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Bloodlust v 0.6 released
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Onlyoneinall
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Joined: 16 Jul 2005
Posts: 746

PostPosted: Sun Jan 20, 2008 4:16 am    Post subject: Bloodlust v 0.6 released Reply with quote

Get it here: http://www.castleparadox.com/gamelist-display.php?game=750

Comments and suggestions are welcome. I have slaved away long nights to get this to the point it is at now, so any constructive feedback is greatly appreciated. I've also done my best to ensure there are absolutely no bugs or errors as far as the game itself goes, but if you find anything that's messed up, let me know.

Also if you have any trouble with the puzzles or don't understand what to do next, let me know. Hopefully though this isn't an issue.

If you have trouble seeing the screenshots, your monitor's gamma level or brightness is probably too low (the ones that can be adjusted in Control Panel). Hopefully, the game's new brightness settings menu offsets any issues you may have with that.

So show me some love and give the game a try. Happy

You can also see some additional screenshots or alternatively download it here: http://www.slimesalad.com/forum/viewtopic.php?t=202
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http://www.castleparadox.com/gamelist-display.php?game=750 Bloodlust Demo 1.00

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Rya.Reisender
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Joined: 18 Jan 2008
Posts: 821

PostPosted: Sun Jan 20, 2008 7:47 am    Post subject: Reply with quote

I'm playing this game right now, I'm at the school now.

This game has really a good atmosphere, especially the music and sound effects are very fitting.


In case you want to hear some improvement points (if not the just stop reading now):

- the design of the hero walkabout could be improved, especially the head/face and the left/right walk animations could need some improvement (doesn't look very natural), your maptiles / battles show that you have some skill, so use it for the hero sprite too

- the hero has a really excessive use of the phrase "my god", although it fits into the situation, at some points he says it so often in a single dialogue that I actual had to laugh because of that (which kinda kills the atmosphere a bit in a horror game)

- sometimes the way you made the maptiles seems to be a bit confusing, for example I can walk into / through certain objects at some points, but can't do that with other objects of the same type sometimes, also the "hide behind the wall" layout could be a little improved, so it doesn't look like the beds were just drawn on the floor and he walks over it

- I strongly suggest the lock the instant death scene at home until you checked the save point at least once, for new players it's not very obvious that this is a save point, so they might rather go to the instant death location and if they die there they'd have to start all over because they never ever saved before, this could piss some new / outsider players off and they might not want to retry it and miss the rest of your game

- during play I found some items (diary and a map) that didn't display in my inventory, is this a bug? if they are not supposed to be displayed in the inventory and have to be used otherwise I suggest you add a small tutorial when picking up the first 'quest item'

- you often switch the narration between "I" and "you", it's weird when some doors say "I can't open it because it's locked" and some say "You can't open it because it's locked", I suggest settling with one type of narration unless there's a major plot change (different hero or something)

- also I wondered what this fatique level means, it seems to make me weaker when I level up, is there any way to level down again? maybe add a tutorial for this after the first battle as well...
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Rya.Reisender
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Joined: 18 Jan 2008
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PostPosted: Sun Jan 20, 2008 11:49 am    Post subject: Reply with quote

Also I found two bugs:

- you can see the bloody diary dialogue twice and thus get the blood diary two times when you go back the other route after getting one

- you can't survive that dark wall, I'm totally stuck there now, for some reason the dark wall comes from the left although I'm almost sure it's supposed to come from the right side, in fact the dark wall always seems to be different every time I try but there's no chance to get to the path that leads down in time
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Moogle1
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Joined: 15 Jul 2004
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PostPosted: Sun Jan 20, 2008 1:00 pm    Post subject: Reply with quote

I get the feeling you didn't Read The Sliming Manual for this game or SOJ. While I haven't even played Bloodlust, I still know that gaining levels decreases your stats to represent fatigue. Your SOJ stats were probably so low because you never rested -- there's fatigue in that game, too, but you can get rid of it by resting.
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Onlyoneinall
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PostPosted: Sun Jan 20, 2008 8:48 pm    Post subject: Reply with quote

The game doesn't really require a Sliming Manual. The controls are really basic, and the topics that one might not be sure about can be found if you open up the menu and go to 'Help'. If you're playing with the version of game included in the zip, the diary option should appear in the main menu, not the inventory. Since this should be relatively easy to notice, I don't plan on adding any extra help for it, since information you might need for it can be found again, in the game in the help topics. I will however, add a topic about the fatigue levels, as it's not entirely clear you can't regain lost stats, and players outside of our community won't be puzzled.

The dark wall isn't defeatable, but if you run (hold Z), and stay near the bottom half of the map and go down the path that leads into the forest (I'll make this more obvious in the next update), you should be able to get away from it relatively easy. I had before where you had to be exact or else you die, but I figured that was too much of a frustration and made it so you have more room for error, plus being able to run means you're running the same speed as the shadow.

As for the dark wall coming from the LEFT, that sounds like a bug due to the engine. It definitely should never come from that side. Does this happen when you die, and restore your game without quitting Game.exe? I assume this may be what is causing it.

As for all your other suggestions, I'll definitely take them into consideration, although it would be nice if you could elaborate on the point of the hero's walkabout and the one about the maptiles going behind bit.
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Rya.Reisender
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Joined: 18 Jan 2008
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PostPosted: Mon Jan 21, 2008 12:37 am    Post subject: Reply with quote

Gah, I wrote a really long post, but it got deleted because the forum logged me out before I clicked on posting (I hate this forum engine I should remember to save all the stuff I write in a txt file before clicking submit here >_>).

I'll add my main points again by editing.


I indeed usually don't read manuals. I personally think it's part of good game design that the most important aspects of a game are explaining within the game, although they are already in the manual.

Quote:
If you're playing with the version of game included in the zip, the diary option should appear in the main menu, not the inventory. Since this should be relatively easy to notice, I don't plan on adding any extra help for it, since information you might need for it can be found again, in the game in the help topics.

With "main menu" you mean the one that can be opened with "Alt"? Because I don't remember seeing a diary option there, but I'll check again. Maybe just add a one liner like "You can check it in your main menu".

Quote:
The dark wall isn't defeatable, but if you run (hold Z)

This might be a good place to introduce the "run button" then.

Quote:
stay near the bottom half of the map and go down the path that leads into the forest (I'll make this more obvious in the next update)

Actually it was quite obvious for me, that this is the position I have to reach. Maybe it's a problem for a player who never checked the forest road before, but hey, it's a horror game and you shouldn't tell the player too much (except about special controls and main features).

Quote:
As for the dark wall coming from the LEFT, that sounds like a bug due to the engine. It definitely should never come from that side. Does this happen when you die, and restore your game without quitting Game.exe? I assume this may be what is causing it.

Yeah it's indeed because the position of the wall doesn't reset when you die and continue, so the second time it will come from the left. Other plotscript it so that the position always gets reset or wait for the OHRRPGCE fix.

Quote:
As for all your other suggestions, I'll definitely take them into consideration, although it would be nice if you could elaborate on the point of the hero's walkabout and the one about the maptiles going behind bit

Hero walkabout sprite:
The legs when walking sideways look a bit unnatural. It looks like when children usually want to draw a walking person, like an inverted "Y".
In reality it looks more like... let's say on Moogle1's avatar.
Also the hero looks a bit bald on the front head when walking sideways.
And something disturbs me about the eyes but since I'm no good artist I can't really imagine how to make it better. Maybe just check other games?

Hiding maptiles:
You can see this in many games that have beds. If you walk on the upper maptile of the bed your legs will hide below the lower maptile of the bed, so it gives the impression that you walk into the bed rather than over it. I think you even used this yourself outside the houses when behind a bush.


Addition:
I suggested to add some hints/tutorial at certain parts of the game. You might also want to consider to show these only on "Easy Mode".


Last edited by Rya.Reisender on Mon Jan 21, 2008 1:06 am; edited 6 times in total
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TMC
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Joined: 05 Apr 2003
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PostPosted: Mon Jan 21, 2008 12:46 am    Post subject: Reply with quote

Click the back button on your browser when that happens! Works every time for me. Yeah, phpbb is really awful with randomly logging people out.

Onlyoneinall wrote:
As for the dark wall coming from the LEFT, that sounds like a bug due to the engine. It definitely should never come from that side. Does this happen when you die, and restore your game without quitting Game.exe? I assume this may be what is causing it.


This sounds exactly like the map-state-not-resetting-bug I fixed in Voxhumana.

Sliming Manual?
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Rya.Reisender
Snippy




Joined: 18 Jan 2008
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PostPosted: Mon Jan 21, 2008 12:53 am    Post subject: Reply with quote

The Mad Cacti wrote:
Click the back button on your browser when that happens! Works every time for me. Yeah, phpbb is really awful with randomly logging people out.

Oh my god, it just happened AGAIN. >_>
And clicking the back button only works with Firefox which I don't have at work. On IE all text you wrote will be gone when clicking back.
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The Wobbler




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PostPosted: Mon Jan 21, 2008 3:50 am    Post subject: Reply with quote

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Rya.Reisender
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PostPosted: Mon Jan 21, 2008 3:56 am    Post subject: Reply with quote

The trick is not to use uppercase letters.

He already says something along the lines "Maybe if I can read the road to the south I can get away" why not just add a "(press z to run)" at the end? Many horror games have a small explanation the first time a control pops up and I never had the feeling that it ruins the atmosphere.

Oh well, it's the creators decision in the end.


Edit: I guess you're thinking of larger tutorial with separate screens while I'm just thinking about adding a one-liner in the dialogue.

Of course a whole tutorial page which is held like "Bloodlust's educational corner" would suck and destroy the atmosphere. But there are also clever ways to solve it. It's possible to make a tutorial without losing the atmosphere.

Edit2: But I admit it's my fault for being too lazy to read the manual. Oookay...
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The Wobbler




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PostPosted: Mon Jan 21, 2008 4:10 am    Post subject: Reply with quote

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msw188




Joined: 02 Jul 2003
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PostPosted: Mon Jan 21, 2008 7:13 am    Post subject: Reply with quote

I had a thread about this a while ago. I feel that if there is a manual, the player should be expected to read it. Why else make it? Putting explanations and tutorials in games is horrible to me. First of all, it often forces the player to 'leave the game-world' (in this example, ruining atmosphere as Surlaw puts it; I feel that any breaking of the fourth wall at any time in this sense should be avoided). Second, when used in puzzles, it often implies the solution.

If there are going to be in-game explanations for things, I prefer them to be separated from their use, and hopefully not separated from the game-world. Also, they should be optional. The best example would be the house of scholars in in Narshe in FF III (VI). I tried to follow that example for Tales II to some degree. But I remember the first time playing Link to the Past, where there were button commands inserted into signs and speech. I hated this, and I still do.
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Rya.Reisender
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PostPosted: Mon Jan 21, 2008 7:23 am    Post subject: Reply with quote

Um there's a difference between telling the player what to do next and telling the player about the controls. Telling the controls is okay (especially on easy mode), telling the player every single step is wrong.

Otherwise you might as well complain why the controls are explained in the manual if that treats the player like an idiot. ^^'
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msw188




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PostPosted: Mon Jan 21, 2008 7:35 am    Post subject: Reply with quote

I agree that there is a difference, but I don't enjoy either:

Quote:
when used in puzzles, it often implies the solution


Maybe I wasn't clear enough on this. I haven't played this Bloodlust game, but if the textbox says (hold down 'z' to run) AT THAT SPECIFIC MOMENT then it automatically implies that this is the way to beat the puzzle. Imagine if when you walked into a room in Zelda with one of those one-eyed statues, and a locked door, then a textbox came up saying "There must be something important behind that door (press Start to open the menu, press a yellow button to assign an item to that button, and press that button outside of the menu to use the item)." This textbox would imply that you have to use an item to get the door to open. I would hate this, even if a much more efficient way of saying all that could be found.

The point is, the manual is a place where controls can be explained without any chance of affecting the player's thought process during the game. This includes both the player's thoughts concerning the game-world (atmosphere) and his thoughts on solving puzzles. I feel that if you use in-game explanations, they should strive to accomplish this same thing.
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Rya.Reisender
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PostPosted: Mon Jan 21, 2008 8:44 am    Post subject: Reply with quote

This thread makes me realize why some games have a config option "Hint: on / off".


Edit: Duh!, I just figured out why I had so much problems. It's because I ran the game with the default game exe that comes with the OHRRPGCE and there it always shows the default menu. Now that I started it with the Bloodlust.exe it makes so much more sense. Sorry. ^^'
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