Show Posts
|
|
Pages: 1 2 [3] 4 5 ... 15
|
|
41
|
Developer / Playtesting / Re: Nudo
|
on: August 17, 2010, 02:01:10 AM
|
|
I like! The puzzles were fair, and I finished it in a single sitting. Nice graphics, soothing (if slightly repetitive) music. My only two gripes is that I kept pressing space instead of W to jump, and that the reset sound was too loud.
|
|
|
|
|
42
|
Developer / Playtesting / Re: Minecraft (alpha)
|
on: August 16, 2010, 11:16:08 PM
|
On a slightly off-topic note, I don't think a game such as Minecraft can ever be challenging or difficult. Not that there's anything wrong with it, but in a setting in which the player is given so much freedom it's almost impossible to make an AI that can challenge human ingenuity.
I am intentionally designing enemies in a pretty retro way where enemies behave somewhat predictably, and if they beat the player it is because they cheat, not because they're clever. Beating a cyberdemon in Doom wasn't difficult because of the AI, it was difficult because it has a flipping rocket launcher instead of a right arm! I think achievements, if there are any, should be entirely clientside, and have absolutely no effect on the game. That way, they're just intangible milestones and nothing more, which is really what achievements ought to be. Also, make them HYUUUUUUUUUJJJJJ. 2 million digs!
Yes! With achievements that affect the game, it'd be way too easy to just hack your way into getting it, and I don't think having unlockable content like that fits the rest of the feel of minecraft. For achievements, I want both the OCD crazy ones (Dig the Gobi: Dig 1295000000000 blocks of sand) and achievements that encourage players to try different areas of the game (Episode 3: make a pig fly over frozen lava)
|
|
|
|
|
43
|
Developer / Playtesting / Re: Minecraft (alpha)
|
on: August 16, 2010, 03:06:31 PM
|
I'm not so sure about this Dear Notch thing, haha. I'm trying hard to integrate myself into the tig community (so I can destroy it from within!! MUOAHAHA), and that's not helping. 
|
|
|
|
|
44
|
Developer / Playtesting / Re: Minecraft (alpha)
|
on: August 16, 2010, 09:02:20 AM
|
|
Makes sense.
In fact, I can imagine some prospecting tools working similar to that, as long as it's clear to the player that they only check a single straight line into the rock.
|
|
|
|
|
45
|
Developer / Playtesting / Re: Minecraft (alpha)
|
on: August 16, 2010, 08:16:13 AM
|
Are you saying yes to me or Titch?  To you! The tuning fork is less obvious.. How would it work specifically? It could just measure wall depth in a straight line from the face you clicked, I guess, and that would be trivial to implement.
|
|
|
|
|
47
|
Developer / Playtesting / Re: Minecraft (alpha)
|
on: August 16, 2010, 03:38:14 AM
|
My issue with the skeletons is when spelunking.. I can hear them somewhere nearby, and I get really tense. Then a skeletons pops out, there's an instant "TWANG!", and I shriek and fall down a cliff into a large pitch black cave. It was memorable the first couple of times, but it's starting to get annoying, honestly.  Giving them a short aiming bow+attacking animation would make it easier to dodge (especially if I make them lead their shots), and would feel more fair. Then, to make the game harder again, I add skeletons riding spiders. While on fire.
|
|
|
|
|
49
|
Developer / Playtesting / Re: Super Crate Box
|
on: August 16, 2010, 12:03:01 AM
|
If you're good, the disc gun is very useful and not at all hard to avoid killing yourself with.
Well, it also is the only reason to ever pause and think after getting a crate, and it's rare. So I end up taking chances, and getting myself decapitated. I think it would be more fun if I got kinda screwed when making that mistake, but that there at least were a small theoretical chance that I could use my (potentially) mad jumping skills to get out alive.
|
|
|
|
|
50
|
Developer / Playtesting / Re: Minecraft (alpha)
|
on: August 15, 2010, 11:59:04 PM
|
|
I agree that the skeletons need a tell when they're about to attack, but not that creepers need to make noise. It's possible to kill skeletons without taking any damage and without taking any risks by placing blocks and attacking them from around a corner, but I still want to give them a tell because they can be ANNOYING. Creepers are overpowered, but still fun, so I won't change them. :D
|
|
|
|
|
51
|
Developer / Playtesting / Re: Super Crate Box
|
on: August 15, 2010, 02:03:08 AM
|
|
I played this at BIGJam and absolutely loved it!
After realizing you made the 4h rpg, you're starting to become one of my favorite game designers. :D
I feel like the disc launcher thing is actually slightly TOO suicidal at the moment, though.. I get a crate by accident when trying to kill people with a good gun, then get decapitated. Sure, it's always my own fault, but it feels kinda sudden.
|
|
|
|
|
52
|
Developer / Playtesting / Re: Minecraft (alpha)
|
on: August 12, 2010, 01:44:14 AM
|
|
Guard: I got the pm, I can't really reply anything other than "I want to do it, but we'll see if/when I get time. It's not a huge priority at the moment". :D (His question was about getting more information about servers visible via the website for third party apps)
The main difference between Alpha and Classic terrain generation (other than the infinite size thing), is that classic made heightmaps and created 3d levels from that, while alpha does proper voxel maps from the start, permitting overhangs and arches and floaty bits.
As for sharing a copy.. If the server is running in "online/secure mode", it will verify that people who join the server are really logged in to the website under the same name they try to connect to the server with, and that they're not playing on another server. This ensures that people can't impersonate other players, gives a very strong penalty to getting banned from a server (a proxy won't help you, you need to buy another copy of the game to get around it), and also prevents pirates from playing online on servers in that mode. But since it's a bit DRM-y (what would happen if minecraft.net went offline, for example?), and doesn't work at all in offline mode like in lan parties, you can choose to start the server in "offline/insecure mode", where it won't do any verification at all, other than not letting two people share the same name in the server. It will be possible to combine insecure mode with a simple password system.
I'd obviously prefer it if everyone playing the game bought it, but I'm not going to hunt anyone down over it. And I especially won't hunt down people who just let their friends try the game on their accounts or such.
|
|
|
|
|
56
|
Developer / Playtesting / Re: Minecraft (alpha)
|
on: August 08, 2010, 05:44:55 AM
|
Another good omen would be to have a big red eye appear on the moon and look around.
That is creepy. Way creepy. I just might end up doing it. :D
|
|
|
|
|
58
|
Developer / Playtesting / Re: Minecraft (alpha)
|
on: August 08, 2010, 01:44:58 AM
|
|
Haha :D
After multiplayer survival mode, I'm going to have to both do some balancing, and add some later game challenges of some kind. Potentially megabeasts. Or ill omens followed by a night of absolute horror (how would you see the omens if you're in a cave?)
Food also needs a few tweaks. At the moment, the most efficient way is to just run around randomly at day, killing pigs
|
|
|
|
|