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877267 Posts in 32853 Topics- by 24294 Members - Latest Member: RopeDrink

May 19, 2013, 02:34:30 AM
TIGSource ForumsCommunityCompetitionsA Game by Its Cover[AGBIC] Ikow: International King of Wine [FINISHED]
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Author Topic: [AGBIC] Ikow: International King of Wine [FINISHED]  (Read 19703 times)
yokomeshi
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« Reply #30 on: July 03, 2010, 03:53:06 PM »

Perhaps it could be that better words ("herbaceous") are smaller, faster moving, and harder to grab, but give lots of points; however, as you get drunker, you have to resort to grabbing simpler and simpler ones ("grape-y") since they're the only ones you can catch.  Maybe at the end you get a score multiplier for consistently sounding erudite?
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PleasingFungus
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« Reply #31 on: July 03, 2010, 08:01:18 PM »

I've been enjoying the drunken motion effect a lot on this game as well as the crazy concept too. I tried playing a bunch without reading what the letters meant and wasn't able to figure it out. I was thinking they represented chemicals in the wine for some reason but now that I read the description that they are adjectives and nouns that makes a lot more sense and I really like that.

Yeah, the game isn't really very player-friendly right now. Sorry about that. It was an intentionally low priority so far; but, equally, as the mechanics solidify, it's one of the things I plan to focus on later.

I also think the reversal mechanic would be awesome where you have to dodge at some point as well as the suggestion that as you approach your most drunk you use increasingly less professional words.

About dodging: Right now I'm doing something like that already. There are times when you'd want to dodge everything. If you're trying to get a positive review, you avoid negative adjectives, and vice-versa. If you're trying to build up a big combo, or if you accidentally picked up an adjective of the wrong color, you avoid nouns. If you have a combo in hand, you avoid water. (Because water both cures drunkenness and wipes out your combo.) The mechanics may not have been clear to you (and, if so, that's no-one's fault but mine), but I'm very happy when it comes to the seeking/dodging dynamic as it stands.

For the other thing...

Perhaps it could be that better words ("herbaceous") are smaller, faster moving, and harder to grab, but give lots of points; however, as you get drunker, you have to resort to grabbing simpler and simpler ones ("grape-y") since they're the only ones you can catch.  Maybe at the end you get a score multiplier for consistently sounding erudite?

...that is an excellent idea, and helps solve a design problem I've been slamming my head into.

Thank you!

I also had a lot of fun with the drunken mechanics of this, really looking forward to seeing this realised with less placeholder graphics and more descriptive wine tasting.

Heh. "More descriptive wine tasting" has and continues to be a focus of development, but for 'less placeholder graphics'...

...heh heh heh.

Some very nice things are coming your way.


-


New release! Now with TWO LEVELS. (Play through the first level to get to the second; a level-select screen will probably be the next thing to go in.) Extra bonus points for the first person to figure out what the new level is supposed to be!
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Beta: Starhaven! Finished games: Manufactoria! International King of Wine! [url=http://forums.tigsource.com/index
Nugsy
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« Reply #32 on: July 03, 2010, 08:06:20 PM »

Just wanted to say i love where this is going. The wine description is hilarious to read as it pops up!
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PleasingFungus
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« Reply #33 on: July 04, 2010, 10:56:06 PM »

Just wanted to say i love where this is going. The wine description is hilarious to read as it pops up!

Thanks!

-

The nightly build is up. Now in: an (admittedly minimalistic) world map, saved progress, and a new AURA SYSTEM! It is very fancy.

Next up: a new score system, and ERUDITION!
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Jonathan Whiting
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« Reply #34 on: July 05, 2010, 12:01:44 AM »

I'm a little worried that the different levels feel a little samey gameplay wise so far, is there anything you could do to encourage players to try substantially different play styles?
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Inanimate
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« Reply #35 on: July 05, 2010, 01:57:41 AM »

Moving platforms, death pits, etc.
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oyog
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« Reply #36 on: July 05, 2010, 09:45:54 AM »

Oh man, the inebriation aspect is great!  It's like you've made a biographical game about my life!

I'm an international wine taster, by the way.
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PleasingFungus
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« Reply #37 on: July 06, 2010, 06:28:26 PM »

I'm a little worried that the different levels feel a little samey gameplay wise so far, is there anything you could do to encourage players to try substantially different play styles?
Moving platforms, death pits, etc.
A valid concern! Moving platforms could be good! Not so sure about the death pits. Here's a new version that has some odder levels - I think they need quite a bit of tweaking before I'd be happy with them, but they're a start, eh?

Oh man, the inebriation aspect is great!  It's like you've made a biographical game about my life!

I'm an international wine taster, by the way.
Who isn't?
« Last Edit: July 06, 2010, 11:26:03 PM by Cavalcadeofcats » Logged

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jimmythechang
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« Reply #38 on: July 10, 2010, 12:43:35 PM »

Oh, this is going to be wonderful. Currently I don't see much purpose in climbing to higher platforms, however; you get bombarded with adjectives too fast to string together a positive combo, and even more so when you're drunk.

Quote
New release! Now with TWO LEVELS. (Play through the first level to get to the second; a level-select screen will probably be the next thing to go in.) Extra bonus points for the first person to figure out what the new level is supposed to be!

It's the Eiffel Tower let's see those points

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PleasingFungus
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« Reply #39 on: July 12, 2010, 05:19:22 PM »

It's been a while! Here's what I've been working on.

-

Oh, this is going to be wonderful. Currently I don't see much purpose in climbing to higher platforms, however; you get bombarded with adjectives too fast to string together a positive combo, and even more so when you're drunk.

Yeah, I've been thinking about how to solve that problem. Haven't put anything in yet, but... soon.


It's the Eiffel Tower let's see those points

Zero points! It's obviously the Leaning Tower of Pisa. (This is more obvious with the version that has a level-select.)

arguably this was not obvious at all

hence

the joke
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Melly
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« Reply #40 on: July 12, 2010, 07:56:53 PM »

You're probably gonna need to add instructions in the game as it's pretty hard to figure out how I should be playing.
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« Reply #41 on: July 12, 2010, 09:41:38 PM »

Even unfinished, the premise is highly amusing.

@Melly: As far as I can tell, you grab the adjectives (A) to start scoring, and the nouns (N) to add the score to your total. Green adjectives add to your score and red ones take away a lot.
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PleasingFungus
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« Reply #42 on: July 12, 2010, 11:08:12 PM »

You're probably gonna need to add instructions in the game as it's pretty hard to figure out how I should be playing.

True. I've been thinking about the details. I'm still working on creating something like a difficulty curve (which so far is just 'removing all negative adjectives from Paris'), but an actual explanation of the various drop-types and goals are needed... my current thought is to add short mixed plot/instruction scrolls before each level (the first time you play them), but that's clumsy - I'm not fond of it. Adding little "+Eloquence" floaters whenever you do something good will help, I think...

...anyway, fiddling is ongoing. The need is recognized.

As far as I can tell, you grab the adjectives (A) to start scoring, and the nouns (N) to add the score to your total. Green adjectives add to your score and red ones take away a lot.

Haha! Nearly true, but missing a little bit. You choose (after the first level) whether to go for a high or low rating; either gets you equally many fans! (A boring, middle-of-the-road rating, on the other hand...)

This naturally only reinforces the need for instructions.
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Inanimate
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« Reply #43 on: July 13, 2010, 02:45:14 AM »

Oh, what a genius idea! I originally thought negative adjectives were meant to be 'bad', which is why I suggested the 'vulgar' ones a bit back... but I just didn't see that! Yeah, that makes perfect sense, and it allows for TWO ways to play; go for high, or for low. Great idea!
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PleasingFungus
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« Reply #44 on: July 18, 2010, 11:11:17 PM »

Agh, I can't make myself happy with the basic mechanics. I just can't!

here's something different
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