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A Limited Engagement 
 PostMon Oct 26, 2009 3:52 am
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After months of consideration, I finally decided to upload a demo of the upcoming The Adventures of Powerstick Man: Extended Edition.

What this demo offers is the first two hours of gameplay and an example of things to come.

What it doesn't offer is accessibility to every area currently implemented. In fact, it only features about a quarter of total current gameplay available. I closed off the remaining sections because I'd like to leave some element of surprise when I release it officially in the next year or so.

However, for those impatient souls who know how to hack a passworded file, you're welcome to explore the later areas if you don't mind spoiling the experience later.

http://www.slimesalad.com/forum/viewgame.php?t=3177

Notes from the README (in case you forget to read it after downloading):

The Adventures of Powerstick Man: Limited Extended Edition

10/25/09

This file will be available on Slime Salad from October 25-November 2, 2009. If you downloaded it elsewhere at any other time, then you probably got it from someplace it doesn't belong.

Important Notes:

There is a LOT of gameplay available after the official End of Demo marker. However, I blocked it off where I did to a.) avoid spoiling the surprise of the full game, and b.) to hide the fact that much of the playable areas past the cut-off is still incomplete or will likely be changed in the future. If you wish to hack the game and delete the end of demo character, be my guest, but be aware that the later areas you find may not be representative of the final product. If you don't know how to crack the password, but are eager to see what I'm hiding, you may send me a PM and I'll more than likely give you the password (though, I'll try to talk you out of it first).

The areas I'm unveiling for this demo are mostly complete. Cosmetically, there are improvements I'd like to make, but the gameplay is, as far as I know, complete. What the final product will have that this version doesn't is repositioned dialogue boxes and portraits, and better battle balancing. In that regard, you'll probably need to start a new game next year when I release the full Extended Edition.

Most Important Note:

This game is designed like a pair of kids' shoes. I've built it to grow into the OHR's future features. Right now you'll notice a crapload of lagging in the plotscripts. I wrote this to make use of script multitasking for whenever TMC gets around to implementing it. Be advised that playing this version of the game may feel different performance-wise than it will in the future. I hope so, at least, as it plays like crap at the moment. I guess just play it with the knowledge that the engine may improve by the time this game is ready for the official release.

Also, on a related note, this game is counting on the new save format to work properly all the time. I doubt it will operate as intended from a save in the engine's current format. Again, this is about kids' shoes.

If you play this, be aware that it is only an example of what the future may bring.

Gameplay:

Most of the gameplay mechanics are similar to what you'd expect from any other OHR game.

However, there are a couple additions:

"Field Stat Counter" in the main menu will show you various stats you earned in the field like agility, strength, and defense. For every 1000 points, you'll get a stat increase.

-To build agility, you just need to change direction

-To build strength, you need to climb ladders (and swim and push things in later, non-demo areas)

-To build defense, you need to get hit by an enemy or field projectile (the latter in the non-demo areas)

Note: Defense is highly limited at the moment. When James implements global variables in battles, this will become more relevant.

"Kill Sounds" in the main menu will stop all ambient sound effects. This is helpful if you find yourself in the precarious situation of having too many sounds bleeding into each other. You shouldn't need this, but I'd advise using it before you quit a game if you choose to start over.

A Note About Exploration:

This game thrives on exploration. Even the demo has secrets/easter eggs to uncover. Although you're more than welcome to blaze through the game, you'd probably enjoy it more if you take the time to explore.

Remember to check computers, bookshelves, magazines, statues, wall notes, paintings, and any object that is unique to an area.

A Note About the Lag:

I am really sorry about this. I hope the new script interpreter will eliminate this problem (and I may re-upload a special edition when it comes out). Until then, play the game to get a sense of what it will become, not so much what it is at the moment. A number of my scripts (especially in the Nectarine Institute) feel broken as a result.

A Note About Load Time:

Although there is only about two hours' worth of gameplay available in the demo, it doesn't change the fact that this is a massive game as a whole (roughly eight hours' worth of game in total) and that the engine needs about 100 seconds to load it. Don't be alarmed if you select the game and nothing happens for awhile. This is normal. It will start. Eventually.

Credits:

Story, Design, Pretty Much Everything but the Music:
-Jeremy Bursey (Pepsi Ranger)

Playtesting, Super Advanced Plotscripts, Whipping Boy:
-Ralph Versteegen (The Mad Cacti)

Music:

See attached file.

Special Thanks:

James Paige for implementing a couple new plotscripting features specifically for this game. Also for reading the first in a series of novels that borrows the settings and story line from this game.

Surlaw for his future role in a super secret project that will hopefully see the light of day for the official release.

Gilbert and TwinHamster for additional playtesting.

Enjoy. Feel free to tell me what you think.
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 PostThu Oct 29, 2009 4:47 pm
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Okay, so now that enough time has passed, has anyone had a chance to take a look at this?

If so, comments?

If not, is anyone still having trouble downloading it?

Last night I found an old thread of mine called "A Point of Overkill" that discusses not only ways to improve the game, but touches on ways to improve RPG presentation in general. I was surprised at how much of this discussion I retained, because I think the new version of the game implemented a lot of these recommendations. I had forgotten that sephy99 was the one to plant these ideas into my head, so thanks to him for making the suggestions.

See, suggestions work, people.

So, anyone else want to ring in on what they thought of the experience? I'm still in the development stage, even in the areas available in the demo, so this is the best time to add your input. What would you change if you had the ability? What would you improve? What do you hope never changes?

Feedback is appreciated.

Here's a link to the old thread for further reference:

http://www.castleparadox.com/ohr/viewtopic.php?t=1414
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 PostThu Oct 29, 2009 5:32 pm
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It's actually been a forever since I actually playtested this for you Gonk

I finally had a bit of free time to myself earlier this week, but after downloading the huge monstah, I couldn't uncompress it! (It was corrupted or something?) Zombie

[Edit] Just realized I could probably have downloaded from your e-mail attachment (<_ <)
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 PostThu Oct 29, 2009 7:19 pm
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Pretty strange that so many people have been having problems with big zip file downloads for the past week or two. Both Powerstick man and Genesis. I haven't seen this many corrupted zip files since 1999!

EDIT: I was able to download and unzip it okay, just haven't had enough play-time yet.
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