on the one hand, the game will be absolutely massive, so I was thinking about doing various 'shortcuts', which would necessitate a slightly different storyline. But on the other hand, when i think about it, with the old way, you'd never really be much more than 20 screens (horizontally) away from any other screen in the game anyway, which is no distance at all really.
hmmmm...
and now an idea just popped into my head about combining them both, which is just stupid, as it would take the number of rooms in the game from being merely insane to being absolutely ridiculously excessive.
Id suggest that if the game is predominantly a space adventure then GAD it is. AHD feels to me like it would be a good name for an earthbound adventure
Or you could combine the 2 & have ' The Adventures of Dizzy the Galactic Hero'
you'd never really be much more than 20 screens (horizontally) away from any other screen in the game anyway, which is no distance at all really {yolkfolk}:eek: OMG?!? {yolkfolk}:eek: Is this your idea of getting Dizzy fit after eating too many mince pies over xmas?
it would take the number of rooms in the game from being merely insane to being absolutely ridiculously excessive Sounds like Alex will need to add those categories to his game classifications :smile:
Good luck with this one - Im lookin forward to it already...
{yolkfolk}:eek: OMG?!? {yolkfolk}:eek: Is this your idea of getting Dizzy fit after eating too many mince pies over xmas?
[/quote]what? that's nothing! Magicland was over 20 rooms across, and Fantasy World and PoTYF weren't far off 20 either!
RRD was 25, MSD was 21ish, and IID, by comparison, was 40 screens across!so i think 20 is very reasonable :tongue:
Or you could combine the 2
[/quote]no no no no no no no!
I've already all-but committed myself to drawing (a lot) more rooms than in IID, i'm not combining the ideas and therefore tripling or quadrupling (or more) the amount of rooms that i have to draw!it would take the number of rooms in the game from being merely insane to being absolutely ridiculously excessive
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Never stopped you before :tongue:
[quote data-userid="150" data-postid="67746"]
his game classifications
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Bravo! That really made my laugh :teethy:
what? that’s nothing! Magicland was over 20 rooms across, and Fantasy World and PoTYF weren’t far off 20 either!
RRD was 25, MSD was 21ish, and IID, by comparison, was 40 screens across!
so i think 20 is very reasonable :tongue:
[/quote]Feverbound is just short of 40 across but then you get to ride the train for some of them {yolkfolk}:delight:
Never stopped you before :tongue:
[/quote]no no, by 'absolutely ridiculous' i'm meaning in the region of 5000 rooms or more... :surprise:
don't worry, 'merely insane' is simply meaning more than IID had :tongue:Small = up to 50 rooms
Medium = up to 100 rooms
Large = up to 500 rooms
Huge = up to 1000 rooms
Merely insane = up to 5000 rooms
Absolutely ridiculously excessive = 5000 rooms plus
However, like in Fantasy World - at the end of the game to get the last coin from the troll required traversing back through most of the game to the start in the dungeon and then back up to Daisy a dozen screens away. This I remember was quite satisfying, as it felt like I was taking a tour of all the puzzles that I had completed.
Still even in a game that small, the player was provided a map to find all the coins to minimise the amount of aimless wandering - and most puzzles weren't too far apart from the items required.
Maybe in a large game, it would be an idea to provide a map to minimise the unneccessary walking or maybe even some kind of compass that somehow indicated how many rooms and in which direction to the next puzzle?
VID was just over 40 rooms across. what is the room limit in dizzyage?
[/quote]i'm not even sure there is one...
I've certainly not found it if there is :tongue:Ah, I see what you mean… But I take it that would be including variations on the same rooms under an if/then scenario rather than a 5,000 room map you can traverse? Also, I agree with Meph – I like big Dizzy games very much, but have never seen the point in rooms existing just to exist. If you’ve got a large underground section then yes, you might have rooms above that that simply cover it up to stop you falling into it, and scenery is lovely to look at, but each room should exist for a purpose otherwise it’s essentially pointless filler… For example, you’ve got point A that’s an item and part of a puzzle, then point C that’s another puzzle, then point B that’s a little ditch in between. You should just drop point B and stitch A+C together.
[/quote]I have to agree with you there. Rooms should serve a purpose, be it simply cosmetic or otherwise. The dimension of a game is set by the gameplay and the feeling that results, not from the agglomeration of "props", be those rooms or otherwise objects in the game.
This is just a long way of saying I agree. :smile:Unless the cave goes straight down.
Maybe in a large game, it would be an idea to provide a map to minimise the unneccessary walking or maybe even some kind of compass that somehow indicated how many rooms and in which direction to the next puzzle?
[/quote]I love the idea of a compass!!! I can't wait to see Dizzy in the galaxy, will he have a space suit????!!!