View Full Version : Lost Temple Dizzy Demo
So, my early experiments have reached fruition.
I have plans for a full game, but this short demo is the very first part of the story. I'd very much like feedback on practically anything- how I've coloured the graphics, the puzzles, the text, etc. before I try to make the full game.
Get it here (http://chthonic.150m.com/dizzy/Lost_Temple_Dizzy_0.1.zip).
I have left Dev mode on for now. Play nice.
I intend to to replace the default loading screen and HUD eventually, but I wanted to get feedback on the nuts and bolts first.
I've got that used to seeing DizzyAGE games using ZX Spectrum type graphics until now. This reminds me more of a Commodore 64 style game.
It makes a really nice change.
I second what macon just said :) a nice start!
Would you like this game to be mentioned on the Coming Soon page of Yolkfolk.com?
24-10-09, 11:02 AM
It's THAT shade of blue in the screenie above, it looks almost identical to the C=64 default light blue border. Just downloaded, going to try the demo now :)
I'm enjoying it so far. It's a great change to have the non-standard colours present, especially the blue sky. Not something I'd like to see in every Dizzy game for sure, but it works really well here. Gives the tree-house village more of a C64 CK Dizzy feel. How far does the demo go? Spoiler: I've found 6 coins and obtained the Scarab Key, but I can't get the boat moving! Is that the end of the demo? I love the boat's name: Yolk Royal :D
Overall impressions are very good. The custom graphics are great, there's cool features in the way of stuff you can 'use' like the telescope and there's good attention to detail; for example, the way the description changes when you look through the telescope if certain conditions are met. I love that kind of detail; it adds to the atmosphere, makes it feel more like a 'true' adventure instead of just swap object x for object y. Sort of gives it more of a point 'n' click feel in a way. It would be cool if that level of detail, time permitting, is added elsewhere - for example being able to examine the kitchen garden, well etc. the mini-cutscene works well with Dizzy wandering off, although at first I thought it was a bug and somehow the game had gotten my 'move right' key press stuck! Maybe you could use brushes to implement the top and bottom borders narrowing effect? Hmm, but then of course you risk cutting out poor Diz! Just ideas... I like the way the characters have more than one use, for example being able to speak to Denzil again about the Scarab Key after talking to Grand Dizzy. Again, gives it more of a traditional adventure feel and I like that a lot.
Trying to find some negatives to balance it out, but I don't have a problem with any of it so far :P
Is that the end of the demo?
Actually, no. The only hint I'll give is to say the solution lies in one of the things you said you liked- but you're pretty close. Just the boat puzzle left.
It hadn't occurred to me that it had gone a bit 'point and click', but I'll definitely keep those elements in. After all, puzzles are tougher when items have multiple uses.
There are quite a few cosmetic changes I want to make (things like changing the alert when you find a coin and the HUD, for example), but they're sufficiently complex that I didn't want to bog down in them early on.
Adz.M, feel free to add it, but I'm not sure how soon 'soon' will be. I'm taking part in nanowrimo, so November is spoken for, but I'll have a bash over Christmas. There probably won't be another version until it's functionally complete and ready for proper testing.
Expect a few more posts in the DizzyAGE help forum as I try complicated things.
Thanks for the feedback, all.
mataeus, try talking to dora again. :)
overall i like it! you get use to the blue background after a while, however i'm not sure that i like that the black colour in all the graphics is now grey, it almost makes the graphics look 'washed out', if you know what i mean? especially as the dizzy and yolkfolk tiles are still black.
other than that, it looks very promising! :v2_dizzy_clapping:
24-10-09, 01:28 PM
A really enjoyable demo.
Plays really nice - its really refreshing to pick up a game, which is logical and just the right level of difficulty for me - without anything seemingly over complex or even any hidden surprises. I liked that even the coin locations didnt rely on hiding behind things, just making the player want to explore items or take leaps of faith etc.
Fun dialogue too - And i cant see any obvious bugs neither - Yay!
I love the colours - echo Jamies comment re: the yolkfolk black outline - if u can lose the outline i think the look will feel much more consistent
I like that Dizzy turns colour when he dies - nice touch
Id b interested to learn how did you manage to get the background to blend in with the tiles?
Great demo, love to see more...
btw, when i played this, dev mode was on - is it supposed to be?
I'll attend to the outlines, then.
The brushes are actually generally in two colours, one darker than the other to fill in what used to be black or transparent. There's no special blending.
Yeah- I left Dev mode on by accident then reckoned it didn't matter much for the initial demo and didn't bother repacking it.
The Dizzys I remember best are the Amiga ports, so the full-colour seem quite natural to me. I don't have the time or the artistry to do a proper job, so I'll keep recolouring as much as possible and only draw when I have to.
24-10-09, 06:20 PM
Just played this and enjoyed it *thumbs up*. I particularly like how you have to get things ready for the boat trip. It reminds me of the use of 'acts' in "Dizzy And The Otherside". Good luck! :v2_dizzy_happy:
Items get lost when you drop them!!!!! Its a real bug.
What, vanish entirely, or get hidden scenery? Which items, and where?
well you can't see them if they are dropped in front of the huts, and other various objects. (noticed it near Dora so maybe it only that one?)
And i dunno about anyone else but i have a hard job seeing them anyway, they get lost in the background and bend in to much, bit like the picnic basket i can hardly see it.
Right, I've fixed the layering issue- pickup items are moved to layer 5 when they're first picked up, so they'll be as visible as Dizzy. I'm not sure it's worth releasing another version of the demo, but it'll be fixed in the final version.
25-10-09, 06:25 PM
just played the demo and liked it very much, i particularly like the nice bright airy colouring - looking forward to finished game :v2_dizzy_clapping:
25-10-09, 08:32 PM
bit like the picnic basket i can hardly see it.
I understand why you say this, but I like the fact that the picnic basket blends well with the environment. It just sort of fits somehow.
yeah but its no good if you can't see it.
Maybe the objects need to be a bit bigger, or make them flash?
add the back boarder around them, make the colours stand out. i dunno.
I liked to look of the game.. kinda reminded me of crystal Kingdom but i had a hard job seeing theses items.
as for the game...took Denzils bling or key and can't find anythings else to do.. i guess thats it? or theres something i can't see and missed?
You might want to try investigating the boat- the demo finishes with the usual 'restart/quit/website' menu so if you haven't seen that there's more to do.
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