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Post by Pitch on Dec 18, 2008 22:59:54 GMT -5
Less knock-back and perhaps increased duration of post-damage invincibility come to mind.. An additional defense boost couldn't hurt.
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Post by in·clover on Dec 19, 2008 0:49:15 GMT -5
About the size comparisons... Most early 3d games use that as a way to keep the detail in enemies. Because Rock primarily uses long range weapons, we usually only see the opponents from far away. Programmers sometimes make enemies larger to compensate for this, and because of the lack of real time lighting, it's easy to misjudge distances. So the reaverbots look about normal height despite being twice as big as they're meant to be taken. Like how servbots in MoTB aren't actually supposed to be roughly half the size of the gustaff. I'm sure he could find some use for the helmet, but IMO it would just be wasted energy. Which is often the downfall of most fan projects. I agree, a helmet option would be cool, but I can't imagine it lending much in terms of gameplay.
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Post by Pitch on Dec 19, 2008 11:13:01 GMT -5
I'm sure he could find some use for the helmet, but IMO it would just be wasted energy. Which is often the downfall of most fan projects. I agree, a helmet option would be cool, but I can't imagine it lending much in terms of gameplay. In my mind, the helmet would only really serve as polish(like, “Hey; cool! I found a helmet just like in Legends.. I have no idea what it does, but cool!” [ < slight modification of me finding the helmet in Legends (what does it do again?)]), but I can't help but agree that it might hurt progress to include stuff like that. But polish is like 10× as effective in a cross-over-type project.. eh, you know, you're right.
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Post by Mr. Ninja on Jan 31, 2009 17:14:24 GMT -5
I don't think there will be a helmet option, it'd probably take too long. Plus, Trigger looks better without the helmet.
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Post by mirak on Feb 1, 2009 0:34:59 GMT -5
Man, i thought there was an update.
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Post by fAB on Mar 15, 2009 19:42:28 GMT -5
Just want to let everyone know that the game is coming along very well still. I haven't been very good about reporting my progress on The Main Gate lately, but I'll try to get back in the habit again. Some further reply comments, late though they are. @b-R-E-T I see what you mean about being a classic game at the moment. While that's structurally what it is, I hope I'll be able to bring a very Legendsy feel to it in the end. Glad to hear some support in favor of more difficulty. Don't want it too easy. DraggeThanks, glad you liked it. You're not alone, just this little demo is quickly becoming the most popular game on Sky Pirate Arcade, at least according to the download numbers. @green The helmet, aside from lacking any real use in this game, requires a visible change of sprites while the other gear doesn't. That's my main argument against it. I am also considering the Jump Springs in addition to the Jet Skates and dodge roll. I initially thought that these might be unnecessary or possibly make the game way too easy, but I've thought a lot more about the big picture since then and there may be a place for some/all of these after all, though I'm still undecided. Feel free to PM me about your Yuna idea. One never knows... @buster Cannon The special weapons will have to make sense with which bosses they come from to some extent, but I'll do my best to make them interesting. @mr. Ninja This is the impression I've gotten from a lot of people over the years, that they don't use the helmet because they think Trigger looks better without it. While I'm sure there are those who do like and use it, they're not as vocal about it as the non-helmet fans seem to be in my experience. Another contributing factor to my no helmet decision. Thanks to everyone for these comments. It's cool to see the unfolding excitement and speculation that the project is generating.
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Post by Blyka on Mar 21, 2009 0:50:01 GMT -5
Greetings, members of MMLS! The time has come for the unveiling of the mysterious puzzle game mentioned on The Main Gate a few months back: Tuttle’s Little 5-Island Adventure! You can see the game’s page and download the demo at Sky Pirate Arcade here: arcade.legends-station.com/?sp=tuttleadventureAs some may know, this game started out as my first original game titled ‘Nazo Nazo’, and due to a number of reasons the project was almost scratched before I decided I wanted to make a fan game out of it instead- and what better series to make a fan game for than Legends? So fab and I put our heads together and once again, the spotlight was given to an unlikely but worthy hero. Contrary to the 'Little' in the title, this adventure is actually quite big. Spanning across 5 expansive and original islands, there will be a large number of ruins to explore, items to collect, puzzles to solve, Reaverbots to battle, people to converse with, secrets to find and much, much more. Though it is restricted to 2D and focuses more on puzzles than action, Tuttle's Little 5-Island Adventure will be a full blown epic Legends experience with all the trimmings. And these are just the main facts; there are many far more exciting details yet to be revealed. Anyhow, I hope you all enjoy the demo! I’m looking forward to hearing everyone’s opinion on this unique adventure.
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Post by JMC47 on Mar 21, 2009 1:54:40 GMT -5
Okay, first things to get out of the way. The game looks great, the music is nice (MAKE IT LOOP, PLEASE! The worst thing to take me out of a game is when the music fades out and restarts rather than just seamlessly looping) and it just has a pleasing look to it.
Then I started playing. I have nothing against this sort of game, I've played this sort of game before, I knew what to expect. It's not bad, it's just underwhelming. The control was a little laggy, but I know it's a grid based game, so that's unavoidable, but it still doesn't make me like that. I didn't get far in, but that brings me to my next problem. Is there anyway to have a room reset? I screw up a puzzle... and that's it. I tried hitting R and it restarted the game, and that was it.
The collision detection is awfully stringy, if you made the hit box a little smaller, especially with the grid based movement, things would be a lot easier to dodge. Rather give the player a near miss than a cheap hit, in almost any case.
That's about all I have to say really, it's a well made game, it's got some nifty puzzles, with a few tweaks it'll be a fun little project. I hope I'm not mistaken on resetting rooms, because that truly is my biggest gripe with it right now.
Anyway, nice job, hope to see it finished!
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Post by in·clover on Mar 21, 2009 2:12:45 GMT -5
I wish people would make more games like this. It's a lot like Adventures of Lolo. Puzzles that actually demand some degree of thought. I was playing this for quite some time before I realized I didn't even comment. My only critique is that you ought to be using pixel movement, instead of having the movement aligned to a grid. It makes fighting reaverbots and dodging projectiles a little aggravating when you only have 4 directions to move in and each step is an entire square. Also, some non linearity or optional dungeons would make this game even more epic than it already is. You haven't said if that's the case or not, but it certainly wouldn't hurt the game any. Lookin' forward to it either way, though. Haven't played a game like this in ages. Is there anyway to have a room reset? I screw up a puzzle... and that's it. Go into the menu ( "Enter" key) and hit the "retry" option.
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Post by JMC47 on Mar 21, 2009 3:40:05 GMT -5
Wow, I'm a moron. I didn't even notice a menu key... I need to read more closely, I was so excited to try it I kind of ignored the notes, and then I had to go to work so I didn't double check. Sorry about the unneeded comments on that! And thanks for the tip, I never would have checked the menu... because... I'm like that
Edit: Okay, I've played further now, and I've concluded that combat is absolute garbage. Your attack has next to no range and against multiple enemies you might as well just kiss half your health goodbye. I'm sure with proper bomb placement it could be helped, but timing it is two darn difficult, and your normal attack... what were you thinking? I'm not trying to be meant, but seriously, I can't understand why and attack would have that little range. And it's kinda mean that enemies can move in all directions and you can only move in the cardinal ones. I mean, that's just unfair, and why can enemies fire through walls? That's just annoying, and if they hit you it's a cheapshot, if they don't it still slows you down, and there is nothing you can do to stop them. And it confuses me further that the moveable walls block shots... some consistency would be nice.
Also, I find it weird when I turn left to right, his hat doesn't move at all, it's funny more than annoying, and it made me smile sorta, to see his entire body turn around and his hat not move a bit, try it in a one tile wide passage.
Oh, and that comes to my next complaint... a giant maze... no enemies... no puzzle... just walking... slowly... Is a run button too much to ask for? I mean, this was just crazy, I spent maybe... 10 minutes too long in that room searching for obscure items. It was not fun, it was not frustrating, it was just painstakingly slow, and I died after that room, and I'm not playing again because of that room. When a single design flaw drives away a player, that's a problem.
I can't stress the good points enough, the game looks and sounds great, I love the pause menu, the sound effects, the music (MAKE IT LOOP PLEASE!) and everything else... the gameplay just isn't up to snuff, and there are some really simple changes that will make it much better.
Did I miss anything else... hmm... I don't know... I didn't enjoy the game... overall... I really didn't, the gameplay is nice when it works, but the way it ended, and the journey through it left a bad taste in my mouth. Sorry to be such a downer, but there is a lot of potential, and I'm hoping I can help you unlock it with my suggestions.
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Post by fAB on Mar 21, 2009 9:00:04 GMT -5
Leave it to JMC to fry even the best of games. XP
Blyka's head of this project, particularly on the programming side of things so I imagine he'll want to comment on a point-by-point basis.
I do want to point out though that the game may have been misrepresented because we're so close to the project and know everything that we have in store for it. It will be big and grand, but perhaps that's claiming too much right off the bat when players aren't fully aware of how the game came about.
Picture a rather simple, original puzzle game which suddenly decides to turn fan game. Think about the nature of puzzle games, and think about the nature of Tuttle. He's a weirdo with a cane. Ask yourself, how far can a guy with a cane and Splash Mines actually go in a ruin filled with deadly reaverbots?
Some of the design issues that are being ridiculed were carefully thought over and decided upon. There's always the possibility that we chose wrong or could do better, but as I went through the demo myself I didn't notice any of those decisions hindering the experience. Personally I think it's pretty cool to have so many limitations and still triumph. I hope people will approach the game with this attitude.
That's all I have to say for now. I do appreciate the feedback though, and hope to see more people comment soon.
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Post by Dragge on Mar 21, 2009 10:59:34 GMT -5
I agree with about half of what JMC wrote. It's complicated and I can't get past the second room Anyway I then saw what fAB wrote about Tuttle being a guy who wouldn't make it through a room with no reaverbots. (I know that's not what fAB said but it's true.) I hope that it becomes a better game as in easier to attack and such.
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Post by in·clover on Mar 21, 2009 14:32:14 GMT -5
It's complicated and I can't get past the second room What Don't listen to these guys, Blyka. Well, listen to them, but know that they're the kinda folk that make the industry stale with mindless cake-walk games. I agree the grid based movement and attacks need to change, but that's about it. The rest of the game more than makes up for these very petty flaws.
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Post by JMC47 on Mar 21, 2009 14:48:50 GMT -5
It's not that you chose wrong, it's implementation. I'm sure my suggestions will have caveats as well, there are a few things I noticed that aren't normal for the genre.
When you accidentally walk toward a pit, you don't fall in. I fully expected death, but it was a nice treat for it to be a wall. Oh, and the water thing made me laugh, though I was worried that I would lose health for going near it. Nice touch.
But, on other points I will defend myself. Combat is not good. I don't know how it could be misinterpreted as good. Fan game or original game, it's just unfair. As a designer, and an avid gamer, while I may not be the best person to ask, I at least have some experience, so remember that when you discard all my suggestions and move on as planned.
I know this is a beta, demo, whatever, but a buster would have been so much nicer, even with the aiming limitations, range is everything. Could someone tell me the exact range. 3, maybe 4 pixels? a quarter of a tile? I can't tell. It's a huge problem when trying to use the default weapon to kill anything.
Now, I'd love to hear how the long maze room is meant to be fun... not to make fun of it, but because I really don't understand. There was no puzzle, there was no enemies, no challenge. Just ten of fifteen minutes of dead ends, realizing I missed one, another dead end. I'd love to play further, it's not a bad game, just has some quirks, but I'm not doing that room again. If you added a run button that made movement more dangerous, such as if you were running you could fall in pits and the such.
Oh, and yes, I will grill/fry any fan game posted on this forum eventually... (I can't run Punkman Dash... so it survives another day >.<)
Note: It seems to be a reoccurring theme that Blyka and your games look great. That's no easy task, and I know you may get offended that I tear your projects a new one every time you release them to the public (Except LTD... that game tore ME a new one.) No matter how negative I sound by what I say, I'm just trying to be the most helpful type of person in this sort of project. Someone who sees the "flaws" (I know I may be wrong on some or all of my suggestions, but when I was with MMLEx, I really didn't see any flaws... and that was one of the reasons of my downfall and the failure of that project.) and brings them to the forefront. I ridiculed, and got offended towards the ones who pointed out the flaws back in the day, and I know you're smarter than that, but, it's almost necessary to try things to find out if a flaw is just a substandard decision, or a true game design flaw that needs to be ironed out period. Some negatives are truly good, they add to the story. A weak weapon in the beginning forces a more conservative play style to teach people caution, but when that's the only weapon I have so far, it's annoying. If I knew I'd get a better weapon soon, then I wouldn't be whining about his cane. Plus, Tuttle was comic relief... and if you want to make him spectacularly fail each ruin and show how much of a klutz he is, don't make it the players fault, put it in funny cutscenes and whatnot. I know that's asking far too much, but dialogue (I assume there is dialogue... I just can't get that far because of some unruly reaverbots) alone will make Tuttle stand out, as long as his personality is captured. I think we'll forgive the fact that he is decently armed and semi capable of digging so long as he is Tuttle.
That's all I can think to say on the matter, and I figure I've said enough, so I'll end it here.
Edit: Oh, and I love the puzzles. But you needed to have a few rooms of buffer before you throw a big block puzzle like the one in the second room. Have a few rooms of examples inbetween, maybe? It was a shock to my system when I first saw it, and I'm a veteran of these types of games!
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Post by Dragge on Mar 21, 2009 17:34:13 GMT -5
I made it to the block puzzle room and I'm stuck. How many have actually made it past that room?
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