Author Topic: A Valley Without Wind 2 - a full sequel free for existing customers - is coming.  (Read 90766 times)

Offline Erkin

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Well, perhaps I misunderstand what 8-directional aiming is in your parlance.  If you're running forward, you can fire forward, or up at an angle.  If you stop, you can fire up.  If you duck, you can fire low shots forward.  If you jump and press down, you can fire shots down, or you can hold forward and down to fire down-forward.  To fire at anything behind you, you have to turn around.

It's the same system as Cave Story except:
-Valley 2 lets you duck and do low shots (Cave Story that's irrelevant since you are only 1 tile tall anyway).
-Valley 2 lets you shoot at the 45 degree angles.

I don't think that a mouse setup would fit well with those constraints.  For one thing, it would be incredibly easier to aim at the angles since you would not also have to move in those directions.  That gets us right back to the problem of where we were before.

The game will keep the fast paced rythm of AVWW1 (and all kinds of dash) despite this controls ?
Lately, I liked Hard Cops Uprising with this system of controls, so why not.

Offline LaughingThesaurus

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What I meant along the lines of aiming was that if you had your mouse pointed more up than say, an angle, then the game would interpret an attack input as 'fire up if possible'. You'd basically fire off an attack locked at the closest valid angle for where you were aiming with the mouse. Would perhaps be awesome for people who still kinda want mouse aiming, but who would still be locked in the same constraints as any other player... particularly if you've got a gaming mouse with at least four buttons.
It's not something I guess I'd see myself using. The game seems to lend itself more to a gamepad in the format as far as I can tell, but I was just curious if that would be a possibility.

Offline LintMan

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Re: Bummer
« Reply #152 on: October 02, 2012, 09:33:55 pm »
I don't like playing with gamepads and never really liked castlevania or those sorts of games.  (In general, I dislike console games)  So the move towards making AVWW2 more focused on console-like retro gameplay is really really disappointing.  Neither does keyboard-only aiming appeal to me, which I gather is intended to just make the aiming/targeting harder.

.....but the first game was based on Metroid-vania and console platformer concepts to begin with, wasnt it?   That's how it felt to me.   Run around, explore big areas, get the items that you need in order to continue (in this case, crafting items usually), and then go through areas that you couldnt before.    Not to mention the gameplay was about as console-tastic as you could get.  Pure platforming, run and jump and shoot and dodge.

Well, I played AVWW on the "I don't want to be the second cousin of the nephew of The Guy" platforming difficulty setting, and if there was a setting that let you hover around instead of jump and fall, I probably would have used that.  I generally hate console-style platforming, especially "jumping and timing puzzles", but between the easiest setting and the triple jump, rocket jump, teleport, and speed booster all boosting the freedom of movement, AVWW generally managed to make its platform aspects mostly acceptable or sometimes even fun for me.

I've never played Metroid - only Castlevania and some arcade equivalents, and my biggest mental associations with that game genre are:
- frustrating jumping and timing platforming puzzles
- awkward control scheme
- very limited ability to take damage or recover from it
all of which are big negatives for me, and all of which were not an issue for me in AVWW.

But for AVWW2, the platform difficulty adjustment setting is gone, the controls are trying to emulate those console games, and health is being lowered.  So ironically, the things that made AVWW less like a Metroidvania game were things that let me enjoy it more.

Offline tigersfan

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We're really trying to avoid jumping and timing puzzles, as a rule. The focus of the game should be on the combat, not on the platforming.

As for the control scheme, give it a try before you completely dismiss it, you might be surprised. :)

Offline Bluddy

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I'm really glad to see that you guys have done some research with regard to other platforming games, control schemes, etc. Please stand by your design - at least until it's been viewed by the ranking 'experts' on the forum (I'm sure you have a good idea of who they are) - and don't buckle under pressure to change things before they're even out.

I highly recommend the games Binding of Isaac and Spelunky if you haven't played them already. IMO they're the best examples available of random terrain generation of the kind you're talking about, and some of my favorite games of all time. Spelunky is also free and BoI has a demo.

Offline LaughingThesaurus

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I want to clarify I'm not asking for the game's philosophy to change. I think the design of it looks really nice and solid and I genuinely want you guys to keep your eyes firmly focused on that. Buuut... I keep asking theoretical questions, and I'm just wondering if that partial-aim would help bridge the gap between people who loved AVWW1 and the people who should play AVWW2. since I've seen that kind of thing done before with limited aim games.

Offline Teal_Blue

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When I was a bit younger I went to boarding school, and even before it was time for me to get ready to leave, I started feeling homesick, and I hadn't even left yet. 

That is sort of what I am feeling here with AVWW1, and we haven't even got out the gate with AVWW2. I just wish people had given it a better chance and tried to understand it better. Though I am just as guilty as anyone else of 'asking for one more feature', which makes me feel like I sort of contributed to it not being what it should have been, but sort of a mashup of everything all of us were pitching.

Anyway, so long and hang in there AVWW1 we will miss you, we loved you, but I guess not enough...

-T

 

Offline Panopticon

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But it's not going anywhere.

And it's getting a sequel, that to me, goes back to the original themes and ideas that attracted me to AVWW in the first place.

I really do like AVWW too, but my biggest criticism of it is that it feels unfocused. It's a lot of fun as a platforming and exploration action game. I really enjoy the strategies behind powering up. And all of those activities are very focused if you use all of the tools at your disposal. But without an endgame and fail-states it really loses the feeling of urgency, direction, thrilling victories and stunning defeats. Come to think of it, those feelings are what I love so much about AI War. Arcen knows how to do this and they do it so well. Sandboxes are fun, they have their place and I really enjoy them when the mood hits. AVWW will probably have a permanent place on my drive, right next to AI War. Still, something tells me that when all is said and done, I'll get more out of Valley 2 as a game than out of AVWW's endless action sandbox.

Offline Giegue

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I just hope they'll answer the question of who or what caused this tragedy.

Offline Lancefighter

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Sorry guys, I tried to harness the dyson sphere. Turns out, it exploded. And uh. The entire galaxy died.
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

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Offline Misery

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Re: Bummer
« Reply #160 on: October 03, 2012, 05:50:10 am »
I don't like playing with gamepads and never really liked castlevania or those sorts of games.  (In general, I dislike console games)  So the move towards making AVWW2 more focused on console-like retro gameplay is really really disappointing.  Neither does keyboard-only aiming appeal to me, which I gather is intended to just make the aiming/targeting harder.

.....but the first game was based on Metroid-vania and console platformer concepts to begin with, wasnt it?   That's how it felt to me.   Run around, explore big areas, get the items that you need in order to continue (in this case, crafting items usually), and then go through areas that you couldnt before.    Not to mention the gameplay was about as console-tastic as you could get.  Pure platforming, run and jump and shoot and dodge.

Well, I played AVWW on the "I don't want to be the second cousin of the nephew of The Guy" platforming difficulty setting, and if there was a setting that let you hover around instead of jump and fall, I probably would have used that.  I generally hate console-style platforming, especially "jumping and timing puzzles", but between the easiest setting and the triple jump, rocket jump, teleport, and speed booster all boosting the freedom of movement, AVWW generally managed to make its platform aspects mostly acceptable or sometimes even fun for me.

I've never played Metroid - only Castlevania and some arcade equivalents, and my biggest mental associations with that game genre are:
- frustrating jumping and timing platforming puzzles
- awkward control scheme
- very limited ability to take damage or recover from it
all of which are big negatives for me, and all of which were not an issue for me in AVWW.

But for AVWW2, the platform difficulty adjustment setting is gone, the controls are trying to emulate those console games, and health is being lowered.  So ironically, the things that made AVWW less like a Metroidvania game were things that let me enjoy it more.

Which Castlevania games did you actually PLAY, though?  If it's any of the very first three games (back on the NES), or any of the early Game Boy titles, they dont count, as the series has moved on from that.  The "Metroidvania" style of play did not show up in that series until Symphony of the Night.  None of the later games have much in the way of irritating controls either, but the FIRST three games pretty much invented the idea of really awkward character movement.  It's very, very easy to die in those early games simply because your character is so sluggish and utterly terrible at jumping and cannot run at all (or even walk very fast, usually)

The very limited ability to take damage bit also suggests it was one of the early games.  In the Metroid series.... even in the very first....  usually you can take 8 squillion hits and keep going.  Samus seriously has to get hit REALLY REALLY OFTEN in order to actually be defeated (and this is the case in MANY Metroidvania games, including Symphony of the Night and most of the Castlevania titles that followed it).   Also, the Metroid games never did anything with "timing" when it came to jumps and such.   Hell, did the first three games have ANYTHING like moving platforms and whatnot?  I dont believe they did.  I know the first one sure didn't.   Those games were about exploration, not about trying to jump around without landing in insta-death spikes or a pit (again, that was the old Castlevanias that did THAT bit).

Most Metroidvania titles are actually very, very easy games (which is a problem I have with them) that focus almost too hard on exploration, and not all that often do they have things like spikes or instant-death pits or stuff like that.

AVWW is like that to me as well.   The highest platforming difficulty, to me, only does one thing: make spikes do lots and lots of damage.  Other than that..... getting around is usually very easy even on that difficulty.   The game never seems to produce even remotely difficult jumps that need to be done, and offers about 5 bazillion options in terms of getting past such a spot even if one DID appear.



I'm really glad to see that you guys have done some research with regard to other platforming games, control schemes, etc. Please stand by your design - at least until it's been viewed by the ranking 'experts' on the forum (I'm sure you have a good idea of who they are) - and don't buckle under pressure to change things before they're even out.

I highly recommend the games Binding of Isaac and Spelunky if you haven't played them already. IMO they're the best examples available of random terrain generation of the kind you're talking about, and some of my favorite games of all time. Spelunky is also free and BoI has a demo.

This.

Though, Binding of Isaac is actually all pre-made rooms, similar to how the buildings work in AVWW.  Some tile types are interchangeable depending on the exact room though.  Play it enough, and they'll start to repeat (really, really often)

But yeah, Spelunky in particular is an amazing example of doing that type of generation without it ever LOOKING like it.

Offline zebramatt

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Hmm, not too sure about that.  I like the Super Metroid method of having a button for "aim up at an angle in front of you" instead.  It's not a toggle, just something you hold generally on a shoulder button.  It also had a button for aiming down and angled, which I guess also is really useful for if you want to stand and then shoot down at something.

It's really intuitive on a controller - which might well be how I end up playing this - but on a keyboard, a toggle or two might be better.

Offline chemical_art

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Hmm, not too sure about that.  I like the Super Metroid method of having a button for "aim up at an angle in front of you" instead.  It's not a toggle, just something you hold generally on a shoulder button.  It also had a button for aiming down and angled, which I guess also is really useful for if you want to stand and then shoot down at something.

It's really intuitive on a controller - which might well be how I end up playing this - but on a keyboard, a toggle or two might be better.
In combat I use a button group to move and jump, and a second button group to select spells, and a 3rd to attack. Toggle or no in the heat of combat I need to use three buttons groups at once, and while intuitive on a controller on a keyboard it is not difficult since I have the left hand wsad for movement, right hand I can have jkl; for spells, and my thumbs to attack on spacebar.

A 4th button group for me makes things hard fore me, for as it is I already have my fingers and thumbs fully occupied. Out of combat I can do a lot for I can take my time with keys, but in combat I need to do every needed action on my finger tips.

I know some say they want the toggle for its better then nothing, but the same could be said for free aiming, that its better then nothing. But there is a cost which Chris explained...if you can enable the toggle, you have to balance the toggle. Someone brought up the metal slug games, and from I remember of them there was no toggle, for if there was it'd be much easier to fight the bosses...if this is true, it would apply in AVWW... And regardless the toggle will be easier for those who use it then those who don't, but you are starting to fight the controls rather then the enemies by trying to do 4 things at once as you jump, select spells, avoid attacks...and now deciding to toggle or not.

So, for my opinion, I want to stick with Chris' core design philosophy. Don't try to split controls for any reason. If a control exists, it is accessible to everyone, not just those (previously in AVWW 1) that are convenient for a mouse, and not for a controller, which this toggle is only really convenient for.  He would have to design bosses differently for those with a toggle (one example being with a toggle you can shoot straight up while running sidewides, but without a toggle you can have a boss directly above you and you have to move to hit)...


So I guess I ask...where would the toggle be? It has to be accessible while running, jumping, selecting 4 spells, and attacking.

Life is short. Have fun.

Offline zebramatt

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Toggle aim up-left on Q; toggle aim up-right on E. Or Tab and R. Or Caps Lock and F.

Also, Chris was the one who brought up Super Metroid's diagonal aiming buttons! I was just suggesting that "shoulder buttons" aren't a concept which naturally translates to a keyboard.

http://strategywiki.org/wiki/Super_Metroid/Controls
« Last Edit: October 03, 2012, 07:46:40 am by zebramatt »

Offline chemical_art

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Toggle aim up-left on Q; toggle aim up-right on E. Or Tab and R. Or Caps Lock and F.

Also, Chris was the one who brought up Super Metroid's diagonal aiming buttons! I was just suggesting that "shoulder buttons" aren't a concept which naturally translates to a keyboard.

http://strategywiki.org/wiki/Super_Metroid/Controls

Metroid was made for a controller, AVWW2 is for a keyboard. Those shoulder buttons didn't cause you to move the fingers that were meant for movement and jumps and attacks. But for a keyboard you can't have your thumb mash buttons, with keyboards it causes them to lock up or in general just doesn't work like a controller. So for a keyboard you'd have to imagine metroid where you have to move your thumb from the d pad to the shoulder button to simulate the concept of how its like on a keyboard despite the fact its a bit more inaccessible on the controller due to positioning.

I'm still having to move my fingers to do it. I'm not saying its impossible, its just the start of the slippery slope of removing streamlined easy controls for features. Which was taken to the extreme in the first AVWW which I thought the sequel was trying to avoid.
« Last Edit: October 03, 2012, 07:55:17 am by chemical_art »
Life is short. Have fun.