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Thread: Garland's Quest

  1. #151

    Garland's Quest

    Quote Originally Posted by Huehnerschaender
    But the background doesn't fit to the game in any way. I can't remember a single scene in a forest Know what I mean?
    Yep, there arn't any forested backgrounds in GQ, but WILL said he would like a forested background for the menu so I thought I'd give it a shot. The background is actually from one of those free to use picture sites. I think it was actually meant as a desktop background or something.

  2. #152

    Garland's Quest

    Ah ok... It seems I have overseen Wills wish

    Anyway... I did not want to say that it looks bad, I just wanted to mention that the title screen of a game should show something which reminds the beholder of the game
    <a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&amp;utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>

  3. #153
    Co-Founder / PGD Elder WILL's Avatar
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    Garland's Quest

    Not bad Jer!

    Unfortunately the characters would seem too undersized if used from the sprite set I have now. Perhaps if I got Kas back on the job, it might work, but I can't tell the likeliness of that right now. :?

    A forest theme was in the plans too, just so you guys know.

    The stages layout was to be something along the lines of:

    Stage 1: Plains & Forest

    Stage 2: Swamp & Jungle

    Stage 3: Hills & Mountains

    Stage 4: Mountains & Caves

    End of Game: Nem's Keep (exceptions where you'd have only 5 levels, but all with the same theme)

    Each stage would contain 20 or so levels with about 3 mixed theme sets. So about 13 themes in total.
    Jason McMillen
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  4. #154
    Co-Founder / PGD Elder WILL's Avatar
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    Garland's Quest

    Well some good news. I've all but finished adding the Passcode functionality into the game.

    Almost? Oh it's in there alright! But I have no real way to provide them to your eyeballs yet. I'd much prefer to give out passcodes after a set chunk of levels. This would give you all something to strive for and add a little 'stress' to failing a map as you would have to do maps x thru z again so that it builds a little bit of a feeling of loss when losing. Otherwise it's pretty much just do every map once and the whole 6 lives thing is a mere nuisance.

    The menu is also a heck of a lot nicer and user friendly. The only things left [size=9px](besides all the polish, fun transitional animations and eye candy that I'll add eventually)[/size] are the Menu Option selection highlighting [size=9px](which will be some sort of particle generator. Exit portal or magic 'sparks' I'm not sure, but the first of those would be quicker/easier.)[/size] and Confirm Quitting screen.

    I've added a fully functioning Password menu and Game Over screen. Stage 1 - 4, Level Password Display and Credits screens are all pending, but will be added soon enough.


    I'm still contemplating how I'll put in my little tutorial screens/panels. I'll either just add it to the menu on the side or something, or I'll have them pop up before the levels of the game where you'll run into a specific character or item for the first time. It could be used as a bit of a story telling mechanism too I suppose?


    [size=9px]Oh also, I'm sure that I've probably mentioned this in the thread already, but just in case it was missed; I know some of the levels vary greatly in difficulty from level-to-level as you go, but it's important to note that I'm not really all that concerned about the design of the maps just yet as I'm still focusing on the functionality of the engine. Once that is all sorted, I'll be in full map design mode. Psst some of them are ...taken... from a commercial game so I really can't use them if I publish the game later.[/size]
    Jason McMillen
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  5. #155
    Co-Founder / PGD Elder WILL's Avatar
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    Garland's Quest

    [size=18px]Garland's Quest Alpha 05[/size]

    Another one! This time around I've polished off the base functionality of the new menu system. Very user friendly, plus I've got all the sub screens in there too.

    Download (6.2 MB)


    Quick question; Do you think that giving out a password every 5 levels is too short/long a run or just about right?
    Jason McMillen
    Pascal Game Development
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  6. #156

    Garland's Quest

    I'd give passwords after every level, some of the levels are quite challenging, but once you've solved it, you wouldn't want to revisit it for a while.

    If you want to punish the player for failing, just let them start anywhere they've completed but with a zero score.

    Also, having passwords for each level lets the player start anywhere they want, or demo cool levels to their friends.

    If you did want to do it though, you could say that the levels are in groups with a similar theme.. like rooms on a floor, you get the password to the 1st room, you have to play through to the final room on the floor to get the next password.

  7. #157

    Garland's Quest

    Or maybe do your regular idea, and only give passwords every so often for each chunk of levels, but make 'rewards' which give out new passwords. IE, complete a level in 'x' amount of time, or kill 'x' amount of enemies, or whatever.
    --MagicRPG--

  8. #158
    Co-Founder / PGD Elder WILL's Avatar
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    Garland's Quest

    Yeah, I see what you mean about wanting to show off X level, etc...

    I think what I could do to offset the difficult room issue is to scale the difficulty each set of 5 or whatever. So that they get 'tougher' as you go, but eases up a bit every set of 5 levels.

    In addition to that, I kinda like DarknessX's idea about giving out passwords as a reward bonus. I had originally thought of hiding readable messages behind objects that would give you anything from level solving tips (to other levels) to cheat codes to even possibly passwords.

    I could simply has a step counter that would track how many steps that the player has taken, if he/she completes the map in less than a set amount of steps then I could award a 'Step Bonus' or something with the password.


    So how are the menu screens looking now? Besides the rather 'flat' piece of parchment, I'm quite happy with it for now. I may want to add a selection box around the gems instead of the same exit portal effect I use for everything else. Ideas...?
    Jason McMillen
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  9. #159
    Co-Founder / PGD Elder WILL's Avatar
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    Garland's Quest

    So... I've seen quite a bit of encouragement to continue this project prior to my picking it back up again. Yet, not too much feedback on the 2 new versions that I've posted. :scratch: [size=9px](--the suggestions and ideas towards the menus are very helpful though,:thumbup[/size]

    Nor have I seen anyone go the the GGE page and rate the game. (poor or great even)


    Does this mean that the game runs perfectly and everyone is happy with it so there is nothing to say? Some feedback if you please.


    I do appreciate the comments, good or bad [size=9px](well so long as the negative stuff is at least semi-constructive :lol[/size] it gives me some sort of hint that I'm going in the right or wrong direction and especially if I missed anything.
    Jason McMillen
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  10. #160
    Co-Founder / PGD Elder WILL's Avatar
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    Garland's Quest

    Ok Password display screen is in. I set it to every level since everything is difficulty is very unbalanced right now.

    I'm considering taking the time to make small transition maps so that you can grasp the basics of an object or a specific creature before getting into the more complex puzzles. A much required thing to do in the final product.
    Jason McMillen
    Pascal Game Development
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