GRETGOR'S PROFILE

Gretgor
Having gotten my first 4/5, I must now work hard to obtain... my second 4/5.
3420
Just your friendly neighborhood RM2K3 developer trying to relive the good old times of his RM2K3 teenage years with more mature and sober eyes than before.

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Whatchu Workin' On? Tell us!

author=Sated
Why are you specifically worried about the player being bored when backtracking, but not when progressing forwards, giving that the maps are all going to require a long walk time?

I think you're over-thinking this a tad.

When progressing forward, there's usually going to be a puzzle to solve on the way, so there'll be something to think about. The problem is that there's literally nothing to respond to on the way back. It'd be easier if I just made a project page to show what I intend :\

author=Housekeeping
@Gretgor: What about something to increase mobility? I don't know if there's a term for this, but the skates in Wild Arms and the ability to roll using Rand's field ability in Breath of Fire 2 create an impromptu avoidance game for the player. It's like a self-imposed mini-game that makes traversing the area faster and more fun. I'm not sure if that'll fit with the tone of your game, though.

Sounds like a nice idea, and easy to put in practice as well!

Whatchu Workin' On? Tell us!

author=Sated
In that case, I don't know why you're that worried. That's a good reason to have the player backtrack. If you're really worried about the backtracking getting boring then perhaps you could make it so that the new tools the player obtains open up short-cuts that reduce the amount of backtracking required?


The thing is, sometimes, searching for a place to use a new skill might take a long walking time, especially if you remembered that one awesome spot across the game map where you could use the skill you just got, and are eager to get there. In a game like Zelda, whenever you have to do that, you can kill enemies on your way to remain entertained, and imagining those vast maps completely enemy-less made me feel like it would be kinda boring.

The shortcut idea is something I'm already using, but something makes me feel like it's not going to be enough :'(

Whatchu Workin' On? Tell us!

author=Sated
Unless you're giving them items further down the line that allow them to open up new areas when backtracking (Metroid is a good example of this) then why are they backtracking?

That's exactly what I'm doing, actually. The players will sometimes have to backtrack with new capabilities in order to open up new paths, some of which lead to progress in the game's main development, and others which give out some secrets. The idea is that having the player find the right place to go, rather than taking the player by the hand and showing them what to do next, should be part of the game's experience. That, and discovering the secret stuff, which I plan to make as exciting as possible, spread around the maps.

So yeah, backtracking is kind of essential under those circumstances.

author=Merlandese
@Gretgor: I'd have to ask what you feel the core experience of your game is. So... now I'm asking that. XD What is the core experience you think your game is providing?

Exploring sceneries, solving puzzles to open up new paths, searching for secrets, unveiling a story as you go, and doing some side quests sometimes. Think about a "Metroidvania" but without any action involved, maybe something of a "Mystroidvania"... I should stop trying to make up a name for this.

Whatchu Workin' On? Tell us!

Having zero experience with actual design, I'm currently trying to figure out a way to keep a combat-less game entertaining in spite of needing to backtrack through vast maps. The problem is that, once every puzzle in the maps is solved, backtracking through them in search of secrets becomes tedious due to the lack of something to respond to. Any ideas?

[CLOSED] Secret Santa Sign-Up

I might not be here on the 26th, which is the Secret Santa revelation day. I wonder if I can ask Liberty to reveal it for me in case I'm away?

Screenshot Survival 20XX

@InfectionFiles: definitely liking the dystopian vibe
@Christamoose: looks cute ^_^
@dethmetal: I love large maps with stuff to explore. I'm already subbed to your project, and I'm liking it more the more I learn about it.

I'm finally getting my caterpillar system into my main game project file, so I can test how the character movement looks with the game's actual maps.



Any feedback regarding the overall looks of the map are welcome, since I do need to brush up on my mapping a little just to make sure.

What are you thinking about? (game development edition)

Currently thinking about how to remain motivated to work on game projects. I'm beyond lazy right now, and I wonder what would motivate me to go on.

[CLOSED] Secret Santa Sign-Up

Super stoked. The sorting hat will begin working its magic and stuff.

Eve does the thing that is drawing

Very cute :D

Screenshot Survival 20XX

author=luiishu535
Shift mapping perhaps? The diagonal cliffs will be harder to do though... Maybe it looks better in-game with the animated water.

Oh yeah, I looked at the map again and noticed a tiny piece of ground tile underneath the cliff. I shift-removed it, let's see if it turns out better. Thanks!