samspade
Member
Overview
Current goals for the project are:
Feedback
Any feedback is good feedback. I'm not too focused on the art, interface, sound etc. yet, but I'm still interested in what works and what doesn't. I'm also not trying to make masterpiece levels - they currently serve as a means of testing things out - but I am trying to at least follow some basic good practices and not make them horrible to solve. So I'm also interested in in what works and doesn't on these. If anyone has suggestions on things you would put into or want in an escape room asset on the Marketplace or in an escape room game. I'd be very curious.
One specific feedback request I have is:
Updates
Current goals for the project are:
- Create a flexible engine. I want the engine to be flexible enough to make a game like Myst or an Escape the Room game while being low enough impact that you would feel free to throw it into any project even for some simple simple Zelda-like dungeons. While I don't want it to have many of the elements of a full adventure style game (like Monkey Island) I want it to be able to handle those types of puzzles (but I'm not looking to make a dialogue system and so on).
- Create a flexible framework that could be added on to.
- Maybe create my own Escape the Room Game on Mobile.
Feedback
Any feedback is good feedback. I'm not too focused on the art, interface, sound etc. yet, but I'm still interested in what works and what doesn't. I'm also not trying to make masterpiece levels - they currently serve as a means of testing things out - but I am trying to at least follow some basic good practices and not make them horrible to solve. So I'm also interested in in what works and doesn't on these. If anyone has suggestions on things you would put into or want in an escape room asset on the Marketplace or in an escape room game. I'd be very curious.
One specific feedback request I have is:
- If you played any rooms, what rooms and how long did they take?
Updates
My current goal is to keep expanding the type of interactions available while building rooms to use those interactions. I'm not going to work too hard on look and feel for the moment, but I'm going to try and not fall to far behind on that. Current 'to do' interactions list is:
- a good method of self-contained puzzles (e.g. a sliding block puzzle, a jigsaw puzzle, etc.) that can be completed to unlock something.
- The ability to combine things in the inventory to make new items.
- The ability to reuse items (e.g. a hammer or screwdriver)
- The ability to place, and pick up items again (e.g. a removable battery)
While I added the ability to pick up and place items and gave items multiple, or infinite uses, I didn't add a lot of other visible things to the project. I actually overhauled a very significant portion of what was under the hood though.
In order to get the first version out, I had done some crappy programming towards the end. So I started the week trying to make everything a little cleaner. This lead to more and more revisions. Additionally, I was struggling to make the larger rooms because I hadn't fully understood how my own system worked. So I started making the test rooms, rooms that are generally just one screen and really use only one idea.
I'm at least halfway through cleaning all that up, but that has created its own mess. I'll probably make an update about that later as I'm going to use these updates half as a dev blog for the time being.
I have solidified my goal for the project a bit. I want to make an engine robust enough that I could make a game like Myst or Riven or an Escape Room mobile game while simple enough that I could use it in a completely different style of project (e.g. rpg or zelda like) to make puzzles in a single dungeon. In other words robust enough to be an entire game while simple enough to use in a single room in an entirely different project.
In order to get the first version out, I had done some crappy programming towards the end. So I started the week trying to make everything a little cleaner. This lead to more and more revisions. Additionally, I was struggling to make the larger rooms because I hadn't fully understood how my own system worked. So I started making the test rooms, rooms that are generally just one screen and really use only one idea.
I'm at least halfway through cleaning all that up, but that has created its own mess. I'll probably make an update about that later as I'm going to use these updates half as a dev blog for the time being.
I have solidified my goal for the project a bit. I want to make an engine robust enough that I could make a game like Myst or Riven or an Escape Room mobile game while simple enough that I could use it in a completely different style of project (e.g. rpg or zelda like) to make puzzles in a single dungeon. In other words robust enough to be an entire game while simple enough to use in a single room in an entirely different project.
Most of the changes made in this update won't be visible to the player as a lot of it was under the hood. However, this update wraps up my major refactoring of the original code. Big changes are that combinations are now separate from the locks they unlock meaning a number of locks can be attached to the same combo - or input panel - as can be seen in one of the test rooms. Additionally, the hiding system is far better and now works for all types of interfaces - not just items.
The one thing that will make a different to players is I added another 10 test rooms. These test rooms work as my manual unit testing for the main rooms. And now they are all linked together. In theory, I can start at the first one, and if everything works in all of them, everything works in the rooms.
The next update will hopefully be soon as I want to spend some time now creating larger rooms.
The one thing that will make a different to players is I added another 10 test rooms. These test rooms work as my manual unit testing for the main rooms. And now they are all linked together. In theory, I can start at the first one, and if everything works in all of them, everything works in the rooms.
The next update will hopefully be soon as I want to spend some time now creating larger rooms.
Game Link
(6.9.19 Folder is Current - No Debug Rooms)
(6.2.19 Folder is Old - Debug Rooms Included)
(see second post for a summary of any updates to the game link)
(6.9.19 Folder is Current - No Debug Rooms)
(6.2.19 Folder is Old - Debug Rooms Included)
(see second post for a summary of any updates to the game link)
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