davidn: (prince)
[personal profile] davidn
The trouble with finishing Crystal Towers 2 is that it is, not to mince words, bloody enormous. When I started the whole plan off I neglected to go through the basic mathematics to work out just how huge this would make the game, and would have stopped myself coming up with new ideas there and then had I realized just how much of a challenge sorting every route and ability through the game would become. I'm beginning to realize why I've been somewhat disappointed with the linearity of a lot of hub-based games - when the branching factor goes above, say, 2, keeping track of the paths through the game is like teaching an octopus to play the piano.

After taking a somewhat longer-than-intended break to work on some Flash games, I'm back on this now, and the good news is that the layouts for all 33 levels and a sufficient 12 bosses are now finished. This doesn't mean that it's complete, though, because even with physical completion at last, I still need some graphics done (and will talk to my graphics artist about that if I can find him) and have to put together the game to tie everything together around the levels:

The Hub - This is now finished, or nearly so. The layout of the hub decided which levels you can get to with what abilities, whether a level is behind a locked door or up somewhere you can't get without some sort of extra jumping ability. I've managed to squeeze in everything that I have on offer in what I hope is a sensible pattern, but I'll have to play through it (and get other people to do the same) before I can call it ready.

The Missions - Each level has seven missions that involve doing something special or completing the level in a certain way. This makes eight "levels" per physical area in the game, which when multiplied by the 33 levels, comes out to ludicrous. As far as I could see, the demo of the game took about three hours to get through if you knew what you were doing, so the full edition is going to be the length of a decent RPG. Fortunately these are quite easy - I built the mission framework very early on and most of it can be manipulated by just entering some definitions into my spreadsheet of death.

The Synthesis Sidequest - Also known as the most overly ambitious idea ever. Throughout the game you pick up items from enemies and can use them to create other things that grant you more abilities, further complexifying the tree. Again, though, the drop rates can be changed instantly without editing the game - what I need to do here is organize the absolute chaos of the synth items and recipes that I've come up with so far, and pare them down into something that might theoretically be completable in the next hundred years.

What I'm doing just now is going to be released for a price as the "special edition", and I'll release a cut-down edition as the standard one - perhaps having about half the number of levels and abilities - as the standard one (which means I get to do another massive hub-balancing project). A further advantage of this is that it's more important that the whole tree is manageable the second time I do it, when I've had practice, as the standard version is where people are going to start playing.

Well, wish me luck.

Date: 2010-10-21 05:02 pm (UTC)
From: [identity profile] ravenworks.livejournal.com
Technically, octopi have two less piano-worthy appendages than a human would. Unless you mean the way they would get stuck to the keys, in which case, that's just absolutely hilarious to picture and I've forgotten what I was talking about.

Man, I had no idea just how ambitious this game was when I tried the demo... I really admire you for putting so much polish into something like this! With so much work done on the creative side, this might be the kind of project you could port to other platforms, or get other people to do so for a cut...

Out of curiosity, are players going to be able to upgrade to the full version without having to start over? (Is it two separate games, or just a pay-to-unlock gate?)

Date: 2010-10-21 05:36 pm (UTC)
From: [identity profile] ravenworks.livejournal.com
"For my own part, I had no idea how ambitious this game was when I started this game. If I did, I would probably have scaled it back a bit."

Y'know, I think that sums up pretty much every project I've ever worked on... I wonder how universal a sentiment it is. :P

Date: 2010-10-21 09:05 pm (UTC)
kjorteo: A 16-bit pixel-style icon of (clockwise from the bottom/6:00 position) Celine, Fang, Sara, Ardei, and Kurt.  The assets are from their Twitch show, Warm Fuzzy Game Room. (Exasperation)
From: [personal profile] kjorteo
Hi, I've been writing a novel for almost a year and I'm a little over half done.

(This is the exact face I make when I'm working on it.)
Edited Date: 2010-10-21 09:07 pm (UTC)

Date: 2010-10-22 12:40 am (UTC)
From: [identity profile] crassadon.livejournal.com
Pruning material to make a good game is important, but it seems like a bit much to intend half of the game to go. It's a pretty tough choice to make, but people generally like to see more content in games.

|satire| Just keep everything in, and make it perfect! |/satire|

Date: 2010-10-22 01:47 am (UTC)
From: [identity profile] tamakun.livejournal.com
I gave the demo a little bit of a run (at work *slaps wrists*) and it's huge! I'm impressed!

Good luck on getting that last leg of the game tooled-up :D

Date: 2010-10-25 06:31 pm (UTC)
From: [identity profile] ravenworks.livejournal.com
Regarding our conversation the other day -- I haven't done any research into this at all, so I have no idea how ludicrous a suggestion it might be, but have you considered publishing on Steam?

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