Author Topic: A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)  (Read 12120 times)

Offline x4000

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Original: http://christophermpark.blogspot.com/2011/08/valley-without-wind-13-beta-gameplay.html



It's been just about two months since we last did a video of AVWW, and we've been very busy!  This is the first true "gameplay video" that we've ever done, where it's all one long un-cut stretch of in-game footage rather than a trailer with chopped-up clips.

This is also the first time we've ever included actual game sound effects in one of the videos, so you can hear all the work Pablo's been doing on that front.  There's still dozens more sound effects he's working on prior to beta, but it's really sounding great already.

This video really speaks for itself a lot more than any that we've done before, so this accompanying blog post is going to be comparably brief.  Or rather, a lot of my commentary is embedded in the video as voice-over, this time.  And a lot of the rest of it has been on video-less blog posts stretched over the last few weeks (with more to come).  Keith does have an accompanying blog post that he's going to make related to this video, I believe, but I don't think that will be until next week.

So, here's the video in question, anyhow:



There are a couple of things I'd like to note in particular that the video itself doesn't yet note:

Bosses
We do have bosses in the game, and you can actually see me kill a couple of them.  Look for the skelebots that I have to fire lots of fireballs into, and which have little names above themselves (or really, a serial number in the case of skelebots) instead of just saying "Skelebot" above their health bar popup.

That said, I don't want to give the impression that the bosses in this game will just be regular monsters with buffed stats.  We will be doing that for what I guess I would call "micro bosses," so in that sense the video is a good representation of how those will work.

Micro Bosses
These micro bosses have buffed stats and are actually more unique in their stats in general compared to their non-boss kin.  They may have custom behaviors at some point, but probably not before beta if at all.  So in terms of bosses, these are really kind of underwhelming, right?  They're what I'd been referring to as "named monsters," and they are minor and common.

Why have micro bosses?  Well, bosses of some flavor need to be a fairly common occurrence in A Valley Without Wind for two reasons:

1. When you defeat a boss, micro or otherwise, a teleport portal spawns in their chunk that lets you fast-travel to and from any other portals in that region, including one that then appears at the region entrance.  As you will see later in the video, this is hugely important to general game flow.

2. Normal smaller monsters (aka, anything that isn't a boss) don't give you experience points when you fight them.  The only way to get EXP, therefore, is by either helping NPCs out (the whole hopes/needs thing), doing other civilization-improving tasks  (wind shelters, etc), following other side quests (like the memory crystals), or by killing bosses of whatever stripe.

Anyhow, micro-bosses use the same general underlying framework that the traditional mini-bosses and full bosses will also use.  The larger flavors of boss will actually be larger, of course, and will also not be something you can mistake for a regular monster that is unusually tough.  We're really excited about what we have planned for them, and Phil is working on art for the first full boss at the moment.

The wind shelter you see in the video (as well as all the new icons on the world map) are Phil's handiwork as well, by the way.  As are the crafting workbenches, which we showed in past screenshots.

Why No EXP From Small Monsters?
I think I wrote about this in a past blog post months ago, but this bears repeating.

Exploration and killing small monsters used to grant EXP, but we found that encouraged OCD-like behavior in terms of exploring every little nook and cranny and killing every enemy in sight.  This is the exact opposite of what we want to encourage: as with AI War, what we want players to do is look at a massive world, filter out what isn't important, and then go for what is valuable.

Some of the individual buildings have upwards of 1000 rooms in them, and we don't expect anyone to go through all of that (though, technically, you can).  Instead, it's all about using your maps and scouting intel (the details of which are still being worked out) to plot an efficient course through buildings that gets you what you want and then gets you back out in one piece.  A little bit of that is shown in the video, and that actually applies to underground caverns, too.

The other reason that EXP isn't granted from small monsters is that it's incredibly easy to farm small monsters.  So that's why monsters don't give drops, either.  The things that you find in the world are a non-renewable resource.  Bosses, loot pickups, all that stuff: once you find it and claim it, you can't come back later and find it there again.  The world overall is infinite, of course, so it's not like you ever run out of things to find -- but you can't just stay in one region, or in low-level regions, forever.

About That Self-Chosen Difficulty
In the video, you'll notice that I start out playing in a level 1 region, while I am also level 1.  When I fight those skelebots there, it's pretty much one-hit kills and pretty straightforward.  They hit me as well, and I believe I had to heal once or twice, but I'm generally quite good at the game and so it was no big thing; fun, but not really a challenge.

So the first thing I did when I went to the world map, after requisitioning some health and magic potions, was to go a little further afield and go into a level 2 region.  You'll notice how much more challenging that was: even the bats took multiple shots to kill.  I had to heal several times, though I had an abundance of healing potions so that wasn't too bad a thing.

Why did I get so many potions before heading out, though?  Well, to be honest, this was actually my "second take" of the video.  The first take that I did went... poorly.  I was being gutsy and went all the way up to a level 4 region in that one, while still being civ level 1 myself.  I was actually able to get in and get crystals and things, but I wasn't able to get out alive; after about my fourth character had died in 15 minutes of video, I decided to scrap that and try again with a more reasonable difficulty (meaning, just shifting to playing in a lower-level region for a while).

You'll also notice that I was mostly heading east on the world map, which is sort of the wimpy direction to go in.  If I was feeling masochistic, I'd have gone east, where the difficulty ramps up sharply after just a short ways.

Final Note: The Early Game Balance Is Not Yet Fully There
Just so you know.  We were rushing to get it so that we could show you this video, and we haven't done as much playtesting yet with the starting experience as we'd like.  Keith and I tend to start with a testing loadout of spells and abilities, and play from there when we're testing.  It's very quick for us for testing, and in that sense is really useful, but it means that the start of the game has not yet been brought up to the same level of balance as later parts of the game are.

What do I mean by that, specifically?  Well, I only have a couple of abilities --fireball and fire touch -- and some wooden platforms.  That part is fine for just starting out, but what isn't fine is how long it was taking me to get the crafting materials and research unlocks (profession books) to get anything more.  What you were seeing was more the later-game pacing, when you already have a lot of interesting abilities and tools and the focus is on using them rather than getting new ones ever two minutes.  The early game in a new world needs to get you more interesting stuff, faster, and by the time we hit beta that will be balanced properly.

Worlds Are "Lazy Loaded," Which Is Awesome For You
The game balance stuff is actually going to be a huge focus for myself and Keith this next week, and when we do the next video you'll see the fruits of that work reflected in the very same world that we've started showing you in this video.  As with AI War savegames, worlds in AVWW can be loaded in newer versions of the game, which makes upgrading (but not downgrading) a snap.

With AI War, of course, the entire galaxy has to be created as soon as you enter it, though -- so that means that there's only so much of newer seeding logic that can be seen in older savegames brought forward, etc.  With AVWW, the world is literally infinite and so that means that there's no way to pre-generate everything.

In fact, we do precisely the opposite, and wait until the absolute last possible moment to create chunks and dungeons and regions and such.  This is just good sense in general, but it also means that this game is incredibly upgrade-friendly.

The parts of the world that I specifically ventured into in this video have already been created, and they are what they are -- when we add furniture and new room shapes, etc, those rooms I already went into won't get upgraded.

However, for any unexplored room that is in a building I was already in, those will suddenly have furniture in newer versions of the gane.  And for any outdoor chunks that I haven't yet been into, when I go there they will have any other new features that show up there.  Any new bosses I find will start leaving fast-travel portals for me as soon as that feature exists in the game.  The new minibosses and full bosses will start appearing as appropriate even in old worlds once those are coded in, as will any other new regular enemies.

And so on.  This is part of the power of the world-creation engine that we've made here.  This game is designed from the ground up to be continuously upgraded, while still maintaining your worlds.  Making it so that you can create one world and play it forever if you want, getting any and all additions we make to the game seeded right into that world as you continue to explore.  We're pretty proud of how that's working out!

Until Next Time!
More details and another video coming before too long.  Stay tuned!
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Offline c4sc4

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Re: A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)
« Reply #1 on: August 13, 2011, 01:56:23 pm »
I know there is going to be a blog post later, but I have two questions.

EDIT2: So I read these topics out of order and my first question was already answered but, I though of a new question.
1) If we always start a new world in an snow region, will or choices of first character always include someone with a snowsuit?

2) How did you build that wind shelter? Are there certain spots you can build them or could you build them anywhere. Also, do you have to have certain resources to build them.

I liked the video, it was cool seeing actual game play footage.
« Last Edit: August 13, 2011, 02:11:37 pm by c4sc4 »

Offline KingIsaacLinksr

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Re: A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)
« Reply #2 on: August 13, 2011, 02:18:02 pm »
Blog Post Here: http://kingisaaclinksr.wordpress.com/2011/08/13/thoughts-on-latest-avww-blog-avvw-13-beta-gameplay-footage-part-one/
Excerpts from post:

1.  The characters are really coming along.  The animations are also matching up better so I’m glad that you’ve conquered that part of the game by the looks of it.  The new Skelebot is also something interesting to see.    The jump by the female character reminded me of Samus.  :).  But it is all shaping up to look very nicely by BETA.

2.  I also hope that isn’t the animation we are getting for all actions, (mining, shooting spells, etc)  I would like a little more variance than just that pose.

3.  I think that the caverns are a tad dark, just a thought.

4.  Maps: I am liking the mini-map  in the top right corner and it seems functional enough.  Glad to see that we know which doors we have and have not explored because by the look of it all, its a rather complex dungeon to travel through.  The big dungeon map is intimidating by the looks of it and after some explanation on your video I was able to get it.  Though I’m concerned about it maybe not being informative enough from a glance.  But I can’t really say what would help fix that, other than maybe “markers” on the map to help keep you “grounded” on where you are just from a glance.

5.  Was amused at the boss being stuck on that one chunk of land.  I hope this isn’t a problem too often?…

Audio wise:
6.  The pick-up action sound just grates on me for whatever reason.  I can't describe the problem accurately, but I just didn't like the sound of it. 

7.  Music is awesome, but we already knew that because Pablo is awesome  ;)

Video was long overdue and I’m glad to finally see it.  What you’ve built so far is fairly basic (though it is the beginning so no real problem) but the potential of the game is looking high, I just hope it lives up to expectation.   The gameplay is something I look forward to looking at in BETA and you’ve really started showing a mature game so I just can’t wait to see what you guys at Arcen put out.  Keep up the great work!

King
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A Paladin's Blog. Long form videogame reviews focusing on mechanics and narrative analyzing. Plus other stuff. www.kingisaaclinksr.com

Offline x4000

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Re: A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)
« Reply #3 on: August 13, 2011, 03:13:23 pm »
Few notes, writing from phone:

1. Wind shelters can only be built in certain regions, at specific sites. You can see the site in the video, and the little houses on the world map are the regions with such a site.

2. Generally all of the characters will be region-appropriate for whatever region you are spawning in at the time. So, really every character would be snowsuited at the start of the game later.

3. In terms of animations, there is no mining in the game. And no shooting. ;) It's all spellcasting. Individual characters each have a single magic casting pose that they use for all of that.

4. I meant to address the boss gettif stuck in the underground section, thanks for reminding me. :) The reason that happened is that that sort of boss is supposed to be overland or interior only. But right now that's the only boss that spawns, so sometimes they get trapped underground.
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Offline Flatfingers

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Re: A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)
« Reply #4 on: August 13, 2011, 04:54:56 pm »
Thanks for showing this. The work you've put into it is really paying off.

Having watched the video several times, read the blog notes, and given some thought to all this new info, I also have some feedback.

From easy to hard, and starting off with a couple of things I really liked:

1. I noticed that after you enter a new map, enemies don't attack immediately. This is a very nice touch.

2. Maximizing the use of just-in-time procedural generation ("lazy loading") makes complete sense to me. It's not just good for all the reasons given. What you're actually doing is taking something that's distinctive part of this game and emphsizing it as a core element. That's just smart, not only in a game design sense but for marketing as well.

3. When crossing by a crafting station, the game displays a message like "Unable to link to ____ due to lack of crafter". What does this mean? Is a "crafter" an object or a person? This may become obvious after playing for a while, but I think for the new player it will be a little confusing.

4. Watching the video closely, it appears that the character takes no damage from falling. Is that correct? Is that the case everywhere, or only under certain circumstances? Given the way that vertical movement needs to work in a 2D side-scroller, the gameplay reason is fairly obvious; you'd be losing massive amounts of health all the time. What I'm asking about is really more how to explain no falling damage within the setting of the gameworld.

5. At one point in the video the character runs completely out of "magic". This is usually a good way to get oneself killed. ;) Is it planned to add some kind of visual notification that the character is low on magic?

6. This may just have been an artifact of watching gameplay as a video, rather than controlling the character myself. But I found myself surprised and a fraction of a second behind every single time there was a map transition. There was no visual indication on the main map or audio cue when a main map area transition is about to occur, other than that the map stops scrolling very briefly as the character reaches the edge of the map. So there's no warning that you're about to execute a transition.

It is of course true that you can see on the minimap how close you are to a map transition. However, given the frequency with which enemies will be coming at you, draining your health (and this will be especially crucial if you're in dangerous areas above your "level"), I have a feeling that the attention of many players will be on the main map 99.9% of the time. That will mean they don't know when a map transition is about to occur. And if enemy spawning is reset when you exit and then reenter a map area, that could be upsetting to some players who (rightly or wrongly) expect "state" to be preserved.

I'm interested in hearing whether anyone else experienced this same surprise at transitioning to new map areas, and if so whether some kind of small but obvious visual "you're about to exit this map" indicator could be added on the main map.

7. On the message "Press action key [to do whatever]", I would suggest that instead of saying "action key", that text should be the name of whatever key is mapped to the "action" event. It's good that you're telling players what they need to do; the problem is that it requires players to memorize one more thing on top of everything else when it's relatively simple to avoid that problem by simply telling them which key to press.

One nice enhancement would be to display the name of the key that the player currently has mapped to "action." Maybe the default is Tab, but I prefer to remap the "action" trigger to the middle mouse button. In that case, the nice message would be something like, "Press MMB to [whatever]."

8. It appears that the character is always lit, as though he or she is always carrying a lit lantern. Can this effect be switched off and on? Or does it imply that no stealth-based gameplay is intended for AVWW?

9. From the video, I now understand the need to carry around wood bridges. I seem to remember though that I read here that characters could carry quite a few of these, but that they would need to restock periodically. What I wonder from a design perspective is: does needing to restock these add to the fun of the game?

It seems clear from the video that you basically have to have these bridges to progress through the game; you won't get far never going underground. If so, then requiring the player to monitor how many of these they have on hand adds two challenges -- the action of restocking, and the risk of getting stuck at the bottom with no bridges left -- but it's not clear that overcoming either of these challenges makes the game meaningfully more fun.

Certainly it's more "realistic" to require restocking of this item. On the other hand, a lot of things in AVWW are pretty clearly implemented for gameplay reasons regardless of any connection to realism. (That's not a criticism; simply a practical observation.) What I'm wondering is what you and the others here think of just letting characters have an infinite number of zero-encumbrance bridges. Is the loss of requiring the player to manage the current number of bridges stocked greater than the benefit of being able to focus more on fast-paced, movement-based gameplay?

10. This may just be me, but I found it extremely distracting when the information boxes would pop up over every single interactable object.

It looks like you've already made the wise decision to give interactable objects either a unique shape/texture or a unique decal describing that object's function. That being the case, will you allow players the option of turning off these pop-ups (presumably once they've learned to associate the appearance/decal of an object with its function)?

11. Why does a teleport portal (can we just call these "teleportals"?) spawn when you defeat a boss?

I'm not suggesting that this is somehow a bad thing; I appreciate the gameplay value of not having to backtrack every step of the way to the top of a building/tunnel/keep. This is really another question asking how this feature is explained within the lore of the gameworld. WHY do magical things work the way they do here? Are they just invented on an individual basis as needed for gameplay? Or are magical effects invented individually but later tweaked to function in a consistent, coherent way, but still basically just implemented with no in-game reason? Or is there some lore behind how all of these effects work the way they do, even if that lore is not revealed up front to the player but is part of the story of each game?

Obviously I'm hoping for the latter. I think certain kinds of games have more impact when there's a consistent, coherent internal logic to why things in the gameworld are the way they are. BioShock benefits from setting the plasmid-based action within a narrative of human exceptionalism, for example. Not having that kind of narative explanation for everything doesn't make a game "bad," of course; I loved me plenty of DOOM.

But having a lot of world-y elements (as I've mentioned before seems to be the case for A Valley Without Wind) increases the value of setting all that game's features within an internally logical narrative. I'm definitely not asserting that this isn't the case for AVWW -- how would I know? What I'm saying is that I haven't heard much about this part of the game's design so far, and I haven't seen it in this video, but it does matter to me. Worldy games are better when the things in that world make sense. And I'm hoping that, with teleportals as with everything else, someone is working to insure that that is the case for AVWW.

12. There's nothing to be done about it at this point, but I can't resist noting that -- speaking just for myself -- the chiptune-like music is still much too "game"-y. The piano-like music was actually pretty nice, but the 8-bit-style music was consistently jarring; it always felt out of place attached to the very pretty visuals. Again, I don't expect this comment to change anything. I'm just registering one person's opinion and trying to provide some explanation for it.

----------------------

Overall, the progress made here is fantastic. I'm still the fence about the side-scrolling thing; it's not a genre I enjoy. But I'm trying to be open-minded about it, and from this video you might just sell me on it.

Hopefully others will feel the same way! :) Thanks again for giving us this peek at how things are going.

Offline x4000

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Re: A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)
« Reply #5 on: August 13, 2011, 07:26:03 pm »
Thanks for showing this. The work you've put into it is really paying off.

Thanks!  Whew, this is quite a post.

Having watched the video several times, read the blog notes, and given some thought to all this new info, I also have some feedback.

1. I noticed that after you enter a new map, enemies don't attack immediately. This is a very nice touch.

There's initial invincibility whenever you change chunks -- good eye.  Enemies won't attack unless you use an ability or move, so you can sit there safely for as long as you want sizing things up.  There is no way to pause this game (for compatibility with multiplayer, etc), but changing chunks is something you can do pretty straightforwardly and it fulfills basically the same need.

2. Maximizing the use of just-in-time procedural generation ("lazy loading") makes complete sense to me. It's not just good for all the reasons given. What you're actually doing is taking something that's distinctive part of this game and emphsizing it as a core element. That's just smart, not only in a game design sense but for marketing as well.

Thanks!  We do try to play to our strengths whenever possible.

3. When crossing by a crafting station, the game displays a message like "Unable to link to ____ due to lack of crafter". What does this mean? Is a "crafter" an object or a person? This may become obvious after playing for a while, but I think for the new player it will be a little confusing.

Hmm, yeah, this may need some wording work -- good point.  You use the crafting stations themselves directly to do your crafting, but it requires the presence and aid of an NPC who has that crafting ability.  If you yourself have the crafting ability then of course you don't need an NPC for that.  In the first settlement, at the start, there's a limited number of crafters there and so you'll want to recruit more NPCs with the appropriate skills.  Usually you find them at wind shelter sites for thematic reasons I won't get into fully here (that's a Keith thing, and he might consider it spoilery, but I think it's a cool rationale that ties together why groups of people can't travel, why the illari are needed, why lone survivors tend to be at wind shelter sites (or insane), why player characters work differently, and why a few things (enchantments, mainly) carry on from character to character past death.

Lots of work has definitely gone into the lore here, mostly by Keith, and I think it's come out really well.  A lot of these things you can piece together via the memory crystals, and other things NPCs will hint at through conversation, etc.  Well, their... monologue... lines, I guess is the better word.  NPCs have some contextual text that pops up when you walk by, as you probably saw.

4. Watching the video closely, it appears that the character takes no damage from falling. Is that correct? Is that the case everywhere, or only under certain circumstances? Given the way that vertical movement needs to work in a 2D side-scroller, the gameplay reason is fairly obvious; you'd be losing massive amounts of health all the time. What I'm asking about is really more how to explain no falling damage within the setting of the gameworld.

Well, this is a society based around magic, and it's one that lives on precarious chasm edges.  It's just a basic magical imbuement that pretty much exists in the species by now.  That said, it's all a matter of degree and velocity.  Your terminal velocity in the lava flats is capped much higher, and if you hit the max terminal velocity there you'll die.  There are thematic reasons why both The Deep and the Lava Flats work the way they do.  As with AI War, there's not really a limit to the way we can make up BS to match the gameplay we want. ;)  But, as with AI War, it's actually really fitting all throughout; I made up the bulk of the AI War lore, but in the case of AVWW the bulk of the credit definitely goes to Keith for that.

5. At one point in the video the character runs completely out of "magic". This is usually a good way to get oneself killed. ;) Is it planned to add some kind of visual notification that the character is low on magic?

It's possible, and you do have a good point, but I think this is one of those things that will bear itself out more through playtesting.  I may just need to make the magic bar change color when it gets very low -- I'll make a note to put that change in, regardless, because it should be helpful.  The problem is, I didn't really run out of magic points -- rather, I think I had about 4 left, and that was too little to cast the fireball spell.  But I could still cast things that cost less.  Getting to literal 0 is going to be a rare event, because most of the time things don't divide evenly.  And things like the fire touch are actually MP-free, so you never run completely out of the ability to do everything.

At any rate, the clearest indication that you can't do what you want to do is when you try to cast a spell and nothing happens.  Then you see that your MP is low, and probably that's your cue to just right-click either a Restore MP Scroll if you crafted those, or a Magic Potion if you've collected them.  Worst case, toggle ability bars or open your inventory, then right click, then toggle back or close the inventory.  It's all pretty fluid, and this is a game where one tiny mistake is unlikely to mean your doom unless you are already really low on health.  Most of the time.  Generally the game is lost through a series of mistakes, rather than one critical one, although if you get gored by a Rhino that's a level higher than yourself that's pretty much curtains right there.  They're good to avoid.

6. This may just have been an artifact of watching gameplay as a video, rather than controlling the character myself. But I found myself surprised and a fraction of a second behind every single time there was a map transition. There was no visual indication on the main map or audio cue when a main map area transition is about to occur, other than that the map stops scrolling very briefly as the character reaches the edge of the map. So there's no warning that you're about to execute a transition.

It is of course true that you can see on the minimap how close you are to a map transition. However, given the frequency with which enemies will be coming at you, draining your health (and this will be especially crucial if you're in dangerous areas above your "level"), I have a feeling that the attention of many players will be on the main map 99.9% of the time. That will mean they don't know when a map transition is about to occur. And if enemy spawning is reset when you exit and then reenter a map area, that could be upsetting to some players who (rightly or wrongly) expect "state" to be preserved.

I'm interested in hearing whether anyone else experienced this same surprise at transitioning to new map areas, and if so whether some kind of small but obvious visual "you're about to exit this map" indicator could be added on the main map.

I think this is an artifact of just watching.  When you're running, your character is normally in the back third of the screen.  Then suddenly you hit a transition edge and the screen stops scrolling and your character moves increasingly toward the other side of the screen -- an anomaly during normal play.  At full run speed at 1080p, that gives you something like 4 seconds to realize that you're going to make the transition, if you weren't already aware.  At smaller resolutions the warning is less, but it's still pretty obvious.  And, frankly, it's the same as in most other 2D games of this sort  that I've played -- Zelda 3, Super Metroid, etc.  Top down and side view, I mean.

Lastly, if you do happen to accidentally exit off the side, then all you have to do is run right back over.  It takes several seconds in most cases before the chunk you left is dropped to disk and thus cleared, usually in the neighborhood of I think 10 seconds, so if you come back into the chunk right after transitioning, then it's like you never left.  Except now you're invincible until you move, and you have some time to think. ;)

7. On the message "Press action key [to do whatever]", I would suggest that instead of saying "action key", that text should be the name of whatever key is mapped to the "action" event. It's good that you're telling players what they need to do; the problem is that it requires players to memorize one more thing on top of everything else when it's relatively simple to avoid that problem by simply telling them which key to press.

One nice enhancement would be to display the name of the key that the player currently has mapped to "action." Maybe the default is Tab, but I prefer to remap the "action" trigger to the middle mouse button. In that case, the nice message would be something like, "Press MMB to [whatever]."

Yeah, I thought about that, but decided against it for the simple fact that there are multiple confirm buttons, AND each one can have a mouse, gamepad, and keyboard binding.  So it would literally be "Press T, Enter, or Gamepad Button 1 to blah blah blah" with the default bindings.  With custom bindings it could also be talking about mouse bindings, etc, etc.  If you notice right on the main menu there's a brief little default controls summary that is incredibly brief and simple.  If you don't remember that T is a binding for this, you can always hit Enter.  And if you don't remember any of that, you can pull up the keybindings screens from right in-game at any time (preferably during an invincibility period, or in a chunk without monsters, of course).

My initial urge was to do just what you were describing, but I discarded that for the reasons above, anyhow.

8. It appears that the character is always lit, as though he or she is always carrying a lit lantern. Can this effect be switched off and on? Or does it imply that no stealth-based gameplay is intended for AVWW?

It's not actually light, it's meant to reflect your field of vision instead.  It isn't the full brightness of an actual light source.  Right now we don't have any carried-along-with light sources in the game, although there are ways to place stationary lights of various sorts, and most spells also glow.  So it doesn't really have any bearing on stealth play.

Stealth mechanics are something I'd like to do at some point, but thus far they haven't been a priority and I doubt there will be time prior to beta.  I also don't have a super great model for them in mind, at least not yet.  But I do plan to have some invisibility spells/potions in by beta, so that's one way you can sneak past enemies.  Beyond that... it's something that probably needs to wait until beta for much discussion, but I'm interested in exploring it.  And we've been intentionally avoiding doing anything that would BREAK the ability to have stealth gameplay, in the meantime.

9. From the video, I now understand the need to carry around wood bridges. I seem to remember though that I read here that characters could carry quite a few of these, but that they would need to restock periodically. What I wonder from a design perspective is: does needing to restock these add to the fun of the game?

It seems clear from the video that you basically have to have these bridges to progress through the game; you won't get far never going underground. If so, then requiring the player to monitor how many of these they have on hand adds two challenges -- the action of restocking, and the risk of getting stuck at the bottom with no bridges left -- but it's not clear that overcoming either of these challenges makes the game meaningfully more fun.

Certainly it's more "realistic" to require restocking of this item. On the other hand, a lot of things in AVWW are pretty clearly implemented for gameplay reasons regardless of any connection to realism. (That's not a criticism; simply a practical observation.) What I'm wondering is what you and the others here think of just letting characters have an infinite number of zero-encumbrance bridges. Is the loss of requiring the player to manage the current number of bridges stocked greater than the benefit of being able to focus more on fast-paced, movement-based gameplay?

This is something I've thought about a lot as well, and I'm really not sure.  One thing you can do to completely nullify any need for bridges is to transmogrify yourself into a bat.  The downside of that is your defensive values are then halved.  I also have some future plans to include some NPCs with wings that can inherently fly, that you encounter very late in the game and can become if you wish.

It's kind of a two-master sort of thing, honestly.  When it comes to the lava flats areas, I would say that the wood platforms as they are definitely add to the tense platforming nature of it.  Since you have to wear a heat suit there, that also means that you can't be a bat or use your inherent wings, which fits.

On the other hand, there's this risk/reward with the wood platform based on crafting them versus something else when you're inside or on the surface, and I think there is some value in that.  But we haven't playtested extensively enough to really be sure, there.  I've been thinking about this very issue quite a bit, at any rate, and I'm not really sure what I want to do.  One solution would be to have a form of grappling hook or similar that works in lieu of the wood platforms most of the time.  Even just making the existing teleport spell available to players very early on in would solve this, in a different form.

So... yeah.  The bulk of this game isn't meant to be a platformer or feel like one, but I guess what I'm trying to figure out is a way that makes inherent sense where we can maintain that in lava flats and make it not a hassle anywhere else.  While still making spelunking nontrivial in other senses.  I feel like I have that... maybe 60% figured out, based on the above.  That last 40% really just needs more playtesting, which is going to be a focus between now and beta for sure.

10. This may just be me, but I found it extremely distracting when the information boxes would pop up over every single interactable object.

It looks like you've already made the wise decision to give interactable objects either a unique shape/texture or a unique decal describing that object's function. That being the case, will you allow players the option of turning off these pop-ups (presumably once they've learned to associate the appearance/decal of an object with its function)?

Sure, I don't see any reason why not to allow turning those off.  I think those may still need some refinement, anyway, though.  One thing that they are critical about is telling you which action takes precedence when there are multiple things you could do at once.  For instance, when a player bag has been dropped in front of a door, if you stand on the bag then you can pick that up instead of going into the door, and this makes that clear.  Also, when it comes to identifying interior doors, they give the actual textual name that goes with the icons on said doors.

Another place where this is really critical is for letting you know where doors exist that are non-visually-obvious.  This mostly applies to the outside of certain kinds of buildings -- particularly buildings with side entrances (that are thus non-visible), buildings with secret upper window entrances (oops, spoiler, eh? ;) ), and buildings with things like a staircase leading up to a door on a raised platform, where the bottom of the stairs is actually the entrance.

Granted, we could handle those with a small icon instead of the larger text popup.  We could also have the text popup moved to the top center of the screen, which is where it used to be, but then I found it almost invisible to me in many cases when I was trying to figure out what doors led to where.  That was before the door icons were added, though, so perhaps I just need to move it back up there and have done with it.  Or maybe that just needs to be the option: above the character, or at the top of the screen.  Above the character is far more clear and easier to read, but it has the drawback of getting in the way.

I'm confident that one way or another we can find options to suit everyone, but that's not the biggest point with this specific topic: ideally, the default options would be so good and clear and nonobtrusive that it's satisfactory for the vast majority of players.

11. Why does a teleport portal (can we just call these "teleportals"?) spawn when you defeat a boss?

I'm not suggesting that this is somehow a bad thing; I appreciate the gameplay value of not having to backtrack every step of the way to the top of a building/tunnel/keep. This is really another question asking how this feature is explained within the lore of the gameworld. WHY do magical things work the way they do here? Are they just invented on an individual basis as needed for gameplay? Or are magical effects invented individually but later tweaked to function in a consistent, coherent way, but still basically just implemented with no in-game reason? Or is there some lore behind how all of these effects work the way they do, even if that lore is not revealed up front to the player but is part of the story of each game?

Obviously I'm hoping for the latter. I think certain kinds of games have more impact when there's a consistent, coherent internal logic to why things in the gameworld are the way they are. BioShock benefits from setting the plasmid-based action within a narrative of human exceptionalism, for example. Not having that kind of narative explanation for everything doesn't make a game "bad," of course; I loved me plenty of DOOM.

But having a lot of world-y elements (as I've mentioned before seems to be the case for A Valley Without Wind) increases the value of setting all that game's features within an internally logical narrative. I'm definitely not asserting that this isn't the case for AVWW -- how would I know? What I'm saying is that I haven't heard much about this part of the game's design so far, and I haven't seen it in this video, but it does matter to me. Worldy games are better when the things in that world make sense. And I'm hoping that, with teleportals as with everything else, someone is working to insure that that is the case for AVWW.

See our work with AI War; we come up with sufficient thematic BS for everything. ;)  But in all seriousness, a lot of it comes down to having a central narrative hook that gives you the sort of latitude for game design things of this nature.  Make no mistake that this is gameplay first and then we wrap the narrative around it.  But coming up with a narrative that is cohesive is also really important.  In AI War, we get a ton of mileage out of the AI's motivations being unclear, for instance, AND by the fact that the AI is focusing its attention outside the galaxy.  Then we get yet more mileage by introducing various other factions that have different backgrounds and play by different rules.

I'm not sure how spoiler-y I really want to get with AVWW at this point, but suffice it to say that it all does fit together.  This is a world rent apart and slammed back together in many ways, AND it's an inherently magic-using society that has never existed without magic as a part of their lives, so that gives us almost as much license as the AI War setting does.  But when you throw in the Illari and the other factions that are there (and not all the Illari are even united), that gives us just incredible latitude to weave many disparate ideas together in a way that is cohesive, fun, and actually makes logical sense.

So, yeah: the portals thing has a thematic reason.  I won't say specifically what, but I will say it's related to the reason that The Deep is... the way it is.  And it's also related to why all the full bosses are... well, the way they are.  That's really vague, but those three things are quite interrelated, and there's other things in the world that also tie into the concept at the core of these.  I think it's more fun to discover this sort of thing through actually playing, though, so I won't get into specifics.

12. There's nothing to be done about it at this point, but I can't resist noting that -- speaking just for myself -- the chiptune-like music is still much too "game"-y. The piano-like music was actually pretty nice, but the 8-bit-style music was consistently jarring; it always felt out of place attached to the very pretty visuals. Again, I don't expect this comment to change anything. I'm just registering one person's opinion and trying to provide some explanation for it.

I mean, I'm fine that you feel this way, and I'm sure you're not the only one, but the general reaction seems to be "ecstatic."  We get so many comments on the music in this game (even more than usual), that it's been just really positive.  There is not any other way I would want to do the music for this game, it's just absolutely the best soundtrack Pablo's ever put together, and that's saying something.  Not everybody's going to like it, but that's also been true of AI War, Tidalis, and probably most other games in general.

Overall, the progress made here is fantastic. I'm still the fence about the side-scrolling thing; it's not a genre I enjoy. But I'm trying to be open-minded about it, and from this video you might just sell me on it.

Hopefully others will feel the same way! :) Thanks again for giving us this peek at how things are going.

Thanks!  And, my pleasure.  There's been a huuuuge amount of world-scaffolding that has gone into place since June and now, making the game still lighter on content than it will be at beta or 1.0, but it's coming along well.  This engine is incredibly robust and fully-featured at this stage, too, which is just going to let us fly with it like we have been able to do with AI War for a while; I'm really enjoying getting to focus on content more now, though, I have to say.
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Offline getter77

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Re: A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)
« Reply #6 on: August 13, 2011, 07:28:15 pm »
Overall it is a great improvement, with only 3 odd thoughts that came to mind:

1:  The Dungeon Map---is that going to get more....stylized?  The color coding(maybe mini-icons in the future too?) is a good idea all the way through, but it somehow seems jarring fit into the world/UI otherwise.  Perhaps the exact same thing on a ratty parchment/newspaper/stone tablet/etc thematically/region-based background?  Or some sort of hazy/ethereal visage to it as it it were more of a "mental/psychic" thing versus otherwise?

2.  The wooden platforms, somehow they come off as odd, especially if it winds up a crafting centric thing.  What about shifting it to a sparkly, somewhat temporary increase-possible magical/psychic projection?  Seeing as the the supernatural is already "a thing" something like this would seem to fit better.

3.  The micro-stairs/slopes:  Odd, but nifty.     Definitely requesting some "diagonal" gameplay in the form of downhill sliding/maybe chutes mechanic that can have you zipping on along and through with potentially ludicrous speed---heading up the hills and such already looks about there.   Also, such an element of..well...."angled/diagonal doings" would be another feather to easily distinguish from the likes of Terraria and/or all the rest that don't seem to be, to my knowledge, seeing what can be done on that part of the "planes".  Cliffs and pits may not be overdone, but one has to admit they certainly have a suspiciously higher presence than otherwise.
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Offline KingIsaacLinksr

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Re: A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)
« Reply #7 on: August 13, 2011, 07:31:23 pm »
Few notes, writing from phone:

1. Wind shelters can only be built in certain regions, at specific sites. You can see the site in the video, and the little houses on the world map are the regions with such a site.

2. Generally all of the characters will be region-appropriate for whatever region you are spawning in at the time. So, really every character would be snowsuited at the start of the game later.

3. In terms of animations, there is no mining in the game. And no shooting. ;) It's all spellcasting. Individual characters each have a single magic casting pose that they use for all of that.

4. I meant to address the boss gettif stuck in the underground section, thanks for reminding me. :) The reason that happened is that that sort of boss is supposed to be overland or interior only. But right now that's the only boss that spawns, so sometimes they get trapped underground.

@#3: Hmm, ok, I guess the one leg coming up everytime you cast bugs me.  Will wait till BETA on that though...

#4: hehehe  :)

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Offline x4000

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Re: A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)
« Reply #8 on: August 13, 2011, 07:37:52 pm »
1:  The Dungeon Map---is that going to get more....stylized?  The color coding(maybe mini-icons in the future too?) is a good idea all the way through, but it somehow seems jarring fit into the world/UI otherwise.  Perhaps the exact same thing on a ratty parchment/newspaper/stone tablet/etc thematically/region-based background?  Or some sort of hazy/ethereal visage to it as it it were more of a "mental/psychic" thing versus otherwise?

It's fairly WIP at the moment, but one limitation is that we're probably going to keep drawing this entirely out of just lines and boxes, for the sake of performance.  Also, no background on it because they can be oddly shaped and it's important to be able to see as much of the level behind them as possible when they are on the screen.  You can keep playing with them up, etc, for instance.  But we do plan to work on making them more attractive and fitting, at any rate.  Possibly making them fit more with the health/magic bars, etc.

2.  The wooden platforms, somehow they come off as odd, especially if it winds up a crafting centric thing.  What about shifting it to a sparkly, somewhat temporary increase-possible magical/psychic projection?  Seeing as the the supernatural is already "a thing" something like this would seem to fit better.

Well, there's certainly a variety of things we're considering in various ways -- there's not just one way to get around, at least not once you're past the start of the game.  See my post above for more details.  Suffice it to say, I imagine that wooden platforms will remain in their current state no matter what.  How primary they are, and what other mechanics are also present, remains to be seen for sure, though.

3.  The micro-stairs/slopes:  Odd, but nifty.     Definitely requesting some "diagonal" gameplay in the form of downhill sliding/maybe chutes mechanic that can have you zipping on along and through with potentially ludicrous speed---heading up the hills and such already looks about there.   Also, such an element of..well...."angled/diagonal doings" would be another feather to easily distinguish from the likes of Terraria and/or all the rest that don't seem to be, to my knowledge, seeing what can be done on that part of the "planes".  Cliffs and pits may not be overdone, but one has to admit they certainly have a suspiciously higher presence than otherwise.

Could be interesting, but not until much later at best, I think.  Lots of other things more to focus on first, and I'm not really sure what to do with that, specifically, at the moment.  But we're definitely glad to have slopes, anyhow!  It also helps to differentiate our undergrounds/surface areas from our interior areas.
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Offline x4000

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Re: A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)
« Reply #9 on: August 13, 2011, 07:39:09 pm »
3. In terms of animations, there is no mining in the game. And no shooting. ;) It's all spellcasting. Individual characters each have a single magic casting pose that they use for all of that.

@#3: Hmm, ok, I guess the one leg coming up everytime you cast bugs me.  Will wait till BETA on that though...

That's just her specific animation.  The characters use various martial arts move as their magic effect.  You have a wide variety of styles to choose from, so if you don't like that specific one... I think that character is so far the only one that uses that specific stance, so you can just avoid her if you want. ;)
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Offline getter77

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Re: A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)
« Reply #10 on: August 13, 2011, 09:11:21 pm »

It's fairly WIP at the moment, but one limitation is that we're probably going to keep drawing this entirely out of just lines and boxes, for the sake of performance.  Also, no background on it because they can be oddly shaped and it's important to be able to see as much of the level behind them as possible when they are on the screen.  You can keep playing with them up, etc, for instance.  But we do plan to work on making them more attractive and fitting, at any rate.  Possibly making them fit more with the health/magic bars, etc.

Well, there's certainly a variety of things we're considering in various ways -- there's not just one way to get around, at least not once you're past the start of the game.  See my post above for more details.  Suffice it to say, I imagine that wooden platforms will remain in their current state no matter what.  How primary they are, and what other mechanics are also present, remains to be seen for sure, though.

Could be interesting, but not until much later at best, I think.  Lots of other things more to focus on first, and I'm not really sure what to do with that, specifically, at the moment.  But we're definitely glad to have slopes, anyhow!  It also helps to differentiate our undergrounds/surface areas from our interior areas.

-Good deal on the tweaking plan, even just adding some fitting color to the lines and such should go a long way.

-Right on with the platforms, probably one of those things that'll even out over time as more means of mobility enter into the fray.

-One thing that popped into my head with slopes was the Snow Stage in Sonic 3 back on the Genesis---something that works in a bit of "on rails" but to interesting ends.  It could also make for an interesting player in map generation/interaction as it is one thing to simply hit a trap door and fall underground or some such as usual...but should one hit a generative "Temple of Doom" style slope going WAAY down, possibly with freaky background contours and the like, with things possibly rolling down after you---fun times figuring out where you'd be and how to get back as..er..."platform spamming" probably wouldn't be the magic ticket.

But yeah, it just struck me finally as a tangent "Yay slopes/slides in a game like this at last!"   8)
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Offline KingIsaacLinksr

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Re: A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)
« Reply #11 on: August 14, 2011, 12:43:30 am »
3. In terms of animations, there is no mining in the game. And no shooting. ;) It's all spellcasting. Individual characters each have a single magic casting pose that they use for all of that.

@#3: Hmm, ok, I guess the one leg coming up everytime you cast bugs me.  Will wait till BETA on that though...

That's just her specific animation.  The characters use various martial arts move as their magic effect.  You have a wide variety of styles to choose from, so if you don't like that specific one... I think that character is so far the only one that uses that specific stance, so you can just avoid her if you want. ;)

Sooooo....what if I want a character that pulls out a wand and yells EXPECTO PATRONUM every time I cast a spell?  Even better if it includes the audio from the movie =P

Just kidding ;)

Great to hear that there is some variety between characters.  That's actually probably what I should have asked but oh well. 

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Offline eRe4s3r

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Re: A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)
« Reply #12 on: August 14, 2011, 10:31:08 am »
It does look very slick, but i can't possibly be the first one to notice... that the voice over on that video is.. ehm .. too quiet when music plays (in fact - next voice please... completely mute music!).

Or maybe my hearing is damaged from all that loud music ;P

That said, i would suggest adding a fancy little feature to remove a lot of visual clutter when running around - a sort of floating icons thing?

You see, right now we have labels for stairwells and doors, and stuff. Thats unneeded. What we could have instead is simply a noticeable icon glowing up somewhere that tells us "yes, this is a stairwell" or yes "this is a door" or yes you can interact with this (different symbol / color coding for each ) i do mean as GUI element, so optional hud stuff ;P

Labels should only display optionally as well.. and speaking of options, a "label fade-in" speed needs to be optional as well (and interaction symbol fade-in speed as well, if you implement that)

Besides that it really shapes up very nicely.. no art complains anyway ;p

Edit: Also, it'd be nice if the GUI would have some smoother feel to it i mean, certain gui elements should probably fade-in and fade-out smoother and or fancier (damage text, labels, etc.)

All that is stuff for the late beta's so no panic or anything ;) Looks great ^^

I just noticed, all those GUI elements i talked about.. they are supposed to be semi-transparent glowy wobbly.. not hard-cut icons with backgrounds - just a visual pleasing effect (GUI is important ,p)
« Last Edit: August 14, 2011, 10:58:59 am by eRe4s3r »
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Offline superking

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Re: A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)
« Reply #13 on: August 14, 2011, 12:08:29 pm »
Quote
You'll also notice that I was mostly heading east on the world map, which is sort of the wimpy direction to go in.  If I was feeling masochistic, I'd have gone east, where the difficulty ramps up sharply after just a short ways.

 ???

Offline Nalgas

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Re: A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)
« Reply #14 on: August 15, 2011, 01:10:53 am »
Haven't had a chance to watch the video yet, but I thought of a couple things from the post itself.

Instead, it's all about using your maps and scouting intel (the details of which are still being worked out) to plot an efficient course through buildings that gets you what you want and then gets you back out in one piece.  A little bit of that is shown in the video, and that actually applies to underground caverns, too.

If this does end up working well, it will be great.  One of the most annoying things for me in large, procedurally generated worlds like in Minecraft and Terraria and so on is having no idea where anything is and no way to find out, so you're stuck just kind of wandering aimlessly until you find stuff.  Even worse, not only do they not give you a way to gather information ahead of time about where you want to go, they don't give you a good way to keep track of where you've been afterward, unless you do it all manually, which is cumbersome and tedious.

You'll also notice that I was mostly heading east on the world map, which is sort of the wimpy direction to go in.  If I was feeling masochistic, I'd have gone east, where the difficulty ramps up sharply after just a short ways.

Uh...what superking said.  Heh.