- Dec 16, 2009
Yeah, I think I'm starting to agree with you!! One thing is, on the rough ground, the player sort of settles into a dip in the ground as if he were a round ball. It's a consequence of my crazy-complex bitwise physical collision reaction code! It makes some sense that walking on rough ground would be a bumpy experience. Similarly, he falls down slopes if left to himself. I don't mind this, but I could fix it (and the bumpy ground) by getting him to lift up one leg higher, as in real life. Would need a lot more sprites for that! I would like to have better control of the jumping, so he could do a wider variety of jumps.The actual game mechanics are frustrating, though. If Greyout's game mechanics could be called "tight", this is rather the opposite, with lots of random bouncing and approximate movements (among the enemies, as well).
It also seems to be quite a lot harder to control on the Pandora than on a PC with keyboard. That surprises me, I had thought it would be easier on the Pandora. I'm not blaming the Pandora's controls, I just think the combos needed are more difficult, so I need to rethink that.
It obviously needs some easier 'training' levels, or an easier learning curve. Probably shouldn't have put that Wumpus in the first pool! I did add a couple easy levels, to learn climbing and fighting skills, etc, but they're not working in the pnd for some unknown reason.
I'd also like to change the colours. There is really terrible ghosting on Pandora with the colors I've chosen. I am trying to do 60Hz but the screen does not respond at that speed. Blue seems to be especially bad, or anything on a black background. I was a bit disappointed with that, I haven't seen such bad ghosting with any other games, and my game looks heaps better on a PC.
One weird bug which might be annoying or off-putting, the hero drifts along by himself in a rightward direction when on flat ground! Makes it look like my game mechanics is totally bogus, when in fact it is quite complex and thought through. That bug is something to do with me assuming each object's centre of mass is in the exact centre of the tile, but actually he's an odd number of pixels wide so it can't work out. I'll change it at some point to actually calculate the centre of mass instead. This was a "todo" but I just didn't have time to get everything perfect! I could probably sneak that in as a bugfix anyway...
I'm definitely going to do some more work on this game, and I'm grateful for friendly criticism, it will help me to make it more playable and enjoyable. I'll also try to improve the controls so that it's not quite so difficult, it's a bit of a worry when the game author can't complete it! I think rescue as it is gives robo-hell a run for its money in difficulty level. I find robo-hell really hard, but it is a fun challenge. Once you get into the feel of it (and rescue is the same) you can do much better, and you can have a real sense of achievement or skill.
I made rescue difficult because I figure I am not much of a gamer, haven't really played many games for the last 15 years! So I should make it challenging enough for the full-on game wizards here. May have gone overboard with that.
Also it's hard for the sake of realism - any wild animal let alone a Wumpus or Grue would be a formidable enemy combatant. I'd hesitate to fight with a koala or raccoon let alone a giant clawed and toothed cave monster. Would you come of best in a fight with a tiger or shark? It takes some practise and skill to defeat them!
I was going to give him a sword, but decided to go with Mario jumps instead when I didn't have time to animate the sword nicely. Low ceilings can make it difficult to jump on them, there's a bit of strategy needed to lure them to some place where you have head room or the higher ground...