Stellar Matter (WIP / Demo)

Started by Asmodean_, February 27, 2016, 07:51:32 PM

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Asmodean_






So this is my first level, hope you like!
Stellar Matter (read: trinkets) are worth a fortune in the markets of the Milky Way. However, the only method of extraction is finding them in the middle of an arbitrarily long series of spike-filled rooms. Sounds like a job for Captain Viridian!
Please give feedback so I can improve the level!

Current Version: 904.04
Current zones: Green Zone, Purple Zone, Hard Way Zone, Redshift Blueshift, Coaster Zone, Laboratory Zone
Future zones: Turquoise Zone, (3 more), Final Zone

CHANGELOG:
[v904.04]
6 of 11 zones complete.
Bug fixes:
* Blueshift-1 tells you where to go this time.
* At the end of RedshiftBlueshift you're dumped at the checkpoint instead of right next to spikes.
* Hard Way: You can now see the entire level before trying it.
* Any/all rogue Viridians told to shut up and fly straight.

[v904.03]
4 of 15 or 20 zones complete.

[v904.02]
2 of 20 zones complete.

[v904.01]
1 of 20 zones complete. 4 of 100 flags used.
N.B. Random  :vitellary: at beginning of level will be used eventually once all twenty trinkets are available.

QwertymanO07

Uhh, you kinda need some screenshots here.

Actually, where's that thing?
Quote from: crazya02 on September 25, 2015, 03:31:29 AM


Asmodean_

Quote from: QwertymanO07 on February 27, 2016, 08:54:25 PM
Uhh, you kinda need some screenshots here.

Actually, where's that thing?
Quote from: crazya02 on September 25, 2015, 03:31:29 AM


I'm sahray I'll do that when I'm on the computer next.

- Sent from my Windows Phone.

Lollipop


Info Teddy 2

This level is too short and too meta (e.g. shouldn't have any meta-dialogue at all).

Asmodean_

Quote from: Info Teddy on February 27, 2016, 09:23:30 PM
This level is too short and too meta (e.g. shouldn't have any meta-dialogue at all).
1: It's just the first bit so I don't have to go and change everything if/when a major flaw comes up.
2: Why is meta-dialogue so bad?

Info Teddy 2

Quote from: Asmodean_ on February 27, 2016, 09:50:37 PM1: It's just the first bit so I don't have to go and change everything if/when a major flaw comes up.
2: Why is meta-dialogue so bad?
Meta-dialogue has no cohesion.

Asmodean_

Quote from: Q•be on March 03, 2016, 08:46:40 PM
Quote from: Info Teddy on February 28, 2016, 04:02:34 AM
Quote from: Asmodean_ on February 27, 2016, 09:50:37 PM1: It's just the first bit so I don't have to go and change everything if/when a major flaw comes up.
2: Why is meta-dialogue so bad?
Meta-dialogue has no cohesion.
Ignore him. I like the level, even if it's a demo - dialogues were great! The level itself is great, and the idea is great too. The Green Zone is well done, and I can't wait for this to be completed. Keep it up!

Just a little spoiler to put you all at ease while I finish this goddamn level:

All of the terminals are directly controlled by the Level Creator. After the first twenty (or maybe just fifteen) zones and trinkets, dat sass gets to him and he grabs the crewmates and puts them "at the end of an arbitrarily long spike-filled corridor for no particular reason for you to risk your live numerous times to traverse, as that seems to be the only thing you ever do here"

Domo

I like the humor. It was actually fun to read all dialogs/terminals.
But why post an alpha stage? We need a full 20x20, 35-zone, 20-trinket mega-level!!!

i don't use this site anymore, please don't look at my posts

Quote from: Domo on March 08, 2016, 08:23:57 PM
I like the humor. It was actually fun to read all dialogs/terminals.
But why post an alpha stage? We need a full 20x20, 35-zone, 20-trinket mega-level!!!

So that people don't get antsy, like maybe A POSSIBLE LEVEL I KNOW.

Asmodean_

Update: Version v904.03 released - contains 4 zones: Green Zone, Purple Zone, Hard Way Zone, Redshift Blueshift.

QwertymanO07

I played the level, and here are my thoughts:

Blueshift #1: This screen is brutal.  It has spike pits of the maximum jump length, which really needed an antepiece.  Another glaring flaw is that—once you destroy the warp tokens—there's no way to tell which pit is the correct one, so unless you're lucky, you have to do the screen twice.  If you just added some subtle indication of the correct one, it would be much better.

Hard Way Zone: You forgot something that everyone seems to forget: showing the entire track before sending you in.  The main game does this, making it more fair.  Not that it really matters, though; it would be best if you swapped this zone out for something else later in development.

Map Size: I simply can not imaging you fitting 20 zones in this map, especially since now that you have areas that rely on map wrapping, you can't change its size.  You might be able to rearrange it with Ved, but it'll still take some work.

Stagger: I really like this screen for some reason.  I don't really know why, since its just like an unnamed screen in "Pyramid of Doom"; but I guess yours is prettier.

Dialogues: I liked the checkpoint tutorial joke.  That's about all that stood out to me.

File Name: Why isn't the level file named "dim904", why not something like "stellarmatter904"?

In conclusion: it's rough, but I think it has potential.

Asmodean_

Quote from: QwertymanO07 on March 13, 2016, 04:18:44 AM
I played the level, and here are my thoughts:

Blueshift #1: This screen is brutal.  It has spike pits of the maximum jump length, which really needed an antepiece.
Fixed by making it slightly easier and making the first one the antepiece instead of the second one.
Quote from: QwertymanO07 on March 13, 2016, 04:18:44 AM
Another glaring flaw is that—once you destroy the warp tokens—there's no way to tell which pit is the correct one, so unless you're lucky, you have to do the screen twice.  If you just added some subtle indication of the correct one, it would be much better.
Done (and lampshaded).
Quote from: QwertymanO07 on March 13, 2016, 04:18:44 AM
Hard Way Zone: You forgot something that everyone seems to forget: showing the entire track before sending you in.  The main game does this, making it more fair.  Not that it really matters, though; it would be best if you swapped this zone out for something else later in development.
You can now do this, but it's optional and I can't make it any more mandatory without breaking it. It's staying, though.
Quote from: QwertymanO07 on March 13, 2016, 04:18:44 AM
Map Size: I simply can not imaging you fitting 20 zones in this map, especially since now that you have areas that rely on map wrapping, you can't change its size.  You might be able to rearrange it with Ved, but it'll still take some work.
There are probably only going to be 10 zones (I thought 6 x 20 = 60 so I could fit it but obviously not) and a final zone. Really CBA to get Ved.
Quote from: QwertymanO07 on March 13, 2016, 04:18:44 AM
Stagger: I really like this screen for some reason.  I don't really know why, since its just like an unnamed screen in "Pyramid of Doom"; but I guess yours is prettier.
Never underestimate the power of direct-mode'd backing. The backing line (that shows the path through the Green Zone) goes over itself.
Quote from: QwertymanO07 on March 13, 2016, 04:18:44 AM
Dialogues: I liked the checkpoint tutorial joke.  That's about all that stood out to me.
Don't worry it'll get better.
I think.
Quote from: QwertymanO07 on March 13, 2016, 04:18:44 AM
File Name: Why isn't the level file named "dim904", why not something like "stellarmatter904"?
Because it's quicker to type in. I'll rename it once it's finished etc. It was originally going to be Dimension 904 but that's the most generic name I've ever seen.

All these fixes and a new zone in an upcoming update!

Lollipop

#13
I'm not a huge fan of Ved either, but once it's complete i bet its going to be amazing

EDIT: I like this level alot. The design is pretty good, and the meta-dialogue is quirky. I can't wait for the finished version!

allison

Quote from: Lollipop on March 13, 2016, 05:27:47 PM
I'm not a huge fan of Ved either, but once it's complete i bet its going to be amazing
I've been using it exclusively lately since it can do pretty much everything the built-in editor can and a bit more.