(http://fg.wzff.de/images/misc/aq/fgtest/thumb/screen96.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/screen96.jpg) ^ That's where the story continues. Remember this place from the extended ending? | (http://fg.wzff.de/images/misc/aq/fgtest/thumb/screen100.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/screen100.jpg) ^ How and why did Naija's spirit end up in that crystal? It'll be explained... and much more. | |
(http://fg.wzff.de/images/misc/aq/fgtest/thumb/screen99.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/screen99.jpg) ^ Not much to say about this one. A passage towards a new veil map. | (http://fg.wzff.de/images/misc/aq/fgtest/thumb/widescreen3.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/widescreen3.jpg) ^ Optimized for mega-widescreen :) | |
(http://fg.wzff.de/images/misc/aq/fgtest/thumb/strangerocks.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/strangerocks.jpg) ^ If you can read this, guess which zone this leads into... (spoiler: hot!) | (http://fg.wzff.de/images/misc/aq/fgtest/thumb/strangeplace2.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/strangeplace2.jpg) ^ Remember this dude? He's using so much twitter nowadays, and has other things in his mind. Aww. | |
(http://fg.wzff.de/images/misc/aq/fgtest/thumb/energyform_moredakka.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/energyform_moredakka.jpg) ^ You'll laugh about how weak the original energy form was. Naija will get a lot stronger, but keep in mind, Absolute power corrupts absolutely... | (http://fg.wzff.de/images/misc/aq/fgtest/thumb/EternalEngine.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/EternalEngine.jpg) ^ For debugging purposes it's okay, but otherwise this zone is deadly if not entered in a submarine. | |
(http://fg.wzff.de/images/misc/aq/fgtest/thumb/screen98.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/screen98.jpg) ^ If you can't see anything, use your environment. | (http://fg.wzff.de/images/misc/aq/fgtest/thumb/screen97.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/screen97.jpg) ^ Any idea what Mia is doing there? We had red and blue crystals, now there's also green ones. | |
(http://fg.wzff.de/images/misc/aq/fgtest/thumb/seaweed1.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/seaweed1.jpg) ^ The "seaweed forest". Not quite finished, but polishing comes later. Also new entities and stuff. (That was the time before Frances started helping out with graphics. You may recoginize the mithalas flesh texture, recolored to green. It makes an awesome jungle-ish growth!) | (http://fg.wzff.de/images/misc/aq/fgtest/thumb/seaweed2.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/seaweed2.jpg) ^ A bigger view on a part of the upper seaweed forest. | |
(http://fg.wzff.de/images/misc/aq/fgtest/thumb/screen101.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/screen101.jpg) ^ At least there are some peaceful nooks there. | (http://fg.wzff.de/images/misc/aq/fgtest/thumb/screen103.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/screen103.jpg) ^ Going deeper from there, you'll end up in the lower seaweed forest, which gets darker. | |
(http://fg.wzff.de/images/misc/aq/fgtest/thumb/screen105.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/screen105.jpg) ^ The lower parts of the seaweed forest lack light, and the vegetation is slowly rotting away. | (http://fg.wzff.de/images/misc/aq/fgtest/thumb/seaweed3.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/seaweed3.jpg) ^ And the seaweed forest leads into... the seaweed veil! | |
(http://fg.wzff.de/images/misc/aq/fgtest/thumb/sharks3.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/sharks3.jpg) ^ The seaweed weil has a connection to an even larger surface area, the open veil. Beware, these sharks are huge and hungry! | (http://fg.wzff.de/images/misc/aq/fgtest/thumb/sharks2.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/sharks2.jpg) ^ Even spirit form doesn't help anymore if you end up in this situation. If they bite you, you're dead. | |
(http://fg.wzff.de/images/misc/aq/fgtest/thumb/screen95.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/screen95.jpg) ^ With the return of the Krotites, the old temple is back to life and expanded. The map is subtly changed and will play differently than the temple you used to know. | (http://fg.wzff.de/images/misc/aq/fgtest/thumb/screen94.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/screen94.jpg) ^ Below the new add-ons to the temple, there's a large cave network. | |
(http://fg.wzff.de/images/misc/aq/fgtest/thumb/screen8.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/screen8.jpg) ^ A statue room in the temple extension, but no-one else is there. | (http://fg.wzff.de/images/misc/aq/fgtest/thumb/newtemple_li.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/newtemple_li.jpg) ^ And there's Li, alone in the temple. But where's Naija? | |
(http://fg.wzff.de/images/misc/aq/fgtest/thumb/darkplace.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/darkplace.jpg) ^ Unfortunately he forgot to bring a flashlight with him, so the spare light has to suffice. | (http://fg.wzff.de/images/misc/aq/fgtest/thumb/screen9.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/screen9.jpg) ^ A ceremony of some sorts. I think that won't be in the final version, but have to see what we'll come up with. |
(http://fg.wzff.de/images/misc/aq/fgtest/thumb/screen88.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/screen88.jpg) ^ Remember the river from the ultrawidescreen-picture above? It leads to a savannah. Dry, but bearable. | (http://fg.wzff.de/images/misc/aq/fgtest/thumb/screen89.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/screen89.jpg) ^ Going further, things get worse -- the desert, dry, hot, deadly. Debug mode is a good thing for screenshots! |
(http://fg.wzff.de/images/misc/aq/fgtest/thumb/screen90.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/screen90.jpg) ^ Zooming out. This is one desert map, the other one is twice as big. No place to stay for water creatures. | (http://fg.wzff.de/images/misc/aq/fgtest/thumb/screen87.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/screen87.jpg) ^ Luckily, there's an oasis between savannah and desert. |
(http://fg.wzff.de/images/misc/aq/fgtest/thumb/screen86.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/screen86.jpg) ^ It's full of life and really nice to stay there. (But no entites yet. Some unused graphics from labyrinth mod) | (http://fg.wzff.de/images/misc/aq/fgtest/thumb/screen91.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/screen91.jpg) ^ There's also a cave network beneath the desert, that has some water and unusual vegetation in it. |
(http://fg.wzff.de/images/misc/aq/fgtest/thumb/screen108.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/screen108.jpg) ^ Due to the lack of light, white fish without eyes and other albinos live in the lower parts. | (http://fg.wzff.de/images/misc/aq/fgtest/thumb/screen143.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/screen143.jpg) ^ The only place where light comes in in these caves - - directly above this place is the desert (as seen above). |
(http://fg.wzff.de/images/misc/aq/fgtest/thumb/screen140.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/screen140.jpg) ^ These parts of the seaweed forst are completely dark, and most of the vegetation is dead, or close to. | (http://fg.wzff.de/images/misc/aq/fgtest/thumb/screen137.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/screen137.jpg) ^ Old friends from the abyss live there now. |
(http://fg.wzff.de/images/misc/aq/fgtest/thumb/screen136.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/screen136.jpg) ^ Going down even further, there's life again... | (http://fg.wzff.de/images/misc/aq/fgtest/thumb/screen135.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/screen135.jpg) ^ There will be a miniboss here, but no idea what it will be. Suggestions? |
^ Optimized for mega-widescreen :)
We're looking for entitiy, boss, zone, and story ideas, if you have any, please post!
Is that a debug mode screenshot, or is it really possible to play the game on such a big resolution?No, and yes. Not debug mode, just a disabled check that triggered when the resolution was too wide. I'll eventually put this in an update after fixing a few bugs this causes.
And won't that make it much easier, since you can see enemies from far away?
This really depends on the general "setting" / "world" in which the story plays. Can you post some more info about that? In what major ways will it be different from the original Aquaria world?
If the various humanoid civilizations (Krotites, ...) are back to life, it would be possible to have a group of "people" as a boss fight, rather than only animal-like monsters or gods.
Another boss fight that I would find interesting, would be against a copy of Naija herself.
I.e. the anti-Naija would have the same energy form / beast form / shield song / etc. available as the protagonist and use them effectively (if this is even possible from a scripting point of view).
If time travel fits in with the story line, it could be a past or future version of Naija. Otherwise it could be part of a "dream" or something, or an "illusion", or whatever. 8)
I also have some (not yet fully thought-out) ideas for classic Aquaria-like god/monster boss-fights. But sharing them would mean giving away the "trick" how to win the fight (i.e. it would contain SPOILERS in case they will actually make it into the mod), so maybe there is a less public channel more suitable for such discussions?
There won't be voiceoversOf course, you can always clip the OGGs to sound like there's new dialog...
@ IcyEyeG: I had intended something like CC-BY-SA-NC, but we haven't decided yet.
I was hoping that since the source code is free, that I'd see someone port it has homebrew for PS3, with mod support, and ps3 dualshock support.That's not exactly easy, afaik there's no public devkit for PS3 out there, and installing homebrew is a pain from what i've heard. Don't own a PS though, and never will.
Perhaps when you are done with your mod, we could get together and I could share my resources with you and plan on another release. Do you have a timeline of when you are expecting to make a release?
Man, it's been a long time since I've been here. I rediscovered Aquaria recently, and it makes me kinda sad to see the front page of the mods forum page full of spam. :/
But it's wonderful to hear that this mod is still in progress! If there's anything I can possibly do to help out, just let me know. I'm not a coder or an artist, but I'm one heck of a gamer, and could probably be a beta tester if you want me to.
Let's keep this alive! Long Live Aquaria!
Ah, it's been ages since I've played Aquaria or been on this site, this mod is still being worked on!? The dedication!
Last time I was here I was only 12 years old or so, so it's pretty nice to see stuff still going on. This mod still looks amazing, I'm almost tempted to go dig up my own mod project from back then, but I'm scared of looking at the abomination that is an un-tutored 12 year old's lua coding.12 ?! I didn't start coding before i was 14 (DOS BASIC, which is totally different from Lua). Respect + Kudos on that!
Right, I'm gonna go see about changing my username and actually following up on a few of these mods which were only idea's when I last saw them.
~~~"Liarra Sniffles [NsP]" is my steam user if anyone wants to contact me, I feel like this should be in a sig, but I have no idea how to use this site yet.~~~
12 ?! I didn't start coding before i was 14 (DOS BASIC, which is totally different from Lua). Respect + Kudos on that!Well I say coding, the most I remember doing was working out how to add 4 Nautilus Prime's to one big area, and change the shark ai..? so that they just constantly charge towards you. But thinking back on it, I think I actually just broke the ai somehow, not sure if that counts as good coding.
You should continue yours if you can, this time learning Lua properly. It's super useful to be able to code, and it's a good brain training for later. It's good to have a logic-oriented mindset, believe me :)Aha! the "hook tree", I remember that. I spent most of my "modding" time screwing around in the editor making huge maps full of stuff. The PC I was working on literally exploded into flames, but I think we saved the hard-drive so I might find it yet. Then again, I might make a whole new "mod" (basically a glorified map pack with maybe some sounds added in) and try my hand at some segment based sprite animation. Right at the moment I am on vacation and this isn't my laptop, so I'm not sure how much I can/want to do here.
Aside from this (http://i.imgur.com/JurzF.png) screenshot (which was pretty meh), your mod looked nice!
I've been looking through some WIP images you have posted, I have to say it looks like a whole new game. I never really liked how the inventory/cooking/loading screens had the statue of her face on it though, so that might be the first thing I mod out of my game.
There is a working-but-ugly way to replace the background rock texture (that has the face on it), but this is all you're able to change.Well I have a few ideas to get around that, including just creating a whole new menu with the same functions on it and changing the key bindings around, or adding some kind of overlay effect when esc is pressed, or just changing every. single. texture. that has anything to do with rocks or statues to one that is transparent (if possible). We will see. I might even create a simple third party program overlay if it turns out to be easier than potentially breaking into the hard code and killing the game itself.
The menu itself is hardcoded in C++ and can't be changed by mods. At all.
... or so it's being said.
Oh and while you're here, steam sucks. IRC is where the cool kids hang out. ^-^
Ah, it's been ages since I've played Aquaria or been on this site, this mod is still being worked on!? The dedication!
Haha, yep :D
Here, have a WIP screenshot:
(http://fg.wzff.de/images/misc/aq/fgtest/thumb/screen462.jpg) (http://fg.wzff.de/images/misc/aq/fgtest/screen462.jpg)
^ New menu WIP. Songs are not yet arranged by color. The bottom bar maps to the shortcut keys [1-9,0] and holds songs, food, costumes, etc. Whatever is put in.Last time I was here I was only 12 years old or so, so it's pretty nice to see stuff still going on. This mod still looks amazing, I'm almost tempted to go dig up my own mod project from back then, but I'm scared of looking at the abomination that is an un-tutored 12 year old's lua coding.12 ?! I didn't start coding before i was 14 (DOS BASIC, which is totally different from Lua). Respect + Kudos on that!
You should continue yours if you can, this time learning Lua properly. It's super useful to be able to code, and it's a good brain training for later. It's good to have a logic-oriented mindset, believe me :)
Aside from this (http://i.imgur.com/JurzF.png) screenshot (which was pretty meh), your mod looked nice!Right, I'm gonna go see about changing my username and actually following up on a few of these mods which were only idea's when I last saw them.
~~~"Liarra Sniffles [NsP]" is my steam user if anyone wants to contact me, I feel like this should be in a sig, but I have no idea how to use this site yet.~~~
PROFILE -> Forum Profile Information -> signature box.
I would totally pay money to see this get finished. Considered setting up a patreon or a Kickstarter? I mean, yeah, it's a mod, but still...anything to help it along. Really impressed with the work and when Chapter 1 is ready, I'd love to give it a try. God, would, I...
To play the mod, grab at least Aquaria OSE 1.002 (http://www.bit-blot.com/forum/index.php?topic=4313.0)
Hi! I am having problems getting into your mod. When I click on the icon in the mod list in the title screen of Aquaria, two critical errors pop up. They say "liplayer: unidentified token: DieOnKill" and "liplayer: unidentified token: 1"
I have Version 1.1.1, but I haven't updated it since I downloaded it from the Aquaria website a few months ago (no update packs).
Found an issue when I ran into the Krotite. after they murdered LI it restarted and dropped me to meager frames per second.No idea what this could be, i've tested this situation a lot and never had that problem. Will investigate. Thanks for finding this one.
1. seems like you were trying to create a sort of hyper expert mode specifically for people that try to push themselves to gaming ridiculousness.Not really, everything was test-played multiple times, by multiple people, and the difficulty adjusted based on the feedback.
This makes it rather difficult for anyone jumping back in who identifies as a casual gamer.Have you tried point & click games instead?
2. The weight system IS the worst aspect of the mod [...]This is still subject to debate. See, this is why we released a preview in the first place. To get feedback on things like this.
After trying to deal with this system I highly disapprove of the mechanic.
3: Adding late game enemies to early game areas: The Dev's didn't do so for a reason.For example, where?
I see you may be adding difficulty levels, but do you have any news about the next chapter(s)?How much can you guess from what you have seen?
Have you tried point & click games instead?
Edited the game files to make Naija invulnerable.Unfortunately this won't work in this mod due to all the customization :o
I'll post more thoughts once I finish the actual chapter!yay! much needed :)
You remind me of one 2-year-old project of one lady.Fyi, this mod has been in development for 4.5 years now. With pauses of course.
Being a long-time and pretty die-hard fan of Aquaria, I went into this mod with quite some expectations, and I was happy to see that most of them were indeed met.
However, as of right now it is not without its flaws. To name the ones I noticed the most right from the tip of my tongue:
-The writing of both the opening and ending sequence are a bit cheesy, but the rest of it is pretty solid from what I can recall right now. I was a bit irritated to see them all just diving off in the end without a single word, where I would have considered some exchange of words essential at this point. If nothing else at least some baffled remark from Li's side, or him getting a bit angry about his son simply running after her like that or something, since he /is/ taking the role of the adult and caring father here.
-The mod doesn't give you the same feeling of freedom, the thrill of exploration and for that matter the need to engage in it as the main game did.
This might partially be because so far there are not enough items and secrets to find in the already fairly vast world, or new astounding areas that really set themselves apart from those in the main game, where each area did have its own distinctive mood and atmosphere.
On the other hand it might as well be me having played the game so many times that I am already too familiar with the different settings I've seen the game providing players with.
-Continuing this train of thought, precisely because it is lacking this sort of feeling at times - at least for me - it also lacks a certain sort of immersion that I was thrilled to experience again, since Aquaria always excelled in this in my opinion.
What I mean by this is simple: While I am not a big fan of massive amounts of backtracking or anything, I disliked the fact that it literally gives you no reason to come back to any place. Particularly areas like the new section beyond the Song Cave. The new kind of homes one can find here seemed very intriguing at first, but unlike in Mithalas for example, it did neither motivate nor reward you enough to linger or simply marvel at some of the effects shown off.
-I also felt as if the homes themselves were a bit... indecisive as to what they wanted to be, in terms of design. Aside from these houses though, one possible design flaw I noticed in this area was one of these homes standing in the far background at some point, visible through some sort of tunnel, that gave - just as the bottom of the sea in this area - a very nice 3D effect.
On widescreen however, the separate layers of this tunnel became very visible, and one could see that they simply ended after the width of just a single sprite placed in these sort of circles, after which there was only clear water again. Now, this may as well have been intentional, but I found it sort of quirky.
And for that matter, some of the what I think are new art assets in that area seemed rather low-resolution as well.
-The same thing about immersion goes for the tree which one has to acquire the glowing fruit from. The cave it stands in is very, very atmospheric indeed, and I would have liked to see something else done with it of sorts, even if it was a bit of platforming or an interesting NPC sitting around. But as soon as you shoot these bulbs down and collect a few, you are just completely done in that area.
-The anemone maze that now fills the song cave is also a bit of a hassle to navigate.
-Another major factor that hampered my sense of immersion was the fact that one gets funneled through a lot of areas, like the new (uninhabited) parts of the energy temple. Even if you're not in the steady current which already drags you down into the next area, off-track there is also nothing to do or to find, which can quickly become a bit dull.
Likewise, finding the way out of the energy temple upon returning took quite some effort, since I forgot the small passage which I came in from, and which also is not visible on the map. I would have never found out if it was not for the circles on the mini-map, in fact. But you can blame that on my memory.
-The fish/monster battle is pretty tough, to be honest. But it's not the mere challenge that bothered me, it's rather that this thing was waaay too agile and hyper-aggressive for its size, which made it more intimidating and frustrating than it maybe should have been.
-Last but not least, the ending for this first chapter was a bit of a letdown. Not /how/ it ended, just how it was executed. The build-up of having Li and his Son waking up to all these small lights, the sudden sense of threat there nearly had my jaw drop, but it resulting in just leading the Krotites to the door, having them open it, Li saying out of nowhere that he HAD to make this decision, to just leave it all behind in a heartbeat, and no chase, battle or anything happening after that, was one of the most anti-climatic things in that moment, and while it was not really disappointing, it bothered me, because I saw this nonexistent transition out of there to the ending sequence - which in itself was fair enough - as a big amount of wasted potential.
Overall, it could be said that this mod aims for the stars. And while this is not a bad thing by itself, it does imply that there still needs to be a lot more work done.
Because so far the scale it is aiming at does simply not match the amount of content it comes with. The story told and areas shown, all of the gameplay and new visual effects so far also feel a bit like a tease, a mere introduction of what's yet to come.
I get that showing everything that's still in store for the players off in the very first chapter is a very bad idea in foresight, but I can't help but feeling that through all this stuff - no matter how well or not it worked out - that was shown so far, I am a bit dissatisfied, or would have liked to see EVEN more. But again, this too might be something intentional.
But to name some more things I was very pleasantly surprised with:
-The animation transitions from water to land itself could still be a bit smoother, but once on land, it's actually very solid. Walking /can/ look a bit funny at times, but jumping and all the rest is really, really well done.
-The idea of having to traverse the energy temple on your way back while being guarded/observed is very well thought out and executed, although I don't think that it is exhausted yet, because the energy temple as well does not have enough going for it at this point, although it certainly shows potential.
-The short cut-scene in which Li brings back his son to the home cave in order to see him safe before continuing right where you left off seems very natural, fitting and thoughtful, and is kinda heart-warming actually.
-The new areas feel very big and for the most part not too artificial, although that is rather hard to explain. But again, through them not having enough going for themselves and through not being able to go everywhere (yet?), most of them are just a major tease, or you end up wondering if you did something wrong. Which for some reason worked out so well in the original game.
-The way the conversations with Erulians work is truly marvelous. Those mere silhouettes of black on clear blue background telling you so much, yet so little at the same time, REALLY have me looking forward to what's yet to come. Although I would have liked to see these visions? memories? scattered around the place, so that you cannot simply ask all of them from the very first Erulian you meet.
This might partially be because so far there are not enough items and secrets to find in the already fairly vast world, or new astounding areas that really set themselves apart from those in the main game, where each area did have its own distinctive mood and atmosphere.Yes. It is intentional that there are no real secrets for Li to find since he won't appear in the rest of the story. Giving him secrets to find there would be kinda counter-productive -- how would e.g. collectibles found by Li have an impact on the chapters to come? For the cape and suit (depending on how much you found) there are some ideas how they will re-appear in later chapters, but any sort of "home decoration"/standard collectibles or even upgrades would clearly be very useless since Li's part is so short.
I disliked the fact that it literally gives you no reason to come back to any place. Particularly areas like the new section beyond the Song Cave. The new kind of homes one can find here seemed very intriguing at first, but unlike in Mithalas for example, it did neither motivate nor reward you enough to linger or simply marvel at some of the effects shown off.You will get back there later, just not as Li :)
On widescreen however, the separate layers of this tunnel became very visible, and one could see that they simply ended after the width of just a single sprite placed in these sort of circles, after which there was only clear water again. Now, this may as well have been intentional, but I found it sort of quirky.Whoops, need to fix the map. Getting parallax layers right is really tricky, but we do everything in 16:9 at least (i even use 2:1 to be sure) so these things usually get caught.
-The same thing about immersion goes for the tree which one has to acquire the glowing fruit from. The cave it stands in is very, very atmospheric indeed, and I would have liked to see something else done with it of sorts, even if it was a bit of platforming or an interesting NPC sitting around. But as soon as you shoot these bulbs down and collect a few, you are just completely done in that area.
-The anemone maze that now fills the song cave is also a bit of a hassle to navigate.That's intentional.
-Another major factor that hampered my sense of immersion was the fact that one gets funneled through a lot of areas, like the new (uninhabited) parts of the energy temple. Even if you're not in the steady current which already drags you down into the next area, off-track there is also nothing to do or to find, which can quickly become a bit dull.There are things to find. There's just no way to get there yet or pick most of them up. Right off the bat i remember at least 3 health eggs on the way. But Li can't open them, and one of them can't be seen since it's off limits, but trust me, it's there and you will get there later. Just not with Li, for reasons explained above.
-Last but not least, the ending for this first chapter was a bit of a letdown. [...] was one of the most anti-climatic things in that moment, and while it was not really disappointing, it bothered me, because I saw this nonexistent transition out of there to the ending sequence - which in itself was fair enough - as a big amount of wasted potential.Very true. We did not realize this at the time...
but I can't help but feeling that through all this stuff - no matter how well or not it worked out - that was shown so far, I am a bit dissatisfied, or would have liked to see EVEN more. But again, this too might be something intentional.Intentional. We had to end this somewhere to have something to play, if we just add content we get never done. Fixing bugs and polishing everything took far too long regardless.
-The idea of having to traverse the energy temple on your way back while being guarded/observed is very well thought out and executed, although I don't think that it is exhausted yet, because the energy temple as well does not have enough going for it at this point, although it certainly shows potential.There is the idea of making a "stealth mission" part, possibly for Lucien, that is similar. But again, not for Li, and doing it this early without any preparation or explanation would be unfun.
Although I would have liked to see these visions? memories? scattered around the place, so that you cannot simply ask all of them from the very first Erulian you meet.Will see what we can do. The initial idea was that having as many erulians as memories, and each of them gives one, but that would have involved chasing each of them down. Which isn't fun since they all move around at will, and it's impossible to remember which one you have asked already (not that one could distinguish them that well, anyway). So we did it this way, which isn't optimal either...
Where exactly IS that light source I need?Try to find in the new location of Erulians. It's there. In some corner ;)
but I resented having to swim back and forth across Home Waters again and again, going from Home to the Song Cave to the Energy Temple, only to go back because I didn't go in the correct entrance...I've done it in the original game several times. Hated that endless space around. But then I totally forgot about it, because then I had fish form, which is very fast and useful in case you need to cross some big distance fast. I'm pretty sure that it won't be a problem when we'll get all the forms.
I keep seeing song bulbs that stare me in the face, quivering and waiting for me to sing the right note to get to their sweet treats inside.We will go back to them later, as it was mentioned. But we will back there with Naija and her singing :) We have to wait until then. But, yeah, my greed was screaming about the injustice of the whole world in such a moments.
Li's little peashooterThat's exactly how it was designed. I think i also keep using this word when i talk about it ::)
- I know that Li can't sing, [...] so they're just there, taunting me.Very intentional >:D
but the gameplay definitely suffers from these missing features.hmm, there is a thing we had planned to remedy this a bit but it somehow got lost. Will see about it.
Where exactly IS that light source I need?Top of erulian area.
but for now, it'd be nice if there was at least some visual variety to spruce these old, well-worn grounds up a little.We did intentionally not modify the existing maps to keep them "true". If you disagree i might go and rework them a bit.
and no Bind song means that you can't get plant leavesThat's why there are 8 leaves and some more food in the kitchen to get started with. If they are used up, there are other possible recipes to keep you healthy. Knowledge of the old aquarian recipes is an advantage here, but you can also find some new recipes along the way.
... into a small-ish rectangular room right next to the save point cave.Oh man, I thought I had been everywhere but this was the one place I missed. My bad. (I got the glow fruit alright)
Oh man, I thought I had been everywhere but this was the one place I missed.Should make this a bit more obvious then. Thanks for pointing.
I think there's a bug where the map discovery is only saved for the location you're in at the time of save, so when I continue a saved game all other locations are unexplored and its hard to keep track of where I've been and where I haven't. I'm running the latest OSE.
The Energy Temple just feels like a very large area to re-explore looking for one tiny detail.That was the intention behind it, since Li can't possibly know what he's looking for, ie. which clues to be attentive to.
- When will you release the next chapter? ;)When it's done!
- How many chapters do you plan?4 in total, possibly a "Chapter Zero" with some background story tidbits, consisting of separate dream/memory sequences.
- About how many hours will needed to complete all chapters? Ok, I know, hard to answer, but I'm really curious.I have honestly no idea at this point.
And some suggestion (maybe late, but who knows):I don't quite get what you mean. As soon as you found *anything* of interest, the world map gets a sparkly indicator that tells where to go next. That can be meeting the erulian after finding the thing in the verse cave, entering the erulian area, or Li realizing he needs a light.
It was a good thing in the main game that it was roughly clear where I needed to go. There was always a missing ability in each locations, so I cuoldn't reach for example the mithalas priests until I earned beast and nature form, and so on. In this mod, the parts we need to collect (I don't want spoil...) are a little bit randomly placed, I think. And in particular, I don't know if a found all of it... Maybe you should create a marker in the character menu, what are the missing parts, that would make the situation clear, in my opinion.
By the way, great work, hats off guys!
As soon as you found *anything* of interest, the world map gets a sparkly indicator that tells where to go next.Sorry, I didn't catch that first time, next time I will look at it.
´Anyway, at the end of the review, I'm going to mention the sequel mod, and if possible, I want to capture some footage of it. Who knows, I might even review it in a third video. Plus, it seems nobody else on youtube has done this, so it would be cool to be the first person to do it, and again, spread the word about it.
[...]
I just felt like letting you know and making sure you're okay with this.
I got the game on steam, and I can't even access other peoples' mods, but I'll happily buy the game a second time in a few days if it means getting to try the sequel mod.
I got the game on steam, and I can't even access other peoples' mods, but I'll happily buy the game a second time in a few days if it means getting to try the sequel mod.
You can just get an update from this post (http://www.bit-blot.com/forum/index.php?topic=4313.0) and follow the instructions there. That works perfectly fine with the steam version and nets you an updated game liberated from steam. No need to re-buy.
Oh, geez. I found Naija's cape, but now I don't know where else to go (well, that I haven't already). Is there some hidden power Li already has that I just haven't used yet?This is a frequent problem. Open a map. You should go to a place where you see sparks on. See sparks on a Melody Cave? Go there. See'em on Energy Temple? Go there instead!
Oh, geez. I found Naija's cape, but now I don't know where else to go (well, that I haven't already). Is there some hidden power Li already has that I just haven't used yet?This is a frequent problem. Open a map. You should go to a place where you see sparks on. See sparks on a Melody Cave? Go there. See'em on Energy Temple? Go there instead!
It is a hard-to-find feature, so... Use it well, young padavan!
Oh, but I've already done that. Problem is the song cave is infested with giant anemones blocking the path and I assume I need to get some power up first that Li can use to destroy them. His blaster doesn't do it. Oh well.Well... Anemons... You have to find jellyfish in order to get rid of anemons. It is a puzzle. You can solve it.
Thanks for making this. It's an honor to be reviewed with this much attention to detail. Your interpretation is spot-on, there's not much you have missed, and i can't recall anything you grossly misunderstood. Good job ;)
Putting in little things is fun, and it's even better if they are noticed and appreciated like this.
2:15 No auto-save was a major gripe many people had with vanilla, and while no such thing exists in the PC version, i figured it's at least convenient to keep the last good state in memory and revert back to it on death. (The iPad version does have autosave, but even if the system used there was backported to the PC, autosaving is technically almost impossible to implement for this mod. Oh well.)
4:03 Yes, the goal was to make you forget the original game ended, and make it feel like you were still playing, as you said. We will probably make some more changes to the original maps in the future, but only so much that the illusion isn't lost.
4:27 One thing you didn't mention are the technical improvements, but I wouldn't expect anyone not familiar with the game engine to notice those. Originally the game didn't have any sort of post-processing (that is ubiquitous or even overused in most of today's games). That was added later in the open source version, and is one of the least influential reasons why it's damn impossible to make this mod work with any older version.
Another example is the hardcoded pause menu (in C++, not configurable in any way). Think about what it means to implement your own menu system with cooking, backjack and h**kers and somehow force the game to forget about it's own menu. Fun times :P
4:42 Weight is optional and disabled on the easier difficulties. There was a lot of debate about this, and the consent was to each their own.
5:15 Yes, you'll get back to those areas.
5:48 There are admittedly fewer new maps in chapter 1 than we had hoped to put in, but there is only so much you can stuff in an introductory chapter.
Currently there are about 120 maps in the mod, and 25 of these are vanilla maps (or heavily derived from them).
6:23 +1. Good eye you have there. Confused yet?
6:37 No :)
7:25 Yep, you will see more of the two.
7:30 So you say the shots should be made homing? Might consider this for easier difficulties, but making Li feel rather powerless was intentional (which is further enhanced when his blaster gets stolen). So the best (and intended) way is to mostly dodge and be on the run, and use the blaster only when it's actually beneficial.
You can aim the blaster with the 2nd analog stick on your controller though, and it even shows a little aiming "laser dot" if you do.
If the 2nd controller is centered, the first one is used instead. If that is centered too, the shot goes in facing direction. This is pretty much vanilla behavior. Same for throwing.
10:14 Any idea how the suit ended up in the fish? (Hint: It's not the obvious thing).
10:26 You didn't attack the children? Really? I assumed some people would, and the cutscene that follows if you chase them is supposed to... correct that attitude a bit.
10:53 ... And if you manage to smuggle the blaster into the temple, you can cause mayhem there. Not for long tho. (Hint: Try to attack the king in the throne room. That's some sneak peek for future energy form upgrades. I wish I could have shown off my new humanoid AI more in the first chapter, but that's the only part where it can really shine as intended.)
13:43 No, it's a different city. The one that got hit by the meteors is the *sunken city* and gone for good. But it's a hint at things to come, of course.
15:03 I haaaaaaate writing cutscenes. They are the absolute worst D:
Does any of this raise new questions? Making this is fun, and there's a good chance for suggestions to get heard, so shoot :)
By updatepack, what do you mean? A beta of future content, or some fixes to the current build?
Thank you to NikonAquaMagna for those video reviews. I was reminiscing so many beloved scenes again, and it helped to hear your thoughts on the game, the characters, and even the creators. Knowing that you also cared a lot for this game and felt hurt and frustrated regarding the lack of a conclusion or sequel was cathartic.
A single question that's burning me however, is if the Arnassi are going to make a comeback, and not be as useless as they were in Aquaria?
I'd love to see them get proper characters and a story of their own, however if you choose to leave them out, that's entirely up to you, People are still watching, cheering you on! :D
I played through the first chapter at least five times, and it never ceases to impress me what you did with your tools!
-Last but not least, the ending for this first chapter was a bit of a letdown. [...] was one of the most anti-climatic things in that moment, and while it was not really disappointing, it bothered me, because I saw this nonexistent transition out of there to the ending sequence - which in itself was fair enough - as a big amount of wasted potential.Didn't yet get around to improve this, but it's definitely on the list for the final.
I feel like if you gave the pets a buff, new abilites, and ways for them to be useful for more things such as, locating verse eggs and other collectibles.Right, this is a thing i had considered earlier but not implemented so far. Would make sense that there is one pet that notifies you of secrets. What i had in mind was that other party members could point out obvious things or collect them on their own, but for better hidden things such a pet would be great. E.g. hidden tunnels and such, whatever is hidden from plain sight.
Something else might be being able to tame other certain sea creatures, such as the creature located outside the entrance to mithalas, to be used as a gameplay version of fast transportation
If naija is ever going to interact with li in this game, which, of course i don't know yet. I always thought it would be funny in the original game if putting on the.. *cough* Boulder carrier aka bikini Would boost Li's fire rate, and his damage per shot. It just felt like they left out an opportunity there :P
just wanted to post encouragement that random people are still watching this ;)
They won't meet (at least not in person).that makes my heart ache :'(
still here ;D
Of all the pets to leave to care for Lucien, Li picked the one that could actually be useful right now!
How do you access this mod in the editor?
Aww. I was gonna try hook it up to the native mod to have the whole map with Sequel Mod areas. But I respect your decision.
quick rundown: the 6 energy temple maps, 3 veil maps, mithalas + cathedral, top 2 open waters maps, the starting area things, Li's cave, one forest map
"Cold waters" sounds indeed interesting.