ok. so this is about 3 days of work so far. but now i need input from you, the masses...
#1: is this too simple?
#2: is this at all fun?
#3: are the puzzles actual puzzles? ( because i build them, i know what to do with them, but what if i don't build them? will they still be puzzling?)
#4: is this dumb?
#5: would it really be so bad if the world ended tomorrow?
please answer these q's for me if you comment...
back end stuff i kept the 'game' small and simple for a demo (i don't think 27kb needs a pre-loader yet, though i am going to need one at the end. especially as i start bringing in some sound and ambiance), thus I'm gonna take this "thing" and illustrate over every level at the end (this will probly make it look really cool.). now i'm asking you, the player, to explore and discover jimmy's world...
if you wish to skip levels, the little white blocks at the bottom allow you to skip back and forward, respectively, and in between the two white buttons, theres an invisible black button with which to reset the level. These will be tweaked later, but for now: use them. they work.
all in all, the click counter needs to actually tally your overall clicks, to allow a total review at the end (and i was thinking of adding a PAR to each level, just to really mess with it). I'm planning roundabout 100 levels, with increasing difficulty, and a continuous flow of new obstacles, seeing that they're so easy to add with the back end structure I'm using (which I'm really proud of!!!!).
that said, this thing is NOWHERE NEAR FINISHED, and i doubt that it ever actually will be.
on a different note: i'm in need of some kind of back story on which to base the illustrations and the actual games back story, so if you have any suggestions, WHATSOEVER, please drop me a line (rather, a comment), and I'll add it to the think tank. anybody who adds something to this in any way will be mentioned at some point in the game, so think about donating ideas and stuff.
i want to enter this into a competition of sorts, so the idea-ownership thing is important. (i WILL give credit where credit is due - CROSS MY slow beating HEART)
Well i like it very much. Casual game in purest since
#1: Not shore what you mean by simple here. If you mean puzzles then they seem to be just a tutorial ones. Tough room where tutorial stops and says that i can bent things... Didn't understood what to do. If you mean controls then they seem to be simple except one thing. His movement speed is based on distance from cursor and if cursor is outside of screen then it does not move. You can't do much about that but you could make some border in flash around actual game area so that there would be more space from edges of levels to edges of Flash. May be that will help.
#2: My first tough was like uh. Seems like attractive, simple and fun.
#3: Well... Those i saw so far were more of agility tasks then actual puzzles but as far as i can tell engine allows some cool puzzle making.
#4: no
#5: Well... It would be sad for me So much left to do
And about story. Well for some reason story about some tribe of jumpies living in mountains or something and here is just a kid. Somewhere after few first tutorial level he gets lost and falls to the bottom of the mountains or something. So after that he should climb trough caverns and other landscapes back to his family. Then those teleports and jump places are some gravitational anomalies. Add some friends and foes and here you go(not exactly foes you should play against. More like those who throw you to some traps and hard puzzles) How's that for a story?
--
There is only a Flash between the past and future, and exactly that is what I call life at least for Flasher/Scripter/Designer
#1 Simple yes, but brilliantly simple. Like the Conway's game of life, simple rules give rise to hugely complicated and beautiful animals. Don't make it too complicated.
#2 Yes
#3 Yeah they're about what you'd expect - but the focus on agility makes it a little frustrating. Level 18 took me over 800 clicks to get right.
#4 No.
#5 I'm ok with it - would spare me all that pointless rumination over what I what to be when I grow up.
One comment though, I find the blocks' edges rather 'hard', meaning if you miss the click by even just a little, then you're likely to fall all the way down - severely punishing the player for a very small mistake. What I would have liked was a way to claw your way back if you made a mistake. My immediate suggestion would be to grade the blocks' edges so the if you miss the click on a block, you still get part of the effect the block gives, lessening the further you are from the block's edge. So if you miss by a little you can still recover and if you miss by a mile you get punished. ACTUALLY simpler to implement with pretty much the same effect would be to draw the boxes a little smaller than their bounding boxes, that way you get a little invisible 'halo' around the box helping the player if he misses by just a little.
Story wise? I think the Pixar movie Ratatouille proves that a really stupid premise can still make for a great story if you tell it with skill. I like wonderwhy-ER's premise, gives you room to maneuver with different themes at different 'elevations' on the mountain. It also seems to me a very natural thing for little bouncing balls to try and reach their highest elevation, and therefore live happily on a mountain top.
#1: i'll fix that mouse-distance thing with an actual point used as the distancer, so that's sorted.
#2: exactly what i was going for. sweet. nice to know that came through.
#3: yeah. i'm still working on this bit. puzzles are a bit difficult to get right, especially on my side, cos i dont quite know how far to take them. (i mean, i could be able to do something seeing that i made it, but then no-one else may understand the trick behind it..
#4: sweet. (!)
#5: only asking cos that might become reality in the near future.. especially with the state of things.
story wise, i LOVE IT!! i'll take it (the idea) and play around with it a bit. Its really a good idea, especially with the divide you added between the tutorial levels and the actual game levels. So beautifully simple.
you have just made yourself a contributor. you will both be mentioned and questioned at the end of it all. THANKS MAN!
#3: yup. when i started off with that one, i did NOT expect it to become such a bloddy mission. So i'll take that out, just for the sake of peace. (cos i dont like 'sukkel'-ing.)
#4: and i like answers of the negative nature where they fit well...
#5: yeah. life would just be so much easier. focus on today and take death by surprise, or something. I dont know either what i'm gonna do with this life i have. great things, for sure, but in as little time as possible.
the blocks as they are now are only areas. These areas are much bigger than they need to be, cos i was, and still am, thinking of drawing smallish objects which cause the jumps. This way, youre not aiming for the big blocks, but for the small objects. That should allow a bit of play-room around the edges.
I'm actually thinking now to post a level editor... where you build a level with the blocks, output to to text field, and copy paste into the comments. this way, everyone can get a stage into the game, and have their puzzle building skills attacked by the masses.
The themes vs elevations idea is actually a very good idea. think i'll use that then.
yeah! then not know whether to trust her or him... was thinking of this whole being born atop the mountains thing... jimmy's mom could tell him how things work in their back yard, and then he one day, with the last bit of advice (the last tutorial level), falls off the cliff to the lands below..
thinking about doing this all in painter.. dunno. added some new blocks today, auto-upups. woohoo. handling 30 of each piece now! I LOVE FLASH!!!
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Comments
#1: Not shore what you mean by simple here. If you mean puzzles then they seem to be just a tutorial ones. Tough room where tutorial stops and says that i can bent things... Didn't understood what to do. If you mean controls then they seem to be simple except one thing. His movement speed is based on distance from cursor and if cursor is outside of screen then it does not move. You can't do much about that but you could make some border in flash around actual game area so that there would be more space from edges of levels to edges of Flash. May be that will help.
#2: My first tough was like uh. Seems like attractive, simple and fun.
#3: Well... Those i saw so far were more of agility tasks then actual puzzles but as far as i can tell engine allows some cool puzzle making.
#4: no
#5: Well... It would be sad for me
And about story. Well for some reason story about some tribe of jumpies living in mountains or something and here is just a kid. Somewhere after few first tutorial level he gets lost and falls to the bottom of the mountains or something. So after that he should climb trough caverns and other landscapes back to his family. Then those teleports and jump places are some gravitational anomalies. Add some friends and foes and here you go(not exactly foes you should play against. More like those who throw you to some traps and hard puzzles) How's that for a story?
--
There is only a Flash between the past and future, and exactly that is what I call life at least for Flasher/Scripter/Designer
I support DA Sound Dimension [link]
#2 Yes
#3 Yeah they're about what you'd expect - but the focus on agility makes it a little frustrating. Level 18 took me over 800 clicks to get right.
#4 No.
#5 I'm ok with it - would spare me all that pointless rumination over what I what to be when I grow up.
One comment though, I find the blocks' edges rather 'hard', meaning if you miss the click by even just a little, then you're likely to fall all the way down - severely punishing the player for a very small mistake. What I would have liked was a way to claw your way back if you made a mistake. My immediate suggestion would be to grade the blocks' edges so the if you miss the click on a block, you still get part of the effect the block gives, lessening the further you are from the block's edge. So if you miss by a little you can still recover and if you miss by a mile you get punished. ACTUALLY simpler to implement with pretty much the same effect would be to draw the boxes a little smaller than their bounding boxes, that way you get a little invisible 'halo' around the box helping the player if he misses by just a little.
Story wise? I think the Pixar movie Ratatouille proves that a really stupid premise can still make for a great story if you tell it with skill. I like wonderwhy-ER's premise, gives you room to maneuver with different themes at different 'elevations' on the mountain. It also seems to me a very natural thing for little bouncing balls to try and reach their highest elevation, and therefore live happily on a mountain top.
--
thevariableman.blogspot.com
justenoughleadinhishead.blogspot.com
#1:
i'll fix that mouse-distance thing with an actual point used as the distancer, so that's sorted.
#2:
exactly what i was going for. sweet. nice to know that came through.
#3:
yeah. i'm still working on this bit. puzzles are a bit difficult to get right, especially on my side, cos i dont quite know how far to take them. (i mean, i could be able to do something seeing that i made it, but then no-one else may understand the trick behind it..
#4:
sweet. (!)
#5:
only asking cos that might become reality in the near future.. especially with the state of things.
story wise, i LOVE IT!! i'll take it (the idea) and play around with it a bit. Its really a good idea, especially with the divide you added between the tutorial levels and the actual game levels. So beautifully simple.
you have just made yourself a contributor. you will both be mentioned and questioned at the end of it all. THANKS MAN!
--
i'm all in the mind.
Well with puzzles... You could add some faerie or spirit which can give advices sometimes... Some cloudy joke like advices
--
There is only a Flash between the past and future, and exactly that is what I call life at least for Flasher/Scripter/Designer
I support DA Sound Dimension [link]
fantastic. simple rocks!!
#2:
i like affirmations.
#3:
yup. when i started off with that one, i did NOT expect it to become such a bloddy mission. So i'll take that out, just for the sake of peace. (cos i dont like 'sukkel'-ing.)
#4:
and i like answers of the negative nature where they fit well...
#5:
yeah. life would just be so much easier. focus on today and take death by surprise, or something. I dont know either what i'm gonna do with this life i have. great things, for sure, but in as little time as possible.
the blocks as they are now are only areas. These areas are much bigger than they need to be, cos i was, and still am, thinking of drawing smallish objects which cause the jumps. This way, youre not aiming for the big blocks, but for the small objects. That should allow a bit of play-room around the edges.
I'm actually thinking now to post a level editor... where you build a level with the blocks, output to to text field, and copy paste into the comments.
this way, everyone can get a stage into the game, and have their puzzle building skills attacked by the masses.
The themes vs elevations idea is actually a very good idea. think i'll use that then.
so....
you now have your name on this!
oh yeah.
--
i'm all in the mind.
thinking about doing this all in painter.. dunno. added some new blocks today, auto-upups. woohoo. handling 30 of each piece now! I LOVE FLASH!!!
--
i'm all in the mind.
You mean some new blocks for jumping/portals effects?
--
There is only a Flash between the past and future, and exactly that is what I call life at least for Flasher/Scripter/Designer
I support DA Sound Dimension [link]
--
i'm all in the mind.
--
There is only a Flash between the past and future, and exactly that is what I call life at least for Flasher/Scripter/Designer
I support DA Sound Dimension [link]
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