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29133 Posts in 1469 Topics- by 1402 Members - Latest Member: annakeplek

March 11, 2010, 06:26:18 PM
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Author Topic: [WIP] MiniFeud  (Read 11638 times)
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Ian
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« Reply #60 on: February 25, 2009, 09:19:35 AM »

That was just an example, but you obviously missed the point.

Quote
The discovery and collection of herbs is half the game, whether you find it a chore or not is a personal decision.


Some people might indeed find it a chore, and they will turn off before they cast their first spell. Those people will not come back to or remember your game.

If you're only attempting to appeal to fans, then that is a real shame.

Just by adding the OPTION of playing in a different way doesn't prevent fans from playing the game they know and love (they don't have to use said options) - it just allows more people to play the game.

It's your game and it's entirely upto you what you do with it. I live by the RR motto though - Classic games for the next generation.
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« Reply #61 on: February 25, 2009, 09:22:37 AM »

It's certainly something to chew over.
Let's see what the next release version brings us....
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« Reply #62 on: February 25, 2009, 11:06:19 AM »

No you don't and no it isn't. You can add accessibility to a game at ANY time. If your coding structure is good, it should be easy to slot new stuff in, no matter what it is.
I was referring more to how Bob is looking at Jetpac. I've never played the original Feud, but to me it seems broken at a basic level (for the type of game I would enjoy today). So when I say "better" game I mean extracting the game that you/I/us/them think it could be, that will likely be very different from the original e.g. a turn based strategy game, taking out/changing half the spells (I suspect that a winning strategy in the original doesn't require some of them) etc.

I agree putting in slowing down the AI, having more uses of certain spells, starting herbs etc is very easy to do and does make the game better and more accessible, but I fear it may still be broken (for me).
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« Reply #63 on: February 25, 2009, 11:29:45 AM »

Okay people.
Taking on some of the suggestions above, here is a new version that contains:
- An alternate spell selection method (coexisting with the current real-time method)
- Some customisable game options

For an explanation on the new features see the Updates section of the readme.txt

Get it here:
http://willhostforfood.com/access.php?fileid=56638
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« Reply #64 on: February 25, 2009, 12:01:34 PM »

Attachments should work now, btw Wink
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« Reply #65 on: February 25, 2009, 06:11:19 PM »

Ok, tried this new version and somehow encounter the weird bug with controls. After I've tried all the spells in the book, my character walks up all the time as if I'm holding the UP key (and I'm not). I can't seem to..make him stop. It just came suddenly so not so sure how or why.

Also, I've included these two images, no.15 png had a spelling mistake on 'declare' and 16 had magenta issues, so check it out.

As for the game itself, I think it should work for people who never played it, all they really have to do is give it time. Feud was quite a new approach to the (whatever the heck it is) genre back in the day and still is an interesting continuous action game with minimal 'mix the two things to make your own gun' strategy elements. Everyone should really read the readme, familiarize with the game as it was and what it does and definitely always check the spellbook to see which plant to look for next. I know that the original shipped with a little 'manual' with spells so you could kinda keep it next to you while battling the odds with rather ruthless AI. Making the game do everything for you right off the bat means that you're pretty much missing the whole game and go straight for the game over screen. So, just give it a try, I think I'll be actually able to finish this one compared to the original. Cheesy

Also, seagal, if you want, I can get the 'you loose' screen as well because Learic obviously is in both loose/win conditions. Maybe separate screen with crazy Leanoric instead should do, let me know.
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Ian
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« Reply #66 on: February 25, 2009, 07:17:42 PM »

Quote
Making the game do everything for you right off the bat means that you're pretty much missing the whole game and go straight for the game over screen.

Another one that missed my point completely. :/

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« Reply #67 on: February 25, 2009, 07:20:10 PM »

Another one that missed my point completely. :/



<cough> and your 'point' was..?
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Ian
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« Reply #68 on: February 25, 2009, 07:21:11 PM »

Missed on you, obviously...
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« Reply #69 on: February 25, 2009, 07:24:48 PM »

Missed on you, obviously...

No, not really, but making a 'point' might be a chore for you.
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Ian
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« Reply #70 on: February 25, 2009, 07:45:08 PM »

And your point is? Anyway...

I had a similar bug to Lobo's, only with going down. After playing for about 5 minutes the down direction locked. I could go left and right, but it would move me down too (diagonal movement). It stopped when I collected a herb though.
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« Reply #71 on: February 25, 2009, 08:16:40 PM »

My 'point' is that you didn't differentiate 'making the point' from 'personal suggestion'. There is a vast difference between the two. What you did was to suggest the things, not making a point. What I did was to suggest against your suggestions because I don't find these valid as it's perfectly normal that we don't have to agree on things, whatsoever.

It's up to Seagal to do what he planned with the game, make it easier, dumb down the AI, listen to suggestions or not. We can only do that much, to suggest the improvements if we know how, without providing the 'points' that are not 'points' at all to start with.

That said, no other errors with game to report as yet.
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« Reply #72 on: February 26, 2009, 04:36:55 AM »

I think the whole issue with 'accessability' will always divide people. Whilst I can see Ian's view, I also don't 100% agree with it - to me making something more accessible in these ways can change your original vision for the game - and the point of making a game is to create your (or, in terms of remakes, someone elses) vision. Accessible or not, not everyone's going to like what you've done. Which is a good thing.
That said, however, I decided to put those 'customisable' options in as a way of at least allowing the game to be tailored slightly. I think those that want to play the game for what it originally was can by just ignoring these options.

As for that 'sticky' bug, i'll have to look into that.
And the end screen - Lobo, if you can do a slightly different one for the lose then that would be great. It's not a massive problem for me though, as the two are twins Smiley
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« Reply #73 on: February 26, 2009, 05:17:57 AM »

Accessibility is NOT about reducing the enjoyment for yourself or your target audience. It's about opening it up to MORE than just your target audience. You don't have to compromise on your original idea(s) at all. And I also wasn't saying that you SHOULD or MUST add anything and certainly not to take anything away.

Your new additions may open the game up much further than it would under normal circumstances and allow players to play longer and further (and maybe enjoy the game more). I applaud you for adding them (and not for my personal benefit either). And they don't take away ANY enjoyment from the original game just by being there. Nobody has to use them, but they can if they wish, as you so rightly stated.

Smiley
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« Reply #74 on: February 26, 2009, 05:35:05 AM »

Access fight! Access fight! BULLLLDOOOOOOOG! *runs at high speed*

Sorry, couldn't resist.

The way I treated this stuff with SY!NSO! was to build the game I wanted to make first, test it/get it tested until the results are something as near as dammit to what was in my head then start adding switches for things.

Default to how I want you to see/play the game and set the thing up so that the average player can just turn the game on, hit fire, play and never have to even see the menu options.

Throw the menu options off to one side which are accessed with one key from the title screen (TAB in this case as it's designed for playing on arcade cabs) and let people customise their game in there, making sure all the settings get saved too. Most people generally won't even touch that menu and will play it how you want them to, those that want/need to change things can do.
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