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1075876 Posts in 44149 Topics- by 36119 Members - Latest Member: propmaster

December 29, 2014, 12:12:49 PM
TIGSource ForumsFeedbackPlaytestingSnakes in a 3-Torus (Experimental)
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Author Topic: Snakes in a 3-Torus (Experimental)  (Read 222 times)
Bcadren
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« on: June 01, 2014, 11:17:19 PM »

Requires Unity Webplayer. (No idea of any other requirements; I've only played it on my own machine.)

Created this as an experiment in placing a simplistic classic game into a much more complex environment. From my point of view, I think it worked; it's quite reasonable, though produces a unique challenge that other snake variants do not. Anyways, feedback about any bugs that remain (some may exist on slower machines that don't exist on my PC, I've had that happen on a previous project) and accessibility/feature requests/cameras. I think it works, but the public releases hadn't proven very popular, so I need help in discerning something accessibility-wise or flashy/art-wise to increase the player popularity.

Suggestions I'd gotten other places and hadn't decided if I want to use yet or not (if more people agree with them I will at least try them.):

[Graphical]
Making the apples/pellets smaller.
Animation/tail-shrinking on the last couple before they disappear.

[Camera]
Changing the main camera (either 3rd-person over-shoulder PoV or increasing the FoV).
Making the alternative cameras larger/more usable/giving them more screen space. (Particularly someone thought that two isometric cameras from opposite sides of the area would be more useful than the one FPS camera).

[Tutorial/Difficulty/Levels]
More Levels/Modes (Starting with first person classic snake and working the player's tolerance up).
Larger playfield. (it's 6x6x6 right now).

Public:
http://www.kongregate.com/games/Lord_Lucien/snakes-in-a-3-torus

Newgrounds-Members Only:
www.newgrounds.com/projects/games/773080

[This is my first post here. I'll be heading over to the introductions to talk about myself immediately though. Smiley ]
« Last Edit: June 01, 2014, 11:57:09 PM by Bcadren » Logged
Quicksand-S
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« Reply #1 on: June 02, 2014, 03:25:56 AM »

My only major issue is that the controls sometimes take half a second to respond. My guess is that it's due to the pretty large grid, so it takes a while for my snake to move into the next cell before turning. Apart from the delayed turning, I found it very easy to control.

Smaller pellets could be good, but I don't see it making a difference.

Changing the camera to third-person might cause more problems than it solves, because the player's peripheral vision wouldn't be equal anymore. It might also require you to hide obstacles so that the camera isn't blocked, but then the player won't know to avoid those obstacles. I think the current camera works well. A slightly higher FoV might be all right.

Bug? I seemed to die while passing through a small space. I'm 90% sure I turned in time to avoid the tail in front of me, but I got game over anyway.

This game works fairly well, but it doesn't feel like a Snake game at all. It actually feels like a fast-paced dungeon-crawler in a constantly-changing maze. I just keep looking for openings and heading for them, never caring about the fact that I'm the one making the maze. I'm not sure that's a problem, but I am wondering if the game might be more appealing to people if it wasn't called a Snake game or made to look a bit like one.
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cod3r
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« Reply #2 on: June 04, 2014, 10:06:19 PM »

I had idea to make a game like this myself, only not snake, but 3D labyrinth. After some thinking about game mechanic I decided that it will be to complex for players.

I think the biggest problem is that the player can only see what cells are in front of him, and not what in sides.
Like others, I recommend you to increase FOV, third person view might also help, but it will bring another problems, as Quicksand-S already said.
I really like controls, this part works better than I expected Smiley
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