Exploratorio: Simple Exploration Game

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Post » Tue Dec 28, 2010 5:39 am

Exploratorio is meant to be a simple, fairly self-explanatory title. Accessibility is a very important aspect of the gameplay; please let me know what you think of the concept, as well as how easy it is for a casual gamer to pick up on.

http://www.mediafire.com/?4h63l7vaz1ol4a9

edit: switched from rapidshare to mediafire
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Post » Wed Dec 29, 2010 2:56 am

Don't use rapidshare, please, since that 10 download limit is kinda lame.


Much better to use mediafire.
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Post » Wed Dec 29, 2010 10:46 am

[quote="Emperor Ing":13ltny48]Don't use rapidshare, please, since that 10 download limit is kinda lame.


Much better to use mediafire.[/quote:13ltny48]

Duly noted. Switched to a mediafire link.
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Post » Thu Dec 30, 2010 7:20 pm

An interesting concept, though I think there are definitely some kinks to be worked out.



Namely, I think the little yellow ball might do well to move a teensy bit slower when it barrels towards your mouse. Also, it might be good to have your walls more clearly defined than just pieces of text, but that might be for later builds.
Check out my VGM on my soundcloud page!
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Post » Thu Dec 30, 2010 10:08 pm

[quote="Emperor Ing":jsrwqjzf]An interesting concept, though I think there are definitely some kinks to be worked out.



Namely, I think the little yellow ball might do well to move a teensy bit slower when it barrels towards your mouse. Also, it might be good to have your walls more clearly defined than just pieces of text, but that might be for later builds.[/quote:jsrwqjzf]

The ball/Explorer starts at 10 pixels/sec and accelerates at 1000 pixels/sec/sec. to a top speed of 1000 pixels/sec. I can tweak that as is necessary; 700 feels too slow, so somewhere in the 850-950 range is probably ideal. Most of the levels are going to be sprites rather than text (though even for the text, I'm going to make collision masks rather than relying on per-pixel collisions, as the Explorer tends to get snagged on outcropping letters).

Thanks for the feedback!
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Post » Fri Dec 31, 2010 1:23 am

Yeah, collision masks would be good, since he did get kinda stuck in all those nooks and crannies on occasion.


And if that Welcome bit is going to be your intro, I'd make the text MUCH bigger, as the player will need to get the hint VERY quickly, which is not something I did in both of my test-plays of the intro.
Check out my VGM on my soundcloud page!
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Post » Sun Jan 02, 2011 4:10 am

Great idea! I love the concept, especially if you start working with some different mechanics along the levels (like clicking in things, objects that can be passed trough, etc) Though I agree the welcome screen is too difficult, and i feel the ball is to fast too.

Great job!
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Post » Mon Jan 03, 2011 10:39 am

[quote="saint11":1ad7k4sm]Great idea! I love the concept, especially if you start working with some different mechanics along the levels (like clicking in things, objects that can be passed trough, etc) Though I agree the welcome screen is too difficult, and i feel the ball is to fast too.

Great job![/quote:1ad7k4sm]

Thanks! I've amended the welcome screen from size 36 font to size 60, and I feel it's a lot more manageable now. The ball's acceleration has been toned down a bit (10 pixels/sec initial speed, 850 pixels/sec/sec acceleration to a top speed of 850 pixels/sec), which makes it easier to work with, but I feel the real issue is keeping the ball from getting stuck. I figure I'll tell it to ignore the cursor and apply normal ball physics if the ball tries to go in the same direction (whatever that means; I'll have to tool around with it) twice in a row (such as if your cursor is on one side of a solid and the ball is on the other, causing it to snag).

The environments will be full of interactive elements, and even a few hazards. Many of them will be maps, on which you can click to access new areas you discover (for example, you can click on a house after bumping into it, allowing you to enter the house). Others will be elaborate artwork (murals, collages, and the like), and a select few will even be animated (such as a model of the solar system or a pair of combatants engaged in a duel, infinitely looping). Once I find a reasonable solution to the snagging issue, I'll assemble all the different level types with placeholder graphics and put 'em up.

Thanks again!
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