[WIP] Glass Prison
Quote from roger federer on October 29, 2007, 4:49 pmhow can you stop quick saving?? on puzzles like these, people are going to use it, unless you let them 'save' their progress some other way.
how can you stop quick saving?? on puzzles like these, people are going to use it, unless you let them 'save' their progress some other way.
Quote from Artesia on October 29, 2007, 5:15 pmno what I mean is keep the player constantly flinging, sliding, falling, or at least running against really short button timers, to make quicksaving less frequent.
kind of like quicksaving in the middle of a fling, it would be hard.
its just an idea, I think many people think the map is too hard.... yet others think I should make parts harder... lol
no what I mean is keep the player constantly flinging, sliding, falling, or at least running against really short button timers, to make quicksaving less frequent.
kind of like quicksaving in the middle of a fling, it would be hard.
its just an idea, I think many people think the map is too hard.... yet others think I should make parts harder... lol
Quote from roger federer on October 29, 2007, 5:32 pmman a nonstop map? who would have the stamina to make it through that? fun idea though, i wonder how long you could make one. i've definatly saved mid fling a few times, haha, kinda cheap, i know.
man a nonstop map? who would have the stamina to make it through that? fun idea though, i wonder how long you could make one. i've definatly saved mid fling a few times, haha, kinda cheap, i know.
Quote from Shmitz on October 29, 2007, 5:42 pmIt's not a matter of difficulty as much as it is repetition. The longer an uninterrupted sequence, the higher chance of messing something up. By the time you've progressed pretty deep into it, you've either gotten tired of the first sections, or you've perfected them to the point where you feel that repeating them over and over (as you attempt to figure out later portions) is a time-sink. When players aren't rewarded for progress, it provides less incentive to keep doing parts that have already been "beaten".
This isn't to say that a stamina challenge is a bad idea, but it would need to be designed with some sort of "mistake recovery", maybe allowing a player who knows he missed his mark to make some sort of mid-sequence save with a more easily placed portal as he falls. It wouldn't lead to progress, but unless he messed up several things at once he wouldn't be sent back to square one.
It's not a matter of difficulty as much as it is repetition. The longer an uninterrupted sequence, the higher chance of messing something up. By the time you've progressed pretty deep into it, you've either gotten tired of the first sections, or you've perfected them to the point where you feel that repeating them over and over (as you attempt to figure out later portions) is a time-sink. When players aren't rewarded for progress, it provides less incentive to keep doing parts that have already been "beaten".
This isn't to say that a stamina challenge is a bad idea, but it would need to be designed with some sort of "mistake recovery", maybe allowing a player who knows he missed his mark to make some sort of mid-sequence save with a more easily placed portal as he falls. It wouldn't lead to progress, but unless he messed up several things at once he wouldn't be sent back to square one.
Quote from Yekyaa on October 29, 2007, 9:28 pmI want to see a fling setup by the computer
ie, you start the fling, once you come out of there, a simple trigger
would click which would start an auto-fire sequence kind of like clicking
a button type timer. I have a strange feeling (despite no mapping experience)
that this is completely possible.
I'm just throwing this out there b/c I don't have time to map out
a lot of stuff between work & family.
I want to see a fling setup by the computer
ie, you start the fling, once you come out of there, a simple trigger
would click which would start an auto-fire sequence kind of like clicking
a button type timer. I have a strange feeling (despite no mapping experience)
that this is completely possible.
I'm just throwing this out there b/c I don't have time to map out
a lot of stuff between work & family.
Quote from Artesia on October 29, 2007, 10:06 pmI was actually just throwing out ideas, I'm going to keep the hallway before stage 3 entact, and even add an autosave there, but stage 4, when I get around to making it, will be more of a stamina thing
stage 4 will probably be much larger than the map currently is, not take longer but you will be able to see more areas of the "glass prison" which is just a descriptive term btw, I will only add story if I progress the map more and add additional levels
I was actually just throwing out ideas, I'm going to keep the hallway before stage 3 entact, and even add an autosave there, but stage 4, when I get around to making it, will be more of a stamina thing
stage 4 will probably be much larger than the map currently is, not take longer but you will be able to see more areas of the "glass prison" which is just a descriptive term btw, I will only add story if I progress the map more and add additional levels
Quote from Artesia on November 1, 2007, 4:19 pmyeah so obviously I didn't work on this any more since my last update, and didn't enter the contest
for my first map, I think this was too big to do in the time alotted. Oh well, I'll finish it eventually
yeah so obviously I didn't work on this any more since my last update, and didn't enter the contest
for my first map, I think this was too big to do in the time alotted. Oh well, I'll finish it eventually
Quote from Player1 on November 1, 2007, 5:47 pmI want that weighted storage cube!!!
Very nice map, though a bit confusing at first. The energy ball thingy is annoying to die on because it's so random. (I'm too busy doing my portal aiming to also look out for an energy ball.)
I want that weighted storage cube!!!
Very nice map, though a bit confusing at first. The energy ball thingy is annoying to die on because it's so random. (I'm too busy doing my portal aiming to also look out for an energy ball.)
Quote from Artesia on November 1, 2007, 7:44 pmwhat I do about halfway down the corridor is just go backwards a step, watching the ball rather than shooting a new portal
what I do about halfway down the corridor is just go backwards a step, watching the ball rather than shooting a new portal
Quote from Artesia on November 3, 2007, 1:36 amsomeone shoot me in the foot and tell me to get my ass back to work on my map
someone shoot me in the foot and tell me to get my ass back to work on my map