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delta
15-08-10, 03:16 PM
I've been having a bit of a play around today:

<img src="http://i402.photobucket.com/albums/pp106/eqixx/Dizzy.png">

Lord Dizzy of Yolkfolk
15-08-10, 06:11 PM
Cool Jamie !!

Im really surprised the official games apart of Spellbound are around 50 rooms or so in the main...wouldn't of realised by comparison they are so much less than the fan games.

For example Sacred World Dizzy (using the count function in the map Editor) is around 250 rooms, the largest of my games, just sort of went that way (some of the rooms however required to link up areas)...maybe should bear that in mind though regarding the official ones.

delta
15-08-10, 07:04 PM
that's kind of why I still think of MSD as one of the best games I made... The size is kinda the same as the official games

Queex
16-08-10, 04:42 PM
What did you use to make the infographic? Is it one of those online chart makers? I think it would be pretty cool if we had something like that where you could show or hide games from various fangame authors for comparison.

delta
16-08-10, 05:32 PM
What did you use to make the infographic? Is it one of those online chart makers?

nope, I used GIMP, and maths :p

Lord Dizzy of Yolkfolk
16-08-10, 06:20 PM
that's kind of why I still think of MSD as one of the best games I made... The size is kinda the same as the official games

Indeed, I think if I was to do another after SWD then it will have been more akin to the size of the official ones and scale down...

Deejay
01-11-10, 09:18 AM
I haven't done a nice shiny infographic version, but when I was designing Clover I did a bit of research to look at the size and puzzle-density of Dizzy games.

The numbers are probably a bit out (I was just after rough figures) and 'blocking puzzles' were those that prevented you getting to certain areas of the map.

Dizzy TUCA: 28 items, 52 screens, 1.857 screens/item
Treasure Island Dizzy: 18 items, 46 screens, 2.55 screens/item, 8 blocking puzzles
Fantasy World Dizzy: 25 items, 50 screens, 2 screens/item, 7 blocking puzzles
Magicland Dizzy: 24 items, 54 screens, 2.25 screens/item, 6 blocking puzzles
Spellbound Dizzy: 25 items, 108 screens, 4.32 screens/item, 10 blocking puzzles
Prince Of The Yolkfolk: 21 items, 33 screens, 1.57 screens/item, 4 blocking puzzles.

I think this shows why Spellbound is a bit of a trek - far too sparsely populated with items, and too much traipsing about. Spellbound does do a really good job with enabling new abilities though, such as the snorkel, flippers, and the mineshaft. Having all these barriers that you should be able to get past helps keep the player motivated.

Personally, I think Fantasy World and Magicland had the balance just right.

The biggest failing in Clover really was it's all horizontal. Tree villages and underground areas in the dizzy games minimised the amount of trekking from one end of the map to the other. Obviously Fantastic Dizzy got around with with instant teleporting from one bit to another, and I think if there was another such large game it'd need that kind of feature.