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  1. #1

    Default Sacknight 2a: Fetch Quest of the King

    NOTE - Title edited to Sacknight 2a: Fetch Quest...Bovine Intervention.

    Well, it's finally done. Two business trips, one LBP profile erased by my 4-year old, and one grueling lesson on LBP water physics later, it's finally done. Sacknight: Fetch Quest of the King has Level 2, Part A. In this level, you gain entry to the first enemy castle, the stronghold of the king of Bovinia. One the way, you also face your first enemies, including the king's Super Action Shark Squad and 'pets' in the castle moat. Also, cows (it is Bovinia after all).

    Bonus Game: Can you spot the butter knife?

    Please, please, please give feedback on this level. There's a lot more going one under the hood than in Level 1, and some mechanics may not play well enough. Some things to look for: Is the arrow challenge too difficult? Do you get lost on what to do? Are some jumps too difficult? Should I change the 8-limit respawn points to infinite? Are some areas flat out broken (I think I've got all game ending bugs squashed, but you never know).

    I will properly link Level 1 to 2 with a key later, after I fix some things in 1. Also, please note that all levels going forward will be strictly single-player, as my thermometer was hotter than a Mexican wedding with this one and cannot support 2 or more.






    Last edited by Hoplyte; 04-10-2011 at 03:29 PM.

  2. #2

    Default

    Awesome, I loved the first one. Got this one queued up, can't wait to see what you've done

  3. #3

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    Hello (and sorry for my poor english),

    I've played your level and really enjoyed it, even if it's was not bug-free.

    I loved the humour, and and difficulty was well balanced.

    Now, the part that was not that good was the part with the seal (? not sure about that word, is it seal ?). The idea is really good, but I have some troubles with controls, and sometimes the bombs detroyed it but does not kill me, so I have to wait for another bomb to be killed.

    Overall, good level, not flawless but fun and really enjoyable

  4. #4

    Thumbs up

    + Arrow dodging.
    + SASS!
    + Jumping out of the croc's jaws just in time felt really awesome.

    Spoiler Spoiler - buglist

    Not as good as the last imo (high expectations tbh), but still well worth playing.
    I thought the difficulty was fine, but you may need to infinite the water checkpoints for the younger players.
    Hope that helps.
    Last edited by midnight_heist; 04-08-2011 at 12:16 PM.

    Bad design 101
    An ingame commentary about the good and bad design choices in my first level: "Platforming 101" ... Learn as you play!

  5. #5

    Default

    Thanks for the feedback, it's exactly what I need. Some comments on those, plus a plea for advice:

    The frog hole looking ike the way forward, hadn't thought of that. Hmm.
    I thought I had rooted out the speaker camera bug, I'll take another look.
    Tilted ship camera should be independent of getting the bubbles, not sure what happened there.
    I could not find a way to guarantee SASS die when hitting crocs, either instantly or while still in contact, but success rate is pretty good. I use contact sensors with a tag check. I'm open to suggestions.

    The seal riding was by far the most difficult porti. on to create and has gone through hours of testing and redesign. I seem to be wrestling with some design complexities inherent with the game itself. Removing the moving tail parts and using a single solid shape might improve performance slightly but doesn't look nearly as convincing. And the issue with a partially destroyed seal (no controls, inescapable), I have a couple new ideas to try tonight, but by all means I'm open to and interested in suggestions. Basically the issue, best can tell, is that when microchip dies, you get stranded on vedhicle (seal). Btw, player sensor doesn't work when you're stranded in your little control seat (might be bug for LBP-proper), so I had to overcome that with a couple auto-emitters.

    Two others notes: something is eating up thermometer more than it should, and I could not fix it despite much searching, so additional creation space is limited. This is the reason for limited score bubbles, less music and stickers than I want, and less humor. I had to pull a few gags out, such as a frog getting eaten by a croc, a map intro, and many random flaming objects falling in the last part. Second, while gameplay overruled humor in part a, the balance is coming back. Upcoming is a knight birthday party and an homage to my xbox Red Rings Of Death.

  6. #6

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    Great aesthetics once again sir. I enjoyed the level.

    Positive:
    Excellent scenery all around, no complaints there. You definitely nailed it looks-wise.
    Good use of cut scenes and sack bots
    I looooooved the multiple-angle tower explosion, that was hilarious :P


    Negative:
    It felt to me like some of the cut scenes were missing dialogue. I'm not sure if that's the case or not of course, but it just seemed like something should've been there.
    This complaint can sortof go for the whole level, actually. While the cut scenes and individual sections of the level were all great, it always felt like there should be some kind of dialogue and / or music (which I know you said you couldn't include, but still).

    The seal, as mentioned by others, was fairly hard to get to work properly. I got to the part where the gators come up and snap at you and couldn't figure out what to do, eventually got stuck at the second checkpoint in that area, and ended up quitting. I was never terribly sure of exactly what I should be doing. I can see how that was hard to make and I really don't know any suggestions to fix it, sorry

  7. #7

    Default

    Quote Originally Posted by Hoplyte View Post
    Thanks for the feedback, it's exactly what I need. Some comments on those, plus a plea for advice:

    The frog hole looking ike the way forward, hadn't thought of that. Hmm.
    I thought I had rooted out the speaker camera bug, I'll take another look.
    Tilted ship camera should be independent of getting the bubbles, not sure what happened there.
    I could not find a way to guarantee SASS die when hitting crocs, either instantly or while still in contact, but success rate is pretty good. I use contact sensors with a tag check. I'm open to suggestions.

    The seal riding was by far the most difficult porti. on to create and has gone through hours of testing and redesign. I seem to be wrestling with some design complexities inherent with the game itself. Removing the moving tail parts and using a single solid shape might improve performance slightly but doesn't look nearly as convincing. And the issue with a partially destroyed seal (no controls, inescapable), I have a couple new ideas to try tonight, but by all means I'm open to and interested in suggestions. Basically the issue, best can tell, is that when microchip dies, you get stranded on vedhicle (seal). Btw, player sensor doesn't work when you're stranded in your little control seat (might be bug for LBP-proper), so I had to overcome that with a couple auto-emitters.

    Two others notes: something is eating up thermometer more than it should, and I could not fix it despite much searching, so additional creation space is limited. This is the reason for limited score bubbles, less music and stickers than I want, and less humor. I had to pull a few gags out, such as a frog getting eaten by a croc, a map intro, and many random flaming objects falling in the last part. Second, while gameplay overruled humor in part a, the balance is coming back. Upcoming is a knight birthday party and an homage to my xbox Red Rings Of Death.
    Hmm, two tag sensors?
    One of each part of the croc, when they overlap and SASS is in that range they blow up?

    About the seal, (shame you can't sense the player, that is really silly and not your fault) if you could put a destroyer on each part, and activate them when the seal gets hit/eaten?

    Hmm. Yeah, that's the thing, I think I even noticed the lack of thermo. There's just not as much stuff in general (length, music, sfx, bubbles, stickers, etc) compared to the last level.
    It's a shame you cannot find the cause. Perhaps it's just one of those thermo glitches.
    Not sure how familiar you sre with the editor (I would wager plenty) but have you checked personal items (to see if you can cut a material you only use once, etc), and limited emitter settings and stuff like that?


    Quote Originally Posted by Dietomaha View Post
    The seal, as mentioned by others, was fairly hard to get to work properly. I got to the part where the gators come up and snap at you and couldn't figure out what to do, eventually got stuck at the second checkpoint in that area, and ended up quitting. I was never terribly sure of exactly what I should be doing. I can see how that was hard to make and I really don't know any suggestions to fix it, sorry
    You bring up a valid point I forgot to mention.
    The SASS guys are a little hard to see when they enter, due to the game. So, not much you can do about that.
    Perhaps add a lightbox to them for clarity?

    Bad design 101
    An ingame commentary about the good and bad design choices in my first level: "Platforming 101" ... Learn as you play!

  8. #8

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    I originally had a light on SASS troops, I'll look into it again.

    I tried clearing out 2 rarely used material but they didm't vanish from the personal list and thus no thermo gain. btw, I only used 10 materials this time, less than half of last time, so I'm stumped. And yes, emitters only active when needed. My best guess is the thermo gain came from a user-object I brought in but didn't use and erased, and I saved after that. It was around that time the big gain came.

    I can't make SASS troops blow up when bitten, as I did with seals, because they'll vanish before making contact with the jaws and get a score, but they should still hit the crocs >95% when they are bitten, so should still essentially work.

    Here's my to-do based on feedback (thanks again)
    -brighten SASS troops
    -check camera issues near ship
    -maybe discourage trying to reach the frog hole
    -lengthen lifespan of jumping knight (and shorten video timing at the end as well)
    -make seal die after a 'critical' hit (I've brainstormed 2 more approaches today)
    -make a SASS trooper that taunts you and gets eaten, thus showing how to kill crocs
    -try my darndest again to add muic to the village/archer section
    -highlight objective during first SASS section

  9. #9

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    The level has been republished with a number of improvements, most from the list in my last post. Most significant is that seals should die after every critical hit, but if all else fails, I got the ejection seat to work at all times.

    To compensate for the lack of score bubbles, I hid a handful of prize bubbles throughout the level. At least they're worth 50.

    I begin on part B tonight and keep my eyes on the forum for other needed repairs. I'll also get around to F4F'ing (that sounds dirty) your levels.

  10. #10
    nachthai
    Guest

    Default

    So I played this as promised....and yaaayed it. I thoroughly enjoyed myself and I think this needs more plays! Good Job

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