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Post by hcmffm on Dec 5, 2017 12:15:36 GMT -5
... I got already some good ideas how to make the game more fun on the Vectrex, like displaying a move counter while playing a level, and selecting between no time limit normal mode, and an arcade mode with a countdown. I think the time has to be different depending on the level, because later levels are getting more complex. An arcade mode with scores would be great. Same fixed time during all levels would be simple and easy to understand. But you're correct that lower levels require less moves and therefore less time than higher levels. Do you think when the time reaches zero that the level is failed in arcade mode? Should it have like 3 lives? When finishing the level, I could calculate a score, based on the time left in arcade mode. Hmm, hard to say what is better: Making the game hard with just 1 life per game or making it a bit easier with 3 lives. My assumption is that experienced players don't happen to fall off the grid but time may elapse. If one needs more training for a level you could use the normal mode and play that level till you are fast enough. Therefore I tend to make it thrilling and vote for just 1 life in arcade mode. But it's really hard to decide. EDIT: Perhaps it's easier to decide on the number of lifes once a playable test version is available.
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Post by aviphysics on Dec 5, 2017 16:42:01 GMT -5
For puzzle mode (not arcade mode) I think being able to easily cycle through levels would he nice. Something like, button 1 cycles up and button 2 cycles down (unless you need to use all the buttons in later levels.)
Having to keep track of level codes seems like a pain in the rear.
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Post by hcmffm on Dec 5, 2017 17:02:39 GMT -5
For puzzle mode (not arcade mode) I think being able to easily cycle through levels would he nice. Something like, button 1 cycles up and button 2 cycles down (unless you need to use all the buttons in later levels.) Having to keep track of level codes seems like a pain in the rear. Agreed. FAIK, Frank designs the hardware of the cartridge himself and it will have some RAM to store scores. Perhaps he can also store the number of the level that you have solved. Then, you can choose any level that you have solved, already. There should be a way to reset the level counter (plus highscores?), again.
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Post by fmml on Dec 6, 2017 0:05:36 GMT -5
At first I am happy the project got funded. Looking forward! Level codes will be necessary for people who bought the bin without physical cartridge. Agreed though that toggling through the levels that have been beaten would ne nice for people who do own a cartridge. I like the ideas of a move counter and Arcade mode. Maybe there should be a hardcore endboss level that can only be reached through Arcade mode. That would give longtime motivation to beat the game (practice in puzzle mode for the painful arcade experience). For Arcade I would vote for 1 life only. Maybe with the chance to gain extra lifes by playing super fast (for example 1 up for every 100 spare seconds).
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Post by aviphysics on Dec 10, 2017 23:43:57 GMT -5
BTW, I had mentioned the idea of a move counter in the Vectrex facebook group, and Frank seemed to be down with the idea. I hope it makes the final cut.
I am much more into trying to find the smallest number of moves to beat a level than trying to beat a time limit.
For progress saves, I would personally be happy if levels didn't need to be unlocked in puzzle mode.
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Post by hcmffm on Dec 12, 2017 3:18:29 GMT -5
• Game modesBTW, I had mentioned the idea of a move counter in the Vectrex facebook group, and Frank seemed to be down with the idea. I hope it makes the final cut. I am much more into trying to find the smallest number of moves to beat a level than trying to beat a time limit. For progress saves, I would personally be happy if levels didn't need to be unlocked in puzzle mode. Right, from what I understand it's very likely that Frank will provide at least two game modes in Bloxorz: A Puzzle mode and an Arcade/Competition/Score mode. Perhaps there could be even more game modes: - "Minimum moves" mode: As you (aviphysics ) suggested: Each level has a minimal number of required moves. Try to find this optimal solution.
- "Speed run" mode: Race through the puzzles as fast as possible. The faster the better. A speed run could be 5 levels (Levels 1-5, 6-10, 11-15, ...) and once you finished the total time counts.
- "Level countdown" mode: Puzzle against the time: Solve each level before time expires. Each level has a maximum time.
- "Timebox" mode: Puzzle against the time: Solve as many levels before total time expires. (e.g. 15 minutes).
• Level status / AchievementsNot quite sure whether there will be a highscore page for displaying highscores. In addition (or alternatively) there could be a "Level status" or "Achievements" page. On that page the player could see for each level what he/she has achieved. - Puzzle: solved - Minimum steps: solved - Timebox: solved (14s / 18s) - ... On this page the player might also choose a level for training or (re-)playing. Note: Post was edited and reposted
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Post by frankbuss on Dec 17, 2017 6:51:58 GMT -5
I like the idea with sets of 5 levels. For an arcade mode it could be kind of boring to finish all 33 levels for a final score, but better to have a score for each set of 5 levels. In Arcade mode you can just select a set and have to play all 5 levels of the set. But in puzzle mode, I think it is better if you can choose any set and any level within the set. Will do a prototype on PC once the cartridge hardware is fully working.
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Post by ledzep on Dec 18, 2017 6:22:10 GMT -5
• Game modesBTW, I had mentioned the idea of a move counter in the Vectrex facebook group, and Frank seemed to be down with the idea. I hope it makes the final cut. I am much more into trying to find the smallest number of moves to beat a level than trying to beat a time limit. For progress saves, I would personally be happy if levels didn't need to be unlocked in puzzle mode. Right, from what I understand it's very likely that Frank will provide at least two game modes in Bloxorz: A Puzzle mode and an Arcade/Competition/Score mode. Perhaps there could be even more game modes: - "Minimum moves" mode: As you (aviphysics ) suggested: Each level has a minimal number of required moves. Try to find this optimal solution.
- "Speed run" mode: Race through the puzzles as fast as possible. The faster the better. A speed run could be 5 levels (Levels 1-5, 6-10, 11-15, ...) and once you finished the total time counts.
- "Level countdown" mode: Puzzle against the time: Solve each level before time expires. Each level has a maximum time.
- "Timebox" mode: Puzzle against the time: Solve as many levels before total time expires. (e.g. 15 minutes).
• Level status / AchievementsNot quite sure whether there will be a highscore page for displaying highscores. In addition (or alternatively) there could be a "Level status" or "Achievements" page. On that page the player could see for each level what he/she has achieved. - Puzzle: solved - Minimum steps: solved - Timebox: solved (14s / 18s) - ... On this page the player might also choose a level for training or (re-)playing. If nobody has suggested it yet, you could also have a mode where the exit moves, like say every 10 seconds or so it moves to an adjacent square.
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Post by hcmffm on Dec 18, 2017 10:23:06 GMT -5
I like the idea with sets of 5 levels. For an arcade mode it could be kind of boring to finish all 33 levels for a final score, but better to have a score for each set of 5 levels. In Arcade mode you can just select a set and have to play all 5 levels of the set. But in puzzle mode, I think it is better if you can choose any set and any level within the set. Will do a prototype on PC once the cartridge hardware is fully working. Good. It's hard to say 100% beforehand which game modes will work out well and which ones don't. Perhaps you can provide a test version at some stage to verify. Anyway, really great that you're open to suggestions and might even implement some of them, Frank! ... If nobody has suggested it yet, you could also have a mode where the exit moves, like say every 10 seconds or so it moves to an adjacent square. A good idea, ledzep. The moving exit will force you to puzzle fast - otherwise you won't catch it. But this would require some kind of AI - otherwise the moving exit may happen to jump on the player field or make the solution rather simpler than more difficult.
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