SticksAndStones.qst -- 3/2015 demo
#76
Posted 13 August 2012 - 01:02 AM
The one point I would probably have to agree with is the sprites. Not the enemies, because I think they're fine as is (also, was that cracktorock supposed to be next to a knocked over container of radiation? because that's how I interpreted it). The items, however, are slightly confusing. I get the stick, and I understand that the randomly appearing "treasure chests" look like gifts. Namely, it's the item that increases your overall health and some sort of box with green in it that threw me off. Perhaps just slight alterations could make them a little clearer.
Anyway, I'm digging the quest so far, and I'll play more of the demo tomorrow.
#77
Posted 13 August 2012 - 01:13 AM
I am looking forward to further comments. thanks for playing and posting!
#78
Posted 13 August 2012 - 01:13 AM
you can't get stones before the bag. if you managed to do that, please explain how you did it. circle versus oval, pointless distinction, I guess. "Sticks And Stones." ...your first two weapons. I guess I think those items are obvious.
I killed an enemy that dropped them. Several enemies, actually. I had like 20 rocks by the time I got the bag.
I hope you will expound on your last point. what does 1.90 have to do with having multiple enemies look similar or the same? I just do not understand the point, so if you could get a bit verbose, maybe I can follow what your point is at the end there a bit better.
Umm, because your current implementation creates frustration rather than uncertain panic and paranoia?
As much as I hate those games, a great example of how to pull off (part of) what you want is what most modern FPSes do. You don't have a health bar, instead your screen becomes increasingly red and bloody as you take damage. Your first thought when you see the screen change like that is OH GOD FUCK FUCK FUCK RUN AWAY RUN AWAY, which is what it sounds like you want.
There are a few things these games do that your game doesn't, though. FPS combat is fast, frantic, and extremely chaotic. Bullets can come from any angle, even unseen angles. This works with the sense of panic that the low-but-uncertain health creates. ZC combat, on the other hand, is slow, methodical, and you have perfect information about the battlefield at almost all times. These things simply do not mix unless you heavily modify the way ZC's combat system works.
Let's look at just one example of how ZC conflicts with this kind of gaming environment. Let's go with the classic situation of running around a corner. Sometimes, you run around a corner and there'll be nothing. Other times, there'll be a guy with a shotgun who blows your head off before you know what's going on unless you're ready for it. This kind of game makes you afraid when you turn a corner because you don't know what's on the other side.
How does ZC ruin this? You see the entirety of the screen from the top-down as soon as you enter. Only things on the screen can affect you. Enemies spawn far away from you (either in the center or on the other sides) so you have plenty of time to assess the situation when you come into it.
At absolute minimum to fix this situation, you need to implement both a fog of war system and a change to the enemy AI so they can wait in ambush for you. Hard enough (if not almost impossible) in 2.5 but you can forget about doing that in 1.9.
#79
Posted 13 August 2012 - 01:25 AM
as for the bag that holds your rocks... it is the first item you get and you cannot avoid it. I still don't see how you killed enemies without having picked it up. did I mess something up between demos? the stones purse is on the second screen, before you have any other items and you cannot advance without getting it, as it is in your way... are you misremembering what happened when you played or did I break something? would you be willing to revisit the game to attempt to replicate the scenario you laid out?
#80
Posted 13 August 2012 - 11:12 AM
ah. thanks for the explanation. now I understand your point.
as for the bag that holds your rocks... it is the first item you get and you cannot avoid it. I still don't see how you killed enemies without having picked it up. did I mess something up between demos? the stones purse is on the second screen, before you have any other items and you cannot advance without getting it, as it is in your way... are you misremembering what happened when you played or did I break something? would you be willing to revisit the game to attempt to replicate the scenario you laid out?
You're right: You get the bag first, then you get the rocks. That was me misremembering, mostly because I was having such a hard time figuring out what things were supposed to be.
#81
Posted 13 August 2012 - 07:21 PM
if Hergiswi or anybody else has played through it, I would love to read more comments, critiques, criticisms and/or complaints. I also encourage to Giggidy to give it another go and not give up despite hating it, as the in-depth feedback from a hater (for lack of a better term in my mind right now) is especially helpful. it is a very short demo, so even if you can't stand it, your playing it through and giving me feedback is incredibly helpful.
again, for those yet to try it, play this quest with any version of Zelda Classic except 2.1s and drop me some text here to use as guiding points in further development. please let me know what version you played it in and what specific glitches/errors/bugs you encountered. thanks, again, kids!
Edited by trudatman, 30 June 2013 - 03:58 PM.
#82
Posted 15 August 2012 - 05:31 PM
I intend to add a similar hidden list for referencing the items.
Edited by trudatman, 16 September 2012 - 12:40 AM.
#83
Posted 17 August 2012 - 10:49 AM
At first, I got the impression that the difficulty was oddly out-of-order in this quest, since the second screen has the equivalent of 5 or 6 Moldorms, followed by gels, and then shortly afterward a Cracktorock. However, I realized that the bees can be defeated quite easily if you're just paying attention, and I'm now aware that the Cracktorock falls easily to a few rocks. As I mentioned before, I love the Z1-esque minimalist style of no guidance. I guess the only issue I have is that things like the Cracktorock and the Dodongo turtle don't present themselves as necessary obstacles; I avoided it right up until you told me how to defeat it, and the turtle seemed inconvenient to fight since I only have a limited number of bombs and he didn't give me anything after dying.
Most of the sprites are self-explanatory, but a few caught me off-guard. I couldn't tell what the pot was at first, and I don't particularly understand why the flower makes invisible enemies visible. I also couldn't tell what the sprites were supposed to be at first for the Armos and the Ghini that came from the car wreckage, but I could immediately figure out how to fight them due to their normal enemy behavior.
Off the top of my head, that's all I can think of; if I think of anything else, I'll surely post it. I was disappointed that the demo ended where it did, because I was just starting to really get into the exploration feel of the quest.
#84
Posted 17 August 2012 - 11:33 AM
I am strongly considering replacing the flower with something more logical. I was using it as a placeholder image, but then I added its presence as either an unreachable scenery tile or an obtainable inventory item on all of the screens that have the invisible undead enemies, so I'm not sure I will change it. I'm at about 50/50 on that one.
it is hard to see the nose of the pigs (armos and ghini) due to their speed, I think. I don't think those sprites are perfect, but I don't know how motivated to alter them I am, either. meh. at least the sleeping one can be stared at before he is activated.
as for the difficulty SNAFUs, I have a bunch to type about this.... the second screen totally has ten moldorms. that sounds tough to deal with, and it is, sort of, when you first have to navigate that screen, because you start with no weapons. the thing about that is that you can just keep running and, assuming you don't dawdle, you will almost always make it through that screen having taken little to no damage. for any subsequent visits to these bees, assuming you got the stick, just swing your stick when they swarm you. moldorms are a strange enemy; they have almost no chance of hurting you if you are in the process of swinging your sword-type items. so, think of it like this: the bees can't land on you to sting you if you are swinging your stick through the air. moldorms are easy; it's the other types of bees that are hard. the patras are way too hard for the current item set in the demo. with no heart container upgrades and only two hits of the medicine, you are unlikely to beat the level one boss screen. oh, well. you will come back to it later, as you don't even need to pass through it to advance in your exploration. right now, the only benefit to beating that room is that it will likely (this is as of yet untested) allow you cellphone-assisted access to the Gannon battle. thing about Gannon is you can't beat him without the arrow-item upgrade and there isn't an arrow-item upgrade in the quest, yet.
the cracktorock isn't very hard to beat, but if you are not familiar with how he attacks, he can be a tough bastard. it is definitely possible (as you know, Hergiswi) to get by him without vanquishing him. as for the dodongo, the fact that killing him doesn't help you (and trying can hurt you) is intentional. why are you trying to kill a big old tortoise anyway? just because he is there?
the medicinal sprites need some work, I think. that is feedback I have been getting consistently. so, altering those sprites, swapping the lynel's projectile with something more logical and replacing the cross-type item with something more logical are the things that I am currently mulling over. did you get the wand-type item? I really dig that one. I feel particularly proud of how that came out, given the limitations of the program with which this quest is being created, the infamous Zelda Classic 1.90.
as for where and how the demo ends, I had reached the end of a spurt of development, so I shared it as it is, knowing it will likely be a while before any major expansion occurs. if you opened the quest with the editor, you would see that there just plain isn't anything else made, yet. when there is more, I will most likely post another demo.
thanks for playing and commenting! if you think of anything more you want to mention, please do add it here.
Edited by trudatman, 15 January 2014 - 11:45 AM.
#85
Posted 17 August 2012 - 04:40 PM
Of course, I might have made that up. I'll double check in a few.
#86
Posted 17 August 2012 - 05:19 PM
Edited by trudatman, 17 August 2012 - 05:20 PM.
#87
Posted 17 August 2012 - 06:01 PM
#88
Posted 17 August 2012 - 06:08 PM
edit: realized you may be referring to the stabbing downward thing. I still don't know. 2.50(3) is my first "upgrade" from 1.90 (mostly because I kept hearing how close to stable it supposedly was, unlike other versions since I started using ZC/ZQ). it doesn't feel like an upgrade at all. that doesn't mean that i don't appreciate your devotion and extraordinary efforts. your hard work is crucial to the success of this community and its future. thanks.
Edited by trudatman, 17 August 2012 - 06:11 PM.
#89
Posted 17 August 2012 - 07:58 PM
You're right about the sword hitbox being off, though. I'll see what I can do about that.
#90
Posted 17 August 2012 - 08:02 PM
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