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TIGSource ForumsDeveloperPlaytestingSpellirium Minute Episode #10: Fuzzy Wuzzy was a Puzzle
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UntoldEnt
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« Reply #40 on: April 29, 2013, 05:21:55 AM »

i had never ever seen a word game like Spellirium, in which the Dictionary of fifty thousand-odd words is collectible and exposed to the player, AND collecting those words has some sort of bearing on gameplay - in Spellirium's case, those words become your currency.  To pull that off, the real trick was going to be organizing the UI (user interface) for the Dictionary in an enticing - not overwhelming - way.


Well, Mission Totally Failed during our first attempt, which we outline in the video.  Based on that initial UI failure, we made the following critical changes to the Dictionary that you'll find in the current version of Spellirium:



  • By default, the Dictionary filters by words you've already made. So the first time you open the Dictionary, you see it filled with words that you recognize, because you just finished building them in a challenge.
  • Instead of only two word states ("got it" and "don't got it"), there are now four states: unseen, seen, owned, and spent.  You can filter the Dictionary using any of those parameters for more or less granularity.
  • There's a cheeky % complete counter at the bottom of the current dictionary, which usually says something like "0.0017% complete".  This is almost there to dissuade players from building all fifty thousand words because, come on ... get a life.
  • There are two Cheeves in the game related to collecting words. One of them is called "You're Almost There", which rewards you for completing 2% of the Dictionary Wink  The other one is for 100% completion, but it implores you NOT to achieve it, offers you no reward, and encourages you to get out and join a community group instead.
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UntoldEnt
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« Reply #41 on: April 29, 2013, 05:25:04 AM »

By the time we'd reached prototype 5 of Spellirium, i was pretty confident in the concept. We went ahead and prototyped around twenty different puzzles to put them out to players and to see which ones stuck, and which ones were Fit for the Pit.



As the video reveals, the most popular puzzle was "Picture", so we put it in the current game such that players would be playing it again and again.  But our implementation was a bear, and it turned out to be a level of work akin to fighting through a 100-level randomized dungeon in order to power up a single, consumable health potion in Disgaea. We're going to be less heavy-handed with the Picture puzzle in future revisions of the alpha.

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