[project1dev] Re: puzzle

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 10 Dec 2009 22:58:55 -0800

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?
> >>>>>>>>>
> >>>>>>>>
> >>>>>>>
> >>>>>>
> >>>>>
> >>>>
> >>>
> >>
> >>
> >
>

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