View Single Post
Old 24-04-15, 07:42   #11
psiko
Archaeologist
 
psiko's Avatar
 
Join Date: Apr 2001
Posts: 1,577
Default

Quote:
Originally Posted by JunoJim View Post
Psiko - this looks very professional. You are the TR Master !!!
Thank you Jim, don't read the spoiler, you are still playing it! there are many masters of trle, many members in this forum are I think we all learn by one each other

Quote:
Originally Posted by akci View Post
Please don't. It's bad enough that official games are becoming ever more easier, sometimes insultingly so, by trying to appeal to everyone, that awful lowest common denominator thing
LOL, I never thought in term of "insulting" players with a so easy gameplay, but I think that word describes exactly what happens
When I build my game, I often have some doubts if a puzzle, or enigma, or a platforms section is easy or not. Besides building what I would like to play, I have a rule for my levels: never underestimate players. Players can give many surprises, if they "see" that things are done with a "conscience" behind the design, that is, if there is a "level" design. Many times I was afraid people would not "eat" all of my new moves till to become "creative" in using them. I am referring to all the rockets new moves. I was afraid many would call for a blasphemy in TR normal gameplay, rather than an "enhancement" like I intended. But after having built half a level for tutorials on them, I decided exactly to not underestimate TR players, and that I could "force" some hard task with the new moves: not so many, but some few. I saw in all the walkthrough videos out there that exactly, players became "creative" with them, and not only they solved the puzzles, but even were using the new moves to do normal things faster, and were using the rockets exactly the way I use them too, and I intended to be used So I was happy. In my gameplay, I try to do always new things and not give the same enigma twice, unless there is a variant that makes it new or from a different point of view. So giving constantly new things is hard for an entire game.
For instant, I think that the time flux specimen feature is a really new thing that gives infinite new possibilities: it was hard to design levels that work anytime, with players that could use it anytime even unpredictably. The levels were TFS is enabled, are 5: so five entire levels were you could not use weapons at all. It could become frustrating and repeative, but it was not, and it was something that neither official games did for a so long duration. Then, as I wanted to give infinite ammos, all the weapons, infinite health, all the levels were designed without those pickups, that means every little bit of the levels should have had a "reason", a "use", a "part to be played", not only hiding an item or a secret. In this sense, the design of HS levels is really optimized, every sector (or so) is useful.
Designing it, was hard: everything in the inventory was infinite, no normal pickups, no weapons at all in the last levels (so enemy could harm you, but I gave some hand-to-hand new moves), the time flux specimen always available.

Quote:
Originally Posted by akci View Post
There will always be a few who complain about a game being too difficult, but surely there is a silent majority who don't
well, if it is silent, how did I know it exists, lol it is like the "dark matter of trle world".. it's there but silent In the past years I was afraid (and still I am afraid) classic hard core/core design players were vanished because they grew up, now they have a job, a family to worry about, real life matters. This means that many of modern players could have known TR and Lara by Crystal games, and only later the knew Core games. This means that my way of designing could be for someones who do not have the time/chance/will to play anymore. I remember the platforming jumps on fire sectors with a pool below (the one with mice) in Mida's Palace in tr1: that was very hard for that time (now we can do it with closed eyes, I think), and for me TR is about difficulties to be handled with satisfaction, with a sense of challenge, but not frustrating. When I build something I try to not give frustration, but when I released HS, many tried endlessly some task even if it was clear they were not the task to do in that moment, and they insisted, in certain cases, so many times that they were able to succeed, finding so a bug.. Instead, in my games, if a thing is "that" hard, maybe it's time to try something different on somewhere else (for example, the chimneys with vertical fires in the first level, that was intended to be a firewall, but a player succeeded to go there before it was the right time: luckily I design my games that if people reach a place too soon, they have to do all the things all the same, even if in a different order - this is one of the 2 or 3 bugs I have to fix with Link12)

Quote:
Originally Posted by akci View Post
I remember you once said that the difficulty of your TRA begins where that of TR3 ends.
And I still agree with that opinion, and I still repeat it. And somehow this one:
"the difficulty of your future games should begin where TRA left off." is what I try to achieve

Quote:
Originally Posted by akci View Post
I've found Hypersquare a step back in that regard. Just a small step though generally, and there were some things that made me scratch me head, but in TRA there were far more of those.
I think you are the only one in this world who tells me that HS was somehow easy, lol

Quote:
Originally Posted by akci View Post
Come on, challenge us!
I will try my best Consider that among all the other things, I try to build levels cheat-free

Quote:
Originally Posted by akci View Post
As for the screenshots, absolutely stunning I have no doubt whatsoever that it will be a visual masterpiece, but that's pretty much the norm by you.
Well, I do not know if it is a norm, but once, a friend of mine let me notice, that exactly when things are flawless it is the time when there was the biggest work in it I know someones could think that things "come up from the computer itself" of that it's easy to build such things, but at least for me it's time and efforts consuming I am sure many other custom level designers here will agree

Quote:
Originally Posted by Mordyga View Post
I was amazed by your level design, especially by the ones when Lara travelled in the past. I hope for more goodies like that in future relase Good luck
Different locations also in season2, sure But the huge variety as seen in those levels will come back for season3, but it is too soon for now In season2 there will be many news all the same
psiko is offline   Reply With Quote