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Post by The Final Rune on Jul 8, 2005 8:46:34 GMT -5
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Post by Rodak on Jul 8, 2005 12:11:22 GMT -5
Well, an actual game!
Now I have two of your demos to check out this weekend.
I'm gonna have spare time for gaming this weekend and my list just keeps growing. I guess that's a good thing.
It makes me nervous though... whenever I make plans to relax and ignore the world for a day, something horrible seems to happen. I better just shut up.
I'll let you know hoe it goes.
Peace.
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Post by The Final Rune on Jul 9, 2005 11:59:36 GMT -5
Most of you, if anyone, that's played my demo knows that its really short, so I thought I'd share some of the details about all that I have planed.
Currently I've only mapped out 5 puzzle rooms and 4 trap rooms per path with one trap room between each puzzle room. Along with the master puzzle room at the end.
At this moment I only have eight puzzle rooms designed and I am still working on implementing the trap rooms (which should be fun and silly, since you can't die in this game).
Also, I've decided to create items you can acquire to aid you in your puzzle quest.
Shrink Ray Gun - Shrinks the player down to 25% his original size, allowing him to traverse small holes and skip past obstructions in his way.
Over Sized Hammer - A powerful swing from this hammer will destroy any block that looks structurally unsound.
Big Jump Boots - Leap up onto or over some obstacles with these winged boots.
Magnetic Grip Gloves - Jump up and hang on to overhead metal bars and traverse otherwise impassable areas.
The items will become available by locating and opening the treasure chests in the trap rooms. Of course doing so is not required to proceed, but finding them may make your progress easier. There will be two items per path and two coins. These coins are required to power up the teleporter to the final secret level I have planned. Only by collecting all four coins, all four items, and Pandora's Box will you be able to reach this final room.
I'm making pretty good progress on this game, as I work on it constantly, so I should have a half way done game in another week or two.
So, I wanted to ask: To those who've played my demo, do you think a should release another one that goes about half way through the game, or just save it all until I get the whole thing finished?
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Kumo Shinagi
RPGM2 Helper
aka Cloud the Humar
Kumo Shinagi: The one and true master of Chi.
Posts: 151
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Post by Kumo Shinagi on Jul 9, 2005 19:03:10 GMT -5
I've played your demo, and I gotta say, it's hard! But that's not a bad thing, I just need to think harder. I think you should save it until you're fully done, since it's short, you don't want people figuring out half the puzzles before the final game is out.
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Post by doyleman on Jul 9, 2005 19:24:23 GMT -5
Ok, I played it last night, and while the puzzles where interesting, I found them a tad too easy, but it is the beginning. *luckily I had my strategy guide too, I didn't feel like playing through Fuma to remember the last boss' name* Now, a question asked for the total number of blocks the building editor can hold, you say its a typo too, but there is another problem with it. The building editor can hold 512 blocks, and the dungeon editor can hold double, which is 1024, I believe. I've tried out both of them, and several other combinations, and none of them work. The camera angle was sat so it was hard for me to adjust my character sometimes, but nothing too annoying. I liked the puzzle ideas though, very well made dungeon, and the title screen was OK, as I had a hard time reading the title when it was over the block. Overall: I love puzzle games, and this one was fun, I am looking towards playing a next release of this, whether it be demo or full
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Post by The Final Rune on Jul 10, 2005 12:23:00 GMT -5
The trick to solving the dungeon block count question revolves around understanding the question. Read it carefully and hopefully you will understand. Once I get done with the whole game I will also release a walk through for any who get to stuck on my puzzles.
Yes, the first couple puzzles are supposed to be easy, to help you get into the game. Some of the follow up puzzles should mirror difficulty of the puzzles found in the Silent Hill games.
Currently I have the following puzzle types done and/or planned:- Quiz style
- Direction sensitive (these two were in the demo)
- Water buoyancy and volume equations
- Button tapping counters
- Time sensitive calculations
- Pressure switches
- A "Lights Out" style
- Cause & Effect
- ? ? ? ? ?
My ideas are in short supply, so I welcome any puzzle element suggestions. Already I owe several thanks to many or the members here for what I have accomplished so far. Namely, Dungeon Warden, Nash 7777, Blue Senshi, and Taizon Games. The many hundred pages of notes from conversation and tips offered by these gamers have taught me a lot.
But like I said, any and all ideas are welcome.
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Post by Rodak on Jul 10, 2005 16:47:59 GMT -5
I played your demo and found it to be truly fine.
I loved the environments and the look of the main character. I was also pleased to see another Weird Warp effect. I'm glad I'm not the only one who does that stuff.
I could not find my strategy guide, so I did not get far, but will when I locate it.
Great job on the whole concept too. The way everything works together is impressive.
I look forward to finding my guide and finishing the demo.
I'll let you know if I get stuck for reasons other than lack of reference.
Peace.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jul 10, 2005 21:02:27 GMT -5
"I was also pleased to see another Weird Warp effect. I'm glad I'm not the only one who does that stuff." What do you mean by this?
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Post by Rodak on Jul 11, 2005 4:48:19 GMT -5
So, I wanted to ask: To those who've played my demo, do you think a should release another one that goes about half way through the game, or just save it all until I get the whole thing finished?Of course you should release multiple demos as you go, unless you are supremely confident of not only your abilities to create flawless scripts, but also of your knowledge of what people want to see or will find too hard (remember The Poopy Pyramid... I was confused at first when folks said it was hard to find... I added a third choice that simply says NO to the two choices at the cannon to make the "You Must Be Mad" option stand out more... That may make it easier to find). The point is that until you get feedback you never really know if what you are doing is missing something. Good luck with it. Oh yeah: "I was also pleased to see another Weird Warp effect. I'm glad I'm not the only one who does that stuff." What do you mean by this? In the demo of Pandora's Box the warp points spin you around before warping. In The Clean Underwear Quest I distort the character model for warps (stertching and squishing). I like the idea of playing around with such things and therefore I was pleased to see others doing so. Peace.
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Post by The Final Rune on Jul 12, 2005 9:50:05 GMT -5
I have decided to completely overhaul the designs of my puzzle rooms. All the rooms (nine so far, including the starting room) have been redone and the puzzles have been reworked. They pretty much work the same, only now they'll be a little to a lot harder than they were.
I've decided on a character model finally. The hero model used in the demo was just a filler.
The items and they're uses are coming along nicely. I've made a few changes to what is used for what, and I've also added a new item to the mix.
My next demo should be out in about a week. Weekend after next at the lastest.
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Post by Rodak on Jul 12, 2005 17:39:35 GMT -5
OK it's official.
I really like your puzzles, but I have a criticism.
Without a strategy guide they require too much research. Perhaps some hints dropped somewhere would alleviate the problem. But I am not one to criticize without offering a solution, so...
For the number of blocks in the building editor question you could place the three digits of the answers as "numbered blocks" (the blocks with numbers on them) on the floor. To make it more subtle, spread them out, one in each room. You could even place distraction numbers, but rotate them so the answer is the only set of numbered blocks. facing in a particular direction.
Use the vfx editor to make the name of the Fu-Ma traitor in 3D text and have it move slowly in and out of a wall in a corner that you would not normally stand in for long. Then it is a matter of luck and thorough exploration, but the name is there for the diligent.
Your list of puzzle types is good. I'd add some logic puzzles and some color or graphic driven stuff too. Those are intentionally general suggestions, I'll get specific if you like.
Good luck with it.
Peace.
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Post by The Final Rune on Jul 12, 2005 17:46:55 GMT -5
Although my life is going to (the whole story found here), I still plan to at least finish this game if its the last thing I do.
Oh, and Rodak, the answers for the puzzle room are left to right:
1536 (1024normal + 512w/object placement)
22
Enterbrain
Liavo
I'm telling you, since the next release will have different questions anyways.
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Post by Rodak on Jul 12, 2005 17:59:40 GMT -5
Wow.
I just read about your recent troubles.
Life is like that sometimes. I have been broke and homeless myself and can sympathize.
All I can say is to just hang in there. There is a line that I always repeated to myself when things got really bad; "After this, things can only get better."
There are many options still open to you. This may sound trite, but it is in the spirit of your "Go to the top" advice: Contact the Government Office responsible for the loan situation and request special dispensation, telling them what could happen if they say no.
It can't hurt.
Best of luck. I hope things improve rapidly!
Peace.
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Post by BloodKnight on Jul 12, 2005 21:48:53 GMT -5
Things aren't going too well for me either. I'm in a lot of debt, and I need to help to support my family. You know what they say TFR, desperate times call for desperate measures. When I needed help, I turned to more...radical assistance(having spells cast on my behalf). I know it's silly, but I got a $104 direct deposit to my bank account out of nowhere, so they must have done something. I'm just saying that all hope may not be lost for you. When I have been in trouble, I calmed down, took a deep breath and tried to fix my current problems, slowly and one step at a time, while being positive. The more positive thinking you have, the more positive energy you attract to yourself. Good luck TFR.
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Post by Rodak on Jul 13, 2005 7:23:03 GMT -5
I have no idea how I did not think to suggest this yesterday, and I apologize.
When I was broke in College and needed quick cash I tutored!
I got up to $20 per hour depending on the subject and number of students.
You have proved you can teach with your map editor guide, now get out there and teach for money!!
There must be something at which you are good enough to tutor. And there are always students willing to pay.
Hang signs on bulletin boards, ask your school tutoring office, heck... I went so far as to get a cheap "Cat in The Hat" hat and use a big diaper pin to attach a note declaring "Math Tutor" (sometimes changing it to "Chemistry Tutor" if I was in that building).
And it worked!!
If it worked for me, it may work for you.
Again, best of luck.
Peace
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Post by doyleman on Jul 13, 2005 11:16:46 GMT -5
TFR's series of unfortunate events I'm sorry to hear all of that happened to you, and here I though I had bad luck. I hope all goes well for you in the future
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Post by The Final Rune on Jul 13, 2005 15:42:59 GMT -5
Well, after much slaving away and a bit of frustration I finally have an opening I'm comfortable with. It's not much more than I had previously, but it addressed the one complaint I received and also provided what extra content I needed it to have.
The total count of 100% complete puzzles now stands at a whopping six. These six plus the rooms in between, the item system, the status screen, the new title screen and new control scheme along with more camera options will be present in the new demo I will be releasing shortly (hopefully Sunday).
Currently I am working on finding new material for my Quiz room puzzles. I think I'll go with math riddles.
Also, I might be contacting a few of you through private messages to gather some info for placing a personal touch to my game. If you get a PM from please keep its subject matter to yourself.
P.S. About my situation. Nothing has been resolved, and I may still be doomed to a hobo existence. But I am working towards finding a solution, but no matter what happens I will continue to return here as often as I'm able and I promise to remain a contributing member of our community.
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Post by The Final Rune on Jul 14, 2005 9:18:02 GMT -5
At the request of Rodak I have placed HINTS in my new puzzles. However, finding and understanding them is up to you.
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Post by The Final Rune on Jul 17, 2005 14:41:18 GMT -5
Ok, so no demo today, but I still hope to get it out next weekend at the latest.
I've got a ton of homework, since I'm actually going to school again.
I'll get back to it.
Soon.
I promise.
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Post by Dungeon Warden on Jul 19, 2005 11:50:37 GMT -5
I finally got around to playing the demo. Only two rooms don't give you much incite, but I will say the two puzzles were pretty hard.
The problem with quiz questions is that they are either too easy or impossible. There is no middle ground. Ether you know the answer or you don't. Maybe by way of hints, you could put in some word (or math) puzzles that you can solve to figure out the correct answer. Those that know the answer won't have to bother with the extra puzzles, but if you don't know the answer, the extra work would eventually reveral the answer. These extra puzzles shouldn't be too hard, or the game will be very fustrating.
The problem with the other puzzle was that I had no idea of what I was suppost to do. There was no instructions of any kind. Even when I accidenly hit on the right solution, there was no indecation I was on the right track. It was only after trying everything that I could think of that I finally figured out what to do.
Of course you can't explain the puzzle, because then it would not be a challenge at all. It would be nice if there was some feedback when you do hit upon the correct answer so you don't waste time trying other things.
The problem with puzzles is that the creator has no idea how hard they are. Since you know the solution, any puzzle you make will be easy, forcing you to make the puzzles overly complex so that they will be a challenge. In doing so, the player is presented with something that they have little hope of solving.
I would say that your demo included two middle to hard level puzzles. In the final game, you need to include a lot of much simpler puzzles in order to build up the player's confidence and help them to understand how the puzzles work. Play a few puzzles games and you'll know what I mean.
I don't suggest you make many puzzles that are much harder then what you presented here. Of course, since you have no idea how hard the puzzles are, it would be difficult to put this advice in practice. All I can say is, if you think the puzzle is challenging don't expect anyone else to solve it.
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Post by The Final Rune on Jul 19, 2005 15:19:56 GMT -5
I have done a lot of work re-analyzing my puzzles and I have come up with a few new elements to include in the next demo.
The quiz room has been completely redone. I have added a random factor to the questions by using variables to pull the questions from a grouping of similar questions for each quiz given. Which means, every time you examine the text block you have a chance to be asked a different question. This, along with hints that I've hidden in the puzzle room, should allow more people to more easily conquer my puzzles.
Each room has a hint hidden inside to help you find a solution to it's puzzle. Sometimes these hints are obviously visible, other times you'll have to show some persistence to discover them, and I've also set up the in game items (which give your character new moves by pressing the square button) to be useful in discovering the how-to of some puzzles.
I've done a lot of re-design and re-working for this next release. I hope it's not only a little easier for some, but also a little harder for others.
I'm thinking, that in the final release I'll setup an adjustable difficulty level so that players that think this next demo is too easy can step it up a notch and the players that thought it too hard can set the difficulty a little lower.
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Post by Dungeon Warden on Jul 19, 2005 17:06:16 GMT -5
That sounds like it might work to make the game easier without making it too easy. Of course, difficulty is realitive. If someone figures out the solution on the first or second try, they might think a puzzle is easy, but if it takes them many attempts to figure it out, they will think it's hard. The truth is that it may have just been luck (good and bad) that accounted for the preceived difficulty.
A lot of different types of puzzles might be more interesting then different levels of difficulty, but it is hard to be objective about these things. I look forward to playing your next demo and see how you design the puzzles, since that is what is most important.
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Post by The Final Rune on Oct 13, 2005 18:16:47 GMT -5
Just an F.Y.I. PD is not dead, just delayed. I've got too much in my life to finish it right now, but eventually.
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Post by Rodak on Oct 14, 2005 4:26:34 GMT -5
Take care of life first. It's more important (even though I look forward to more of this game).
Take a positive step and change the new user name from Constant Ruin to Constant Rune.
It sounds similar phonetically and may take the edge off the stress. I always fight stress and bad situations with bad jokes.
<><><> EDIT: <><><>
Oh, that was fast!
<><><> END EDIT: <><><> Best of luck getting it back together.
Peace.
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