YolkfolkThe Dizzy Fansite
Community discussion

Humbert's games - concepts and progress

Started by Humbert on 10 March 2009 • 16,163 views

37 posts
#54387
I don't like making progress threads really - for many reasons, including that I don't finish the HUD, border and room names until the very end, so any screen captures look a bit pants.

Plus, I have a kind of wariness that describing any ongoing attempts will exorcise my creative drive, rather than doing so through the game creation itself.

Nonetheless, I'm hoping this will actually do the opposite. I'm stalling - my progress is very slow indeed - and perhaps letting some of it leak out there will help reduce the blockage somehow.

Anyway, most people will have likely read the compo thread and seen that my attempted entry is "Starship Dizzy". It's set in the future, and focuses on Captain Dizzy - an inhabitant of the planet Yolklon IV. The idea is based on Star Trek but aside from some concepts like turbolifts and "beaming down" (I included a couple of sound effects from the TV show too) none of the game story is actually based on Star Trek itself.

(Oh okay, there's a homage to "City on the Edge of Forever", and another one to Trek-spoof Galaxy Quest. But it's not a Star Trek game - just copying some of the cosmetics for fun.)

I've changed a couple of things since the compo announcement - including the fact that instead of looking for five pieces of a mysterious and powerful artifact, you're looking for five pages of a mysterious and powerful document.

My early map sketches had a doodle of 'pages' in the place where the quest artifacts should be, but the plan was to have it be five segments of a single device: a gun, or a suit of armor, or five segments of the Key to Time, or whatever!

But I couldn't do anything that was recognizable as a piece of an artifact - even though each segment flashes different colors (which should be the main indicator) it still didn't actually look like anything no matter what I did. Plus, one of the pieces is being held aloft by a single balloon - which oughtn't to be able to hold up anything very heavy at all.

So I went back to the early sketch and made them pages/scrolls. It won't make any difference to the gameplay, and should necessitate only a minor alteration of the backstory.

At this point, I may as well break up the text with a screencap:




There are five planets that you must visit, flying the Starship Eggbox between them as you hunt for the five pages of [whatever]. I've mostly completed three of the planets (little details still to be added, but the basics are there) and I'm working on the last one now. The penultimate one was simply boring me (the design is a tad dull, and I had stalled in my progression) so I decided to skip ahead and come back to Xylon IX later. I hope that my enthusiasm will have picked up a bit when I do return to working on that planet.



That's a small bit of the planet in question right there.

I'm not sure if it was a good idea, in retrospect, to design the game with so many custom tiles. (Even a lot of the stock ones are recolored to make them more interesting.) The game looks fairly nice (to me, anyway) but it sure takes a long time to complete this way! Most of my time has been spent drawing tiles (with a fair amount spent coding) which makes me bored with Dizzy-game-creation by the time I get to putting them down on the map!

Even when I finish the gameplay, besides drawing a HUD, and a border, and a title screen, I'll want a brief intro and outro to bookend the game. So there's still a ton of work to do before I even think of working out bugs and looking for beta-testers. And now I'm all depressed again...




BTW, does everyone have trouble gauging if their games are too easy or too hard? It's difficult to pitch the level - especially when you're rubbish at games like I am, and all of them are impossible!


Thinking of the future, my next game (I had it worked out if "Starship Dizzy" was going to be incomplete due to lost files - which were subsequently recovered) will be a very small one called "Dizzy Rascal". It focuses on a young and rebellious young Dizzy whose quest is to escape from his bedrrom where he has been grounded, and cause as much mayhem as possible! Smashing windows, vandalizing, that kind of thing.

The idea was to create a different approach to puzzles - no "bring the bucket to Dora" style solutions, since you're not out to help anyone but to harass them - but in practice the puzzles seem to be a tad on the boring side due to the limitations. I still like the idea, though, and hope to complete it fairly rapidly after "Starship Dizzy" is all done.


Looking even further ahead, I have started to fall in love with a time travel concept. In a cross between Quantum Leap and Life on Mars (only in the set-up, not in the story or gameplay itself) Dizzy is knocked down by a car and zapped back to the 1960s. His mother (pregnant with baby Dizzy) is also injured and Dizzy must nurse her back to health as well as figure out a way back home.

I want to include a Back to the Future-style photograph that you can consult at any time to see how much Dizzy has faded from the picture. When he's gone, you are erased from existence and the game is over.


And somewhere else in the back of my mind is an idea for Dizzy marooned on a Lost-style jungle island (I don't think the games ever did a jungle, did they?) full of secrets. Again, inspired by a TV show but not actually based on any of its specifics (although I don't think I can resist populating it with Dharma-style stations to explore).

Do any of these ideas sound feasible, or enjoyable at all?
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#63338
lol Dizzy has big ears.. cool.

I have no idea how you can tell if a games to hard to easy.. as you always know exactly what do to.. lol
I guess as long as the player 'understands' what they have to do and its logical to a degree thats good enough.. after all sometimes the most obviously solution is the one we always miss. or don't bother trying.



Like the idea of Dizzy in space, I've not played a spacey dizzy game myself.
its all looking rather promising hope you keep your inspiration and finish it..
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#63339

The screenshots look great! and the ideas you've given sound really good too. {yolkfolk}:clap:

the danger with doing large games is that you can become fed up of coding it. i try to vary what i do, following drawing with a bit of coding, then placing coins for example, then back to coding puzzles etc. so i'm not spending loads of time on one job. It can at times seem like there is absolutely loads left to do, but the jobs list soon comes down, and in a week or so you'll be surprised how far you've got with it, so keep at it!

The intro and ending don't have to be too complex, simply a room or two with dizzy in there, and a load of messages, so unless you're planning major fireworks in them, i wouldn't worry about coding them. :smile: It is easy to get weighed under with the amount there is to do, if you think about it for too long. The best thing to do is plough on without thinking too far ahead, and before you know it you'll see light at the end of the tunnel!

as Meph said regarding the puzzles, as long as they're fairly logical, most people will get them sooner or later. I generally find that the less logical the item-puzzle combination is, the harder the puzzle becomes. The danger is making them TOO hard, as it is very easy to convince yourself that a puzzle is dead easy. The beta testers will be able to help you with whether they're easy or not.

Anyway, keep at it! it's looking and sounding really good, and i'm looking forward to playing it! {yolkfolk}:clap:

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#63341

I love the idea of this one {yolkfolk}:clap:
The screenshots look well smart {yolkfolk}:thumb:
Stick with it Humbert {yolkfolk}:dizzy:

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#63342

It's looking great humbert! {yolkfolk}:thumb:
I too found gauging how difficult the game was on my 1st and probably will on the new one as well, but as Jamie said, the beta testers will help you with that!

I think you are doing the right thing and stepping away and doing other parts.
It helps, as you maybe able to come up with something that will work better!

loving the idea's on the back to the future type game!

good luck with it!

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#63345
About puzzles, the danger is not to make them too hard (unless you target novice players), but to make them ilogical. Different players have different skills in solving them. What may seem hard for some, might be too easy for others. But, even if someone has to use an walkthrough, the solution must make him say: "Oh, that was so obvious! How could I missed it?". If he's still puzzled and say "Oh, that's stupid!", it's not good.

At some level, you must take care the solution to actually work in the real life, or in the well established game's universe. There must be a strong or subtle link between puzzle and solution, but there definitely must be a link that any player could see, even with some help (tips from other characters, books, observations, etc).

Also take care for other similar items that could have the same effect in a puzzle. I mean if you must take some water and you have a cup and a bucket, you should be able to use them both, or specify the reason why one is not working ("too small, have to find something bigger").

Good luck!
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#63346
yes in the game I posted earlier it has two items that will catch water, finding a valid reason why a bowl wont work but a cup will is quite hard and my work around was rather lame lol, but hey it wasn't even intended to be a game to begin with.

My experience over the last few years is people just don't try anymore and leap for a walkthru the very second they get stuck, I guess the surfing gamer has got so used to clicky flash games they don't need to do much thinking, add something like left click and hold to bring up a verb disc and they are totally confused
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#63347

Looks really good, im looking forward to having a go :smile: {yolkfolk}:clap:

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#63352
The screenshots look rather good Humbert, good luck with the game :smile:
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#63424
Thanks for the kind words - and the advice - everybody.

Still a long way to go, but I spent all of today finishing up the basics of the game. So at least the major map, graphics, and coding are in place. Yay!

Left to go: much graphical adornment (including quite a few custom tiles, so a lot of work yet); a couple of baddies and other harmful things; the coding that will actually let you win the game(! but it's a very small matter really); intro and outro (nothing fancy shmancy, but several graphics to make for this); hud and border; find music (I was gonna use some MP3s of z80 music - turned into OGG files - but it's not worth doubling the game's file size just for that); and fix the colors of nearly all the dialog - too much green - and add quite a few speeches that are currently missing.

Phew! And that's not counting the bugs (see the DizzyAGE Help forum for my latest issue - but I've thought of a workaround if I can't get it to go properly, I think) which are certain to come up.

And... now I'm depressed again...
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#63456
Although I'm not finished with the game quite yet, I decided to "skip ahead" and do the border, HUD, and loading screen.




I know some won't like the border, but I do. I wanted to do one based on the Star Trek: The Next Generation style LCARS display. I had to add some fiddly stuff to make it look not terrible, and while it's busier than a border really ought to be, I think it works in the game.

Now I guess I ought to get back to finishing the game itself...
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#63457
lol i love dizzys face expression.

I think the border fits the games look and design (from with with seen so far)
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#63458

I love the cover and the hud :smile:

One small problem though...
How is he going to say "Live long and prosper" with those gloves on :tongue:

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#63459

"Beam me up, Dizzy!" :tongue:

I like the title screen Humbert :smile:

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#63461
that's cool!

and the border is pretty good too. i've seen a lot worse....!
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#63465

All right, I'm pretty sure all I need to do now is name all the rooms. Then it's one big Bug Hunt!

How do I go about getting a couple of them Beta-testers? I can only find so many mistakes myself - there must be dozens I've missed so far! {yolkfolk}:delight:

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#63466
simple, ask for volunteers! i'm quite willing to have a go at it if you want.
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#63475

Ooooh! I like that. Cool lcars effect around the border {yolkfolk}:clap:

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#63485
You can also send it to me on email (see the contact info on DizzyAGE website).
Alex
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#63509
Just putting out another call for beta testers, if anyone has the time and inclination. One kind soul has been good enough to pretty thoroughly test it and give some excellent pointers - and another has promised to do so - but the more testers, the more chance of finding those stupid errors that are doubtless buried in the game. Places Dizzy gets stuck, coding issues for events that I had not anticipated, and so on.

Anyone interested?

The game's more or less ready to go, I reckon. Until any new feedback comes through showing me some really dumb mistake I've made that I didn't know about!

Actually, regarding this Easter Competition: I know the deadline is May 1st, but do all games wait to "go live" until that date, or are they submitted to xelanoimis and Adz. M whenever they are individually ready for launch?

Just curious.
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