Author Topic: A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)  (Read 12037 times)

Offline Kemeno

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Re: A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)
« Reply #15 on: August 15, 2011, 02:14:17 am »
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.

Does that mean that we're *not* going to get all of that information about the underground areas for free as soon as we enter them? I was wondering about that. It seems weird to have all those areas in there if the only places I'd really be interested in are those 1 or 2 places at the bottom with memory crystals/ores or whatever. I mean, I assume there are lesser ores in the rest of the cave, but... yeah. I'm sure there will be plenty more interesting area types as you guys continue too, which will probably help.  :P

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.

I think the first east should be west, given that he went west in the video. Also, I think I remember Chris saying something a while ago about west being the "slowly getting more difficult" path while west is the "quickly getting more difficult" path...


Hmm. Are those infinitely deep caves (chasms?) still planned? (I wonder how that would work with the current map system...) Hope we get a video of one of these deadly lava areas at some point!  :D

Offline Nalgas

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Re: A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)
« Reply #16 on: August 15, 2011, 02:35:56 am »
Also, I think I remember Chris saying something a while ago about west being the "slowly getting more difficult" path while west is the "quickly getting more difficult" path...

Oh good.  As long as we've gotten that straightened out, and we all know that it was really supposed to be west instead of west.  I think he's contagious.  Heh.

Offline Kemeno

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Re: A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)
« Reply #17 on: August 15, 2011, 03:02:38 am »
Also, I think I remember Chris saying something a while ago about west being the "slowly getting more difficult" path while west is the "quickly getting more difficult" path...

Oh good.  As long as we've gotten that straightened out, and we all know that it was really supposed to be west instead of west.  I think he's contagious.  Heh.

*sigh*

 :P

Offline zebramatt

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Re: A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)
« Reply #18 on: August 15, 2011, 04:17:10 am »
The soundwork is really rather good, I think.

Question on that. Will we be hearing ambient sound effects in beta? Dripping water in caves, wind and rustling leaves outside, that sort of thing? And what about a footfall sound?

Offline Nalgas

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Re: A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)
« Reply #19 on: August 15, 2011, 04:23:44 am »
After having watched the video, I think I'm going to mostly hijack things other people have said to add my own comments.

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.

It's definitely confusing and overly wordy for something that's going to pop up in the middle of the screen every time you walk past the thing.  All it really needs to do to convey its point is some sort of icon or single word that signifies the "use" action that people can recognize for all things they can interact with, and give that an active and inactive state, and display that when you walk past it.  The less-confusingly-worded text (I'm sure the linking means something in context/in universe that we just aren't aware of without knowing the lore) can be a message displayed if you insist on interacting with it anyway.

It would be good to still have an easy way to tell what the various things (crafting stations/doors/etc.) are, because a "use"/"interact"/"[insert verb here]" icon or text bubble or whatever doesn't really specify, putting the full name like now is very cluttered and space-consuming, and coming up with recognizable icons or other simple/small representations of all of the different types of things in the game can be both a lot of work on the development side (people who've never tried/had to do it before would be surprised how hard it is to do well) and a lot of memorization on the player side.  Maybe having the "use" icon/prompt pop up over the object itself, and then the text itself in a standard location at the top/botton/corner of the screen, which has been used to good effect in similar games before.

I just really feel like covering the middle of the screen (which is the single most valuable piece of real estate, right where your character is) with large, constantly changing blobs of text as you run down a hallway full of doors while you're being attacked by enemies is asking for trouble.

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 did keep an eye out for this, because I read the entire thread before I got a chance to watch the video, and I have seen some games that do a pretty bad job of conveying where transitions are.  From some of your other comments, I get the impression that you don't normally play a lot of games of this type, so I can understand where you're coming from if you're not really used to the feel of how they handle firsthand and are just watching.  Chris' response/explanation is very true in my own experience.  When the "camera"/point of view scrolls smoothly and continuously follows your movement everywhere you go, it tends to be pretty obvious when it suddenly stops doing that.  When you aren't the one controlling the character, e.g. when you're watching a video of someone else playing, you don't have that direct feedback, so you don't get that rather abrupt "oh hey, something's up!" sense by just watching (unless you've already developed it by playing games that use that mechanic for years, in which case screen transitions practically telegraph themselves to you no matter what, heh).

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.

That would be nice, but if it's impractical, eh.  Although some people just settle for displaying whatever the primary binding is, and that seems to work.  You could set primary keyboard/mouse bindings, secondary ones, and gamepad ones, choose whether you're using keyboard+mouse or gamepad to play (without disabling the other), and then just display the either the primary kb+m or the gamepad binding for whatever action.  Or instead of making people choose, display the gamepad bindings if they're pusing buttons on a gamepad and the keyboard ones if they're pushing keys.  And then self-destruct if they do both at once just to confuse it to see what happens because they're me.  Heh.

Oh, but more importantly, what came to mind while watching the video was that it would be nice to actually highlight the name of the key/action so it stands out from the rest of the text instead of blending in, whether it's a different color or [in brackets] or something, just so it's quickly recognizable as some sort of UI interaction.

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.

I'm not entirely thrilled about the wooden platforms and never have been since they were first introduced.  It's sort of funny that you seem to have come up with them independently from Terraria as a solution to the same problem (I assume, based on you not having played it, although it's suspiciously similar to what they did), but they're kind of annoying there, too.  Really they just ended up being one of those things I tolerated there until I had a better way to get around, and I was more generous with my tolerance of stuff like that there because the game's more focused around building things.  Once you have a bunch of them laid out, I guess it's sort of nice to have a reliable way in and out of an area, but it's not really a very satisfying method of transportation compared to all the other things that have been done over the years in different takes on the genre.  Stop.  Lay platform.  Jump.  Walk a bit.  More platforms.  Jump slightly higher.  Stop.  Plonk.  Jump.  Stop.  Plonk...

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

Very yes.  See above.

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!).

The volume of the music sounded fine compared to the voice during the voiceover to me.  However, the voiceover compared to the volume of the music during the entire rest of the video was very quiet.  I had to keep turning the sound up and down every time it switched back and forth from the game music to the commentary...

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

Yup.  So I guess really I'm just agreeing with what's already been said on this particular subject.

Offline eRe4s3r

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Re: A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)
« Reply #20 on: August 15, 2011, 06:47:33 am »
About the platforms.. thats true, and now that i think about it, they are extremely annoying in terraria (if you ever been downwards more than 2000 feet in 1 shaft you will know what i mean)

I think the level generator should add terrain that can always be accessed by jumping OR add quick-stairwells to the top level. (as in, ground level, not another level-level) - thinks like these are likely going to be more relevant when the beta is out as gameplay can not be judged from videos so well.. I just want to say, often in Terraria i am getting extremely annoyed that theres no easy way "up" when you are very deep inside a complex cave network. And no easy way back to your home-base either. Things like that are padding and padding is not fun. And mincecraft is a even worse offender, it punishes exploration by you losing all your stuff if you die (pretty stupid concept all around)

Also as we are now nearing the "playing the beta" time i think the game is missing some pretty elementary effects (again?) thats ambient clouds, dirt clouds, wind trails (at the edges of terrain), butterflies and insects.. and stuff like that. Also leaves and grass holms and generally all the stuff that flies around when wind blows.

Ambient effects i guess. Particularly still think that "below ground level" should not have green grass all around, its pretty important imo that height levels are cleanly visually separated with plants and color of the dirt (like terraria does it is OK but not great)

I also agree with Nalgas that the center of the screen needs to be absolutely clutter free, any GUI element thats no see through, glowy or faded is out of place there especially when you could (potentially) click on it.

The crafter thing is easily fixable by timing how long "running along" takes, and making the name and stuff only popup with more delay so that running along does not popup, but stopping and waiting for a second or 2 does.
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Offline x4000

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Re: A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)
« Reply #21 on: August 15, 2011, 09:22:57 am »
Okay, I've got limited time to respond to stuff while actually still making progress on the game, so here's a few notes.  Apologies for the brevity, but I gotta get this beta out on time. ;)

1. Infinitely deep caves are very much a thing, and are presently in the game actually, but they are made up of a series of daisy-chained dungeons.  So you get a map for each dungeon, and a boss at the end of each dungeon, etc.  And thus also a fast-travel portal at the end of each dungeon, too.

2. In terms of scouting data, and seeing the entire dungeon from the start, that's not how it will be.  Instead, you're able to see only nodes that you have actually scouted, which isn't referenced yet.  To scout a node, you need to be within I think 4 tiles of it.  So figuring out efficient scouting movement patterns through a dungeon is one good thing to do, for instance.  There will likely be other automated scouting methods as well, but for now that's what we're starting with.  Note that this does include side-links (vent ducts in buildings and holes in the underground walls), so being 4 away from a node is not as challenging as the video might lead you to believe.

3. Yes, there will be some ambient sound effects in beta.  Pablo's working on that as we speak, actually.

4. Yeah, definitely the popup bubbles need some thought.  They are annoying me, too, at the moment.  I'll have something better by the next video.

5. In terms of the wooden platforms, I don't think it's a terrible surprise that I and Terraria came up with them independently -- it's not a very original idea in either case.  I'm not going to take them out, but I've just come up last night with an idea for really minimizing their importance most of the time.  And I'm sure other ideas will enter into here, too.

6. In terms of the labels on the doors, trust me -- that's super needed.  When you're running fast, you can't stop to see a little GUI icon.  Also, if there's a door on either side of me, ten feet on either side, and one is the door I want and one is not... which is which?  Without the icons directly on the door, I have no freaking clue.  It was incredibly, intensely, frustrating.  Nobody would want to play with that sort of handicap in practice, I can't imagine.

7. In terms of the mapgen not always adding an easy way up, that's intentional to some extent but also something that I'm going to be mitigating prior to the next video with a new addition.  That's the thing that will make wood platforms a lot less central underground, too.  Stay tuned.

8. In terms of the underground visual styling of the grass and dirt colors, etc: yes, those will vary by region as well as by how deep you go. Deep in terms of number of dungeons down, not in terms of how many nodes in a single dungeon.  Haven't gotten to that yet, but it won't be too hard.
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Offline x4000

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Re: A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)
« Reply #22 on: August 15, 2011, 10:34:49 am »
Thanks for cross-posting to here!
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Offline eRe4s3r

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Re: A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)
« Reply #23 on: August 15, 2011, 11:13:53 am »
I know you must be pretty stressed out from all this beta stuff, but i actually meant ambient graphic effects , (which also need Ambient sounds!) but mainly graphic effects like dust puffs, dirt kicking up when sliding down or a larger dirt cloud kicking up when you land from a fall. Stuff like this is vital to connect the character to the world. Atm it looks very floaty and unconnected exactly because those little "physical" effects are missing, like when you step there should be very very small puff cloud, when you run in snow there should be a noticeable trail blowing up where you walked (direction of the wind naturally)

And naturally in lava level small glowing ash particles should kick up with every step and large ash cloud with glowing particles kick up when you land. Stuff like this might seem unimportant but does heaps to bind world and sprites together...

This is all just very faint stuff (except the "fall land kick-up")

Also i think there should be a "landing from fall" animation (which interlinks with the dirt-kick up)

And all of that could be affected by wind (naturally only above ground ,p)
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Offline x4000

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Re: A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)
« Reply #24 on: August 15, 2011, 11:31:40 am »
Whew, yeah, that's way out of scope for now, but at some point I hope to put some finesse into things along those lines.  There's tons of games without that sort of ambient graphical effects, though, and I think the key thing at this stage is being a fun game.  The focus for the next while is mostly on gameplay, rather than so much on the worldbuilding and art, because that's the "critical path" toward hitting beta.  But we do plan to develop this for a long time, post-1.0 and such, and I think that adding little effects and such like that would be in the realm of that.
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Offline superking

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Re: A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)
« Reply #25 on: August 15, 2011, 11:36:28 am »
just some thoughts, some of this play already be planned:

The Lack of a 'pain' animation when hit makes it difficult to tell when those sniper types were hurting you or not. Even the screen flashing or some kind of GUI indication that you are taking damage would be an improvement, I think.

The basic fireball might look a bit nicer if the graphic was about half the size, at the moment it looks overlarge and impedes vision.

With the pop up text, maybe have the simple popup 'Use' open up into a more complicated pop up/description if you stay in range for eg. 2 seconds.

The building gameplay - all that searching through hundreds of identical rooms and opening doors- looks a bit confusing and less fun than the outdoor sections.

The lack of fall damage/ landing animation sound when dropping long distance seemed odd.

monsters seem to have the ability stack over eachother, which makes combat look a bit confusing.

combat in general looks a seriously underwelming at the moment- run away and spam the projectile. I dont know what is planned in that direction, but I hope it becomes a bit more dynamic- jumping on opponents to knock them over, stunning opponents, the ability for players/enemies to block/dodge attacks with sufficent dexterity.
bats look very annoying to fight, and with very little room for player tactics or dexterity to make a difference. I'm getting morrowind cliff racer flashbacks (lol that link: 'The development team has admitted the sheer amount of cliff racers in the game was a mistake.'.)
I just hope on the scale of diabolo (all about your stats vs enemy stats) to I wanna be the Guy (all about your dexterity), the combat does not lean to heavily towards the diabolo end: where even the most skilled player will fare equally poorly against higher level enemies.

Offline x4000

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Re: A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)
« Reply #26 on: August 15, 2011, 11:41:14 am »
Notes:

1. Your health bar pops up above your head when you get hit.  Additionally, we will probably be having some ambient numbers that go somewhere to show amounts of HP/MP/EXP changes.

2. Popup text has already been discussed at length above.

3. Same with fall damage, but when it comes to sound effects note that there are a lot of missing sound effects that are simply just still inwork.  Footfalls, etc.

4. When it comes to combat, note that most of the more interesting tactical things we have planned are not yet in place.  And even those that are, I did not have unlocked yet in that video.  Getting more of those in the hands of players sooner is something of a focus for this next week, too.
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Offline getter77

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Re: A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)
« Reply #27 on: August 15, 2011, 06:52:40 pm »
This is really random, but all the seemingly background subconscious thoughts I've seen about here and elsewhere with people wondering about how AVWW versus some sort of Procedural Metroid(vania) would gel---well, here is a free thing that is kind of the latter that perhaps contains some utterly random nuggets of "solutions".

Bonus:  Graphical stylings were the first thing that had people taking up at least tiny pitchforks and torches when it went public.   8)

Gentrieve  http://sites.google.com/site/gentrieve/

If there are actually any moments of relative idle time in the chaos x4000, well, there might be something that can be skimmed off the highly experimental nature of the thing to the benefit of AVWW.   Probably more use than banging your head on the desk, at least.   :P
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Offline x4000

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Re: A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)
« Reply #28 on: August 15, 2011, 06:55:23 pm »
Neat!  Right now there's way more ideas than time, rather than us really looking for a bunch of new ideas yet, but I know there's a lot of great Metroidvania games out there.  If you haven't played An Untitled Story, for instance, it's one of the best freeware ones around in my opinion.  Big fan, here. :)
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Offline realcoolguy

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Re: A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)
« Reply #29 on: August 16, 2011, 01:16:25 am »
What a joyous video post that was!  I can taste how close the game is getting to being playable.  I can't wait to dig for victory, err pudding farm, I mean uh play your game.  Looks fantastic.