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Beta 4: Dr. Demented's Den
5C6F7864406F64796F640A0 wrote: >>I've never warmed to the idea that keys can be invisible in *any* room... even if there's the music and light show. It's just the single thing I think shouldn't be invisible.<<

I would agree with you when it comes to invisible T triggers, since there's no hint that a key is there, at all. But with the music/light show, a player at least knows he needs to do something in that room. The idea comes from the Legend of Zelda, where they do the same thing.

I think that, given how the map screen now shows the sparkley lights (if you haven't completed that room yet), it's just as obvious on the map screen as a key would be. So if you're lost, wondering where to go next, and you check your map, it'll be obvious just as much.

>>If I had to say, that's the single thing in the sequel that I like least. Ghosts are a close second.<<

Yeah, I'd agree. Some things I try, and they aren't that great. For example, one thing I didn't end up liking from the original MM, is the
move torch flame
action for brick switches. You could hop on a brick switch to get a flame to move from torch to torch. It ended up feeling weird when a room was designed around this. But it's still in the game.

I think for MM3, I should take some of those things *out* to make it better. Maybe including ghosts. Thing is I like the ghost graphics, so I wonder what other movement the ghosts could have instead? Everything I can think of would end up being just like the medusa heads.

Still... for every feature that one person may not like there's probably a couple of others who love it. I saw some folks single out the trolls as something they didn't like. I don't mind them - the only thing I would change with the trolls would be a check box that can be enabled to make their departure by ladder from a room permanent. I would have really liked this capability in room 15904.


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Some pointers in the HARD version (7)

16294 the falling brick that appears, is it necessary?

16700 there are stuff up in the right "storage that doesn't fall when the hatches are opened.

16300 got the map but there wasn't any new information about rooms! It happens now and then in other mansions too and I find it irritating and meaningless.

came up from 15303 on the second ladder from the left to 15102 but should have entered 15103 from upper left. Now Jack is stuck. He can only die numerous tmes and start from last saving point.

15905 When Jack comes back down with the blue batmobile when it stops a ghost appears. If Jack doesn't have a sheild he'll dye instantly. He has no time to duck or anything!

More later! Wink
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Rob, I like the changes you made, especially taking out those extra blue zapper rooms and making the zapper rooms easier. Very nice! Still challenging but a lot less frustrating.

Found a few problems:

16700 Map and shield don't fall to the ground when trap door opens (rose already reported this above).

15303 See pic (and rose reported this above, also). Jack can jump up to go left into the next room, but a gray door is closed. When he jumps to get back where he's standing, he gets zapped. I let my Jack fall down and he triggered the zappers to turn off.

15103 Jack Stuck (see pic). Zapper hasn't been turned off so Jack can't jump right. When he climbs down the ladder to get back to 15303, tiles block his head from getting to a different ladder. (I just removed those tiles.)

16504 When Jack arrived on the blue bat platform which started in 16508, he hopped off to get the money and Save pedestal in 16503 instead of riding it up to get the red key in 16304. If that happens, a player might not realize he/she was supposed to go up and now has to backtrack to 16508 to ride it again. Also, while riding from right to left, Jack got hit by an eyeball in 16506.

I only got 83% secrets this time, and I missed a yellow key somewhere (and it wasn't the one you get by riding the gray bat platform down - I can't figure out which one it is). Oh well.


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rose posted: Some pointers in the HARD version

16294 the falling brick that appears, is it necessary? There was some circumstance that could leave Jack stranded on the vine with no way down. So I added the falling platform to ensure there's always a way down. I'll go and replace all the skulls with falling platform to keep it from looking so odd.

One thing about this room, I would have preferred it be accessed from the top first, but there really is no good reason why that should be required. At one time I'd considered adding an additional purple key in this room or below, but there's not much need for it. Hmmm...

16700 there are stuff up in the right
storage that doesn't fall when the hatches are opened.

This was an accident, I was testing out whether or not it would fall and of course it didn't, and I must have been thinking of something else, because I moved on and forgot about it. I was trying to drop it someplace that Jack might go before searching for the red key.  Maps don't make much sense to me in this mansion. It has almost no secret rooms, and most of the ones that are here tend to be made obvious shortly after you've passed them giving you a chance to double-back and get to them. To me, maps make the most sense in mansions there are extremely non-linear, where you can use them to show a small section far off from where Jack is, and the challenge turns into finding your way there.

For this mansion, and in particular that
challenge" is already there in the form of the yellow key that Jack couldn't pick up before. If he heads in that direction he can't help but eventually find the red key.

16300 got the map but there wasn't any new information about rooms! It happens now and then in other mansions too and I find it irritating and meaningless. Me too. As I mentioned, at one time I had no maps. Vern suggested I add one for that area, but I didn't really feel it needed to be there. I'm going to double-check the signs, and remove the map. I wasn't really happy with it.

came up from 15303 on the second ladder from the left to 15102 but should have entered 15103 from upper left. Now Jack is stuck. He can only die numerous tmes and start from last saving point.

Yep.. I'm sorry about this. I discovered it early this morning as well, and had already fixed it. At one time there was another ladder that went to the ledge. This room had a few more ladders and zappers, and they were all lost in my area 3 purge where I did a massive number of changes to make the area easier. Perhaps subconsciously, I was rebelling against the changes and added one last deadly trap in revenge.

More likely it was careless on my part when all the changes that were being made. The only time I have to work on this is late at night after a full day and work and sometimes (often) I'm not at my best at that time and make mistakes.

15905 When Jack comes back down with the blue batmobile when it stops a ghost appears. If Jack doesn't have a sheild he'll dye instantly. He has no time to duck or anything!

Yep... I've seen that ghost there before. I think because I often take it out with a shield I forget about it.  Thanks.

More later!

Thanks for the feedback -- very helpful.
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Responding to Semi-Native's post:


Rob, I like the changes you made, especially taking out those extra blue zapper rooms and making the zapper rooms easier. Very nice!  Still challenging but a lot less frustrating.


Thank you Wink That's helps me feel better about it.

I admit that I felt a small pang when I went in there with a machete, but it didn't last long. I was at a point where I thought I could see the light at the end of the tunnel, and it suddenly winked out. I went through that area ruthlessly chopping out a lot of stuff in desperation.

16700  Map and shield don't fall to the ground when trap door opens (rose already reported this above). A quick experiment that should have been cleaned up. One thing I find irritating is that most sprites have no sense of gravity which I think is too bad. I think it ought to be optional on most objects.


15303  See pic (and rose reported this above, also).  Jack can jump up to go left into the next room, but a gray door is closed. When he jumps to get back where he's standing, he gets zapped. I let my Jack fall down and he triggered the zappers to turn off.

Heh.. I've fixed this, and I've removed the shut-off for this room. It no longer makes sense. All of the zappers can be progressively shut off. It was an accident that Jack couldn't come back into this room - remember, he used to come this way by ladder and wouldn't have need to jump or step down.

15103  Jack Stuck (see pic).  Zapper hasn't been turned off so Jack can't jump right. When he climbs down the ladder to get back to 15303, tiles block his head from getting to a different ladder. (I just removed those tiles.)

I'm a little puzzled how you get to this location with the zapper still engaged. To get to that point you should have turned the zapper off.

16504  When Jack arrived on the blue bat platform which started in 16508, he hopped off to get the money and Save pedestal in 16503 instead of riding it up to get the red key in 16304.  If that happens, a player might not realize he/she was supposed to go up and now has to backtrack to 16508 to ride it again.  Also, while riding from right to left, Jack got hit by an eyeball in 16506.

I'm a bit at a loss as to what to do about some of the issues here.

1) What to do about jack jumping off...

There are a number of rooms here where Jack could jump off the platform, and any one of which will cause him to retrace his steps. As I player if that happened, I would have instantly hit abort, and restarted from the save point in that room. What I'm probably going to do is add a BBB that warns Jack of the consequences of jumping off, and let Jack do it at his own risk.

2. Timing of the eyeballs dropping is indeterminate. The timing of the vanishing platforms is probably set up from the system clock, at least that's the way it appears to me. If nothing else, it's independent of any individual thing. The other rooms I've tweaked the timing, but that can't be done for this room.

The other thing that frustrates me here (in a few other places) is the inconsistency in which creatures expire. In some cases they're gone for good, and in others they come back. I really dislike this. For all the trouble Jack went to get rid of the eyes in this room I wanted them to stay dead.
Just like I wanted the trolls in the first room in section 4 to stay gone once they flee down the ladder. (rant over)

Anyway... I'd always thought that the eyes in the room below this one had fallen from the room above - a silly idea. I think what I'm going to do is put acid under those trapdoors if I can, to ensure that the eyes are dead and gone when Jack finishes this room. He shouldn't run into them then! Wink


I only got 83% secrets this time, and I missed a yellow key somewhere (and it wasn't the one you get by riding the gray bat platform down - I can't figure out which one it is). Oh well.


I wonder if it was the one on the far right in the blue rooms in the secret ladder that can you can take down. That's one I've almost forgotten, because there's not a whole lot of build-up around it. It could also be the one I moved around in area 2 (that used to require a lot of back-tracking to get to.).

Anyway... let me get to the fixes. Thanks as always. You've been an incredible help throughout all this.
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I'm a little puzzled how you get to this location with the zapper still engaged. To get to that point you should have turned the zapper off. [smacking myself on the head] OK- I'm no longer puzzled - wow! what a *huge* mistake. Unbelievable.

Thanks for mentioning this, semi.
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Hard
15708 Got a JS. Took the wrong turn.



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I wasn't sure to post this here or the other thread, so I opted for here for now.

I think this should be just about done. There are a few *very* minor things I have to do for the vault, but otherwise, it should be more or less done. It reflects all the recent feedback.

I plan to clean up anything reported today, plus the few things I need to do in the vault and give Vern a final copy tonight.






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.zip   Dr__Demented_s_Den_Hard_006.zip (Size: 19.53 KB / Downloads: 1)
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A hell of a mansion! But a great one ;-)



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Glad you enjoyed it... makes the time I spent on it worthwhile. If you thought this one was tough, you should see the X-Hard version.
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