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oyog
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« Reply #15 on: June 29, 2010, 03:18:41 PM » |
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"I would describe this vintage as having a... refined, but on the other hand, rather vinegaresque body; a refined, but on the other hand, rather vinegaresque, vinegaresque, but on the other hand, a rather refined body; but on the other hand, a rather refined, refined, refined, refined, refined body; a refined body..." 
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PleasingFungus
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« Reply #16 on: June 29, 2010, 10:35:17 PM » |
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"I would describe this vintage as having a... refined, but on the other hand, rather vinegaresque body; a refined, but on the other hand, rather vinegaresque, vinegaresque, but on the other hand, a rather refined body; but on the other hand, a rather refined, refined, refined, refined, refined body; a refined body..."  The plan is to have a larger vocabulary in the finished game... but it will always be extremely silly. - Meanwhile: new version up! DRUNKENNESS EFFECTS ARE IN. Warning: may cause motion sickness! (Also there's a rather abrupt 1:30 time limit, after which the level resets; there's an indicator displayed bottom-center. Later, it will switch levels instead.) PLANNED TO IMPROVE DRUNKENNESS: - Tweak motion! Currently it circles endlessly; it should probably sway back and forth instead.
- Impair player movement! The player should have a harder and harder time controlling their movement as they get drunker. Perhaps a simulated-increased 'controller latency'...?
- Tween drunkenness-level increases! Currently there's a noticable jerk whenever you drink a new adjective; this is undesirable.
Possibly related to that last: Drunkenness was planned as a counter to using excessive adjectives on a single noun (it'd be possible, but harder and harder as you get more adjectives, and grow correspondingly drunker!), so it resets whenever your combo does. In the process of implementing it, though, I added a combo cap (1600 points - to prevent the drunkenness from freaking out when you get too high a combo), and it's rather odd that drinking nouns makes you less drunk. Perhaps I should make it proportionate to the amount you've drunk so far, instead...? And drop over time, as you sober up - but becoming too sober drops you out of the Realm of Imagination in which you compose your wine-reviews, and gives you a game over...? I'll have to fiddle!
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Inanimate
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« Reply #17 on: June 29, 2010, 10:49:25 PM » |
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I believe that making it so you have to alternately try to get words until you get too drunk, and then you have to start dodging.
Also, the 'bad adjectives' should be misspelled, bad vocabulary, or really immature words, like "tastes like butt", "quite unplezent" or "really really bad, really bad"
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PleasingFungus
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« Reply #18 on: June 29, 2010, 11:48:29 PM » |
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I believe that making it so you have to alternately try to get words until you get too drunk, and then you have to start dodging. That wasn't actually a sentence! Also, the 'bad adjectives' should be misspelled, bad vocabulary, or really immature words, like "tastes like butt", "quite unplezent" or "really really bad, really bad"
Maybe! I'll experiment. - Controller latency is IN. It was surprisingly easy to implement! Also tremendously delightful in play. (And... nauseating. But isn't that part of the fun?) (I may want to tone the blurdrunk effect down a notch or two.)
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Inanimate
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« Reply #19 on: June 30, 2010, 12:25:17 AM » |
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Oops, forgot to add the end. Lemme just rewrite that part then. Perhaps you could make it so accumulating words makes you drunk, and when you reacha certain amount of intoxication you have to start getting sober, by dodging words instead of gaining them. It would be a nice 'twist' of the goal. It would also encourage drinking in moderation instead of binge drinking (  ). (Collecting enough to get a good score, but not too much at once.)
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Hangedman
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« Reply #20 on: June 30, 2010, 06:29:52 AM » |
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There should be a pot for spitting out the wine as wine tasters do, to make you less drunk, but it periodically moves around or something.
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PleasingFungus
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« Reply #21 on: June 30, 2010, 06:37:12 PM » |
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Oops, forgot to add the end. Lemme just rewrite that part then. Perhaps you could make it so accumulating words makes you drunk, and when you reacha certain amount of intoxication you have to start getting sober, by dodging words instead of gaining them. It would be a nice 'twist' of the goal. It would also encourage drinking in moderation instead of binge drinking (  ). (Collecting enough to get a good score, but not too much at once.) There should be a pot for spitting out the wine as wine tasters do, to make you less drunk, but it periodically moves around or something.
Two ideas that taste great together! They're both in, along with a new, realistic STAR RATING. See if you can get a five-star or zero-star rating! It's actually kinda tricky. Next up, I think: more levels!
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Inanimate
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« Reply #22 on: June 30, 2010, 06:42:19 PM » |
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This is going to be a very fun game, I'm sure.
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PleasingFungus
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« Reply #23 on: July 01, 2010, 12:34:38 AM » |
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This is going to be a very fun game, I'm sure.
Nope! It is completely doomed, and will be terrible. I've read my fate in the stars! But until then: must struggle on. Currently working on adding sloped floors (for Level 2!), but having difficulty. Flixel doesn't have any built-in support for slopes, the only code I could find is many many versions obsolete, and adding new collision-models to Flixel is... owing to its structure, kinda tricky! (Most of the work is done in FlxU, so changing it would require going under the hood with the engine...) ...I'll figure something out sooner or later, but if anyone has any advice, please let me know! (I tried the obvious hack - just cobbling together a bunch of squares to simulate a slope. It works, but the frame-rate hit from the massive increase in colliding-solids is pretty much intolerable.)
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Inanimate
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« Reply #24 on: July 01, 2010, 12:43:35 AM » |
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I didn't get a frame rate drop at all.
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PleasingFungus
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« Reply #25 on: July 01, 2010, 10:23:25 PM » |
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I didn't get a frame rate drop at all.
Interesting! On further experimentation, it turns out that I was getting a frame-rate drop regardless, with enough wine on the screen. The crude slope implementation exacerbated it, but didn't create it... ...anyway. New version up! It has multiple new features. See if you can spot them all!
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Ness Kain
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« Reply #26 on: July 02, 2010, 07:11:43 AM » |
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This is a really neat concept... It plays pretty well so far, but I feel like it's a little too simple right now. There are a lot of things you could do to add interest/variety... Presumably you have plans, but it's worth noting anyhow. Did you plan on doing all of the graphics and music yourself? I would consider it a joy to provide both, if you would like that. 
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PleasingFungus
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« Reply #27 on: July 02, 2010, 11:56:13 AM » |
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This is a really neat concept... It plays pretty well so far, but I feel like it's a little too simple right now. There are a lot of things you could do to add interest/variety... Presumably you have plans, but it's worth noting anyhow. Yeah, I basically agree. It's fine for a first level, I think - maybe even without the water-drops? - but it needs more mechanics, more elements, in later ones. The design was originally for a 3-day project, and it's proving a little bit tricky to flesh it out to a 30-day one... I'm going to definitely take some time today or tomorrow for some intense brainstorming, for that very reason. Did you plan on doing all of the graphics and music yourself? I would consider it a joy to provide both, if you would like that.  Well, I was planning on just leaving it in its current style... Haha! Joking. No, I have SECRET PLANS for the graphics (I'll PM you about those), but I had no idea about what to do for the music. I'd be happy to collaborate with you on either or both!
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HybridMind
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« Reply #28 on: July 03, 2010, 04:16:58 AM » |
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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.
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.
Quite a cerebral concept this game and a challenge to pull off for sure but seems you are making very impressive strides on capturing it with your prototype!
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Jonathan Whiting
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« Reply #29 on: July 03, 2010, 04:42:41 AM » |
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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.
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