Pathea Board

Please login or register.

Login with username, password and session length
Advanced search  

News:

My Time at Portia enters Early Access on Jan 23rd 2018!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - TenLegs

Pages: [1]
1
Protoform General Discussion / Re: Protoform Demo 1 Released! Link!
« on: April 16, 2017, 12:53:17 PM »
Sorry for my reply that made you feel uncomfortable, my English is very poor, and I should use some emoji, but I can't use it in my browser and I don't know why.

What I mean is, we really appreciate your comments (and every players'), we just can't agree everything you mentioned. I had to tell you truth what we think because I had to reply a player who really want to help us and I shouldn't lie to, I think it would have respect for you.

Anyway, thanks for your comments, you make our games better!

2
关于宣传,我觉得最重要的是让更多的人知道你的游戏,这样就能让更多会喜欢它的人发现它,而不是企图让不喜欢它的人喜欢它。
游戏能不能卖的好,有时只是运气的事情。宣传有宣传的方法,这方面我不会为了宣传效果影响到游戏设计和开发。

这个游戏可能注定不会受多数人欢迎,就像有的电影一样。这一点可能还和我本人一样……总之尽力去争取,结果看运气吧。

3
Protoform General Discussion / Re: Protoform Demo 1 Released! Link!
« on: April 07, 2017, 05:59:55 AM »
In this demo, we gave up the overall smooth game experience, in order to present enough puzzles in a limited time. It will be improved in the official version.

When the girl steps onto a teleporter and it rises, the paired teleporter will also rise simultaneously, to indicate which two teleporters are paired. There is also an arrow on the surface of the teleporter's base. The arrow points at the direction that the girl will look forward and the location of the paired teleporter in most cases. But players need to try and confirm which two exact teleporters are paired. We've considered other solutions, but none of them were ideal.

4
Protoform General Discussion / Re: Protoform Demo 1 Released! Link!
« on: April 06, 2017, 05:53:16 AM »
hmmmmm... I think you've made you point, though we've already got a specific positioning for Protoform in our minds. It may cost us some active players, but it's acceptable. We think the difficulty players have been accusing comes from their inadaptation to this type of game, not the high requirements of control skills. When designing a puzzle, we'll make sure players have enough space and time to pass it. We understand there are problems with the guide, control scheme, and puzzle design. We are trying to improve these aspects.

5
Protoform General Discussion / Re: Protoform Demo 1 Released! Link!
« on: April 05, 2017, 05:04:38 AM »
 Difficulty slider...It's hard to implement, it might destroies puzzles. But level editor can be considered, if the game sells well.
Thank you for your comment, it gives us encouragement.

6
Protoform General Discussion / Re: Protoform Demo 1 Released! Link!
« on: April 04, 2017, 03:56:24 AM »
我提到的容错的意思是,比方说一个操作不浪费时间的操作需要3秒,谜题设计时就会给5秒让玩家在一定程度上失误、浪费时间。就是你所说的技巧,我们不会要求太高,但也保持一定的紧张感。

关于“堆尸”,这个真不是我预想的结果 -_-!!! 我们尽量避免通过死亡找解谜方法的设计,最理想的玩家行为是理性的那种,站在一边思考,相通了去执行,而不是毫无头绪的去做尝试,堆尸体。我认为这是玩家性格的反应吧。但我们不会将此作为设计方向。

关于小女孩姿态变化,你观察很仔细,到目前只有你说出这一点。角色的这个小动作代表角色自己跑步会被听到,意义简单明确。但这个动作对不使用控制器的pc玩家来说不容易注意到,因为这个动作只在不行动时或缓慢行走时出现,而pc玩家无法放慢脚步行走,只能在移动结束后看到,这样就没有什么实用性了。早先我们的下蹲和慢走是分离操作,那时很容易注意到这一点,后来经过测试,很多人觉得操作有点复杂,按键太多。我认为玩家内心希望的是按一个键代表谨慎行动,可以是下蹲也可以是走慢点,不希望遇到危险还需要考虑选择哪个按键采取哪个动作。于是我们就合并了这两种操作。

7
Protoform General Discussion / Re: Protoform Demo 1 Released! Link!
« on: April 03, 2017, 03:32:56 PM »
短期估计不会再出demo了,可能在正式版之前会有体验版吧(很不确定)。出个demo费时费力,开发进度很受影响,接下来还有很多事情要做。

8
Protoform General Discussion / Re: Protoform Demo 1 Released! Link!
« on: April 03, 2017, 12:39:54 PM »
我们的谜题设计尽可能的保证了足够大的容错范围,我们不会去刁难玩家,目前 demo 版存在问题,将来会改进这一点。

我想有必要详细解释一下为什么不可能显示视听范围。因为,根本就没有范围。比方说,玩家跑步时距离守卫 5m 内会被听到,玩家跳跃时距离守卫 9m 都可以听到。范围不是确定的,也就无法显示。

做这样一款游戏,我能预感到会有很多玩家抱怨。我其实不担心这一点,无论什么游戏都一定会有不喜欢的人,过分的在意不喜欢的玩家的评价会让你找不到方向。我要做的事情是把自己想做的事情做好,认真对待每一条反馈,思考哪些可以采纳,不要让那些喜欢这个游戏的玩家失望。

9
Protoform General Discussion / Re: Protoform Demo 1 Released! Link!
« on: April 03, 2017, 04:31:54 AM »
3.关于闪光或嘟嘟声,这个我们有考虑过,但这其实与游戏潜行逻辑不相符的。因为守卫不是按距离触发攻击状态,而是按听觉和视觉触发。这与 The Talos Principle 这样的游戏是不同的。

4.关于可视化感官范围,我知道玩家都认为自己想要这样的东西,就像玩家希望自己能在任何游戏中作弊一样。相信我,如果真的去迎合玩家的需求的话,游戏将失去非常重要的体验,失去特点。而且,Protoform 与一般可视化感官的游戏不同的是,守卫的感官并不是简单的一个范围,能不能听到一个声音,受守卫自己的听觉灵敏度、声源距离、声源音量、声音传播衰减各方面的影响。比如 demo 中有一个盒子落地发生爆炸的关卡,如果及时关闭红色的地面就不会爆炸,两种情况下盒子落地位置相同,但前者会导致守卫警觉,后者则不会。

5.关于检查点实体化,我们会考虑这个建议,谢谢。

图1:这个谜题设计的确存在问题,我们将来会改进此处,谢谢。

图2:因为是 demo 的原因,为了多展示游戏内容,没有很好的安排引导和概念引入,造成玩家体验不好。在完整游戏中我们会改进这些。
顺便说一下,其实没必要走出传送装置,原地跳一下即可~


10
在开发过程中,我们有一直在观察玩家的反应,而且不同玩家的反应差别很大。有一点我们是十分确定的,即玩家不需要十分清楚守卫的感官边界也可以想出正确的解决方案,并以更保守的方式完成解谜。前提是以下内容必须掌握:
1. 守卫有听觉和视觉,并且这两种感官在守卫警戒后会扩大范围。
2. 关卡设计上有足够大的时间空间富余。
守卫的运行规则其实很简单明确,但需要玩家有目的性的去观察总结,这样对思考谜题也有帮助。据我们观察玩家的反应来看,刚开始玩的玩家很容易陷入“无目的性的反复尝试错误的解决方案”,或“刚刚想明白此路不通过一会儿又重来一遍”。我有时会想,是不是存档点太多、惩罚不够重所以使得玩家不太看重每一次机会。玩家反应差别很大,有的玩家则在弄明白“这样不行”后就思考其他解决方案。

我可以理解一个新玩家在开始的不适感,尤其是目前demo中的引导做的不好。至于你所说的重复感,可能是因为死亡次数太多造成的。目前的引导部分的确有“就让玩家死几次学习一下规则”的想法。比如第三个守卫,你之所以会被攻击是因为你跑步了,守卫听到盒子的声音后已经警戒起来,听觉范围扩大了。虽然上一个引导有提到“守卫警觉后,听觉视觉都会扩大”,但这毕竟不是“血的教训”,很容易被玩家忽视。你害怕时间不够因此跑起来,是我们希望玩家会产生的感觉,但问题是此处玩家才刚开始游戏,很可能没有观察过守卫多久才会恢复正常,因此操作起来很盲目。

第四个守卫是具有它的意义的,没有它谜题就存在漏洞,会导致非常非常严重的后果……跳跃的问题,可能是前期引导没讲清楚,下蹲也可以爬的,需要同时按住方向和跳跃。
第五个守卫,其实细究起来涉及到“往哪边转最快到达目标”,但即使不关心这一点,仅从“我有什么、能做什么”的角度思考也是可以找到解决方案的。

为什么要半蹲呢,是因为半蹲就不会被台子上的守卫看到了。这里我们把潜行和下蹲合并成一个操作了。
的确不会眨眼睛,还没写这个功能~

11
Protoform General Discussion / Re: Video Devlog 01
« on: January 02, 2017, 07:34:45 AM »
I see.   I have another question.  Are your puzzles going to be focused on having One Solutions, or are they going to be designed around allowing more than one set in stone solution to reward players for creativity?

One solution.

12
Protoform General Discussion / Re: Video Devlog 01
« on: December 31, 2016, 03:47:19 AM »
However, the biggest trick here is that is the difficulty fun and challenging, or just aggrevating?   

Hearing this "People died 80 times" actually sort of worries me.

Don't worry, Protoform is a puzzle game with stealth elements. Actually metal gear games give me inspiration, but Protoform is more like Portal. In final version, if you come up with correct ways you needn't die so many times, 2 times at most I guess.

13
Protoform General Discussion / Re: Video Devlog 01
« on: December 30, 2016, 04:22:31 PM »
About story, we had already defined the outline of story, and I'm writing details recent days. I'm trying to create an unique experience for players, hope the story will make players feel and think.

14
Protoform General Discussion / Re: Video Devlog 01
« on: December 30, 2016, 04:05:40 PM »
I'm Xu, my English is not so good, I can do simple reading and writing.

To be honest, creating a puzzle game is a challenge for our team, a small team. Different mechanic, good story, our designer had discussed with me for a long time. Finally we decide to make a puzzle-stealth game. We had already tested a demo inside, and they felt good!

Now we are working on art design, sound design and level design, more levels. "A puzzle never designed twice" is our certain goal when the project started. We know the direction of our game, and we are working hard to finish it. Hope we can make an EA version in middle 2017, and hope you'll enjoy this game!

Pages: [1]