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Swimming Puzzles, I Hate You

  • Strak
  • 04/10/2022 05:50 PM
  • 496 views
So, it's been a few weeks since my last update on One Hour. I meant to release a beta version of the game about a week ago after polishing the final puzzle, but I hit a bit of a snag. Said snag is that the final puzzle just isn't working at all.

Essentially the last puzzle is a swimming puzzle. I have the mechanics pretty well worked out. You have stamina, and only a short period of time that you can swim before drowning. There are also creatures that swim in patterns that pull you under the water for a few seconds if you touch them, wasting precious stamina. If you drown, you're sent back to the beach and you have to start over.

Unfortunately, the way this game works does not allow me to use the default player transfer method included in RMVX. Doing so resets the in-game clock, which kind of defeats the purpose of having a game that only gives you One Hour. The transfer method that I've created manages to bypass this, but it does have a small bug.

When the player drowns and resets the puzzle, any events that are on-screen at the time get stuck in place. They just... stay there. But it's just a static image that follows the player and floats on screen until the event itself reloads.

Warum ist die Blume hier?


Also, it messes with the move routes of the underwater creatures. I'm not sure how I want to fix this, but I know that I definitely need to fix it. So the beta will have to wait a bit. I might still be able to release this on time, but it's hard to say. Life gets in the way, and my only time to spend on gammak is on weekends now.

If anyone has any ideas for what makes a good swimming puzzle, please comment below, because frankly I don't like this puzzle, but I do like the swimming mechanics. I'll make do with what I've got, but I'm always open to new ideas.

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Weekly Update!

So I figured out a solution for the lake puzzle. I'm actually very pleased with the result, but you'll have to play the game to see what I did to make it work! With the lake puzzle completed, and a few minor polishes made to a few of the earlier simpler puzzles, the game is almost complete. All that's left to do is fix some minor passability issues, then code the conclusion for the game as well as the different possible endings. This shouldn't take too long though, and I may have it finished this weekend. Still, it looks like One Hour will be ready before the end of April!
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