18 September 2007
So… we had a bit of a think today about the game. The long and the short of it is: neither Chaz nor I actually like the game as it is. There’s something “wrong” with it, so we had a big long chat about what to do about it, which went like this:
Cas says:
mornin
Chaz says:
evenin
Cas says:
just committed fix for the script panel misbehaving a bit on moonbase level 0
Chaz says:
k
tho i’m not sure about those script things at the mo
i dont know if its just the layout
Cas says:
it’s just the layout is awful
Chaz says:
i was wondering if theyd be better done like speech bubbles
Cas says:
ive got a few others north of that - one that disables security systems (removs 4 turrets) and one that opens an access hatch
i reckon they just need a nice background like a terminal
Chaz says:
hmm k i’ll have another looks
Cas says:
designing maps takes… fucking ages
are we boned?
i mean, 64 of them… phew
it takes a few days just to do one map
maybe they need to be smaller
maybe i should make em… 64x64?
about a quarter the area
what do you think?
bitesize fun
Chaz says:
yeah i think a little smaller
i dont seem to be able to go very far north - u committed the most recent map?
Cas says:
ah you’ll need to edit out an obscruction halfway up
Chaz says:
ah
Cas says:
i was putting in some switches and stuff today to remove that etc etc etc
Chaz says:
k
a couple of things…
its doesnt seem very moonbasey in its design somehow
Cas says:
er yeah it’s not really
well, it’s sort of basey, but not moonbasey
Chaz says:
perhaps needs to be more solid - less 1tile corridors with loads of black around them if you see what io mean
Cas says:
aye
well this level is just like that
but other levels wont be
im going to do 1 level which is jsut one huge massive room
Chaz says:
like maybe better if you make a big block and then make 1 tile walls out of it
to chop it into rooms
for the moonbase anyways
Cas says:
aye
Chaz says:
and its lacking a bit of symettry
Cas says:
deliberately
its an underground base, see
Chaz says:
theres bits that work ok but it doesnt quite feel right
hmm
Cas says:
maybes its because you think its a moonbase
no-one else needs to know we can call it something else
Undeground Alein Laboratory
Chaz says:
and i think its not overly clear where youre going
Cas says:
thats the point
u need to explore
Chaz says:
er
Cas says:
or is it too confusin
Chaz says:
i think its a bit too confusing
Cas says:
maybe shouldnt be level 1 then
Chaz says:
i think it needs to be split into distinct sections - perhaps progressing in the same direction - south to north or clockwise or whatever
Cas says:
this partic level is south to north
with alternate branches off to east and west all the way up
Chaz says:
yep
but i think the branches are too sprawling
Cas says:
well, i might have to cut the map anyway to 64x64 so it wont be so big
Chaz says:
theyre too big and its not overly clear what the main 'branch 'is
Cas says:
the wide corridor down the middle
Chaz says:
if it were a little more symettrical with the branch as like a central axis that would make it clearer - tho not necessrily exaclty symetrical
Cas says:
could make it 4 wide
Chaz says:
yeah its not really clear at the mo
Cas says:
unfortunately its a bit late to go monkeying too much with this map
Chaz says:
er
Cas says:
maybe ill jusdt put it on the back burner and start a new one
Chaz says:
yeah i dont think we should be making ‘finished’ maps at the mo
Cas says:
you don’t?
we need to finisht he game (think)
Chaz says:
well great if they make it in the game but we need to get the gameplay sorted out properly so we should be trying to work out what makes a good map
Cas says:
hm, you not so keen on the gameplay?
Chaz says:
not quite
Cas says:
i was having similar misgivings
something not quite rigth about shooting the gidrahs
Chaz says:
it feels nice running around but it doesnt seem to quite hang tgether somehow
yeah the gidrahs are maybe not quite right
i think its a little confused
Cas says:
could be because theres an infinite supply of gidrahs
Chaz says:
partly cos of level design
Cas says:
probably level design is the issue
its quite a confused level
Chaz says:
yeah maybe make them more limited
and harder
Cas says:
maybe thats because you’re playing “level 1” gidrahs
not “level 8” gidrahs
thats why we needed some nastier ones drawn in black with glowy green eyes see
so we can distinguish really nasty ones from notsonasty ones
Chaz says:
nah i mean its a bit confused in the gameplay - as in on the one hand your running around blasting stuff but on the other hand youve got these little fiddly puzzles and scripty bits where everything stops
Cas says:
well - we wont have many of those at all
maybe 1 or 2 on a level
Chaz says:
well even where they are at the moment i dont think they work
Cas says:
sure its just not coz they look shit?
Chaz says:
like the simple switchy bits are ok but other bits with arrows and stuff dont eally
yeah partly i think is they just dont look like they should be there
they just look like some puzzle put in a room
which is perhaps partly down to the graphics
Cas says:
that’s kinda what they are tho
Chaz says:
but theyre not really any fun
Cas says:
probably best not to make too many puzzles out of em then