that pink texture with the green question mark means a texture cant be found, it probly just isnt hooked up to the model right but the flag on the tent has been like that for a long while, just somethin little to get fixed. On Thu, Dec 10, 2009 at 10:48 PM, Chris Riccobono <crysalim@xxxxxxxxx>wrote: > I just went in and tried to do it on the wagon, and I'm seeing more of > what Alan was talking about... it's really a lot harder when you have > to rotate the pieces as well! > > If we keep that rotation we'll have to do something like directly put > the image next to the puzzle like Eric said, just so it's solvable. > The sideways thing really does apply like Alan said, depending on your > random generation of the puzzle, this might be impossible to solve. > > Also a side note: depending on the arrangement of the pieces, models > on the tent below the puzzle will become the pink question mark > squares that indicate a model is missing - I'm not sure what triggers > this but I just wanted to point it out. Here's a screenshot of a > closeup, because it's tiny: > > On Thu, Dec 10, 2009 at 10:40 PM, Chris Riccobono <crysalim@xxxxxxxxx> > wrote: > > I am liking this sort of solution towards the difficulty of solving > > it. I personally was okay with the current difficulty of the puzzle, > > I think it's hard without being way too hard to solve, but I have been > > looking at the progress on it so I might have had the afterimage in my > > head. > > > > So with the book that has an image of what the puzzle would look like, > > that definitely helps a ton with solving. We can defer additional > > difficulty to the puzzle based on how hard it is to find/open the book > > too. > > > > It's good that we have everyone to play and test it though, because > > opinions on how fun or hard things are will be very important as the > > game goes on! > > > > On Thu, Dec 10, 2009 at 9:54 AM, eric drewes <figarus@xxxxxxxxx> wrote: > >> i agree we should definitely have instructions and i think maybe the > book > >> inside the tent has an image of the finished puzzle in the correct > location > >> so if you view the book you'll know what it looks like and we can put a > >> small version of the finished image on the side of the puzzle to let you > >> know how it looks while you're working. If you just solve the puzzle > but > >> don't have the image or finish it upside down, etc. it breaks the whole > >> machine and you get a standard base line of stats that aren't alterable > - > >> HOWEVER the upside is, we could have "oops i broke it" events throughout > the > >> game and if you get a certain number of them like i was saying earlier > you > >> get a "loser's luck" facet that maybe makes you have critical hits more > >> often or affects/influences your character in a bunch of other ways. It > >> would be a neat secret thing or maybe something people build their > >> characters around! :) > >> > >> how does that sound? > >> > >> On Thu, Dec 10, 2009 at 12:44 PM, Matthew Freeland < > mattthefiend@xxxxxxxxx> > >> wrote: > >>> > >>> the face of a clock on one of the corner pieces clearly indicated 12 > >>> o'clock should be helpful. > >>> > >>> On Thu, Dec 10, 2009 at 9:38 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> > wrote: > >>>> > >>>> yeah i defer to eric as well, I just wanted to make sure and point out > >>>> these "spit and pollish" problems so they could get addressed. > >>>> > >>>> btw this puzzle idea of yours kent worked out really well, it was a > >>>> really good idea (: > >>>> > >>>> On Thu, Dec 10, 2009 at 9:33 AM, Kent Petersen <kentkmp@xxxxxxxxx> > wrote: > >>>>> > >>>>> I personally like the idea of having a little text on it but I leave > it > >>>>> up to Eric. > >>>>> > >>>>> On Thu, Dec 10, 2009 at 9:27 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> > >>>>> wrote: > >>>>>> > >>>>>> neato! > >>>>>> > >>>>>> well with the puzzle, you can tell when peices fit together but > there > >>>>>> is no indication which way is up > >>>>>> > >>>>>> yesterday i "solved" it, but it didnt recognize i won because it was > >>>>>> sideways or something. > >>>>>> > >>>>>> how do you guys think we should address that? > >>>>>> > >>>>>> one way would be with art, by putting text on one or some of the > images > >>>>>> that made it clear which way is up. > >>>>>> > >>>>>> another way would be to slightly darken the puzzles peices and when > >>>>>> they were in the correct place / orientation, they would brighten up > to show > >>>>>> you that they were in the right place (although this would make the > whole > >>>>>> puzzle easier) > >>>>>> > >>>>>> theres probably lots of other ways to handle it but those are just 2 > >>>>>> ways that came to mind for me > >>>>>> > >>>>>> On Thu, Dec 10, 2009 at 7:46 AM, eric drewes <figarus@xxxxxxxxx> > wrote: > >>>>>>> > >>>>>>> i like the idea of doing it upside down, etc. causing some other > >>>>>>> affect like breaking it > >>>>>>> > >>>>>>> > >>>>>>> I have a pretty sweet idea actually like, we could have failing at > >>>>>>> certain things affect character creation but maybe if you fail at > EVERYTHING > >>>>>>> you unlock some sorta "losers luck" facet > >>>>>>> > >>>>>>> On Thu, Dec 10, 2009 at 10:42 AM, Kent Petersen <kentkmp@xxxxxxxxx > > > >>>>>>> wrote: > >>>>>>>> > >>>>>>>> It does recognize when you win. The puzzle closes up and the > console > >>>>>>>> says you win. I'm glad everyone is liking it. Wurmz did a great > job with the > >>>>>>>> art. > >>>>>>>> > >>>>>>>> It would be funny that if did it upside down you break it instead > of > >>>>>>>> hack it. > >>>>>>>> > >>>>>>>> I think the preface stuff would be a good addition. > >>>>>>>> > >>>>>>>> On Wed, Dec 9, 2009 at 8:11 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> > >>>>>>>> wrote: > >>>>>>>>> > >>>>>>>>> oh hey kent, does the game recognize when you solve the puzzle? > >>>>>>>>> > >>>>>>>>> if not we should make it close the puzzle and put up a dialog box > or > >>>>>>>>> something saying they won. > >>>>>>>>> > >>>>>>>>> i think i have the puzzle solved but not sure 100% hehe :P > >>>>>>>>> > >>>>>>>>> On Wed, Dec 9, 2009 at 8:04 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx > > > >>>>>>>>> wrote: > >>>>>>>>>> > >>>>>>>>>> wow - that is really fun. > >>>>>>>>>> > >>>>>>>>>> i wasnt sure if a 16 peice puzzle would be too easy but its > >>>>>>>>>> actually kind of challenging to solve (the artwork really helps > with that > >>>>>>>>>> too i think) without being impossibly hard. > >>>>>>>>>> > >>>>>>>>>> question though... what if they solve the puzzle but it's upside > >>>>>>>>>> down or something... it's hard to tell which way is rightside > up. > >>>>>>>>>> > >>>>>>>>>> Hey do you guys think we should put some stuff in for this to > >>>>>>>>>> preface it? > >>>>>>>>>> > >>>>>>>>>> Someting like... > >>>>>>>>>> > >>>>>>>>>> We could put a little electrical panel looking thing on the side > of > >>>>>>>>>> the cart. > >>>>>>>>>> > >>>>>>>>>> When you walk up to it, it says "press E to open panel" > >>>>>>>>>> > >>>>>>>>>> when you open it, maybe a bunch of peices fall out as the door > >>>>>>>>>> swings open and it's like "butterfingers you broke it! You > better fix it!" > >>>>>>>>>> > >>>>>>>>>> that is a bad example cause it doesnt really fit with the idea > of > >>>>>>>>>> hacking the robot but ::shrug:: i dunno, i think we could > embelish the > >>>>>>>>>> experience with some stuff like that. > >>>>>>>>>> > >>>>>>>>>> what you guys think? > >>>>>>>>> > >>>>>>>> > >>>>>>> > >>>>>> > >>>>> > >>>> > >>> > >> > >> > > >