 Yeah
#5720 posted by ijed on 2012/03/20 13:41:46
That was a nice mechanic. The second one sort of took the fun out of it a bit by allowing you to look for different map elements like stores, work benches and so on.
Playing Bioshock2 now - which is a pretty good game (fuck the gaming press!) and has a simialr sort of compass to many games. Combined with the map it allows you to hunt down everything, which I think most players seem to enjoy doing, at least when the core mechanics are fun.
When people say non-linear I get the feeling that they mean not closed in. CZG07b for example is completely linear, with a few offshoots for secrets. It does not feel linear though since you revisit several areas at different heights and coming from different directions.
Compare it with the word examples of corridor design which allows for little to no exploration. And usually has 100's of identical doors, some of which you're allowed to open, some not.
Oh, and clip walls across otherwise open terrain. Those are great.
http://hlcomic.com/index.php?date=2006-07-17
#5721 posted by necros on 2012/03/20 17:12:03
i was just thinking that i actually hate it more when i choose the RIGHT route because that means i have to backtrack so i can go explore everything. :P
#5722 posted by mh on 2012/03/20 19:01:10
I don't think that being linear and making the route obvious are mutually exclusive. It's possible to do the latter without locking yourself into the former - just look at the id1 maps for a good example. They're littered with little arrows hinting "go this way", when you find a key you're normally dropped to the door that needs it very soon after (it's often on a ledge or ramp above the door, even). You're still free to explore, you can get yourself wonderfully lost as much as you want, but you can always find where you need to be quickly enough.
 One Nice Thing
#5723 posted by Kinn on 2012/03/20 19:11:27
about the id levels (eps 1, 2 and 3 at least) are that they are all small enough so that even if you are totally lost, a quick wander will generally always lead you back to somewhere that orientates you. Also, I find each area is pretty good at being distinct and recognisable.
Episode 4 is by far the weakest in this regard as the maps have lots of corridors that kinda look the same.
 This
#5724 posted by ijed on 2012/03/21 22:30:11
Is probably old news, but yet another indie roguelike is making fame:
http://spelunkyworld.com/
Been laid up with flu and playing this. Terrible, yet oddly compelling design.
 Spelunky's Design Terrible?
That must be some flu indeed.
I'll agree some things are unintuitive, or plain out frustrating, but just about everything can be mastered over time. And that's pretty much the point of anything that claims to have roguelike elements, right?
 Uh
#5726 posted by ijed on 2012/03/21 23:02:28
I'm a student of games design... when things are unintuitive or frustrating it seems to go against everying I've been learning all this time.
But its a lot of fun, hope they do well with the port.
 Ouch
#5727 posted by ijed on 2012/03/21 23:07:25
That bandwagon nearly killed me!
 Well...
#5728 posted by bal on 2012/03/21 23:08:48
Rules are made to be broken, once you know them. Spelunky would be half as interesting if it was more intuitive and user friendly, it's one of the strong points of roguelikes, even recent ones (see Binding of Isaac).
 I
#5729 posted by ijed on 2012/03/21 23:26:07
Much preferred The Binding tbh. The design felt like it was on my (the player's) side more. I ended up 100% on that one.
A lot of playtesting has gone into Spelunky, but it seems many things are just, well, broke.
Maybe I haven't played far enough, but why are the shortcut tunnels not on the main screen? I can see the arguments for them off to one side, but none of them doesn't boil down to 'frustrate the player' at its core.
Intuitive and user friendly don't have to be the pariahs of games design.
Granted that most designers that focus on these don't really like the game they're making, and it comes out in how it plays.
There must exist a bridge between Garage and Indie design, just a case of figuring it out.
Not ignoring the Roguelike element, but thats just a description of a format, and one that's inherently friendly to small dev teams since its not necessary to spend all that time building full levels.
 Woah
#5730 posted by ijed on 2012/03/21 23:27:55
Antibiotics. Ignore most of the above.
 Funny You Should Say 'bandwagon'
Because I got into it after Supa recommended it in like 2009.
 Hmm
Unintuitive was probably the wrong word.
Unpredictable, rather.
 Heh
#5733 posted by ijed on 2012/03/23 00:50:24
I get the unpredictable, it's something that goes right through the game. Sometimes a flying rock will hurt you, sometimes not. Sometimes the ledge grab doesn't work on certain ledges, identical to the rest.
There's lots in there where I'm not sure if its bugs, or intended behaviour.
'bomb in a chest' is the worst thing in the game. Or maybe its the control scheme in general.
Even though it sounds like I hate the game it is compelling - I'm still playing it at any rate.
Just don't buy into the argument that roguelike = broken so much. But it depends how 'broken' is quantified.
I suspect they'll struggle on XBLA, although it'd be nice to see them do well.
 A Similar One
#5734 posted by ijed on 2012/03/23 00:52:57
I got stuck on for a fair while, and posted before I think:
http://www.desktopdungeons.net/
 Games Such As These
Are a gateway drug into proper roguelikes.
For some odd reason nobody's linked to DoomRL yet.
 Huh
#5736 posted by ijed on 2012/03/23 22:06:46
Nice, thanks.
 DoomRL
#5737 posted by Killes on 2012/03/25 14:24:39
Been waiting ages for the tiled version of DoomRL.
And it was worth it, it's awesome! :D
 Lols
#5738 posted by anonymous user on 2012/03/27 22:24:31
Hope you weren't looking forward to Assassins Creed 3 on pc -
�We�re definitely supporting PC, we love PC, but I think it�ll be PC with a controller."
http://www.dsogaming.com/news/ubisoft-recommends-a-gamepad-for-ac3-pc-gamers-request-proper-keyboard-and-mouse-control-scheme/
Ahahahahahahahahaha, etc.
 Oops
#5739 posted by DaZ on 2012/03/27 22:25:59
^^ was me
#5740 posted by sock on 2012/03/27 22:59:27
@Daz, quiet a lot of games play better with controllers plugged into a PC, they were designed and tested that way.
 That's The Irony
#5741 posted by negke on 2012/03/27 23:13:35
If devs loved PC, they would develop PC games, not port console games.
 Uh
#5742 posted by ijed on 2012/03/27 23:39:29
You mean the same way devs hate unpaid overtime, so don't do it?
 TBF
#5743 posted by RickyT33 on 2012/03/28 03:12:51
I have Asscreed on the PC, and it TOTALLY needs a controller. It's the only game which I have which NEEDS one. The controls are silly. Spacebar makes you run forwards (WTF?!).
Like Crackdown. Ever play that? Almost impossible without a controller I'm sure.
I have a mate who plays Skyrim on his PC with a controller (XBox360), and he loves it.
 Maybe One Day
#5744 posted by RickyT33 on 2012/03/28 03:13:35
I'll get a wired 360 controller and play Assassins Creed 1.
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