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IDProjectCategoryLast Update
0006318Valley 1Suggestion - Mission IdeasMar 2, 2012 1:08 pm
Reportermartyn_van_buren Assigned To 
Status consideringResolutionopen 
Product Version0.900 (Beta Series 3) 
Summary0006318: lava escape lite
DescriptionFollowing up on the discussion in the forum < http://www.arcengames.com/forums/index.php/topic,9972.msg94812.html#msg94812 >, i'd suggest adding a similar type of mission that's better suited to non-hardcore players. I think that the problem with the type as compared to this type of level in a normal platformer isn't so much that the platforming is too hard as that most players need a lot of tries to figure this type of level out and AVWW discourages you from losing a lot of lives to trial and error.

I think this would be a good chance for non-setting difficulty choice, and a different mechanic might work better for average players: i'd suggest that a rising barrier mission with a different barrier type --- perhaps a thematically-appropriate rising column of wind? --- that doesn't kill you but drags you down to the start of the mission. With trial error made more acceptable there could be more other deadly traps like lava pits seeded in, and i'd be happy to accept a moderate amount of falling damage from failing.

Anyway, I hope that platforming sections don't wind up being limited to really hard-core players. I don't have a whole lot of skill at the genre but I do very much enjoy sinking twenty minutes or so into a level to get the tricks down.

EDIT: Oops. Forgot "that doesn't kill you but drags you down to the start of the mission," which was sort of the point.
TagsNo tags attached.
Internal WeightFeature Suggestion

Activities

rchaneberg

Mar 1, 2012 7:25 pm

reporter   ~0020136

My constraints seem to be the precision+pace of the rising lava levels, if the barrier referred to here moved somewhat more slowly on the same difficulty I would certainly support this.

martyn_van_buren

Mar 1, 2012 7:30 pm

reporter   ~0020137

I dunno, I get where you're coming from on having time to think (half my AI War game time must be in pause), but I think a fast-moving section with a lot of tries is really a type of puzzle; you beat it by trying a lot of different things and working on a plan that lets you move through the level really efficiently. The current speed of the lava does feel fast to me, but I suspect that if I wasn't desparate to finish in one go and was more willing to put a lot of tries into fine-tuning my route it would turn out to be fairly easy.

rchaneberg

Mar 1, 2012 7:53 pm

reporter   ~0020139

That may be true, and I really am unfamiliar with the platformer genre, so much of my difficulty may be just coming to grips with the challenges presented.

That being said I really would be happy as a clam if there were levels emphasizing being very precise without the specter of death just from taking too long. IE: Mazes with hazards, almost too long gaps, no map, and more difficult than normal enemies, though that may be more appropriate as a separate suggestion.

martyn_van_buren

Mar 1, 2012 8:12 pm

reporter   ~0020140

Last edited: Mar 1, 2012 8:13 pm

Have you tried lava flats regions? I haven't been to one for a very long time, but I remember they were originally going to be something like that. Anyway if that isn't it do a Mantis! Id probably vote it up.

Terraziel

Mar 1, 2012 8:13 pm

reporter   ~0020141

The issue as i see it with fitting normal platforming challenges into AVWW, is that good platformers are designed and re-designed down to the pixel, whatever challenges are created in AVWW are likely to be randomly generated to some degree.

To link with the puzzle comparison, with random generation there is no guarantee your puzzle actually has a solution

Additionally there are just too many variables, you would have to start stopping people using certain abilities, platforms leap to mind, the jump can be as hard as it wants if i can just place platforms across it, or teleport through the walls of the maze.

For the record i am entirely for having some more slow paced platforming challenges, I just question the form they will take.

Maybe if they were specifically designed around certain powers, like using storm dash to launch yourself over gaps, and didn't unlock until you had the spells in question and then limited you to them.

Bluddy

Mar 1, 2012 8:37 pm

reporter   ~0020143

I like this idea. You could even still keep the lava, but have it happen in a time vortex. Every time you die, you're taken back to the beginning of the mission. Kind of like the episode in Star Trek TNG where they're stuck in time and keep repeating their actions until they break out of the loop. Or like Super Meat Boy. The only way to exit (without beating the mission) is to abandon your character or drown yourself in a pool of water at the start of the mission. This makes it tense, but without the possibility of immediate failure.

rchaneberg

Mar 1, 2012 8:41 pm

reporter   ~0020144

Well, from what I've noticed you cannot place platforms in locations where a background isn't present, so you could just have long open-air gaps between caves with lava or acid at the bottom, It would be neat to see a sort of directional wind hazard that influences the direction of your jump or moves platforms as well.

I'm thinking this would look like the Badlands with a cave system running through it. Basically short caves with exposed vertical gaps making a sort of multilevel maze.

I'm not so sure that is clear, If not I'll try and come up with a better example.

rchaneberg

Mar 1, 2012 8:43 pm

reporter   ~0020145

I'll put up a separate mantis after dinner, so as to not derail Martyn's suggestion.

Issue History

Date Modified Username Field Change
Mar 1, 2012 7:16 pm martyn_van_buren New Issue
Mar 1, 2012 7:25 pm rchaneberg Note Added: 0020136
Mar 1, 2012 7:30 pm martyn_van_buren Note Added: 0020137
Mar 1, 2012 7:53 pm rchaneberg Note Added: 0020139
Mar 1, 2012 8:12 pm martyn_van_buren Note Added: 0020140
Mar 1, 2012 8:13 pm Terraziel Note Added: 0020141
Mar 1, 2012 8:13 pm martyn_van_buren Note Edited: 0020140
Mar 1, 2012 8:37 pm Bluddy Note Added: 0020143
Mar 1, 2012 8:41 pm rchaneberg Note Added: 0020144
Mar 1, 2012 8:43 pm rchaneberg Note Added: 0020145
Mar 2, 2012 8:30 am tigersfan Internal Weight => Feature Suggestion
Mar 2, 2012 8:30 am tigersfan Status new => considering
Mar 2, 2012 1:08 pm martyn_van_buren Description Updated