Author Topic: A Valley Without Wind's Switch To Side View -- The Big Picture  (Read 48747 times)

Offline zebramatt

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Re: A Valley Without Wind's Switch To Side View -- The Big Picture
« Reply #180 on: July 11, 2011, 12:59:01 pm »
Some form of lookahead should help with the "stuck in a box" feeling, though. And occasional recourse to the overworld/region map should be enough to restore the feeling of being part of a large world, but I'd like to hear what others think about that.

Y'arr.

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Offline x4000

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Re: A Valley Without Wind's Switch To Side View -- The Big Picture
« Reply #181 on: July 11, 2011, 01:05:29 pm »
I really think people are getting a bit ahead with the notion of "stuck in a box," though -- in practice so far for the people who have tried the new versions of the game, it's been a freeing feeling rather than a tightening feeling.  You can see the sky now, you can see further ahead and behind in most cases, etc, etc.  To me, it's kind of like saying that playing RTS games in space is like having bugs stuck in molasses because that's how Homeworld felt.  But, time will tell.  Part of why we have a public beta!
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Offline zebramatt

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Re: A Valley Without Wind's Switch To Side View -- The Big Picture
« Reply #182 on: July 11, 2011, 01:06:58 pm »
I really think people are getting a bit ahead with the notion of "stuck in a box," though -- in practice so far for the people who have tried the new versions of the game, it's been a freeing feeling rather than a tightening feeling.  You can see the sky now, you can see further ahead and behind in most cases, etc, etc.  To me, it's kind of like saying that playing RTS games in space is like having bugs stuck in molasses because that's how Homeworld felt.  But, time will tell.  Part of why we have a public beta!

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Offline x4000

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Re: A Valley Without Wind's Switch To Side View -- The Big Picture
« Reply #183 on: July 11, 2011, 01:12:00 pm »
 ;)
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Offline KingIsaacLinksr

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Re: A Valley Without Wind's Switch To Side View -- The Big Picture
« Reply #184 on: July 12, 2011, 12:17:35 am »
Y'arr.

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Offline V22 Osprey

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Re: A Valley Without Wind's Switch To Side View -- The Big Picture
« Reply #185 on: July 12, 2011, 02:49:53 am »
I actually really enjoy Terraria.

Here's why I don't like it all that much:
Because it's 2D, the only the ways to explore is up or down. This leaves surface fun very limited - 80% of the game is traversing through taverns and caves. I hate exploring caves-to put it nicely.

Offline x4000

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Re: A Valley Without Wind's Switch To Side View -- The Big Picture
« Reply #186 on: July 12, 2011, 08:10:17 am »
I actually really enjoy Terraria.

Here's why I don't like it all that much:
Because it's 2D, the only the ways to explore is up or down. This leaves surface fun very limited - 80% of the game is traversing through taverns and caves. I hate exploring caves-to put it nicely.

Well, I haven't actually played Terraria, so I can't speak to it much directly.  But I've played a ton of Minecraft, and I can definitely sympathize with caving getting old there.

One of the big foci of the work I've been doing the last few weeks has been arranging the world into "dungeons" that have things to find, bosses, secret passages, and other things of that nature.  Basically, all places you can go are considered a dungeon, even the ground-level exteriors.  The goal here is to make it so that 90% of your time isn't spent in stupid caves and the dark.  That's one of those things that bugs me about Diablo-like games, is that you spend all your playtime in the underground stone-lined dungeons.

In AVWW's case, my goal is more like 33% aboveground, 33% underground, and 33% in building interiors.  Although your percentages may vary, based on your goals and playstyle during a given session.  And if you play on a multiplayer server, then you're more likely to be able to just focus on one part of the game while other players focus on the remaining parts, if you prefer.

There's no question that going underground for gem veins is going to be one of the huge foci of this game.  But, by the same token, there's some various crafting resources that are equally critical for making interesting spells that you can only find on the surface or in the interiors of certain kinds of buildings.  So unless you have someone else playing fetch for you in multiplayer, you're going to be seeing a much more varied bit of world exploration than Minecraft or (from what I know of it) Terraria.

The other thing that is annoying about exploring caves is the darkness, right?  At least in Minecraft, it makes it so that you're constantly having to put down torches just to see anything.  My earliest versions of the undergrounds were that way, and it was still a bit that way with the last video we did, but since then I've really changed that a lot.  You can now see well enough underground that you don't really have to lay down any lights at all if you don't want to.  That said, laying them down on occasion can help you see further if you need to, but spells of various kinds can  also give you just as much of a quick glance as literally putting down Balls Of Light (this game's equivalent to torches).

Anyway, I hear what you're saying about not wanting to spend the entire game in caves -- I quite agree.  But I disagree that it has anything to do with the side view, I think it's more a problem of level design.
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Offline V22 Osprey

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Re: A Valley Without Wind's Switch To Side View -- The Big Picture
« Reply #187 on: July 12, 2011, 06:21:57 pm »
I actually really enjoy Terraria.

Here's why I don't like it all that much:
Because it's 2D, the only the ways to explore is up or down. This leaves surface fun very limited - 80% of the game is traversing through taverns and caves. I hate exploring caves-to put it nicely.

Well, I haven't actually played Terraria, so I can't speak to it much directly.  But I've played a ton of Minecraft, and I can definitely sympathize with caving getting old there.

One of the big foci of the work I've been doing the last few weeks has been arranging the world into "dungeons" that have things to find, bosses, secret passages, and other things of that nature.  Basically, all places you can go are considered a dungeon, even the ground-level exteriors.  The goal here is to make it so that 90% of your time isn't spent in stupid caves and the dark.  That's one of those things that bugs me about Diablo-like games, is that you spend all your playtime in the underground stone-lined dungeons.

In AVWW's case, my goal is more like 33% aboveground, 33% underground, and 33% in building interiors.  Although your percentages may vary, based on your goals and playstyle during a given session.  And if you play on a multiplayer server, then you're more likely to be able to just focus on one part of the game while other players focus on the remaining parts, if you prefer.

There's no question that going underground for gem veins is going to be one of the huge foci of this game.  But, by the same token, there's some various crafting resources that are equally critical for making interesting spells that you can only find on the surface or in the interiors of certain kinds of buildings.  So unless you have someone else playing fetch for you in multiplayer, you're going to be seeing a much more varied bit of world exploration than Minecraft or (from what I know of it) Terraria.

The other thing that is annoying about exploring caves is the darkness, right?  At least in Minecraft, it makes it so that you're constantly having to put down torches just to see anything.  My earliest versions of the undergrounds were that way, and it was still a bit that way with the last video we did, but since then I've really changed that a lot.  You can now see well enough underground that you don't really have to lay down any lights at all if you don't want to.  That said, laying them down on occasion can help you see further if you need to, but spells of various kinds can  also give you just as much of a quick glance as literally putting down Balls Of Light (this game's equivalent to torches).

Anyway, I hear what you're saying about not wanting to spend the entire game in caves -- I quite agree.  But I disagree that it has anything to do with the side view, I think it's more a problem of level design.


You nailed it on the head. Yes-the darkness is part of it. Especially in Terraria - You make a wrong turn and you could find you self falling off into a cavern into complete darkness, then die because there are creatures down there you couldn't see.

I'm trying-believe me I am-but the more I look at vids of this game in side view the more I hate it, especially after watching a few older of videos of the old way. So there is NO possible way you could switch back? I would even pay right now to switch it back....

Offline x4000

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Re: A Valley Without Wind's Switch To Side View -- The Big Picture
« Reply #188 on: July 12, 2011, 06:36:07 pm »
You nailed it on the head. Yes-the darkness is part of it. Especially in Terraria - You make a wrong turn and you could find you self falling off into a cavern into complete darkness, then die because there are creatures down there you couldn't see.

Yep, that's not something that really happens in AVWW.  The last video is really non-representational of what the darkness is like now, it's completely different.  In that video the one bit of darkness was actually darker than I even meant it to be, but now there's a halo around you where it's just dim and not even dark, and that halo is most of a 1024x768 screen.  And beyond that halo it's still not perfectly dark anymore, it's actually just extremely dim.

I'm trying-believe me I am-but the more I look at vids of this game in side view the more I hate it, especially after watching a few older of videos of the old way. So there is NO possible way you could switch back? I would even pay right now to switch it back....

Definitely a 0% chance, the game is incredibly better now than it was.  Sorry. :(  I was really unhappy with the current state of the game for months before the switch, but now I'm just excited about it every time I see it or work on it or think about it.  There's only one vid of the game in side view at the moment, but it's not a very representational video of what gameplay is like.  It basically was showing off the new side view and the graphics, and a bit about moving around and some of the latest spells (including ride the lightning).  But RTL isn't even a spell you get until something like level 30, and the way Erik was jumping around between espers that was shooting at him is certainly allowed, but not what I would consider standard gameplay.

In the early game you have platforms that you can create at will, and so if you're falling down a long hole you can just plunk down a platform under yourself.  If you want to climb out, you can just make an impromptu ladder.  If you want to just avoid all the skelebots by making a bridge over them from these platforms, you can do that too.  But you do have a finite number of the platforms, so it's best to keep them for underground areas for the most part.  On building interiors and the surface you shouldn't need them unless for some reason you want to use them to catch a breather from ground-based enemies.

This is very much a game about having the supplies you need for your expedition, but assuming that you equip properly in advance there's no reason to be put off with undue platforming elements (optional lava flats aside).  A lot of those sort of supplies weren't really in place yet for the last video, so it wasn't something we could visually show there -- so you wound up with a lot of spell use instead, etc.

Anyway, I don't know that you'll love the game; perhaps the side view switch really is a barrier that you just can't get past.  I'm sure if that's not the case for you, it is the case for someone -- we knew that going into making the switch to side view.  But at the end of the day I have to make a game that I'm proud of, and the old top-down version wasn't doing it.  And you never know, perhaps upcoming videos will grab you more.  This game really isn't much like Terraria, but the lack of gameplay footage is really making that less than clear.  That's something I hope to remedy next week!
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Offline Cyborg

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Re: A Valley Without Wind's Switch To Side View -- The Big Picture
« Reply #189 on: July 12, 2011, 06:55:57 pm »

This is very much a game about having the supplies you need for your expedition, but assuming that you equip properly in advance there's no reason to be put off with undue platforming elements (optional lava flats aside).  A lot of those sort of supplies weren't really in place yet for the last video, so it wasn't something we could visually show there -- so you wound up with a lot of spell use instead, etc.

Is this going to encourage hoarding? Is it going to be a real let down when you are in the middle of a dungeon and you run out of yellow gems? Backtracking as a penalty can be really harsh.
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Offline x4000

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Re: A Valley Without Wind's Switch To Side View -- The Big Picture
« Reply #190 on: July 12, 2011, 07:04:15 pm »

This is very much a game about having the supplies you need for your expedition, but assuming that you equip properly in advance there's no reason to be put off with undue platforming elements (optional lava flats aside).  A lot of those sort of supplies weren't really in place yet for the last video, so it wasn't something we could visually show there -- so you wound up with a lot of spell use instead, etc.

Is this going to encourage hoarding? Is it going to be a real let down when you are in the middle of a dungeon and you run out of yellow gems? Backtracking as a penalty can be really harsh.

Well, you can't craft in the field, so gems won't do you any good.  Mainly what you'll be wanting to have enough of is MP and HP and the attendant things like platforms for underground if you're using them instead of spells to get around high cliffs, etc.  If you get into the middle of a dungeon and don't have enough of the above, then the most likely penalty is death, not backtracking -- go out unprepared, and you likely just don't come back at all.

THAT said, when it comes to the interiors it's a lot faster to get back out than to get in based on the tree-style arrangement of most interiors.  And when it comes to undergrounds, overlord lairs, and even large overworld "dungeons," every time you beat a boss that also will unlock a two-way fast-travel teleportation device that lets you get between that and the first chunk next to the world map.

So as long as you have enough supplies to get to the next boss (and beat him), you're okay.  And if you DO die, there's no time limit on going back and getting your stuff before it disappears.  If you re-kit, then use your map to quickly get back to where you were (again, vastly faster than initial exploration for many reasons), then you're ready to go again with a new character.  And if you're in the middle of a dungeon and feel suddenly like you haven't prepared well enough, and don't want to risk your character dying, then you've only got to backtrack as far as the last teleport spot, aka where you beat the last boss.  So even if you're miles below the surface in some incredibly difficult area, it's not that far.

This is the model we're planning at present, anyhow, and it seems to hold together well.  I just have finished designing the dungeon layouts themselves, and now am working on getting those into the game, and then teleportation points and actual bosses comes between the next video and beta.  The main message here is that, unlike Zelda, you're not a perpetual motion machine.  But it's not so cruel as something like Demon's Souls.  As long as you use some care before going into big dungeons, and don't push past the civ level you're really equipped for, the risks are moderate.
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Offline V22 Osprey

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Re: A Valley Without Wind's Switch To Side View -- The Big Picture
« Reply #191 on: July 12, 2011, 07:47:19 pm »
You nailed it on the head. Yes-the darkness is part of it. Especially in Terraria - You make a wrong turn and you could find you self falling off into a cavern into complete darkness, then die because there are creatures down there you couldn't see.

Yep, that's not something that really happens in AVWW.  The last video is really non-representational of what the darkness is like now, it's completely different.  In that video the one bit of darkness was actually darker than I even meant it to be, but now there's a halo around you where it's just dim and not even dark, and that halo is most of a 1024x768 screen.  And beyond that halo it's still not perfectly dark anymore, it's actually just extremely dim.

I'm trying-believe me I am-but the more I look at vids of this game in side view the more I hate it, especially after watching a few older of videos of the old way. So there is NO possible way you could switch back? I would even pay right now to switch it back....

Definitely a 0% chance, the game is incredibly better now than it was.  Sorry. :(  I was really unhappy with the current state of the game for months before the switch, but now I'm just excited about it every time I see it or work on it or think about it.  There's only one vid of the game in side view at the moment, but it's not a very representational video of what gameplay is like.  It basically was showing off the new side view and the graphics, and a bit about moving around and some of the latest spells (including ride the lightning).  But RTL isn't even a spell you get until something like level 30, and the way Erik was jumping around between espers that was shooting at him is certainly allowed, but not what I would consider standard gameplay.

In the early game you have platforms that you can create at will, and so if you're falling down a long hole you can just plunk down a platform under yourself.  If you want to climb out, you can just make an impromptu ladder.  If you want to just avoid all the skelebots by making a bridge over them from these platforms, you can do that too.  But you do have a finite number of the platforms, so it's best to keep them for underground areas for the most part.  On building interiors and the surface you shouldn't need them unless for some reason you want to use them to catch a breather from ground-based enemies.

This is very much a game about having the supplies you need for your expedition, but assuming that you equip properly in advance there's no reason to be put off with undue platforming elements (optional lava flats aside).  A lot of those sort of supplies weren't really in place yet for the last video, so it wasn't something we could visually show there -- so you wound up with a lot of spell use instead, etc.

Anyway, I don't know that you'll love the game; perhaps the side view switch really is a barrier that you just can't get past.  I'm sure if that's not the case for you, it is the case for someone -- we knew that going into making the switch to side view.  But at the end of the day I have to make a game that I'm proud of, and the old top-down version wasn't doing it.  And you never know, perhaps upcoming videos will grab you more.  This game really isn't much like Terraria, but the lack of gameplay footage is really making that less than clear.  That's something I hope to remedy next week!

Well, you guys did surprise everyone(including me) with Tidalis. Even people on other forums were talking about how they really enjoyed the game despite not being into puzzle games, so you've definitely proven yourselves to create some groundbreaking games. Plus, I'm not saying side view is completely bad or not fun at all-It's just disappointing to be expect one type then it all of sudden switch to another. Like if it was side view from the beginning I wouldn't have this internal clash.

Offline x4000

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Re: A Valley Without Wind's Switch To Side View -- The Big Picture
« Reply #192 on: July 12, 2011, 08:08:22 pm »
Well, you guys did surprise everyone(including me) with Tidalis. Even people on other forums were talking about how they really enjoyed the game despite not being into puzzle games, so you've definitely proven yourselves to create some groundbreaking games.

Well, and I really appreciate that!  That's what we try to do, is find something that nobody has done the same way, and then do that really well.  The reason I made AI War as a space game was partly because I'd hated every other space-based RTS I'd ever played.  So it was time for me to "do it right," or at least the way I wanted to do it.  I love Zelda games and Metroid games and really enjoy them -- always have -- but there's never really been a procedural adventure game that's done everything that I wanted.  Definitely not any side-scrolling adventure games.  What I loved about Zelda 2 was the promise of that game, and what it represented to me as a kid in the 80's.  Standing on its own as an adventure game against modern games... not so much.

So, in a lot of respects I'm in the same boat as anyone else who says "but I've never seen an adventure game done in the side view in a way I found satisfying on the level of what you've been describing for AVWW."  The fact that nobody else has done it is why I'm here, plain and simple. :)  Whether I'll muck it up too, from your point of view, is of course still yet to be seen.  It's entirely possible that my idea of a great side-scrolling adventure game still wouldn't be your cup of tea.

But at least I'm in new territory all over the place, rather than it being Diablo Clone #489 + Roguelike #655 + Infinite World, which is what I think most people's expectations boiled down to.  That's just... not really how I make games, I guess.

Plus, I'm not saying side view is completely bad or not fun at all-It's just disappointing to be expect one type then it all of sudden switch to another. Like if it was side view from the beginning I wouldn't have this internal clash.

Yeah, that point is well taken, and it's something we regret.  However, the feedback that we've gained through the early-showings of the game, plus the exposure in general, has I think been a major net positive for the game itself.  So if I had to do it again I'd probably do it the same way, but it's not exactly a clean process.  Plenty of collateral damage, such as how you're feeling right now.

AI War was something that went over easy for folks from the start (those that are in to that sort of game), but I think people would have had a heart attack if they'd been following from the very start.  For the first week or so it was a turn-based game.  For the first 3+ months it was PvP-only.  For the next month it was PvP or Co-Op, with a traditional AI that followed the same rules as the players.  Then suddenly it was Co-Op-only with an AI that was unequal to you, and the concept of AI Progress came about.  Then a month later suddenly you were getting randomized selections of ship types you could build, and Advanced Research Stations came about, rather than always being able to build any ship type at any time.

Also during this whole process, starships went from being "motherships" and the central tether of fleets, to something that was kind of a side element in favor of command stations, which were initially mobile but later became stationary.  Plus we went from an all-warp system where you gave your motherships orders on what system to go to, and they carried along their crew of smaller ships and arrived after a certain amount of time, to having a system of wormholes (which previously had not existed) to create a topography of the galaxy; and warp with the incoming timers became an AI-only thing (and thus the tower defense aspect of the game was completely side-stepped into; originally the timer countdown was just how everyone warped their stuff between planets).  Oh, and gravity wells of specific planets were were initially literally infinite, and so the best strategy was to build a command station and then send it flying off into the ether with your fleet, so that you could snipe your opponent to death before they got to you; later that was changed to have finite gravity wells to make way for more fun strategies.  At one point metal and energy were the only resources, but later crystal and knowledge were added.  At one point you could build a form of strange energy walls/roads in space, which would suck AI ships along predetermined paths that you chose once they arrived at them.  It ALSO used to be that AI War games only took about 45-60 minutes to play, but see how THAT changed. ;)

Endless, relentless iteration into the unknown with a lot of feedback: that's how I make games.  But it certainly does break a few eggs if people get too attached to any one way the stuff is presented, and I'm not always clear on what is and what isn't up for changes (often I don't fully know, aside from the immutable goals).  Well, I'll leave it at that.  It's regrettable how this has colored things for you, and I'm sure others, but hopefully in the end we win you over by making an awesome game that surprises you and that you just can't resist. ;)

Fingers crossed!
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Offline Cyborg

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Re: A Valley Without Wind's Switch To Side View -- The Big Picture
« Reply #193 on: July 12, 2011, 09:00:13 pm »
For the first 3+ months it was PvP-only.  For the next month it was PvP or Co-Op, with a traditional AI that followed the same rules as the players. 

Wait, what? Where can we get the PVP build of AI war?  :o
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Offline zebramatt

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Re: A Valley Without Wind's Switch To Side View -- The Big Picture
« Reply #194 on: July 13, 2011, 02:45:28 am »
For the first 3+ months it was PvP-only.  For the next month it was PvP or Co-Op, with a traditional AI that followed the same rules as the players. 

Wait, what? Where can we get the PVP build of AI war?  :o

You mean the PVP build with every ship type always available, without wormholes and with infinite planet sizes? It sounds awful!  :D