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