Vectrex Programming at German University 2018
Jun 21, 2018 15:13:00 GMT -5
Peer and volcanus like this
Post by hcmffm on Jun 21, 2018 15:13:00 GMT -5
Thank you very much, volcanus , for registering here in the Vectorgaming forum and your prompt and long reply! For me providing feedback for a game is fun but quite some work. The best thing that can happen to a game tester is that the developer replies, likes the ideas, and adds some to his/her game. So the best thing happened, here! ATM, you intend to add most of my suggestions but please don't get yourself into trouble and focus on the exams - even if game development might be much fun.
Some comments on some of your replies:
I pretty much like that idea. By adding walking on platforms as a requirement the overall game difficulty will slightly increase, which is why I don't need to speed up the platforms that much. However, it might be a bit tricky at some point to prevent the player from getting into impossible situations. Anyway, let's give it a try!
Additionally, I am planning to implement a simple player animation for walking, which fits perfectly to this suggestion.Using different ways than speed to make a game more difficult is always a good idea.
Do you happen to have this old version with diagonal scrolling? I might have a look at it and try to understand why people found it irritating. Possibly it's the moving platforms plus the diagonal scrolling which is confusing. This confusion might be reduced by starting with fixed platforms; this way players get used to the game mechanism before it gets more complex. A completely different approach would be steady scrolling but this would probably require lots of code changes and would make up a different game.
Maybe it might be helpful to wait for some more opinions here...
As an alternative, the game could be splitted up into two seperated games with different difficulties, where the first game features platform introduction for novice players and the second game starts on an average level.More opinions would be really good. Also it would be interesting to see and know two numbers: How far do novice players get during their first five games? How far do average players get when practicing for one hour? Depending on these figures the game's difficulty might be adjusted. Also, Lava is Floor might be an interesting game for children (without shooting); two games with different difficulty would probably the best way to go.
Very cool! A naturally looking and partly random shaped "landscape" sounds very cool to me!
I guess this is not a bug but was just my impression that the player is on the ground when he's actually still in the air. Later on I realized that the legs are a good indicator and since then jumping worked fine.
As I mentioned before, the movement of the vulcano from outside into the centre has already been in the game ealier, but was rejected as it did not achieve the desired effect. Anyway, I am planning to try this again later.This is really just an extra gimick. So don't put too much effort into this.
Fine-tuning the player's graphic when other things are more settled is a good idea. In case you need some support please let me know.
Unfortunately, I have some exams to do for now, which is why I can't continue developing until July.Vielen Dank für deine Antworten und Mühe und Zeit, volcanus, die du in das Spiel steckst und jetzt erst einmal viel Erfolg bei deinen Prüfungen!
Helmut
Some comments on some of your replies:
Horizontal walking ...
I pretty much like that idea. By adding walking on platforms as a requirement the overall game difficulty will slightly increase, which is why I don't need to speed up the platforms that much. However, it might be a bit tricky at some point to prevent the player from getting into impossible situations. Anyway, let's give it a try!
Additionally, I am planning to implement a simple player animation for walking, which fits perfectly to this suggestion.
Diagonal jumping and scrolling [...] In an earlier version of Floor Is Lava, the platform scrolling has already been diagonal. For some reasons it turned out that some players were irritated by the accelerated platform movement while jumping, which is why this feature was removed from the game. I definitly see your point regarding to the isometric perspective and I will try to add this feature again, combined with your other perspective related suggestions below.
Game difficulty [...] Currently, the difficulty is increasing very quickly from the beginning to prevent skilled players from getting bored over the first platforms. Starting with a couple of non-moving platforms might not be a bad idea though. Anyway, I would like to keep the steeply rising difficulty, since players will come quickly in a game flow after playing a few rounds.
Maybe it might be helpful to wait for some more opinions here...
As an alternative, the game could be splitted up into two seperated games with different difficulties, where the first game features platform introduction for novice players and the second game starts on an average level.
Wide/narrow platforms / Rectangular platforms / (Partly) random platform shapes [...] Totally agree with you! The platform shapes you just uploaded look splendid and gave me a helpful impression of how the pattern for creating new platform shapes could look like! I will gladly replace the rectangular platforms with some more interesting ones.
Delay between jumps [...] Only execute jumping, when the button state changed, definitly makes sense. However, playing the game in the ParaJVE, I did not realize any delay between landing on a platform and jumping again. I will have a closer look on that after I fixed the button pressing thing.
Approaching the volcano / Active volcano [...] Currently, the vulcano already scales for a small amount (so small that it's quite hard to see) after passing a platform. Here it might be reasonable to underline that more by increasing the scale factor.
As I mentioned before, the movement of the vulcano from outside into the centre has already been in the game ealier, but was rejected as it did not achieve the desired effect. Anyway, I am planning to try this again later.
Player's graphic [...] I thought about changing the simple player graphic to a more complex one, but due to my lack of creativity, I just kept it simple for now. Since you offered me a lot of cool drafts, I will definitly change that in the future, eventually strongly inspired of one of your graphics. The complexity of the players shape will depend mostly on the machine cycles I have left, preventing the game from falling below 50 Hz.
Again, thank you for suggesting a lot of great ideas - I enjoyed all of them!
Unfortunately, I have some exams to do for now, which is why I can't continue developing until July.
Helmut