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Valrahk

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Good news: Progress is happening! The first dungeon, in case I hadn't mentioned it earlier, is almost done, and just needs enemies to be inserted. The second dungeon's chipset is FINALLY complete (after all these months), and needs its earlier puzzles programmed. The third dungeon... it's a bit lower in terms of progress, but it's getting there. It needs three more puzzles designed and implemented, so it's getting there. Now for the bad news: I've misplaced the design document detailing the puzzles for the second dungeon... Hopefully I'll be able to find it tomorrow. If not, I'll try to reconstruct what I thought up for it.

 

Also, speaking of the third dungeon, I will spoil what the first puzzle will be: That old standby from Piraka Mania: The ice slide puzzle. This one's shaping up to be a doozy, but hopefully won't be too overwhelming. I also have one of the last puzzles of that dungeon done, and while I can't say what it is just yet, it'll probably stump you for at least a minute or so. Once you figure it out, though, it's fairly straightforward.

 

Last week, I did some programming on the class-switch system, and quickly realized something: Programming class switching is extremely boring and repetitive. Essential, but boring... and repetitive. So far I've gotten to the point where one character can get his level to where it needs to be, and where all playable characters, including those not available yet, can be initiated. I will probably go insane by the time I'm done with this system. Each character requires a huge chunk of code for this system, especially with the specifications I've placed on it regarding levelling and skills--in fact, the levelling alone is enough to use a Common Event to handle that, because the event where you'd actually switch classes would have an unwieldy amount of code, and would be nigh un-debugable... and on a lighter note, I may have just invented a word there. :P

 

Sorry about not having a screenshot. Hopefully next time I'll have one. For now, here's some insight into the design of the game:

 

» Click to show Spoiler - click again to hide... «

I'm trying something new with Elders that I haven't done before: Making the puzzles part of the atmosphere of the environment. If you're wondering why you haven't seen any block-pushing or switch-pressing puzzles in Act I, that's why--It doesn't make sense to be pressing switches in the middle of a mountain range, or pushing blocks in a winding cavern. In the second and third dungeons, such things will make more sense. Also, there's another bit of logic going on. With each dungeon, I have to ask myself "What is the logic behind this? Who is attempting to bar your progress, and why?" For example: The Mountain wants to bar your progress because it doesn't want you to reach the top, because it doesn't want you to take the Reverser Seed. Naturally, the puzzles there are about barriers of entry: Not being able to get up to the next cliff, go down the next tunnel, etc., without the proper equipment. Then consider Dungeon 2 from Act 2: The makers of this place are much more benevolent (as seen in their staircases), so why would they want to bar your progress? They want to make sure you are worthy enough to proceed, so they will test you with knowledge and skill. They do want you to proceed, but only if you are worthy of the prize ahead.

» Click to show Spoiler - click again to hide... «

Moving on to Act 3, there will be a dungeon built by the villain, who has an entirely different motivation: He simply wants you dead. This dungeon, once created, will be entirely differrent from the previous ones, with much more focus on combat and making it to the next area alive. This dungeon will make you very, very grateful for save points.

 

Okay, I think I've jabbered on enough about design philosophy for now... Time to get back to work.

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