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Less static/repetitive? More interaction?


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#1 Kyon

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Posted 11 April 2012 - 07:18 PM

Hello, so I'm busy on this sideview RPG, and I am designing a castle.
Here is a small screenshot of how it looks like at the moment:
Posted Image

Some basic things you should know about the game:
- You can walk & jump like a regular platformer.
- You can fight using several skills (so there will be enemies in the game too)
- You can talk/read things
- The castle you are in at the moment is friendly
- You have an inventory, you can equip, and you can sell things. (so you can pick up items)

The purpose of this "level" is simply to walk around, read some books, and eventually find this specific room.
But isn't this quite boring?
What can I do to make this 'walk to the goal' less boring or repetitive?
Maybe some interaction on the way there?
Any ideas?


Cheers!

Edited by Kyon, 11 April 2012 - 07:38 PM.

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#2 D1g1talAli3n

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Posted 11 April 2012 - 07:25 PM

It depends on what he can do on his journey. It could kind of be like a treasure hunt. You could put some valuable items he can pick up (if he sees them) and it also depends on what is in the books. Make the books interesting. Perhaps put something in the book that he can use, like a spell, or an item, or a treasure map or something along those lines. I would definitely like that.
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#3 Kyon

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Posted 11 April 2012 - 07:41 PM

It depends on what he can do on his journey. It could kind of be like a treasure hunt. You could put some valuable items he can pick up (if he sees them) and it also depends on what is in the books. Make the books interesting. Perhaps put something in the book that he can use, like a spell, or an item, or a treasure map or something along those lines. I would definitely like that.


Thanks for your reply man! I've edited the main post with some more info about the game, sorry for the lack of information.

I like your ideas, but what kind of treasure are you thinking about? what will you find in a castle? Also I was planning to use the books to let the player know more about the big storyline I wrote, though, your idea about finding useable items in the books is very nice! Thanks! If you have more examples I would be very thankful.
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#4 PetzI

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Posted 11 April 2012 - 07:44 PM

Or you can make the environment more interactive, like have some pots the player can smash, some curtains he can close/open (or slash to pieces), maybe let the player climb some shelves as a bit of an alternate path.
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#5 D1g1talAli3n

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Posted 11 April 2012 - 07:47 PM


It depends on what he can do on his journey. It could kind of be like a treasure hunt. You could put some valuable items he can pick up (if he sees them) and it also depends on what is in the books. Make the books interesting. Perhaps put something in the book that he can use, like a spell, or an item, or a treasure map or something along those lines. I would definitely like that.


Thanks for your reply man! I've edited the main post with some more info about the game, sorry for the lack of information.

I like your ideas, but what kind of treasure are you thinking about? what will you find in a castle? Also I was planning to use the books to let the player know more about the big storyline I wrote, though, your idea about finding useable items in the books is very nice! Thanks! If you have more examples I would be very thankful.

By treasure map I meant something apart from the main storyline, because not everyone will see it so it cannot be a vital part of your story. I meant something he could go outside and look for on his own spare time, perhaps a new map/level/dungeon/whatever that will lead to an optional but useful reward. Kind of like a bonus level.

Also another idea: add people. It always interesting to have a nice conversation

by the way, your game looks fantastic from what I can see! :happy:
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#6 Kyon

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Posted 11 April 2012 - 08:24 PM

Or you can make the environment more interactive, like have some pots the player can smash, some curtains he can close/open (or slash to pieces), maybe let the player climb some shelves as a bit of an alternate path.


Great idea! Smashing stuff for fun, or maybe to even clear your way. Thanks!


By treasure map I meant something apart from the main storyline, because not everyone will see it so it cannot be a vital part of your story. I meant something he could go outside and look for on his own spare time, perhaps a new map/level/dungeon/whatever that will lead to an optional but useful reward. Kind of like a bonus level.

Also another idea: add people. It always interesting to have a nice conversation

by the way, your game looks fantastic from what I can see!  :happy:


Aaah, yeah that's a great idea. As in, some sort of riddle, map, or just a story, which tells you some specific item is in a specific room, though for the storyline, there is no need to go to that room. So like you say, optional. that's awesome!

Adding people in this part of the game doesn't really fit with the storyline. Though, there will be one person you'll talk to at the beginning, but he dissapears fast.

Oh and thank you! I'm trying really hard to make the graphics look even better ^_^
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#7 Adequate

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Posted 12 April 2012 - 03:08 AM

For maximum developer points slowly unravel a mystery about the castle (e.g.: haunted) and slowly turn it from friendly to hostile therefore making the npcs, castle and game itself more interesting

Also can act as tutorial level with seamless transition from easy (friendly) to hard (hostile) difficulty.

Just my 2 cents
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#8 Yal

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Posted 12 April 2012 - 08:23 AM

I'd say that rather than having a tutorial level, you should use the Rule Of Threes to present anything the player should know about.

I read a good article some time ago about how Miyamoto-sensei always builds levels along a certain rule, called the Rule Of Threes. Put shortly, the main idea is that when you introduce a new element of some sort, you always show the player it three times, alone, and only after that may you combine it with previous elements.

Those three lectures are like so:
1: There is such a thing as the GOOMBA!
2: The terrain the GOOMBA lurks in may differ!
3: The GOOMBA does not always come alone!

and then 4:

4: NOW LET THEM HAVE IT! (e.g. place the GOOMBA so that it will walk off a ledge and fall in your head if you're not careful)

This is a very versatile method since you can replace the GOOMBA with any gameplay element:

1: There is such a thing as the SPIKE TRAP!
2: The terrain the SPIKE TRAP lurks in may differ!
3: The SPIKE TRAP does not always come alone!

1: There is such a thing as the LASER CANNON!
2: The terrain the LASER CANNON lurks in may differ!
3: The LASER CANNON does not always come alone!

1: There is such a thing as the BREAKABLE BLOCK!
2: The terrain the BREAKABLE BLOCK lurks in may differ!
3: The BREAKABLE BLOCK does not always come alone!

1: There is such a thing as the ROPE OVER LAVA PIT!
2: The terrain the ROPE OVER LAVA PIT lurks in may differ!
3: The ROPE OVER LAVA PIT does not always come alone!

So the idea is:

1) place the entity somewhere.
2) one screen away, place it again in some different terrain, e.g. so that you face it from below or above.
3) one more screen away, place the entity twice near each other.

4) and a bit further away, place the entity somewhere annoying. Important: This should be the first time it is an actual threat to the player.

It might be a bit hard to get it started, but as soon as you get it going you should notice it.


Use this approach with enemies and breakables, and there should be no need for an actual tutorial level. Preferably, you should have a really short mood-setting intro ("From somewhere... a transmission...") and then a pretty long (5+ mins) playable part, and THEN the real intro. You have to capture the players with how fun the game is before telling them "why the heck they got here" and "why the other guys are shooting them", especially if you have a deep story the player will need to care about. Presenting them a place, a fun level, and some memorable-personality sidekick usually hooks them long enough to watch a 20-minute cutscene without complaints.
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#9 Kyon

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Posted 12 April 2012 - 01:16 PM

For maximum developer points slowly unravel a mystery about the castle (e.g.: haunted) and slowly turn it from friendly to hostile therefore making the npcs, castle and game itself more interesting

Also can act as tutorial level with seamless transition from easy (friendly) to hard (hostile) difficulty.

Just my 2 cents


Ah yes, I now chose to let the player go through an underground passage. I'm more free with adding anything hostile there ;)
Thanks!

I'd say that rather than having a tutorial level, you should use the Rule Of Threes to present anything the player should know about.

--

Use this approach with enemies and breakables, and there should be no need for an actual tutorial level. Preferably, you should have a really short mood-setting intro ("From somewhere... a transmission...") and then a pretty long (5+ mins) playable part, and THEN the real intro. You have to capture the players with how fun the game is before telling them "why the heck they got here" and "why the other guys are shooting them", especially if you have a deep story the player will need to care about. Presenting them a place, a fun level, and some memorable-personality sidekick usually hooks them long enough to watch a 20-minute cutscene without complaints.


This is very helpful!
Though, does this also work in a free roaming game? As in, maybe you have to walk back a part of the level to let's say.. deliver a quest.
Should the enemies/breakables be there again, or stay defeaten/used?
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#10 JAk HAk

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Posted 12 April 2012 - 05:43 PM

Should the enemies/breakables be there again, or stay defeaten/used?

That depends on whether you're going for more of a challenge or a chance for the player to revel in his past victories and accomplishment. You could replace the enemies with more advanced ones that have moved in while you were out, so long as that doesn't break the narrative or cause significant player frustration. Or you could leave it be to remind the player of what he overcame, so long as it's not too long and drawn out.
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#11 Kyon

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Posted 12 April 2012 - 09:06 PM

Thanks all! This is very helpful!
If you have any more ideas I would be thankful! (:
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