[project1dev] Re: puzzle

  • From: Chris Riccobono <crysalim@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 10 Dec 2009 22:59:40 -0800

Ok, that's good to know, I was worried a lil :)

On Thu, Dec 10, 2009 at 10:58 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
> 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?
>> >>>>>>>>>
>> >>>>>>>>
>> >>>>>>>
>> >>>>>>
>> >>>>>
>> >>>>
>> >>>
>> >>
>> >>
>> >
>
>

Other related posts: