Author Topic: Q & A  (Read 183796 times)

Offline zebramatt

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Re: Q & A
« Reply #255 on: October 03, 2011, 02:45:47 am »
Plus doesn't one of the tooltips somewhere warn you about traps? I've been suspicious of all levers since I read that!

Offline Nalgas

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Re: Q & A
« Reply #256 on: October 03, 2011, 02:58:32 am »
Plus doesn't one of the tooltips somewhere warn you about traps? I've been suspicious of all levers since I read that!

I forget if the tooltips do.  If they do, it was added after I got killed by them the first time.  I was suspicious of them before that because the developers themselves told me point blank that I should be afraid of pulling levers after I said something about Boatmurdered to them a few weeks ago, but I just had to try it myself to see if that was indeed what would happen.  Heh.

Offline snelg

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Re: Q & A
« Reply #257 on: October 03, 2011, 05:17:41 am »
I've been wondering for a while now. What exactly does ending a turn do? I know it gives action points to npc's but is there anything else?

I'm getting a bit paranoid as turn number increases. :P

Offline BobTheJanitor

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Re: Q & A
« Reply #258 on: October 03, 2011, 09:16:50 am »
If you've been in switch rooms without any traps before then once you enter one with all the hanging traps it should be fairly obvious that those things are out of place and maybe you should investigate further. The first time I saw a switch room with the traps I knew something was fishy since the room was littered with these things that weren't there in previous rooms.

Yeah, they look like a bunch of light fixtures. Not exactly obvious. A bunch of rooms have various lamps and lanterns and such, I just figured these were similar. All I'm saying is the trap shouldn't spawn directly over the switch, or there should be a blank spot somewhere on the same level as the switch for the player to dodge to. Then it becomes a game of 'how do I get out', whereas right now it's just a quick death with no fair warning. I'm not just whining for myself (although I am doing that as well, to be sure) but because I think this is the sort of thing that will annoy new players pointlessly, and again, will have zero effect on players who have experienced it one time already. No warning no escape death belongs in platformers like IWBTG and SMB, not in AVWW.

Offline zebramatt

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Re: Q & A
« Reply #259 on: October 03, 2011, 09:56:52 am »
I'd say you get a fair amount of warning in Meat Boy, insofar as anything which looks remotely like it might murder you will probably indeed murder you.

Offline keith.lamothe

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Re: Q & A
« Reply #260 on: October 03, 2011, 10:01:17 am »
I've been wondering for a while now. What exactly does ending a turn do? I know it gives action points to npc's but is there anything else?

I'm getting a bit paranoid as turn number increases. :P
The tooltip that displays when you mouseover the end-turn button tells you pretty much everything about what it does.  I'm not sure if it mentions that every X turns (X depending on your strategic difficulty level) it spawns a rampaging monster group near one of your settlements, but it does do that.

Nothing too threatening... yet ;)
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Offline BobTheJanitor

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Re: Q & A
« Reply #261 on: October 03, 2011, 10:01:44 am »
I'd say you get a fair amount of warning in Meat Boy, insofar as anything which looks remotely like it might murder you will probably indeed murder you.

Well yeah, that's pretty much the nature of that game. It basically says from the get go 'everything is trying to kill you'. Although I can think of a few areas where something popped up when I wasn't expecting it and flattened me. Mostly during boss levels and such, though. Anyway, total tangent.

Offline zebramatt

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Re: Q & A
« Reply #262 on: October 03, 2011, 10:09:31 am »
Well, tangental as it was, perhaps the lesson is: if the traps looked generally more like they were out to get you, people would be more wary.

But then, I'm certainly in favour of the idea that there might be some hope of escape once you've set one off.

Offline snelg

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Re: Q & A
« Reply #263 on: October 03, 2011, 10:36:43 am »
I've been wondering for a while now. What exactly does ending a turn do? I know it gives action points to npc's but is there anything else?

I'm getting a bit paranoid as turn number increases. :P
The tooltip that displays when you mouseover the end-turn button tells you pretty much everything about what it does.  I'm not sure if it mentions that every X turns (X depending on your strategic difficulty level) it spawns a rampaging monster group near one of your settlements, but it does do that.

Nothing too threatening... yet ;)
Woah! not sure how I missed that massive tooltip there. Thanks!

Offline orzelek

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Re: Q & A
« Reply #264 on: October 03, 2011, 12:04:23 pm »
Well, tangental as it was, perhaps the lesson is: if the traps looked generally more like they were out to get you, people would be more wary.

But then, I'm certainly in favour of the idea that there might be some hope of escape once you've set one off.

I hit that once and it was very quick death. And if you are not running energy pulse by default you have hard time to kill 1-2 of these so you can have small safe area to recover (Ice cross or touch are not so easy to use when destroying these). Is energy pulse meant as "needed" spell don't go out of town without it?

You have no hope of hiding if ceiling is full of them so surprise kill effect they have looks intended.

Offline x4000

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Re: Q & A
« Reply #265 on: October 03, 2011, 12:11:07 pm »
This would be a good one for mantis.  I should make it so that none of the traps seed higher than the switch, which is always at the top area of the room anyhow.  And then I should also make it impossible to warp out of a room that has any traps, to actually make that so you still have to make an escape past them.
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Offline KingIsaacLinksr

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Re: Q & A
« Reply #266 on: October 03, 2011, 01:13:51 pm »
Sorry if this has been answered already, but I'm having a heck of a time finding an answer in-and-out of game.

1) How do you build wind shelters?  Is it only on the strategic map?  And if so, how do you get 200 time units for one character?
2) How do you manage towns?  I'm at civ level 5 so maybe I'm not high enough to do that. 

Thanks!

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Offline BobTheJanitor

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Re: Q & A
« Reply #267 on: October 03, 2011, 01:16:03 pm »
Most of those options will show up when you level up. It's usually better to just build wind shelters yourself, by going to that area in person and walking to where the shelter is. 200 time units is what you get if you have a character not do anything for a few turns, as they save up their time units if they're unused.

Offline keith.lamothe

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Re: Q & A
« Reply #268 on: October 03, 2011, 01:20:38 pm »
And if so, how do you get 200 time units for one character?
Yea, just don't spend them all, and they'll accumulate to up to 200.  Basically simulating that if you let them take care of their other stuff for a while they'll have a bit more free time, but only up to a certain extent.

Currently working on more documentation of TUs.
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Offline orzelek

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Re: Q & A
« Reply #269 on: October 03, 2011, 01:23:15 pm »
The Deep - is current "look" of the place there to stay?

That blurring shader that gets left out and bugs when alt+tabbed is annoying.