maps that some of you have promised me. :< It's loads easier to dev when I have suitable inspiration from other people's interpretations of the game rules.