24-04-15, 07:42 | #11 | |||||
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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
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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:
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"the difficulty of your future games should begin where TRA left off." is what I try to achieve Quote:
I will try my best Consider that among all the other things, I try to build levels cheat-free Quote:
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 |
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26-04-15, 07:47 | #12 | |
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Features that can make the game easier raised some red flags, but it was very reassuring to read your thoughts on the matter, thank you.
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And just to clarify, I never said easy, lol. Just somewhat eaiser than TRA. Then again, there is about a decade of accumulated player experience between them, so perhaps the direct comparison is unfair. |
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26-04-15, 10:49 | #13 | |||
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26-04-15, 12:42 | #14 |
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DJ Full, but the fact is, you don't do things that are obvious. You opened 3 doors.. have you gone there to press the 3 switches available? they are there.. no need to search in every step of the level. I know that if I build a new interactive world, I still have to put things in evidence. That interactive polerope IS evidenced. It's the only pole in the level and above it, there is a catwalk and a jump switch to be pressed. The crate to be moved IS evidenced. It's the only one that is broken and there are only other 2 you can walk on that are obviously framed by the surrounding environment. Where you have to move the crate IS evidenced: there's a manhole with a HS logo on it. The new switch to be pressed once the crate is moved, IS evidenced: it's something with a strange 3d form with a red and white texture, a sort of out of place texturizzation. It is not camouflaged at all, it's in front of player's eyes after a parallel bar.. still evidenced, it has 2 handles/plates where lara is supposed to grab with her hands.
I would agree with you (and others) if I did build a garden full of grass and there was an item to pick up which was a still identical piece of grass. Or, if in a huge unclear labyrinth with all identical panels you had to search for the only interactive one. I put "everything" in front of your eyes. And what I put in front of your eyes is no camouflaged at all. And everytime something happens, a camera shows you where to go. If you miss to go where I beg you to do, you can't complain with me for not being clear.. Then, don't forget what you learn: you learned that there is a new interactive polerope, then in following levels just take this as granted.. and again, I NEVER camouflaged things in none of the following levels too, and with this I mean that I try to be the more honest I can. The "facilitations" I talk about that I will put, are to make things even more evident in Link12... Last edited by psiko; 26-04-15 at 12:43. |
26-04-15, 16:13 | #15 | ||
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Now I pulled all the levers and my current confusion is even greater, because the leveljump is possible (so now there are TWO explorable maps like if a single one wasn't enough), yet the camera shows me there's still something to do in the current unit. How am I supposed to tell which of these things is "begging" me to be followed? If You really want to be consistent, then be consistent. I of course do believe the solution is right in front of my eyes though, so, once again, I'll launch the game and try to find out. Last edited by DJ Full; 26-04-15 at 16:15. |
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26-04-15, 16:55 | #16 |
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in fire pylon level, as you mention that, you had to rescue 8 pieces and 2 doors opened when you had all of them (4 for each of the two trapdoors) so the puzzle was different, when inserted them: it was not possible to leave one of the diamonds unpicked
In this case, we have simply 4 doors in line, but each of the doors once opened have a valve to be pressed. The 4 valves are not "beyond" the fourth door, so there is no reason to "deduce" (or give for granted) that you need to open the fourth door to press the first three which are already available. Sorry, but why should you wait? Only because you are too used with the same old puzzle in tr1 level. But there were no switches available once each of the doors were opened, like in this case. The fourth door opens also the way to second level, which is a bit wider in term of exploration, than the first one. I know after that is open, there are two levels to explore, but if you said this way seems a lot to do. Instead, the first level is no more than a 20x20x20 level: seems a lot wider level but it is not, in the beginning.. I can show you the prj, if you wish The map is really tiny. About the evidence, I talk about this because if detail is added, it is almost normal to check everything, but the "real" interactive items are, yes, evidenced. And I really do not know how to add detail and avoiding you to press action for every item. If you have a solution, please tell me which is. My solution was to make every really interactive item a bit "different" than the surrounding or a bit weirder. If you wish to have a smoking addeffect on every interactive item, or a glowing overimpressed image, this is not what I am for. I hate that kind of helps. I am sorry you are using sarcasm, I never wanted, and I still don't want, to insult you because I really respect you and I find you are one of the cleverest mind in this trle world, so I do not know why this sarcasm only because I said that things are in face of the players. Do you want to know one thing? I am sure that if in a clean room I had put a dark spot, you should have directly searched for a jump switch or a crawlspace in that dark place, and you would have said the level is enjoyable and easy. Well, if you want or expect such "enigmas" from me, then stop playing, because I "really" put things in sight. It's one of the things I keep in mind when I build. You won't have to search for a climbable wall because it is textured with a blant variant of the same old texture: my climbable walls are always "there" available and you'll have to understand what it is for. I am not saying my point of view is correct or other points of view are uncorrect. But I think many, many years without one of my level reduced the players to search always for the same kind of enigmas. And let's not talk about Lara's home remakes. My levels follow 2 or 3 basic rules. 1) do an exploration of the space available and take some point of reference before doing anything. 2) find the first thing to do and follow the camera hints 3) if a place is in front of view but unaccessible, it is for later, you won't miss anything in my levels. 4) if one thing is that hard to achieve (like the fires in the chimneys area), don't insist, it is for later. 5) you often come back to the same place from a different point of view and map will unfold gradually. |
26-04-15, 17:15 | #17 | ||
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No, I didn't. Sorry if I sound like that. Last edited by DJ Full; 26-04-15 at 17:18. |
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26-04-15, 17:21 | #18 |
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26-04-15, 18:42 | #19 |
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Here's a personal opinion, which i'll share and hope you'll read.
That there's enough detail in your levels there's no denial to that. Your worlds are incredibly detailed and filled with passion. Though what might lack, in my opinion, is sense of direction/composition/guidance. We humans simply focus on a light source, sharpness or contrast in a painting. What i noticed in Hyper Square is that there was no focal point, having me wander arround for hours until i reached the second level simply by actually brainlessly pressing action on things. I was just released in this huge new world i do not know. Like a kid blindfolded in a forest with the only assignment to find my way to the exit. The result: walking circles over and over again. Its really great that you have a sense of detail as not many people have such patience for it, but if you'd only guide me as a player by using my instincts to lead me through your world - That'd make things a lot easier. Because i really like hard inventive tasks, no problem. As long as they're meant for me to be amused. Last edited by TheTiger; 26-04-15 at 18:46. |
26-04-15, 18:57 | #20 |
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it's not a problem in expressing your opinion, why shouldn't I read it?
How far have you gone in the game? |
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