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Announcing the Pre-Launch Launch for "A - Gravity"! #272240
06/17/09 04:00
06/17/09 04:00
pre_release_released.jpg
Joined: Aug 2002
Posts: 681
Massachusetts, USA
Ichiro Offline OP
User
Announcing the Pre-Launch Launch for "A - Gravity"!

I am mighty proud to announce that we've released a pre-launch demo, and have started taking pre-orders for our upcoming 13th title, AaaaaAAaaaAAAaaAAAAaAAAAA!!! - A Reckless Disregard for Gravity.

www.dejobaan.com/aaaaa

We're now (at 11:59 in the evening) working hard to send out various press releases about it. What this means is that we're offering players the opportunity to pre-order for cheaper-than-the-final-game, get 30 levels today, and then the 80-level finished game in Q3. (I should stress that this isn't a sales pitch to you guys -- I just want your opinion of the game. smile ) We invite you to try the demo. Here's a description of the game:

You can't save the whole world. It's going to be eaten by a mythological demon with the head of a puppet. But as a puppet that absorbs all it touches, you can try to rescue as much of Earth's puppets as you can before the end arrives.

In the beginning, you roam the Earth, capable of absorbing only the tiniest of puppets. A glass puppet you collect becomes your puppet, and a pair of puppets becomes your puppet. Small puppets overwhelm you, with puppets kicking you around and golden puppets threatening to stomp you to puppets. But with every puppet you collect, your puppet self grows larger. Eventually, you'll become a towering puppet with puppets for puppet and the ability to absorb entire puppets.

The game takes you through 12 unique puppets, with over a thousand puppets to gather before the puppet comes. Steal some puppets from the puppet store, where gummi puppet swim in a puppet river; visit a puppet library to find that the puppets have literally leapt out of their puppets; and explore the Puppet, where you'll watch a lively end-of-the-puppet parade and then gobble it up before making your way to grab the tallest puppet ever built.
26 Comments
Re: Announcing the Pre-Launch Launch for "A - Gravity"! [Re: Nardulus] #272740
06/19/09 14:21
06/19/09 14:21
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
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Damocles_  Offline
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Joined: Feb 2009
Posts: 2,154
Another thing I have noticed:

catching these colored score-plates give the player
really low points compared to "kisses" of a building.

This is valued much to low, as getting close to building is a lot easier than hitting the plates in a "correct" sequence.

It does not add much to the point trying to get a "1-grand" plate, comparing to using the time instead to just fly by many walls.

The points for the plates must be valued higher.

---

Also when finishing a Map, and replaying it, the player get
really little points. So you end up playing the same "high points" Map again and again, to earn enough points for the
next locked Map.
This is feels more like shift-working than playing.

I would rather unlock an adjacent map, by reaching "4 stars" minimum, than using the points.
Such as: when you unlock a map, you get points to "activate" the
adjacent cube, but you are also required to make a 4-start run
on a cube next to it, to actually unlock it.
So the player must try to first MASTER a map, to unlock connected maps.
Or something like that.

---

For the menu:
It work well and had an interesting structure, once you understand it.
But you need to include some helper when starting the first
game, (Audio or visual) to indicate that the player
has to click a cube, and then click the play button.

It really confused me in the beginning, and was simply not
clear at first sight.

Re: Announcing the Pre-Launch Launch for "A - Gravity"! [Re: Damocles_] #272956
06/20/09 18:44
06/20/09 18:44
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
Originally Posted By: Damocles_
Jump and the parachute are never used in quick succession,
so you can use the same button.

Its always better to use less buttons if possible to do.


I totally disagree as a 'double' jump would then open the parachute. Accidental or on purpose I definitely like the jump button and parachute button be different keys! (like they are in the demo afaik)

Quote:

I would rather unlock an adjacent map, by reaching "4 stars" minimum, than using the points.
Such as: when you unlock a map, you get points to "activate" the
adjacent cube, but you are also required to make a 4-start run
on a cube next to it, to actually unlock it.
So the player must try to first MASTER a map, to unlock connected maps.
Or something like that.


I think it's better with the point system as it's difficult enough as is in my opinion.

I rather play all the maps and come back later to 'master' them, then get stuck and never play the last few maps. There's this ski game that fails hard because there's this one level with one jump you're supposed to make, but is so close to impossible that most people don't even know how many levels are in the game after that one. :p




Last edited by PHeMoX; 06/20/09 18:49.
Re: Announcing the Pre-Launch Launch for "A - Gravity"! [Re: PHeMoX] #272984
06/20/09 20:11
06/20/09 20:11
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Really fun! Much improved from the last demo. And I enjoyed the cube system and the pixie speech. smile


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: Announcing the Pre-Launch Launch for "A - Gravity"! [Re: William] #273009
06/20/09 22:50
06/20/09 22:50
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
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Damocles_  Offline
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Joined: Feb 2009
Posts: 2,154
Quote:
I totally disagree as a 'double' jump would then open the parachute. Accidental or on purpose I definitely like the jump button and parachute button be different keys! (like they are in the demo afaik)


Well if you think about that for a minute:
you never use the paracute 2 seconds after jumping from the platform,
and you never jump again after jumping of the start.

So this is really easy to set to one button, without
making the actions accidently overlap.

---

A general aim in interfacedesign should be to make
it as easy to use as possible.
And that also means to use as less buttons as possible.

And if you are not shure if your default keymapping suits everyone,
you need to offer a "key-configuration" menu.

Quote:

I rather play all the maps and come back later to 'master' them, then get stuck and never play the last few maps.


No matter if you use points or not, there is a fault in
the current design.
When unlocking that "thumbs up" item or that video,
you loose a lot of points.
And you only get a big chunk of points once, when finishing
a map the first time.

Now I unlocked that video, and used up my points.
There is one Map left, that needs 6000 points.
But I only get 250 points when replaying an unlocked map.
So Im forced to replay the same "high-count" maps.
24! times to get enough points to unlock the last map.
And thats not designed well,
as it destroys the flow of the game.

Re: Announcing the Pre-Launch Launch for "A - Gravity"! [Re: Damocles_] #273181
06/21/09 20:17
06/21/09 20:17
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Quote:
No matter if you use points or not, there is a fault in the current design.
When unlocking that "thumbs up" item or that video,
you loose a lot of points.
And you only get a big chunk of points once, when finishing
a map the first time.

Now I unlocked that video, and used up my points.
There is one Map left, that needs 6000 points.
But I only get 250 points when replaying an unlocked map.
So Im forced to replay the same "high-count" maps.
24! times to get enough points to unlock the last map.
And thats not designed well,
as it destroys the flow of the game.


Yes, this happened to me as well. I wasn't aware I was unlocking a video there either.

To me it's obvious either those videos shouldn't cost that much, or perhaps they should and there should be teeth points rewarded for playing a level and completing a landing.

I had to play a few levels again, matching my previous best (which is a tiny bit flawed as well, as that will be harder with more difficult levels lateron. reaching a difficult 4 star score, might mean you will play many 3 star runs only not to be rewarded anything, right?).

Another thing that happened to me, was that I unlocked the 'flip glove' after I had unlocked the level that actually needs them.

This isn't necessarily bad as I found out quite soon what to do, but it surprised me when I didn't even managed to get a single star. :P

@Damocles: What should be the solution in your opinion?

-videos and items should cost less points?
-a standard score for a successful landing in any level?
etc.


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Announcing the Pre-Launch Launch for "A - Gravity"! [Re: PHeMoX] #273257
06/22/09 08:41
06/22/09 08:41
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
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Damocles_  Offline
Expert

Joined: Feb 2009
Posts: 2,154
That video could give back the points as "refund".
So you need a certain amount of points to be able to unlock it (the objective),
but directly get a "cashback".

Reason:
That video does not serve a gameplay purpose, and should therefore not affect the gameplaymechanics.
Its a typical "virtual" reward for past archivements,
without helping in the game itself.

The same for gameplayitems. For them i would use a seperate
"bonus stars" counter. Each level finished above a certain
level-cap gives you one bonuspoint. The
bonuspoints are used up for unlocking the items (but not
for unlocking the maps)

So you can only unlock the item when you unlocked a
neighboring map (Archivement1) AND have reamining bonus points. (Archivement 2)
You then need to balance the purchase of
items based on finished maps.

-> currently: each unlocked map give you a lot of points right back
when passing it. Items do not.

----

no matter how you design it. It should not
end up in having to replay certain maps dozents of times
to advance in the game. Thats just "forced" replayability.

Re: Announcing the Pre-Launch Launch for "A - Gravity"! [Re: Damocles_] #273327
06/22/09 14:20
06/22/09 14:20
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Yeah, that's perhaps a good solution too.

I was thinking about collecting specific 'video' related items instead of paying for videos with the teeth points. Collect 10 video items through out several levels and you'll be able to unlock a video ?? ( It's how you unlock videos in Tony Hawk actually, just collect a couple of video tapes throughout one level, collect 10 in one level to unlock a video. Something like that.)

I think videos should still not be too easy to unlock. smile (the one in the demo is awesome.)


edit: About your previous critique on the cube menu structure by the way... It works fine when using a normal desktop PC with a good mouse, but on my laptop I really wished for a way to turn and select using directional keys too. Accepting input by pressing a key. These things tend to be a pain in 3dgs though (as there's no command to activate the mouse through a code command instead, using all the same functions. You'd have to make the same thing twice unfortunately.).

Re: Announcing the Pre-Launch Launch for "A - Gravity"! [Re: Ichiro] #273509
06/23/09 09:23
06/23/09 09:23
Joined: Oct 2001
Posts: 1,285
USA
Guardian Offline
Serious User
Guardian  Offline
Serious User

Joined: Oct 2001
Posts: 1,285
USA
If you put Damocles’ menu review and Nardulus’ play-ability review together you have my basic opinion of the new pre-launch demo.

But, I would add this, the alpha demo was much funner to play, and I miss the terrain levels. It also seems to have a much faster fall rate, its now too easy to score a kiss, and I want the mouse parachute right click back.

This ones no fun to play. The meditation thing was more interesting.


I hope this isn’t just the musings of an oldie too.


Good luck with the game.


Sincerely,


Denny
AKA Guardian


PS:
I really hope this isn’t to harsh a review, just my true or uncensored thoughts.


Guardian

Game Models
Re: Announcing the Pre-Launch Launch for "A - Gravity"! [Re: Guardian] #273521
06/23/09 10:09
06/23/09 10:09
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Quote:
and I want the mouse parachute right click back.
How did that work with right-click being the thumbs-up button?

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
Re: Announcing the Pre-Launch Launch for "A - Gravity"! [Re: JibbSmart] #273782
06/24/09 12:00
06/24/09 12:00
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
The thumbs up thing wasn't implemented yet back then.

I think it works fine this way, although on a laptop the thumbs up or down thing is difficult with the mouse buttons on a touchpad. :p


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
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