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Author Topic: Aquaria: Sacrifice v1.12  (Read 476622 times)

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Offline TheBear

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Re: Aquaria: Sacrifice (released)
« Reply #240 on: August 27, 2009, 12:00:08 am »
Quote
Also, when you fixed to current preventing the player from leaving Elena's room, did you intend for it to no longer vanish once the player is allowed to leave (and for that matter, how did you make it vanish in the first place)?
Take a gander at node_current_home.lua
[sigh] I changed the current speed due to the problem you brought up but forgot to update the node that was turning the current off. This will be fixed in 1.03.
My mac had no problems with teleporting off the seahorses, but I found that it allows you to get past the squid guarding the veil. Also, all the treasures were in Naija's room, even though I had started a new game.
I forgot to add the Squid guarding the Veil to the patch files.  Now that I think about it though it might be possible to port past the block node if the seahorse is on the other side. Hmm, time for some more testing. I'm altering the treasure code atm and forgot to add a flag check to one of the if statements. I've updated "patch_beta.rar" if you want to test things but my own should be enough now.

Offline Cloud

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Re: Aquaria: Sacrifice (released)
« Reply #241 on: August 28, 2009, 11:01:52 am »
Uhm, this mod doesn't seem to work for me for some reason!
I'm pretty sure I installed it correctly (_mods folder).
I have the latest game patch.
But for some reason when I select in the game Mods -> Sacrifice Mod,  I end up like this and can't move.
If I continue a saved game as it says, my normal game loads, no mod.
 :-\?!

Offline TheBear

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Re: Aquaria: Sacrifice (released)
« Reply #242 on: August 28, 2009, 04:50:21 pm »
You need to be updated to the most recent version of Aquaria. appendUserDataPath doesn't seem to be supported in older versions (vital to the mod)

Offline Kein

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Re: Aquaria: Sacrifice (released)
« Reply #243 on: August 29, 2009, 12:37:46 pm »
So, I guess, it is no worth playing atm? I mean: I did read revious pages and it is better to wait few month 'till we can grt more stable and bug-free version, right? :P

Offline TheBear

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Re: Aquaria: Sacrifice (released)
« Reply #244 on: August 29, 2009, 03:11:29 pm »
As long as you're updated to the most recent version of Aquaria you won't encounter any significant bugs. I'll most likely be releasing a new patch later today that will fix some more obscure bugs.
« Last Edit: August 29, 2009, 03:30:15 pm by TheBear »

Offline TheBear

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Re: Aquaria: Sacrifice (released)
« Reply #245 on: August 29, 2009, 11:37:59 pm »
No patch this time around due to the number of files changed/added (not a huge file anyways).

Sacrifice v1.03 (26.4mb)
http://www.moddb.com/mods/sacrifice/downloads/sacrifice
-- extract to aquaria/_mods/

Patch Notes for Sacrifice v1.03 - August 29, 2009
- 32 panels have been added across all Dialogue Trees to provide specific responses to all player input
- New conversation with Naija available at the start of Act 3
- Gary now has a chat bubble
- Throne sit nodes removed from Nightmare01 due to glitch
- Elena is now dismounted if riding a seahorse upon starting a Dialogue Tree
- OldFred_v3 can be talked to again if the player exits the conversation early
- Water Current in Elena's home properly turns off after talking to Drask
- All patch notes included in rpg_PrequelCampaign root
« Last Edit: August 30, 2009, 02:01:53 am by TheBear »

Offline ryos

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Re: Aquaria: Sacrifice 1.03
« Reply #246 on: September 05, 2009, 09:25:16 pm »
So, I finally got some time to play this. It's been overall quite excellent so far. I'll reserve further comments until I finish.

However, I'm here to report a freeze. Fighting the priestesses, to be exact. I believe I had just killed the last one, when the game just froze. No crash until I hit cmd-opt-escape a few times (the Mac equivalent of ctrl-alt-delete). I'm running on a Mac, Aquaria 1.1.0 (the only Mac version there is), w/Sacrifice 1.03 and OS X 10.6.

Here's the last bit of my debug.log. Not sure what all the pet nautilus messages are about since I never got a pet nautilus. I was using the piranha pet at the time.
Code: [Select]
changeForm: 0
lastForm: 1
Pet_Nautilus: entity died
changeForm: 1
lastForm: 0
priest : attempt to call a nil value
energydoor : attempt to call a nil value
pet_piranha : attempt to call a nil value
Path [priestbrain] attempt to call a nil value
Path [dt_braindrask_v3] attempt to call a nil value
Path [dt_next] attempt to call a nil value
Path [dt_exit] attempt to call a nil value
Path [dt_option1] attempt to call a nil value
Path [dt_option2] attempt to call a nil value
Path [dt_option3] attempt to call a nil value
Pet_Nautilus: entity died
Pet_Nautilus: entity died
Pet_Nautilus: entity died
Pet_Nautilus: entity died
playMusic: MiniBoss
playmusic end
Pet_Nautilus: entity died
Pet_Nautilus: entity died
Entity Invalid Pointer
Entity Invalid Pointer
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
ingredient effect: hp
priest: damage function failed
changeForm: 2
lastForm: 1
priest : attempt to call a nil value
priest : attempt to call a nil value
priest : attempt to call a nil value
pet_piranha : attempt to call a nil value
priest: damage function failed
firing: StarFire
firing: StarFire
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
Entity::damage bittenEntities.push_back
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Entity::damage bittenEntities.push_back
entity: priest tried to set state to: 1 when in/entering dead
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
ingredient effect: hp
ingredient effect: hp
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
Pet_Nautilus: entity died
Pet_Nautilus: entity died
priest: damage function failed
Entity::damage bittenEntities.push_back
ingredient effect: hp
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
Entity::damage bittenEntities.push_back
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
firing: StarFire
firing: StarFire
firing: StarFire
firing: StarFire
firing: StarFire
firing: StarFire
priest: damage function failed
firing: StarFire
firing: StarFire
firing: StarFire
firing: StarFire
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
ingredient effect: hp
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
Entity::damage bittenEntities.push_back
priest: damage function failed
ingredient effect: maxhp
changeForm: 1
lastForm: 2
priest : attempt to call a nil value
priest : attempt to call a nil value
energydoor : attempt to call a nil value
energydoor : attempt to call a nil value
pet_piranha : attempt to call a nil value
priest: damage function failed
Entity::damage bittenEntities.push_back
Pet_Nautilus: entity died
priest: damage function failed
removing target from shot
Pet_Nautilus: entity died
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
entity: priest tried to set state to: 1 when in/entering dead
removing target from shot
Pet_Nautilus: entity died
UNLOADING TEXTURE: priest/cloak
UNLOADING TEXTURE: priest/head
UNLOADING TEXTURE: priest/hand
UNLOADING TEXTURE: priest/lowerarm
UNLOADING TEXTURE: priest/upperarm
UNLOADING TEXTURE: priest/body
setting flag [120] to 1

Edit: It's happened twice more now. I can't get past this here battle. :(
« Last Edit: September 05, 2009, 09:38:59 pm by ryos »

Offline TheBear

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Re: Aquaria: Sacrifice 1.03
« Reply #247 on: September 05, 2009, 11:53:13 pm »
Bummer! Baron was having this issue as well but I figured since Edward was fine it was something obscure. I'm going to PM you the fix I gave to Baron to skip past the priest fight. If you could don't overwrite the save file right before the priest battle. I'd like to fix the problem if your willing to do a bit of testing. Try out the beta patch and if it crashes post your debug log again. Your debug log is odd and I'm not entirely sure what the problem is.

Patch Beta
http://studentpages.scad.edu/~doconn21/aquaria/patch_beta.rar

Offline ryos

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Re: Aquaria: Sacrifice 1.03
« Reply #248 on: September 06, 2009, 12:13:16 am »
That was quick! The patch appears to have done the job; after applying it, I was able to beat the priestesses on my first try. I'll keep that save slot in case you still want something from it.

Offline TheBear

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Re: Aquaria: Sacrifice 1.03
« Reply #249 on: September 06, 2009, 12:19:39 am »
Suhweet! There are 2 flags that are adjusted once the encounter is finished that are somewhat redundant. All I did was comment one out. Maybe the MINIBOSS flag was removed for the MAC release. Either way I'm glad to have it solved. There will be a small patch including this fix released later today.
« Last Edit: September 07, 2009, 07:04:57 am by TheBear »

Offline ryos

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Re: Aquaria: Sacrifice 1.03
« Reply #250 on: September 06, 2009, 12:23:28 am »
It may be too early to declare victory. Was there supposed to be something in the room beyond the fight? I found nothing there, and now I don't know where to go...

Offline TheBear

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Re: Aquaria: Sacrifice 1.03
« Reply #251 on: September 06, 2009, 01:07:48 am »
I realized the other day that it isn't explicitly stated where you should go next after the encounter. Well, that isn't entirely true. Having obtained Beast Form there is a previously inaccessible map you can reach in Mithalas. I'll double check Drask's dialogue and see if I can make things a bit clearer.

Offline TheBear

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Re: Aquaria: Sacrifice 1.03
« Reply #252 on: September 06, 2009, 09:20:39 pm »
Sacrifice v1.04 (235kb)
http://studentpages.scad.edu/~doconn21/aquaria/patch_v1.04.rar
-- extract to aquaria/_mods/

Patch Notes for Sacrifice v1.04 - September 06, 2009
- MAC: fixed crash after killing last priest in boss battle
- Stove added to Elena's home
- All stoves now grant 3 cooking slots
- Added more opportunities for meat needed in defensive food items (Crabs, Turtles, Crates with rubbery meat)
- Edited Mia's narration after priest encounter to better clarify player's next objective

Offline ryos

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Re: Aquaria: Sacrifice v1.04
« Reply #253 on: September 07, 2009, 04:31:27 am »
Oh, durr. Yeah, I thought I had explored all of Mithalas, but clearly I missed the bit with the current.

So, now I've finished! That means comment time! Yay-hay!

First, THANK YOU for a fantastic mod. What you have achieved over 18 months of stolen time while finishing your schooling boggles my mind. You are my hero. Keep that in mind while you read the rest of my comments.

Design

Good
  • Sacrifice is beautifully and lovingly crafted. The attention to detail is generally on par with the main game, though some bits are stronger than others. Some parts, particularly some of the parallax effects you created, made me pause and just go, "whoa".
  • The scripting and customization work you did is impressive. It's a testament to the flexibility of the Aquaria engine that you were able to do what you did. The dialog trees just work, and I thought the way the speaker's avatar fades out when they're done speaking was a nice touch.
  • You reshaped the world in response to events, in a way that not even the main game attempted.

Bad
  • Some design decisions were questionable. For example, in the corrupted cathedral, at one point you need to swim into a wormhole in order to access another area. I only discovered this by chance because I got carried away fighting the corrupted mithalan and wasn't watching where I was swimming. In general I avoid the wormholes as a matter of course - venomous worms come out of them! Had I not gotten lucky, I fear I would have been stuck there for some time.
  • The speech bubble design meant that people who could talk had to stay stationary. I once accidentally bumped a Mithalan with a rock I was towing (specifically, the scout in the kelp forest), and he went flying away, leaving an orphaned speech bubble comically floating alone. I would have relied on hover glows to signal when people can be spoken to.

Writing and Story

Good
  • Mostly believable as a prequel to the main game.
  • Ambitious in scope. To tell the tale of the fall of Mithalas, and attempt to flesh out Mia's backstory, as well as taking a shake at explaining how the sentient races fell—well, you did a decent job of it, considering all you took on.
  • Old Fred. Need I say more?  ;D

Bad
  • Many parts felt a bit cliched. The walker was the biggest offender here. The wizened but infuriatingly vague and unhelpful sage who sends you on silly quests is a flagrant RPG trope.
  • I didn't often feel like I was doing much. Most of the action happened offstage. Now, it's fine to have lots of action offstage, but the main campaign still has to both be interesting and feel important, and it did a poor job on both counts. Luckily, exploring your beautiful levels was enjoyable enough on its own that this flaw didn't bring the mod down too far.
  • In that vein, the ending was a letdown. In fact, if I had to pick the thing I liked least about the mod, it would be, hands-down, the ending.

    First, we have a cutscene, wherein Mia tells all, and I'm bracing for an epic final boss battle that never came. Instead, I am teleported to a surreal half-body, half-mithals-cathedral dreamworld that I would assume is Mia's residence. Kind of fun to fight your way through, but also annoying due to the complete lack of save crystals, and also not where Mia said she would send me. In any case, after fighting my way through dangerous waters to the place where Mia waits, I thought, surely, that this would be my chance to betray her as she had narrated to a sleeping Naija that I would do—surely this would be the final showdown? No, actually; nothing really happens. Mia tells me that I "sacrificed my life", but clearly I'm still floating here, alive and kicking. Nevertheless, the game ends here, with no real resolution for Elena's character at all.

    Again, this is an instance of the main character being a passive observer instead of a main player. Elena just happens to show up during Mia's confrontation with Eric, just in time to watch it go down, but without an attempt to do anything about it. Afterwords, upon confronting Mia again, Elena just sits by and lets stuff happen until the game is done. Unsatisfying.

    These weaknesses are, in part, a result of the tough challenge you took on. You couldn't have Elena jsut kill Mia, and it's hard to pull off a final battle in which the player has to lose. This is part of the difficulty in telling stories through games: there's a limit to what you can have passively happen to the player, and most story elements need to emerge through the players actions. I think, however, that you could have made it work; you could have had Elena win a pyrrhic victory over Mia, which weakened (but did not kill) her, while herself being mortally wounded. Or something; I don't want to pretend to write your story for you. I'm just sitting in my armchair critiquing it.  ;)

Sad
  • I never did find Fred Jr.'s brain.  :'(

Lastly, the difficulty was a bit on the easy side, even for me, and I'm below average at video games.

*whew* Sorry for the epic-length post. Got a little carried away there. Remember: you are my hero!
« Last Edit: September 07, 2009, 04:36:02 am by ryos »

Offline TheBear

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Re: Aquaria: Sacrifice v1.04
« Reply #254 on: September 07, 2009, 07:08:48 pm »
I really appreciate the specific criticism, Ryos.  If you can recall any more specific unintuitive design decisions or cliches please let me know. I hate cliches as much as anyone else but I've found critiquing a game and creating one that avoids the same pitfalls to be very different.

Wormhole in Cathedral
While I was mapping out that level I felt that I needed to do something a little different than the main campaign. I tried to bring attention to the hole by its placement in the room in hopes that players would use it. However, I can see how it's not the most intuitive design decision. I think I'll  see how a whirlpool particle effect looks and do a better job of teaching the player how it works.

Speech Bubbles
I was confused as to whether you're against the speech bubbles entirely? An orphaned speech bubble would certainly be funny but I'll prevent the Scout from being affected by the rock.

Walker
Hmm... I'll work on giving him a less cliched personality and rewrite his dialog (looks weird having always used dialogue). I was pretty happy with the status of the Walker but maybe I got to caught up in things and was overconfident.

Action Offstage/Difficulty
How could I improve this? My initial thought was that Vanilla Aquaria was more about discovery and so the same type of exploration in Sacrifice is not satisfactory. Should I add more "story purpose" to what Elena is doing? Would more boss fights be a remedy to this situation? On the subject of difficulty is there an obvious factor? Are there to many save crystals to replenish health and/or to many opportunities for food items? Is it case where knowing all enemy and boss patterns removes that initial difficult feeling? I've had someone tell me they thought it was to hard and where I can't please everyone it seems that the majority think things are to easy.

Young Fred's Brain
I've been brainstorming a level that was cut and added numerous times during production in the Veil (door with no holder blocking northeast).

The Ending
The final confrontation between all the characters was originally going to be an active battle between Mithala and The Creator. My plan was to have them shooting at each other with Elena having to decided who to "kill." Scripting that encounter proved to be over my head after several failed attempts but I was doing a lot more entity work near release so give it another try. There are no save crystals past the point of no return as there would be no way to go back and explore anywhere else. I'll add a save crystal that asks the player to save in another slot if they want to continue exploring. As far as Mia goes I saw her as never doing the dirty work. Mia birthed and raised Naija and Elena to do anything she considered would put a blemish on being perfect. She is obviously delusional but it was the purpose of not having a boss fight with her. Instead Mia kills off Elena indirectly by sending her through a hellish nightmare of her fallen city. I suppose I could work that motivation into a boss fight (spawning enemies deal) and do a better job visually of showing Elena dieing at the end.
« Last Edit: September 07, 2009, 07:10:41 pm by TheBear »