HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Hey all! I'm starting threads to give feedback to all of the entrants to this year's CCN Speedgame contest. Everyone did some good things this year, and I wanted to make some threads to give encouraging comments and constructive criticism. This week, I'll be making threads for 3 games each day, so as to hopefully not bump all of the other discussions off of the main page, and give everyone some daily-focused-feedback on their games. Feedback is an important part of the CCN contest, and I hope that we can give a big "thanks!" to our entrants by letting them know how they did! I don't think everyone should necessarily give numbered ratings like I did -- just some words of feedback and encouragement would be fantastic.
Summary:
[This message has been edited by HanClinto (edited August 30, 2007).] |
Calin Member Posts: 358 From: Moldova Registered: 12-04-2006 |
Nice game. Besides the controls issue I think it would have been nice to have some explanations what the task is in each puzzle, I had a hard time figuring out what was that you had to do =] Other than that nice game, it shows you've put some work into it. ------------------ |
Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
Great game! The isometric view got my attention and it was well done, nice graphics. Only that some of the sounds are bit too loud or somehow sharp. ------------------ [VoHW] (Help needed) [Blog] (Contact) - Truedisciple (mp3) |
leo Member Posts: 20 From: Imperia, ITALY Registered: 07-29-2007 |
jari wrote: > Great game! The isometric view got my attention > and it was well done, nice graphics. Thank you, but the graphics is not mine jari wrote: That was a mistake due to my unexperience. The native frequency of those sounds was 8000Hz, but the SDL Mixer only manages power of two conversions and I had to convert them to 11025Hz. A suggestion: don't do it! It's better to find other sounds natively at 11025Hz (but I had no time). ------------------ |
leo Member Posts: 20 From: Imperia, ITALY Registered: 07-29-2007 |
Calin wrote: > I think it would have been nice to have some > explanations what the task is in each puzzle... The goal is the same for all puzzles (to bring the sheeps to grass land) but I'd better to explain it explicitly at the beginning of the game: Another improvement for a future version Calin wrote: Thank you very much! ------------------ |
leo Member Posts: 20 From: Imperia, ITALY Registered: 07-29-2007 |
HanClinto wrote: > I'm starting threads to give feedback... > Xian: 8 - Very nice integration of the parable elements... > Fun: 8 - Excellent replay value... > Orig: 9 - Very original gameplay... > Gfx: 6 - Superb use of graphic resources that you had... > Stab: 8 - Very stable game... Thank you for the great review! I was pleased by the final result after only two weeks of programming and I'm happy to know that someone else has appreciated the game and its subtleties. HanClinto wrote: In this kind of contests, it's a sin to have wonderful ideas, learn a lot of useful stuff, and realize nothing at the end. I had the good idea to work on an agent-based structure at the beginning, finalizing the goal of their actions only at the end. HanClinto wrote: Unluckily I had to remove additional NPCs because of time constraints. For example, there was a "robber", cited in the verses, available in the graphics, but never implemented. I agree with you: the game has room for further improvements and your suggestions push in the right direction. HanClinto wrote: Effectively, in the Reiner's Tileset (from which the graphics of the game comes from) there are nice animations of a little pig but I had too few time and it was a lot out of theme. There are also animations of chickens, donkeys and other characters, so I have a lot of ideas for additional gameplay. Maybe I'll implement then one day or other. For example, the "barrier" of crows in one of the puzzles, more realistically was meant to be made of donkeys HanClinto wrote: Uh!? I can't go below 14.5 in the first and 20.6 in the second... which is your secret? HanClinto wrote: It usually happens when the target point of a sheep fall inside the bounding box of another. Characters lack of any kind of AI (no pathfinding at all): it's the first improvement in a possible future version. HanClinto wrote: Thank you all for a great contest, and for managing a very interesting site that I discovered only by chance... but we don't believe in chance, isn't it? ------------------ |
HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
quote: hehe, I was hoping that I would be one of the few to have figured out how to do this. I didn't break any of the rules of the game, but I can assure you those times are correct and I can repeat them. If you want a hint, the sheep doesn't need to eat any wheat or drink any water to get those times. If you'd prefer not to guess, I can just tell you. I figured out this trick when trying to learn how to lure away crows. --clint |
leo Member Posts: 20 From: Imperia, ITALY Registered: 07-29-2007 |
quote: Incredible! You know my game better than me I can't wait... please, post the solution at my e-mail address: boselli_at_uno_dot_it (so others can find the solution themselves, if they want). Thank you in advance! ------------------ |
leo Member Posts: 20 From: Imperia, ITALY Registered: 07-29-2007 |
quote: You have shown me the light! The "trick" was there, shining and obvious, but I was blind and I couldn't see it. However, I had an idea that improves the game-play a lot. In a possible future version, your "joke" works only the first time, then the sheep becomes an experienced-sheep: When the carrier drops the wheat a second time, the sheep doesn't move, noddles, bleats and go to eat only when the carrier moves out of reach. Sheeps become smart ------------------ |
HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
haha, I'm glad you liked the trick. I think you have great potential as a puzzle designer -- this one was just a slight oversight. The way I thought that it could be severely hampered is that the sheep would stop moving towards the bait once you pick it up. If it's moving to something and that something is removed, then the sheep stops trying to go there. It would still be possible to lure that way, but the effectiveness of it would be severely hampered. --clint |
leo Member Posts: 20 From: Imperia, ITALY Registered: 07-29-2007 |
quote: I don't like very much this possibility because a carrier can still move a sheep with a single cut wheat removing it at the last moment: Some puzzles become trivial, even if the time needed could be worse that the "right" solution. I prefer instead to say to the player: OK, you have tried the trick and worked once, but these sheeps are not so silly and learn, so you must try something else. I think that the inclusion of conditional behaviors, like that, improves the game-experience. If you have found other wrong designs like that, please let mo know. Thank you in advance! ------------------ |
arissa_nightblade Member Posts: 70 From: Registered: 02-10-2007 |
I totally love the point-and-click feel to this game Great job! [This message has been edited by arissa_nightblade (edited September 06, 2007).] |
leo Member Posts: 20 From: Imperia, ITALY Registered: 07-29-2007 |
quote: Thank you! ------------------ |