Post new topic    
Page «  1, 2, 3 ... 80, 81, 82 ... 99, 100, 101  »
Metal Slime
Send private message
 
 PostTue Mar 17, 2015 10:47 am
Send private message Reply with quote
TMC wrote:
If your laptop suffered a power surge then I can't really understand how that would corrupt a significant portion of the data on the harddisk and not the rest?


http://james.hamsterrepublic.com/technomancy/ ?

In all seriousness though, I'm just happy to have come out with something that I can work with.
To friends long gone, and those I've yet to meet - thank you.
Slime Knight
Send private message
 
 PostTue Mar 17, 2015 2:05 pm
Send private message Reply with quote
Fenrir-Lunaris wrote:
http://james.hamsterrepublic.com/technomancy/


HUEHUEHUE! This would make an interesting game.
"I can't buy food with glory"
Liquid Metal King Slime
Send private message
 
 PostTue Mar 17, 2015 10:10 pm
Send private message Reply with quote
Liquid Metal Slime
Send private message
 
 PostWed Mar 18, 2015 12:02 am
Send private message Reply with quote
@Spoonweaver: Looks great! I can't tell if I'm imagining things but is that bat near the light source a lighter colour than the bat thats not in the light source? If so how did you pull it off?
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠ C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
Liquid Metal King Slime
Send private message
 
 PostWed Mar 18, 2015 12:19 am
Send private message Reply with quote
x2-averoigne-12.png
Well, pulling it off wouldn't actually bit impossible. I'd just have the bat read the tile it's under and if it was under one of the 9 tiles that make up the torch the npc would change. Simple really, considering it's already checking tiles and changing it's npc ID for certain events like being attacked.

But no. I didn't do that.
Metal King Slime
Send private message
 
 PostWed Mar 18, 2015 10:31 am
Send private message Reply with quote
It looks the same brightness to me, and if it were affected by an optical illusion it should appear darker, not brighter.

Is that dark green thing a slime enemy? It's hard to see against the background, and doesn't really look much like a typical slime, so maybe it isn't.
Liquid Metal King Slime
Send private message
 
 PostWed Mar 18, 2015 10:38 am
Send private message Reply with quote
Tim-Tim20000.png
The slime looks better in motion. Here's another screenshot of it on a different frame. But you're not wrong. I might need to change the brightness of these things.
Anyways, hopefully I'll have a video up soon showing some of the animation in the game.
Liquid Metal Slime
Send private message
 
 PostFri Mar 20, 2015 4:31 am
Send private message Reply with quote
TMC wrote:
I didn't find it 100% clear that "it requires two switches to lower or raise a gate" means that you can turn off one switch after raising a gate without effect. Maybe stating "both switches on are required to raise a gate or both off to lower it".

It would actually be really neat if they respond to voicemail messages when it later becomes appropriate. Seems like you've thought this through already. Could be a fun little feature. But also seems like a lot of effort for a small addition to the game. How many one tile wide gaps are there in the game? I wondering how generally useful the cellphone will actually be. I assumed it would just be for rather specific and limited points in the game.


I think for now I'm gonna let the player use his powers of logical thinking to figure out that two switches on for opening and two switches off for closing means that one switch on or off won't affect anything. I think that spelling too many things out in a game makes the brain shrivel up a tad, and I don't want to hold the player's hand for everything. I think spelling out the cellphone as the means for passing the obstacle will be much more important here, as that is far less obvious. I don't mind falling one-inch short of just telling the player what to do in that case. But the gates...I shouldn't have to do that...hopefully.

Regarding the gaps, I'll be searching for more places to use them near the end of production now that I know I'll have a reason. The cellphone will hopefully be more important should I include more specialist type NPCs or on-call heroes. And it'll be important for the (sandbox-y) social side of the game. Regarding how many places I'll require use of it, I'll probably use it for optional locations only. I don't like the idea of using an obscure puzzle-solving device for mandatory parts of the game. I'd rather keep the main game simple just in case it attracts the odd player who doesn't want to think too hard or explore too much and is looking for any excuse to quit early. I'll save the harder stuff for the side quests.

(Even though you'll have to choose two out of three side quests to complete before opening the eastern roads, rescuing everyone at the Pirate Force Camp is not a condition for victory, nor is actually visiting the Pirate Force Camp.)
Place Obligatory Signature Here
Liquid Metal Slime
Send private message
 
 PostFri Mar 20, 2015 4:53 am
Send private message Reply with quote
@Pepsi Ranger: I agree. The puzzle switch thing should be figured out by the player after a few failed attempts. I think it should be somewhat obvious after failing. There have been many puzzles in dungeons of the Zelda series that took me hours to figure out so I think what you have in your game is pretty reasonable.
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠ C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
Liquid Metal Slime
Send private message
 
 PostFri Mar 20, 2015 12:31 pm
Send private message Reply with quote
sheamkennedy wrote:
@Pepsi Ranger: I agree. The puzzle switch thing should be figured out by the player after a few failed attempts. I think it should be somewhat obvious after failing. There have been many puzzles in dungeons of the Zelda series that took me hours to figure out so I think what you have in your game is pretty reasonable.


This brings up something that I'm struggling with a little bit. And maybe it would make for an interesting discussion. Since we make games, we're basically giving players an experience and giving them the tools to be successful in it. How much educating do you guys think we need to do to allow the player to have the knowledge to get past the task we set aside from them? Most games teach the player early on, but how much do you feel you need to do to the point that you can just say "logical thinking skills" should be used? I like to think Batman & Robin was about as straight forward of a game as I could have made and for it's run on the Google Play store I had a lot of people get lost or confused and I'm not sure if I'm ready to write that off as them being idiots or if it's just bad directing. But it still brings up an interesting question I think.

I more or less believe that the reviews from Batman & Robin are basically from an average casual gamer. I made a FAQ section for the game because of the amount of people asking the same questions all the time (http://www.redtrianglegames.com/batman.html). But yeah, I'd dig anybody's thoughts on this.
Check out Red Triangle Games!
Liquid Metal Slime
Send private message
 
 PostFri Mar 20, 2015 2:33 pm
Send private message Reply with quote
@RedMaverickZero: The way I see it is not every gamer has the same thought process or the same capacity to solve certain puzzles. When creating a game one should consider their desired audience, not only the age group of their desired audience but also their level of puzzle solving capacity, race, background and any other thing that could come in to play to either make or break their experience. Referring specifically to the Zelda series, many of the puzzles are extremely difficult for many gamers. There are lots of walkthroughs online explaining certain dungeons and a lot of conversation between gamers discussing how certain things can be solved. I consider these types of games the perfect amount of challenge for me, others may find them too easy and some may give up early in the game.

Perhaps the best thing to do is first establish an audience that you want (in my own game I am creating an experience for gamers like myself, with a specific sense of humour and at a puzzle hardness level that feels difficult for me).

Next I think it is important to try and build up the skills needed to help the gamer succeed at harder puzzles. For example have the gamer learn how to solve puzzle type A, then puzzle type B, then puzzle type C. After they learn the key skills through a combination puzzle type ABC at them and they should be able to solve even though it might take them some time to apply all the skills together.

For Pepsi's particular case this type of learning is not so easily accomplished. I think the puzzle laid out by Pepsi is about as simplified as it can be, this type of puzzle is just generally a challenging one. I think since it seems to be trial and error based, the puzzle should eventually become apparent to the gamer. Since this is an optional level in the game I would think there would be an option to "give up" and continue with the main game though which would be good because then Pepsi's game allows for a wider range of audience which is another good option. In fact Zelda games do this to an extent too, you can play the main game which is fairly difficult or you can challenge yourself to solve all the additional puzzles, get all the heart pieces which can require more advanced problem solving skills, do the minigames, etc...

I'd like to hear what others think on this topic too.
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠ C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
Liquid Metal King Slime
Send private message
 
 PostSat Mar 21, 2015 4:49 am
Send private message Reply with quote
Tim-Tim the almight banner.png
Greenlight my game bros!
http://steamcommunity.com/sharedfiles/filedetails/?id=411084366
A Scrambled Egg
Send private message
 
 PostSat Mar 21, 2015 4:22 pm
Send private message Reply with quote
Gave you my thumbs up.
Super Walrus Land: Mouth Words Edition
Liquid Metal King Slime
Send private message
 
 PostSat Mar 21, 2015 8:50 pm
Send private message Reply with quote
Much appreciation. Much appreciation.
A Scrambled Egg
Send private message
 
 PostSun Mar 22, 2015 1:02 am
Send private message Reply with quote
WHAT IS


Super Walrus Land: Mouth Words Edition
Display posts from previous:
Page «  1, 2, 3 ... 80, 81, 82 ... 99, 100, 101  »