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Forums » List all forums » Forum: Crafting Puzzle Project » Thread: Puzzle Codename: Loosejaw - Play now! |
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Thread Status: Normal Total posts in this thread: 122
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jdnx429
Joined: Mar 25, 2006 Posts: 1390 Status: Offline |
Alright, here's another GCPP proposal called Loosejaw: http://yppedia.puzzlepirates.com/GCPP:Proposal-Loosejaw It's a furnishing proposal and it basically involves sliding wood pieces that fall from a conveyor and then nailing them together to create furniture pieces. edit by CraftingProj: Game is now playable here: http://www.freewebs.com/jdnx429/loosejaw.htm ---------------------------------------- Josephdaniel on Midnight. ---------------------------------------- [Edit 1 times, last edit by CraftingProj at May 6, 2007 4:28:32 AM] |
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Matthias
Joined: Jul 27, 2003 Posts: 3303 Status: Offline |
Ooh, sliding. It reminds me of Fish Fillets. The problem I have with it is: why do you need the conveyor process anyway, seeing as players will want to fill up the board in order to maximise their ability to combo? ---------------------------------------- I took my own advice. |
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Bia
OceanMaster Joined: Mar 29, 2005 Posts: 2594 Status: Offline |
Also, how does it scale for difficulty? An increase in available wood colours? ---------------------------------------- Avatar by Salmagundi |
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Aenor
Joined: Aug 16, 2005 Posts: 2565 Status: Offline |
You could also adjust the frequency distribution of the different lengths. Shorter pieces are easier to work with, but are worth less to build with. The one thing I would like to suggest is that the bonus pieces seem too easy to use. What do they add to the gameplay? What tough decisions do you need to make? I'd like to see the bonus pieces be these really big, cumbersome pieces that could potentially mess up the patterns you were going for, and without proper planning might even have to be discarded for a penalty. ---------------------------------------- Mat on the Viridian Ocean Thank you to everyone who loves Blacksmithing! |
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jdnx429
Joined: Mar 25, 2006 Posts: 1390 Status: Offline |
The conveyor is the system that brings the pieces into the game. It also keeps things moving if the player stalls looking for a piece. I imagine it would behave similar to Distillery - keeping a regular pace but the player would have the ability to advance it by right-clicking.
I had originally imagined only the colors and the speed of the of the conveyor would increase but I like the idea of having larger pieces more common. As for the bonus pieces, I made them small since larger pieces means more surface area and more places to nail them on. Maybe the bonus pieces could be made directional - they can only be nailed on one side or just the top or the bottom? ---------------------------------------- Josephdaniel on Midnight. |
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Splizwarf
Joined: Jul 28, 2003 Posts: 79 Status: Offline |
On the note about higher-scoring pieces that cannot be nailed from certain directions, doesn't some furniture have fine finished bits on the outside? Consider: trim could have three, two, or only one nail-able side. This might allow for a delightful variation in the puzzle's blocky visuals. Trim is perhaps fragile? If it only came in via the top row of the conveyor, then perhaps if later pieces land on it, it is destroyed, so there's incentive to either stop the belt when trim arrives, or get it away to safety. ---------------------------------------- Retired founding member of Radical Dreamers (Azure, then Midnight). Actively carving a terrifying steam-powered empire with Sea of Fire (Cobalt). |
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coach12
Joined: Dec 16, 2005 Posts: 154 Status: Offline |
Sounds very interesting. *Me can't wait until it comes out.* <3 ---------------------------------------- Icepop says, "You take really long showers." Snowbunny says, "I'm SORRY. I enjoy bathing." |
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jasandrea
Joined: Sep 13, 2003 Posts: 2167 Status: Offline |
I wonder at the need for stopped and started versions of the conveyer. It would then be a case of A) Fill the whole screen up B) Make as many super large combos as possible C) Repeat. What if the conveyer had two choosable speeds - fast and slow. New players might always keep it on slow so they can move stuff around a lot. Better players would likely turn it on to fast while they're initially filling up the board, and then slow it down while they nail some combos together so new pieces don't mess things up as much. Best players might just play with it on fast all the time. Combos would then consist of successive pieces nailed together in between sessions of sliding pieces around. The strategy then, becomes how big can I build this combo vs how full is my board getting. The penalty for overfilling the board (having pieces that don't clear a certain line when they drop) might be to have random sets of your largest pieces disappear, or one or two rows of pieces out of the middle of your board, for example. I agree that the bonuses are a little too bonusy. The idea of something that's delicate that you can use, but can get crushed from above is a good, interesting one. Especially if the crushing could somehow cause a problem (perhaps a crushed piece can't be slid, and only drops towards the bottom of the screen if things are removed from below it?) ---------------------------------------- Jacquilynne Elder Cod of The Yo-Ho Yo-Yos, Looterati Ruby Arch: Where the brigands are Ultimate and the players used to be. |
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jdnx429
Joined: Mar 25, 2006 Posts: 1390 Status: Offline |
Ooh! I like the idea of trim that can only be nailed from one direction and can be crushed if another piece of wood is rested on top of it. I was also considering having the players make combos while the conveyor is running as stated above. I thought this might've been tough to program. However, that could be an option to test out - "Stop conveyor for combos? Yes/No" ---------------------------------------- Josephdaniel on Midnight. |
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c_squared01
Joined: Jun 25, 2004 Posts: 1004 Status: Offline |
I like this one!
What about this -- the conveyor keeps moving, until you click a big hammer. Then your mouse pointer becomes a big hammer, and you get to make combos until you set the hammer down again, which restarts the conveyor. ---------------------------------------- Chrisspy |
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Tirix
Joined: Jul 27, 2005 Posts: 109 Status: Offline |
*bump* I feel this is an interesting and mature proposal. User interface : I guess the mouse is the best choice. We could highlight the wood piece the mouse currently hovers on, and drag to move it. Same for the production mode : click and drag to the piece that should be connected. Scoring system will have to be completed, but this is not a big issue. |
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jdnx429
Joined: Mar 25, 2006 Posts: 1390 Status: Offline |
I'll be updating this one sometime this week or weekend with scoring and revisions to it. Gotta do some illustrations first. ---------------------------------------- Josephdaniel on Midnight. |
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TheRug
Joined: Jun 23, 2004 Posts: 110 Status: Offline |
On re-reading this, I've got a question: am I correct in reading that you are always nailing groups of three, no more and no less (with the exception of the bonus peice?) If there are four colors, call them A, B, C and D, why wouldn't I just stack A & B on the right, and C & D on the left? The screen seems big enough, and the sliding easy enough, so that I could easily get tons of combos that way. ---------------------------------------- -Rugsby, formerly of Midnight and now of Hunter no .sig, no .plan, no .clue |
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tcarr
Joined: Jun 7, 2004 Posts: 4294 Status: Offline |
I'm looking forward to seeing the revisions - this one sounds interesting! ---------------------------------------- LordKalvan of Otherwhen, all oceans but mostly Midnight |
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jdnx429
Joined: Mar 25, 2006 Posts: 1390 Status: Offline |
Alright, this one has been updated with much more information about scoring and probabilities. I have removed the stop/go button and now the conveyor continuously drops pieces onto the board. I considered having fragile trim pieces and upholstery pieces as bonuses, but I just combined the two ideas and turned them into fragile upholstery pieces that can be crushed against the wood pieces. And as for bringing in pieces from both sides, I originally considered that in my earliest draft of this proposal. However, that didn't work out that well, since you actually need quite a bit of space just in case you have a couple of cantilevered pieces on both sides of the conveyor. Anyways, take a look at the revision! ---------------------------------------- Josephdaniel on Midnight. |
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tcarr
Joined: Jun 7, 2004 Posts: 4294 Status: Offline |
After rereading the wiki proposal, i'm officially nominating this one. This counts as one vote by a programmer. ---------------------------------------- LordKalvan of Otherwhen, all oceans but mostly Midnight |
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Tirix
Joined: Jul 27, 2005 Posts: 109 Status: Offline |
Am I right that with the new fragile upholstery rules, the green tile shown on image 06 of the scenario would be crushed ? No need to update it though, if I were you I'd concentrate on coding it now : I also give my GO . If you need any help on the programming, I'd be happy to give advices, or have a look at the code...
Beware, you'll have to take into account: - 2 different actions taking place in parallel (conveyor + user drags), possibly conflicting, - dropping pieces mechanics, plus pushing, etc. - 2 modes of action : dragging / nailing My personal feeling is that this puzzle is more difficult to code than, for example, Knightfish (this is not directed in any way towards Skovran, who did a real nice job, though) So... I wish you good luck and much fun :) |
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jdnx429
Joined: Mar 25, 2006 Posts: 1390 Status: Offline |
I'll definitely need the luck! ---------------------------------------- Josephdaniel on Midnight. |
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Bia
OceanMaster Joined: Mar 29, 2005 Posts: 2594 Status: Offline |
I would like to see this as a playable version and will also vote for it. I believe that should be three. ---------------------------------------- Avatar by Salmagundi |
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c_squared01
Joined: Jun 25, 2004 Posts: 1004 Status: Offline |
*claps for Skovran, for the prettiness of Knightfish* Can't wait to see this one in action! Edit: Misattributed quote ---------------------------------------- Chrisspy ---------------------------------------- [Edit 1 times, last edit by c_squared01 at Oct 26, 2006 9:25:04 AM] |
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CraftingProj
Joined: Sep 21, 2006 Posts: 221 Status: Offline |
Three votes! Huzzah!!!! Waiting for objections (Sunday). |
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CraftingProj
Joined: Sep 21, 2006 Posts: 221 Status: Offline |
Waiting period has passed. This is GO for coding. Any volunteers for this team? |
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jdnx429
Joined: Mar 25, 2006 Posts: 1390 Status: Offline |
I volunteer for the design! ---------------------------------------- Josephdaniel on Midnight. |
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jdnx429
Joined: Mar 25, 2006 Posts: 1390 Status: Offline |
Ok then. I'll be the artist on this one but for the most part I've already done the artwork for it. We just need a programmer. ---------------------------------------- Josephdaniel on Midnight. ---------------------------------------- [Edit 1 times, last edit by jdnx429 at Oct 30, 2006 10:54:40 AM] |
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jdnx429
Joined: Mar 25, 2006 Posts: 1390 Status: Offline |
I'm the progammer, I'm starting to code this one up. I've already set up a few classes and stuff. Ok, let's review- who's the team? Artist: jdnx429 Designer: jdxn429 Programmer: jdnx429 How odd, we all have the same name. :P ---------------------------------------- Josephdaniel on Midnight. |
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tcarr
Joined: Jun 7, 2004 Posts: 4294 Status: Offline |
ROFL! ---------------------------------------- LordKalvan of Otherwhen, all oceans but mostly Midnight |
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jdnx429
Joined: Mar 25, 2006 Posts: 1390 Status: Offline |
I'm in the process of setting up everything and trying to learn as much as I can about Java. I think I'm ready to start hard-coding it. I have a rough outline of how the game is supposed to work. I have a few of the basic classes set up but nothing in the way of an overall process. I'm also in the process of figuring out all the Game Gardens stuff. I have the basic framework with the client/server set up. In a sense, I'm developing this from the inside-out and also from the outside-in, but it's that part in the middle that's the tricky part. ---------------------------------------- Josephdaniel on Midnight. ---------------------------------------- [Edit 1 times, last edit by jdnx429 at Nov 2, 2006 11:58:38 PM] |
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tcarr
Joined: Jun 7, 2004 Posts: 4294 Status: Offline |
If the GameGardens part confuses you too much, I suggest getting a version working that doesn't have any lobby parameters and doesn't have anything in the GameObject (so watchers don't see anything - all the action takes place in BoardView). By the time you have that version working to your satisfaction, I should have another tutorial posted on how to go from *that* stage to one where watchers can see things or at least having the GameManager give permission on moves and record your scores (and pass in lobby parameters). ---------------------------------------- LordKalvan of Otherwhen, all oceans but mostly Midnight |
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jdnx429
Joined: Mar 25, 2006 Posts: 1390 Status: Offline |
Actually, that is quite helpful! I think I'll focus this weekend on getting the BoardView stuff set up. ---------------------------------------- Josephdaniel on Midnight. |
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tcarr
Joined: Jun 7, 2004 Posts: 4294 Status: Offline |
It's better coding to design from the start for the watchers and the lobby parameters, but for somebody who is doing a first (or even third actually ;-) ) GameGardens game..... most people just don't have a strong enough understanding of distributed objects to design it right the first time. and for the purposes of deciding whether a game is enjoyable and would make a good crafting puzzle, we don't absolutely require watching ability. we will need the lobby parameters eventually, if nothing more than a difficulty level slider. each of the lobby parameters will probably become a variable in the game object, which the game manager will have to set. ---------------------------------------- LordKalvan of Otherwhen, all oceans but mostly Midnight |
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