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Author Topic: Opening up default Aquaria adventure in Editor / making world easier  (Read 63655 times)

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Offline Alec

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Re: Opening up default Aquaria adventure in Editor / making world easier
« Reply #30 on: December 17, 2007, 11:06:07 pm »
We can't universally decrease the number of projectiles, so that's out of the question.

(for this experiment at least)

Offline Don Andy

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Re: Opening up default Aquaria adventure in Editor / making world easier
« Reply #31 on: December 17, 2007, 11:10:19 pm »
We can't universally decrease the number of projectiles, so that's out of the question.

(for this experiment at least)
Ah sorry, I kinda was expecting this, but I was speaking more along the lines of a theoretical argument ;D

Realistically speaking, I'd go with what I said about the healing stuff. Decrease the overall damage a bit, make healing items heal a tad more (although not THAT much. If you already decrease the damage, additionally increasing health too much would be overkill) and have more already "cooked" healing items spawn.

Offline Alec

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Re: Opening up default Aquaria adventure in Editor / making world easier
« Reply #32 on: December 17, 2007, 11:12:40 pm »
have more already "cooked" healing items spawn.

But this would be better solved by showing recipe effects in the recipe menu anyways.

Offline Don Andy

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Re: Opening up default Aquaria adventure in Editor / making world easier
« Reply #33 on: December 17, 2007, 11:15:34 pm »
have more already "cooked" healing items spawn.

But this would be better solved by showing recipe effects in the recipe menu anyways.
Or that, yes ;D

That brings me to an idea, maybe the recipe list could show you if you have enough ingredients to make that specific recipe but either showing it normally (you have enough ingredients) or making it a bit darker (you can't make the item).
That way, you can trim down the process of making a health item in a boss battle, when you can pretty much see directly which health items you can make and which you can't.

Offline Alec

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Re: Opening up default Aquaria adventure in Editor / making world easier
« Reply #34 on: December 17, 2007, 11:16:24 pm »
I suppose another thing would be increasing the damage Naija does to enemies across the board?

Offline Dolphin's Cry

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Re: Opening up default Aquaria adventure in Editor / making world easier
« Reply #35 on: December 17, 2007, 11:24:07 pm »
Regarding the cooking, it would be nice if you could cook something by just (double) clicking its recipe in your "cook book". :)
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Offline Don Andy

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Re: Opening up default Aquaria adventure in Editor / making world easier
« Reply #36 on: December 17, 2007, 11:34:35 pm »
I suppose another thing would be increasing the damage Naija does to enemies across the board?
Hmm, I dunno. If we keep de-buffing everything too much, we end up with mind-numbingly easy.
I think we should keep it at making them weaker instead of her stronger.

Offline silverkitty

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Re: Opening up default Aquaria adventure in Editor / making world easier
« Reply #37 on: December 18, 2007, 12:09:56 am »
making an easy mode is easy:
up the default damage things do you 20%, lower your shot power 20%, make that default, declare the present game the "easy" mode :)

I think it would be pretty naive to expect this to work. I think we'd have to redesign the game from the ground up and actually test it with casual players. Releasing the same game with sliiiightly less damage is not going to open it up to a whole new market, is it?

missing the point: it was a joke. look at what I said - my suggestion would make the game harder. I was saying, "make the game harder. call that the new default. declare the present version unmodified the 'easy' mode". the proper response is "you're evil, silver".

Offline Hiro

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Re: Opening up default Aquaria adventure in Editor / making world easier
« Reply #38 on: December 18, 2007, 06:03:29 am »
Well, what I meant Alec about an easier mode still being the 'original' game (even though it clearly wouldn't be) was that all the maps, placement of events/objects, and all that would still be the same.

So I think the experiment with an official (made by/with you and Derek) easier mode is a good idea for a start at least. >.^

And I still think being able to load the main game into a mod would be cool for small modifications that still run mostly the same game, but say an extra dungeon or something. The way it works now isn't really MODifying the game, it's making expansions or different games with the same engine. I think that's cool, but it would be nice to make modifications too. :)

It's up to you.

PS, anyone but Alec reading that must have felt wierd. :D
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Offline silverkitty

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Re: Opening up default Aquaria adventure in Editor / making world easier
« Reply #39 on: December 18, 2007, 10:19:23 am »
actually, I want to open up data.000 to get my hands on the graphics - hard to put graffiti on the walls without access to the font file :)

Offline DragonXVI

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Re: Opening up default Aquaria adventure in Editor / making world easier
« Reply #40 on: December 18, 2007, 10:21:57 am »
I suppose another thing would be increasing the damage Naija does to enemies across the board?
Hmm, I dunno. If we keep de-buffing everything too much, we end up with mind-numbingly easy.
I think we should keep it at making them weaker instead of her stronger.

Works for Bosses, keep you doing the same amount of damage but take less is better than taking the same damage but wiping them out in only 5 hits.  More defense/Less powerful enemies gives you the same experience but less punishment for mistakes
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Offline Don Andy

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Re: Opening up default Aquaria adventure in Editor / making world easier
« Reply #41 on: December 18, 2007, 10:30:08 am »
actually, I want to open up data.000 to get my hands on the graphics - hard to put graffiti on the walls without access to the font file :)

http://aquaria.sfiera.net/wiki/Image:Tile-gui.jpg
You could just "rip" it from the editor ;D

Offline silverkitty

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Re: Opening up default Aquaria adventure in Editor / making world easier
« Reply #42 on: December 18, 2007, 10:58:42 am »
how does that work? do I get to drop an actual copy of the actual file somewhere? because I don't want to have to go do pixel-replacement to restore the original transparency, because I'll just mess it up :/

Offline Don Andy

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Re: Opening up default Aquaria adventure in Editor / making world easier
« Reply #43 on: December 18, 2007, 11:08:24 am »
how does that work? do I get to drop an actual copy of the actual file somewhere? because I don't want to have to go do pixel-replacement to restore the original transparency, because I'll just mess it up :/
Hmm, no I don't think you can actually get the file without Alec or Derek giving it to you. What I suggested was merely bringing it up in the editor and copy/pasting/editing it, so you can later reinsert it as your own graphics.

The only thing you can really "get" from the original game so far, are the animations, by going into the Animation Editor, loading up a default animation and then simply saving it.

Offline DominicWhite

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Re: Opening up default Aquaria adventure in Editor / making world easier
« Reply #44 on: December 18, 2007, 03:05:59 pm »
On the subject of difficulty: Personally, I'm fine with it as-is, although it certainly wouldn't hurt the games accessibility to have easy and hard modes. Simple things like damage scaling, perhaps slightly more/less aggressive and fast enemies, etc etc.

But that's up to the Bit-Blot folks.

Personally, I would love the ability to crack open the base campaign in the editor, both for learning purposes, but also for the potential to create edited/remixed versions of the campaign.

I'd liken this to the excellent 'SMod' for Half-Life 2. Now, don't get me wrong, I love HL2. It's a classic, but SMod is a fun new take on the old content. It uses the original campaign, but with reworked enemies, placements, new weapons, and a somewhat more vicious sense of humor.

If you let modders choose to stick to the same structure and story, they can often do quite impressive things within the logical context of the game itself.

I'd also like to see some 'expansion' type mods, adding new areas branching off the original game world. Not every mod has to be a new world/level started from scratch. At least during the early days, it's often better to let modders play around with and rework existing content to learn the ropes, rather than throw them into a vast ocean of possibilities and watch them flounder and start projects which will only end up directionless and fizzling out.

Just my thoughts, though. Generally speaking, I like to see as much freedom and power given to modders as possible.