Jonathan Whiting says ...
It's like trying to rub your stomach, pat your head, and then switch the two round, whilst drunk, whilst on a tightrope.
After >10 attempts I finally reached level 2, took one look at it, though ARGHRHRHG, and quit.
The help screen was amusing though, and everything worked pretty well.
Hamumu says ...
Why oh why are the controls so twisty? The directions just aren't what I expect them to be! I have to tap all 4 directions once each every time I want to move to remind me of what they are. I too took about 10 tries to get through level 1. Then on my first try I got about halfway through level 2, then died and discovered I'd have to try level 1 again and had to quit. A sound concept that needs massive user-interface repair!
Devon says ...
argh difficult. would be fun if the first level was a little more forgiving. clicking on help didnt seem to do anything on my computer...
increpare says ...
crashed twice on me so far, on the help screen, once when I hit 'play'.
had no trouble with the player movement system, once I got used to it (about 2 deaths).
once, I got catapulted into the air for some reason >_<
generally, it's a nice simple idea. I think some animations might have been nice; or even differentiating the individual pieces by colouring them different. as it is I play the game just tapping left/right until a gap closes. (another crash thus there: always in or around the main menu).
Good game though, for all that :) I like how it's real time, I like the 'descending platform' idea. I would like more levels, I guess, and sound sound :)
demonpants says ...
It's not too hard, actually. Took me like 10 seconds to beat the first level. The directional controls do seem a bit wonky and the timelimit is too fast (I would even get rid of it) but overall I think it's a good idea.
ondrew says ...
I must give you a lot of towlr for the rotated controls - that made the game almost unplayable.
The future rotation of the blocks is hard to predict, which makes the game even harder.
Crashes a lot on my computer.
But the idea seems fun, needs some tweaking.
HybridMind says ...
Similar to Piglet, after about 10 tries or more I finally made it to level 2 tried it, died and quit. The controls are really just way to frustrating. I think the biggest problem might be that I had no idea which way the WASD would move me for some reason. I just felt completely disoriented. I like the concept but the way it is implemented is unplayable for me at least. I appreciate your detailed journal and I gave you max Towlr points for difficulty. Actually, you may want to submit this to towlrgames.com ;)
nilsf says ...
Nifty that it is 3d, but having to start over from the beginning every time you fail is a big turn off. I also found the controls not too intuitive. I got to level 3 before giving up.
sol_hsa says ...
Morre says ...
I beat the game, and rather enjoyed it!
I agree with the others that the controls are not very intuitive, but once you get used to them it's not so bad. I'd still change them, though. Two Towlr points for the control scheme. :)
You shouldn't need to start over at level 1 if you fail, really.
Great work, I liked this one a lot! A bit too short though... :)
dstrysnd says ...
people said my game was hard?
greencow says ...
Archive for the ‘LD #13 – Roads – 2008’ Category
Thanks for the feedback so far. Just a quick technical update:
If the menu makes problems try typing the Letters (H) for Help, (Q) for quit and (P) for Play instead of using the mouse. (Escape takes you back to menu and from there out of the game as well). Blender as a 3D App calculates the camera, mouse position and menu surfaces in 3D space to determine if a “menu button” is “pressed”. It seems sometimes it gets a little confused. I am confident the great developer community at blender.org will work that out.
The link to the file (http://www.mediafire.com/file/ozdz3zkmfmm/Roadate.zip) does work. People have tested it several times. If you don’t get to the file please check your ad-blocking software.Also the file in the megapack works. I have tested it on two machines (Vista SP1 and XP SP 3).
If Blender runs, the game should run as well.-
This is definetly the way to go. I killed lots of things already: sound, level-editor, auto-initialization. I also skipped the massive multiplayer part, the “better than gta”-part and I stopped porting to the PS3. I also called gamespot and told them to withold their rating until I can fix this mess. Still have two showstoppers. With almost 6 hours to go it could work out.
- the menu – simply to start the game or quit.
- a player with WASDQE movement
- two cameras (first person and scene perspective)
- game logic (usually I use an empty that is set to receive and send messages to the other objects)
I hit a roadblock with replacing the material of an object via Python controller in BGE.
I have three scenes
- the stage to build objects and test them
- the game where everything is assembled
- the menu
Currently I am working on the stage. You see the road sections built by extruding the standard cube. The sixth is a spare part I am experimenting with the SCA (Sensor- Actuator-Controller) setup. At the moment you can rotate a section with the mouse wheel.
Odd: you have to enter 45 degrees to get a 90 degree rotation.
The game idea so far:
- Get from A to B (the goal and the essence of a road).
- Initially the road does not permit that (the challenge).
- You can rotate the section in front of you (the interaction principle).
- Probably this will trigger some mischief (the real challenge).
I am using Blender 2.48 with the Blender Game Engine and Python for Game Logic.