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adventureman- 03-15-2007
Something Amiss: Chapter Two (Final)
Thanks everyone for helping me Beta Test Chapter Two. I've fixed the bugs folks have pointed out, but a few more may have slipped past me so let me know if you spot any. http://www.somethingamiss.com/chaptertwo/chaptertwo.html Hint Guide http://www.somethingamiss.com/chaptertwo/hints.html

bigmac- 03-15-2007

Tucker... this is amazing. Truly. Now lets make is more so! So, some general feedback: :arrow: The branch outside the cave was WAY too hard to see. I read your walk through and was growing frustrated because I still couldn't find it. I only lucked into mousing over it after panning for several minutes and assuming you'd mis-typed the location. Even after I'd found its hit area, I still couldn't distinguish it visually. Make it brighter, and enlarge the hit area. :arrow: Better yet, enlarge ALL hit areas, particularly for exits. Don't be sucked into the mentality that a door's hit area should be as large as the shape of the door. It should encompass the entire vicinity of the exit. Same holds true with screen edges, make them broad areas that extend out into the room. Ideally, you'd like as little of your screen to be "dead space" as possible... it increases the chances of the user successfully interacting with elements. Just try not to overlap hit areas... give everything its own space. Also, don't rely on the actual shape of sprites as their hit area... the best hit areas are rectangular, circular, or other self-contained shapes with regular geometry and no extremities. If you have a bizarre shaped object, drop a transparent rectangle in behind it to extend its bounding. This will make worlds of difference in successful game play, and will make me very proud :wink: :arrow: Love the temple graphics! :arrow: The maze staircase was a non-objective for me. You were talking it up in the walk through ("what's down there?!?!"), but truth be told I didn't even see it. It's small and tucked into a corner. If a passage has that much weight, make it HUGE. Make a gaping mouth to the staircase the takes up the entire left half of the room's floor. That will really peak my interest. Right now, I didn't notice it, and if I had, I wouldn't have eagerly anticipated exploring it since it seemed smallish and unimportant. On the flip side, I'm eagerly anticipating seeing what's behind that other gate to the left of the star room. It's blatantly obvious as a sealed passage, so is driving me nuts!

fatbuoy1- 03-15-2007

First of all, very impressive! Really liked the twist at the end, got me intrigued :D Anyways, heres my thoughts: - Its been said already, but it was really confusing not being able to see the password... if its at all possible it would be great to see what ur typing. I remember being able to do a very simple password input function in flash a few years ago which should be able to be incorporated. I got the code from the tutorials section in www.flashkit.com - At the beginning I didnt really have a clue what was going on, or what I was supposed to do... it took quite a while to realise my main objective was to cure the sick woman. Maybe some sort of 'I wonder can I help her' dialogue when she collapsed would have made it clearer? - Some 'reaction dialogue' might really hint to the player what way they should be thinking... like when you picked up the log and she said it was heavy it gave me an idea of how big the log was and made it easier for me to make the connection between it and it's use? Even a small, supposedly innocent, comment every time she picks up an object or does something, might just help the player think the same way you were thinking when you made the puzzle? (Dunno if that makes any sense, it did in my head :D ) - Even when the log was used, it was still in the inventory - I agree with bigmac, i couldnt see the branch at all until i read about it in the hint guide. Maybe it fits in wiv the background environment a little too well? - When i tried to click the arrows at the side of the inventory to scroll through it, I kept accidently clicking the rooms exit arrow, got kind of annoying after a while! Can the inventory arrows be moved in a bit more, or the exit area at the edge of each room reduced so the two dont overlap? Maybe the room edge hit areas shouldnt reach down as far as where the inventory rises up to? - Sometimes it was hard to realise where you could or couldnt go in rooms, or where you should and shouldnt go. Like in the bug area in the heart of the jungle, the path carries on at the bottom of the screen, and thers no real reason for not going farther, you just cant. It may be better to have an arrow as if you can, but when you click it she says 'No, i dont want to get lost' or something? I saw the stairs in the temple maze, but like bigmac said didnt really realise they were important till there was nowhere else to go. And it wasnt clear how to get to them because all the columns kind of obstructed my view. I know the room design is maybe harder when you are using photographs, but the composition of rooms makes a big difference to how easy it is for the player to find their way around, and perceive what is important. Maybe you could exaggerate the main aspects of a room, and use natural obstructions like rocks or cliffs or something to block off exits so the player can see why they cant exit right (for example)... rather than there simply not being an arrow there to be able to do it. - Before I got the compass, when I went into the jungle, there were arrows going north, south, east and west, but when i clicked them they went nowhere, with no explanation, and because i couldnt see Alice I wasnt sure whether it had broken or not. When I clicked the bottom arrow she went back to the room with the map. - At the very end I clicked to leave the last room, then changed my mid and decided to try talking to the woman... the screen went black but nothing else happened... not sure whether i broke it or not! But those are the only problems I could think of. The puzzles were great, and I had to turn to the hint guide quite a few times! I also liked the way you slipped in a few 'red herrings'. And the graphics are still brilliant, its obvious you really put a lot of work into them. Overall, it was fun to play while still challenging, and the story is really getting me hooked! Btw, my load times wer long the first time i tried to load the game, for the first room and gorilla room only. After that everything went fast enough, and revisiting rooms was always fine. Great job, thanks!

bigmac- 03-15-2007

Tech stuff: I think you may have an inefficient walkable point layout in the skull room. Seems to take the app a second to calculate a path. I've seen this happen on occasion when you get an extremity in your grid that the CPU burns cycles over while processing the dead lead. Even on simple grids, an awkwardly placed point can mean the difference between 10 and 10,000 processor cycles (depending on how the math works out). This isn't a bug in the pathfinder, it's just a unique circumstance where every optimization tactic is defeated and the algorithm ends up doing the maximum amount of work possible to reach a conclusion. But the good news is, just tweaking the points a little is generally enough to tip the scales back in favor of the optimization.

fatbuoy1- 03-15-2007

Oh and in the jungle in the bug room, when i went to pick up the bug after trapping it, alice walked over to the left of the screen then back again for no real reason. Random walking occurred a few different times throughout the game. No big deal like, but just so you know :D

bigmac- 03-15-2007

Oh and in the jungle in the bug room, when i went to pick up the bug after trapping it, alice walked over to the left of the screen then back again for no real reason. Random walking occurred a few different times throughout the game. No big deal like, but just so you know :D This occurs because of walkable area layout... The Lassie walkable area system is rather clever (if I don't say so myself), but I'm seeing that it's often not used to its capacity. When I have some time I'll write a full article on it. In the meantime, Tucker, we'll have to get together and polish up some floor layouts. I've found a few rooms that could be optimized.

bigmac- 03-15-2007

Okay, and I just finished it... FRIGGIN' AWESOME. Holy cow, Tucker, NICE job. Spectacular, and to think that I was seeing the "early" artwork back in January. You pulled this thing together in just a couple months?!?! Wow. Oh, and here's one for you: I built the damn engine and I have NO clue how you did the heart of the jungle. Care to explain that micro-masterpiece? Oh, and I'll build you a quick FLA file for the password access.

NigeC- 03-17-2007

i can't say much more thats already been sed, like greg i the stairway to the maze had me a bit confused, i just assumed it lead to the skull cave and the walk area was a bit off, i didn't read the past comments and just played it.. it was at that point i was just got totally stuck and had to look at the hints... then the "what maze?" blank look set in lol very surreal m8, those damn ATM machines just get everywhere don't they ? :lol:

bigmac- 03-18-2007

very surreal m8, those damn ATM machines just get everywhere don't they ? :lol: LOL... yeah, I would have been thourghly confused by that had I not read the book. As such, it made perfect sense (scary, isn't it?).

adventureman- 03-19-2007
Wow!
Thanks for the feedback everyone! It's really great to get this kind of critique. I'm part of a writing group and we do these roundtable workshops on pieces that we've written. Never dreamed the same thing would be possible with game development. But now I've got so much to work with....the final release will be that much smoother thanks to you all. Much oblidged... Tucker :D

bigmac- 03-19-2007
Re: Wow!
I'm part of a writing group and we do these roundtable workshops on pieces that we've written. Is that some kind of club that meets in DC? If so, I'd be interested in the details, I'd like to join you guys. Also, did you get the password module that I built for you?

Matt Kempke- 05-08-2007

A couple of weeks ago I played Something Amiss Chapter 2 but didn't make it to the end, because I didn't have the numbers that you need to press on the wall at the end of the temple maze. (I was in a hurry so I stopped playing). Over one week ago I replayed it finally ... It's really good! The mood is quite perfect when alice realizes she's not in the hospital anymore (music & her expression) ... When I played chapter 1 for the first time I wasn't sure into what direction the game was going. After the ending of part 2 I'm hooked :) ... and replaying chapter1 afterwards is a lot of fun! Can't wait to read the novel.

Matt Kempke- 05-27-2007

Read the first 100 pages so far! Really Good! Can't wait to continue reading ...

bigmac- 05-27-2007

There you go Tucker, you're getting an international reader-base!

adventureman- 05-27-2007

Thanks for the kind words. Glad you like the book. The story's changing slightly for the game incarnation, but the basic premise will remain. The next few game chapters will tap more fully into Alice's new abilities. It's a tricky balance deciding how much to reveal each episode. (Now I know how the creators of Lost or the X-files feel!)

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