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A Limited Engagement
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Pepsi Ranger
Reality TV Host




Joined: 05 Feb 2003
Posts: 493
Location: South Florida

PostPosted: Sun Oct 25, 2009 8:05 pm    Post subject: A Limited Engagement Reply with quote

After months of consideration, I finally decided to upload a demo of the upcoming The Adventures of Powerstick Man: Extended Edition.

What this demo offers is the first two hours of gameplay and an example of things to come.

What it doesn't offer is accessibility to every area currently implemented. In fact, it only features about a quarter of total current gameplay available. I closed off the remaining sections because I'd like to leave some element of surprise when I release it officially in the next year or so.

However, for those impatient souls who know how to hack a passworded file, you're welcome to explore the later areas if you don't mind spoiling the experience later.

Game is only on Slime Salad. This is to keep the download speed at optimum, as it is a large file.

http://www.slimesalad.com/forum/viewgame.php?t=3177

Notes from the README (in case you forget to read it after downloading):

The Adventures of Powerstick Man: Limited Extended Edition

10/25/09

This file will be available on Slime Salad from October 25-November 2, 2009. If you downloaded it elsewhere at any other time, then you probably got it from someplace it doesn't belong.

Important Notes:

There is a LOT of gameplay available after the official End of Demo marker. However, I blocked it off where I did to a.) avoid spoiling the surprise of the full game, and b.) to hide the fact that much of the playable areas past the cut-off is still incomplete or will likely be changed in the future. If you wish to hack the game and delete the end of demo character, be my guest, but be aware that the later areas you find may not be representative of the final product. If you don't know how to crack the password, but are eager to see what I'm hiding, you may send me a PM and I'll more than likely give you the password (though, I'll try to talk you out of it first).

The areas I'm unveiling for this demo are mostly complete. Cosmetically, there are improvements I'd like to make, but the gameplay is, as far as I know, complete. What the final product will have that this version doesn't is repositioned dialogue boxes and portraits, and better battle balancing. In that regard, you'll probably need to start a new game next year when I release the full Extended Edition.

Most Important Note:

This game is designed like a pair of kids' shoes. I've built it to grow into the OHR's future features. Right now you'll notice a crapload of lagging in the plotscripts. I wrote this to make use of script multitasking for whenever TMC gets around to implementing it. Be advised that playing this version of the game may feel different performance-wise than it will in the future. I hope so, at least, as it plays like crap at the moment. I guess just play it with the knowledge that the engine may improve by the time this game is ready for the official release.

Also, on a related note, this game is counting on the new save format to work properly all the time. I doubt it will operate as intended from a save in the engine's current format. Again, this is about kids' shoes.

If you play this, be aware that it is only an example of what the future may bring.

Gameplay:

Most of the gameplay mechanics are similar to what you'd expect from any other OHR game.

However, there are a couple additions:

"Field Stat Counter" in the main menu will show you various stats you earned in the field like agility, strength, and defense. For every 1000 points, you'll get a stat increase.

-To build agility, you just need to change direction

-To build strength, you need to climb ladders (and swim and push things in later, non-demo areas)

-To build defense, you need to get hit by an enemy or field projectile (the latter in the non-demo areas)

Note: Defense is highly limited at the moment. When James implements global variables in battles, this will become more relevant.

"Kill Sounds" in the main menu will stop all ambient sound effects. This is helpful if you find yourself in the precarious situation of having too many sounds bleeding into each other. You shouldn't need this, but I'd advise using it before you quit a game if you choose to start over.

A Note About Exploration:

This game thrives on exploration. Even the demo has secrets/easter eggs to uncover. Although you're more than welcome to blaze through the game, you'd probably enjoy it more if you take the time to explore.

Remember to check computers, bookshelves, magazines, statues, wall notes, paintings, and any object that is unique to an area.

A Note About the Lag:

I am really sorry about this. I hope the new script interpreter will eliminate this problem (and I may re-upload a special edition when it comes out). Until then, play the game to get a sense of what it will become, not so much what it is at the moment. A number of my scripts (especially in the Nectarine Institute) feel broken as a result.

A Note About Load Time:

Although there is only about two hours' worth of gameplay available in the demo, it doesn't change the fact that this is a massive game as a whole (roughly eight hours' worth of game in total) and that the engine needs about 100 seconds to load it. Don't be alarmed if you select the game and nothing happens for awhile. This is normal. It will start. Eventually.

Credits:

Story, Design, Pretty Much Everything but the Music:
-Jeremy Bursey (Pepsi Ranger)

Playtesting, Super Advanced Plotscripts, Whipping Boy:
-Ralph Versteegen (The Mad Cacti)

Music:

See attached file.

Special Thanks:

James Paige for implementing a couple new plotscripting features specifically for this game. Also for reading the first in a series of novels that borrows the settings and story line from this game.

Surlaw for his future role in a super secret project that will hopefully see the light of day for the official release.

Gilbert and TwinHamster for additional playtesting.

Enjoy. Feel free to tell me what you think.
_________________
Progress Report:

The Adventures of Powerstick Man: Extended Edition

Currently Updating: General sweep of the game world and dialogue boxes. Adding extended maps.

Tightfloss Maiden

Currently Updating: Chapter 2
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Rya.Reisender
Snippy




Joined: 18 Jan 2008
Posts: 821

PostPosted: Mon Oct 26, 2009 12:53 am    Post subject: Reply with quote

Hm I wasn't following the whole game series so far, so sorry if it's a well known fact, but how does this compare to the normal edition? Is the normal edition finished and now you just rework it with the new OHRRPGCE features or is it more like a completely new game (like the different FUABMX versions)?
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Pepsi Ranger
Reality TV Host




Joined: 05 Feb 2003
Posts: 493
Location: South Florida

PostPosted: Mon Oct 26, 2009 6:11 am    Post subject: Reply with quote

It's essentially the equivalent of ripping down the walls of a cottage and rebuilding a mansion. It's the same game, just richer, more involved, prettier, and so on. It's also technically longer, though I cut off the majority of the existing game to keep the future surprise from being ruined. It also has a way better soundtrack. Definitely crank up the volume if your speakers are any good.

I was wrong about the plotscripting lag. I had a lot of slowdown on my first run-through, but I think it had to do with all the clutter in the folder I played it in. When I played through the second time in the dedicated folder, it was much smoother. The only problem I found was that it had some awful sprite leakage, which may have contributed to later slowdown.

But you should give it a try regardless. It's only gonna be available for a week. And because I'm trying to sell the novels, the full version may have the same availability limitations. So get it while it's hot.

And be sure to mention anything that needs work. Treat this like a playtest for the future.
_________________
Progress Report:

The Adventures of Powerstick Man: Extended Edition

Currently Updating: General sweep of the game world and dialogue boxes. Adding extended maps.

Tightfloss Maiden

Currently Updating: Chapter 2
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Rya.Reisender
Snippy




Joined: 18 Jan 2008
Posts: 821

PostPosted: Mon Oct 26, 2009 7:17 am    Post subject: Reply with quote

Why only offer a download for a limited time? Especially if you plan to re-release this version once the full version is done.

I was never so much into playing demos of unfinished games... always feel bad if I enjoy a game and can't finish it. Playing demos to see if a game is good is a different story.

Quote:
Treat this like a playtest for the future.

Honestly you should make a non-limited non-downloadable version for playtesting instead of this. Better find certain problems in the later game as early as possible, non?
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Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary)
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Pepsi Ranger
Reality TV Host




Joined: 05 Feb 2003
Posts: 493
Location: South Florida

PostPosted: Mon Oct 26, 2009 9:20 am    Post subject: Reply with quote

Quote:
Why only offer a download for a limited time? Especially if you plan to re-release this version once the full version is done.


That's just how I like to handle sample copies. Also, if I sell the first novel, I'm gonna be taking it down anyway, so I figure I'll get people used to expecting that.

My other reason is to limit the possibility of someone downloading this version two weeks ahead of the next version's release and ending up having to replay two hours' worth of game that had at best some minor adjustments.

Make no mistake, I do want people to play the whole game as intended. However, if there's a year between releases, most players are likely to forget what they played originally and they'll be more likely to enjoy the official release when it does finally come out. For those people who have unlimited access, that possibility is lessened. New people show up all the time, and those people will download games regardless of upload age.

So, I'm trying to get feedback for the new style without forcing the player to replay hours' worth of stuff they played two weeks earlier (if they happen to wait until sometime in 2010 to download it).

It might not be a popular decision in the end, but it is the decision I'm making nonetheless.

Quote:
I was never so much into playing demos of unfinished games... always feel bad if I enjoy a game and can't finish it. Playing demos to see if a game is good is a different story.


And that's why I uploaded this version. So you can see if it's good. So you can tell me if it's good, or if it needs work.

Quote:
Honestly you should make a non-limited non-downloadable version for playtesting instead of this. Better find certain problems in the later game as early as possible, non?


I have one of these. It gets updated almost every week. But my playtesters are...well, busy.
_________________
Progress Report:

The Adventures of Powerstick Man: Extended Edition

Currently Updating: General sweep of the game world and dialogue boxes. Adding extended maps.

Tightfloss Maiden

Currently Updating: Chapter 2
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Rya.Reisender
Snippy




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PostPosted: Tue Oct 27, 2009 4:28 am    Post subject: Reply with quote

Yeah poor TMC.
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"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary)
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Pepsi Ranger
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Joined: 05 Feb 2003
Posts: 493
Location: South Florida

PostPosted: Thu Oct 29, 2009 8:46 am    Post subject: Reply with quote

Okay, so now that enough time has passed, has anyone had a chance to take a look at this?

If so, comments?

If not, is anyone still having trouble downloading it?

Last night I found an old thread of mine called "A Point of Overkill" that discusses not only ways to improve the game, but touches on ways to improve RPG presentation in general. I was surprised at how much of this discussion I retained, because I think the new version of the game implemented a lot of these recommendations. I had forgotten that sephy99 was the one to plant these ideas into my head, so thanks to him for making the suggestions.

See, suggestions work, people.

So, anyone else want to ring in on what they thought of the experience? I'm still in the development stage, even in the areas available in the demo, so this is the best time to add your input. What would you change if you had the ability? What would you improve? What do you hope never changes?

Feedback is appreciated.

Here's a link to the old thread for further reference:

http://www.castleparadox.com/ohr/viewtopic.php?t=1414
_________________
Progress Report:

The Adventures of Powerstick Man: Extended Edition

Currently Updating: General sweep of the game world and dialogue boxes. Adding extended maps.

Tightfloss Maiden

Currently Updating: Chapter 2
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Charbile




Joined: 02 Apr 2005
Posts: 106
Location: Blythewood

PostPosted: Thu Oct 29, 2009 12:13 pm    Post subject: Reply with quote

OK.

Played it a bit. Went through the different intros. Thought they were different games or modes or something, but they all lead back to bubbling goo, which if you quit during that sound FX, it keeps going if you start another intro.

I played the original way back when. The new ohr stuff is neat (sound, and sound). That's about it, really. It's a fun high releasing work, I don't want to mess with that. But I suppose I can be the guy brave enough to type some honest feedback, besides Rya.

What I would change is the main character and the entire plot. It seems like an artifact of homemade comics we all drew when we were kids, and maybe wasn't the best of ideas, but seemed really neat at the time. Given the different intros involving the dude who can't be bothered to play a game, it seems like that would be a more interesting thing to explore. Ala at the risk of manipulation.

I've just been poking around the past few weeks, but it seems like the OHR doesn't really have much of an audience within itself anymore. And I know it doesn't have much of one outside of it. And it's always weird, because everyone who will play it is likely going to view it from this ohr developer perspective, ie a game made, technical things, and this matters because, as a fellow author, when writing we take into account our audience, their expectations and assumptions. And this leads to, for instance here (correct me if I'm wrong, ho ho ho,) a focus on technical glitz, showoff scripting, fellow author cameos, references, etc.

In a round and about way I hope you appreciate (you said you would!) my feedback which is that the presentation has me wondering what audience you have in mind. Honest question, not hating or fronting here. I just can't get into it. Maybe if you redid the walkabouts where you could see the face and expressions better? Maybe enlist an editor to tighten the script, or an 'abridged' mode.

I'm not that into pop-culture reference kind of work, which is what I would wager the thrust of it is.
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Bagne
ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA




Joined: 19 Feb 2003
Posts: 518
Location: Halifax

PostPosted: Thu Oct 29, 2009 3:03 pm    Post subject: Reply with quote

Charbile wrote:

I've just been poking around the past few weeks, but it seems like the OHR doesn't really have much of an audience within itself anymore.


That true?
Has everyone just grown up and doesn't have as much time anymore?
That's my case. If I get anything done on my game, I have to stay up super late.

Is there any fresh blood out there?
I'm trying to make some young recruits :-)

I know a kid who's *addicted* to games. I figure OHR would be a good way for him to both play games and have some kind of creative outlet. That was the case for me.
Maybe he'll start thinking more about the art involved, and less about the gaming.
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Rya.Reisender
Snippy




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PostPosted: Fri Oct 30, 2009 4:57 am    Post subject: Reply with quote

That OHRRPGCE games are designed for OHR developers rather than normal gamers is a problem of most OHR games and I keep having arguments with Moogle1 about this.

I used to like OHRRPGCE games because they were easy to understand and play and you could usually just play them for fun, but modern OHR games are all just about using the features to the maximum and creating more and more games that can't be controlled in the normal OHR way anymore.

I'd rather like to see games with the simple 'default' OHRRPGCE gameplay but with a deeper, more philosophical story.

Quote:
Has everyone just grown up and doesn't have as much time anymore?

Lack of feedback and the fact that I hate to draw pixel graphics (even though I'm not too bad at it) lead me to quit personally. I really would like to continue Gerania, but every time I open it with the custom I'm like "Meh for the next stage I still need to draw this and that..." and then I close it again. And it's hard to find a partner these days either (well it was always quite hard to find a reliable partner who doesn't disappear after a few weeks, I'm looking at you Valkayree and Grandtrain).
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Snippy:
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1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary)
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Bagne
ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA




Joined: 19 Feb 2003
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PostPosted: Fri Oct 30, 2009 5:35 am    Post subject: Reply with quote

Way I see it:
The whole point of a making computer game is that I can make whatever I want.
Whatever I want! Anything!
I think that's amazing! ... and I think that's why I've persisted.
The best part - you can create whatever you want in terms of story, graphics, music, and sound effects. So, people are pushing the engine to its limits - as they should. They want to express themselves as best they can.

You're right though - story telling is the backbone of almost every kind of art form.
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Rya.Reisender
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PostPosted: Fri Oct 30, 2009 6:00 am    Post subject: Reply with quote

I wouldn't say it as general as that.

Different people have different goals and different tastes.

Some people make games because they enjoy creating things. Some do it because they want to play a game that doesn't exist. Some want to spread a message. Some do it because they want to make a game that becomes really famous. And some just do it because they need the money.

Same for taste in games. Some just need a really good story and don't care much if you can beat all battles with bashing X or if they require strategy. Others play games to have a challenge either against the game itself (playing it through) or against other players (player matches or highscores).

But normal players outside the community certainly don't play games because they want to see what cool things can be done with the engine's limitations.
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Moogle1
Scourge of the Seas
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Joined: 15 Jul 2004
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PostPosted: Fri Oct 30, 2009 7:24 am    Post subject: Reply with quote

Rya.Reisender wrote:
That OHRRPGCE games are designed for OHR developers rather than normal gamers is a problem of most OHR games and I keep having arguments with Moogle1 about this.


No, the argument that I keep having with you is about making games for myself versus making them for you.
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8bit
Clutcher of toes.




Joined: 01 Jul 2008
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Location: In the thoughts and dreams of all the world's children.

PostPosted: Fri Oct 30, 2009 4:14 pm    Post subject: Reply with quote

Ugh! Why does it ALWAYS have to come back to "why people don't like OHR games?" This is a niche community within a niche community. Deal with it! I like OHR games. I like making OHR games. I don't care why anonymous "people" don't like the OHR! Maybe it's just not their cup of tea. Why should we, as a community, worry about ways to make the OHR more acceptable to people who don't like it? Who are we trying to impress? Who are we trying to satisfy? WHY DO WE ALWAYS HAVE TO TALK ABOUT IT?! It seems like there are plenty of people who ARE still interested in it. There are THREE forums dedicated to it! New members keep joining. STOP BITCHING! Damn...
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Baconlabs
PURPLE IS MANLY




Joined: 15 Mar 2009
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PostPosted: Fri Oct 30, 2009 4:39 pm    Post subject: Reply with quote

My sentiments exactly. Besides, I like having a small community. Makes it feel a lot more personal. I don't think I've met any other developer besides James that's so close to the users of his program, and the OHR vets are so quick (by comparison) to help the newbies out of confusion.
It's like a flash back to the old days, living in a small town with a bunch of familiar neighbors.
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