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> Spirit Timer Ideas Factory, WARNING: Contains Strobe Effects
Jonnie19
post Jun 21 2012, 07:24 AM
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Soul Search

A Challenge in which a players soul is split into pieces, and the aim is to find the correct piece, however instead of a representation there are four different versions of you. the only difference is the color of the cloak.

This is also linked directly to another Dynamic, in which the entire game, is timed, and once the timer finishes. You're character dies.
Below is a small tech demo of what it looks like...



What could improve this challenge? Any additional idea's that could add something that I haven't thought of yet?


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supercow
post Jun 21 2012, 09:51 AM
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so, the "challenge" is for the player to find the correct piece of things (soul) by finding representation of different version of self by talking to them? , while at the same time have to deal with moving picture and weird colour/brightness?

1.so the whole gameplay is to "talk" to the shadow version of self to determine which is correct? based on what?(i really dont get it)
-.maybe make some kindda "picture" clue to help determined which soul is the correct one?
2.dont make it wobble around and have weird brightness? to me its especially annoying
-.make it more of "the question and finding" rather than the annoying chase+moving picture?
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Jonnie19
post Jun 21 2012, 10:33 AM
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All of the other representations have different comments, the "soul" that has the correct message will instantly deactivate the lighting effects. and warp you back to the previous room.

The point of the lighting is there to challenge the player. It is kinda there to slightly annoy the player, otherwise the challenge is purely too easy, due to the fact that the member only has to talk to the correct soul to get out of the room.

However, in your confusion(and my lack of explanation...) you have introduced a different version of this challenge, where you hear what all four of the souls say. then you make a decision. do you find this a more effective challenge.


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MEands
post Jun 21 2012, 01:56 PM
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If finding the correct soul automaticall makes you win then there is no challenge to the game.
The player could just talk to each one, eventually you'll find the right one.
I think you should make it so when you find the soul you have the choice of choosing it or not, if it is your soul you win, but if it's the wrong one then you lose the game.

Also, I kinda like the affects you did.


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Jonnie19
post Jun 21 2012, 02:11 PM
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Well, to make things slightly more challenging each player has 4 different responses, and only one of the responses are correct, so instead of having 1 outta 4 chances it's more like 4 out of 16, which makes it ALOT more complicated and difficult, and because I am using a random variable it means that it isn't the same character each time, so each time you play it, it's a different person.
I do like the idea of the one chance though... makes things even more challenging smile.gif


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rewells
post Jul 11 2012, 07:18 AM
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Hmm the light and screen shaking makes me a dizzy. Will the levels be like mazes? What's the challenge beyond the screen effects and talking to the ncps? Maybe some traps (spikes, disappearing floors, things that chase the player)?

Also - slightly off topic - what screen capture software do you use? Does it cause any lag (it's hard to tell if your game is lagging or not because of the screen effects)?


QUOTE (Jonnie19 @ Jun 21 2012, 06:11 PM) *
Well, to make things slightly more challenging each player has 4 different responses, and only one of the responses are correct, so instead of having 1 outta 4 chances it's more like 4 out of 16, which makes it ALOT more complicated and difficult, and because I am using a random variable it means that it isn't the same character each time, so each time you play it, it's a different person.
I do like the idea of the one chance though... makes things even more challenging smile.gif



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Jonnie19
post Jul 11 2012, 07:49 AM
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I use BB Flashback Recorder There isn't any lag, you can tell because the timer doesn't stop, there is a few jumps in decrease of time, due to the player speaking to the incorrect person.

This is the first level of Soul Search. In later level's I'm planning to create more of a maze so that you have to actually search for them rather than just walk around and guess.

I like the idea of having falling floors and spikes...that combined with mazes, will really give the player a challange. Thanks Rewells...and also welcome back wink.gif


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Jonnie19
post Aug 22 2012, 06:18 PM
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Soo, i've taken into consideration what you guys have said, I've also made a few big changes, The aim NOW is to choose either to destroy the soul you speak too, or to capture it. Both of which will decrease your spirit time. Capturing obviously takes longer wheras destroying takes very little time. The basis of these levels is that you true soul/spirit has been splintered into different parts, however there is one part that is stronger than the rest if you capture the correct soul, lets call it the Alpha soul. You complete the challange, and you can continue the game, however if you destroy the Alpha Soul, then as it is a direct link to you. You are actually dead.

The splintered souls, are trying to merge with you, each of them is possessed by a soul who is hell bent on controlling you and taking over your life, as he has done with all the others in Somini Village (The village you have arrived in) So if you decide to capture a splintered soul. The Soul will merge with you, destroying you and in turn ending the game...


After the first very simple Kitchen Level, which the Alpha version was shown above, there is another issue introduced. The Wanderers.
These are souls that pretty much refused to die. They have now became Wanderers, that are desperate to regain their time...and therefore their souls. Upon seeing you they will begin to take chase, if they catch you, they drain a large amount of your time, and then disappear (or so it seems) The can remove up to 10mins of your Spirit Timer. (the Spirit timer is your life force .if it hits zero the game ends...)

So....what do you guys think...(Oh and by the way the shaky screen and flashing lights are still there tongue.gif I really feel that they bring a creepier atmosphere to the game, and just gives a little more of a challenge)


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Jonnie19
post Sep 14 2012, 01:08 PM
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This is another Game play Design for Spirit Timer, for more information on the game, so that you'll be able to grasp the basic idea of the game click the logo.


Anyway, I've had an idea, and it seems to be working...so far, in theory and now I am intrigued to see what you guys think...So pretty much so far the game is relatively simple, you have passed the first two "Soul Search" challenges now things are going to get slightly more...well difficult

The character is in a room, with one exit. only one you are informed that the next Soul Search challenge is in this next room, which seems rather easy, however upon transfer, you are randomly sent to one of four rooms. In some rooms there are switches, upon hitting these switches the room transfer list changes, and each exit leads you to either a room you've already visited or a completely new room. You need to find and operate a certain amount of switches which will lead you to the exit, and begin the next Soul Search Challenge.

If that makes sense...

It is similar to the Skyview Temple in LOZ: Skyward Sword for Zelda fans...accept you have no control over which room you end up in, the only way to affect where you are transferred to is by the switches in the rooms and even that causes a random choice of four options.
Each time you play it is completely different, so the next time you enter the rooms, it changes again...

I am also thinking of adding other things in too, such as things that increase your time, all dependent on which switch you activate and at what time...

So what do you guys think?
What do you like about it, what don't you like about it...what do you think I could add that would enhance it more.... tongue.gif
I'm open to ideas smile.gif


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X-M-O
post Sep 14 2012, 01:46 PM
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I think the idea, overall, seems all right if done well.
The only foreseeable problem is that there is a slight chance that you will indefinitely be going between random rooms.
So you'll want to remember to set a variable that basically says "after 5 attempts and still not getting to the end, the next door always leads to the end" or something similar. =]


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Jonnie19
post Sep 14 2012, 04:53 PM
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Indeed I have. I have set up a variable for the amount of rooms that I have visited tongue.gif After you have visited each number of room a set number of times...(the number of which I am taking to my grave...) you will appear in the next area...or the final room of the challenge...


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Magical_RuNE_Kni...
post Sep 14 2012, 06:13 PM
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Hmmm... >< I kinda like XMO's idea... I mean, what if you go through all but one of the rooms 11 times... and that one room has only been visited once... ._.
You could get lost for hours... lol... x_x And some people get frustrated easily.


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Jonnie19
post Sep 15 2012, 03:40 AM
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I've made sure that there is a separate Variable which increases as and when you enter a room, the whole thing is controlled by 5 different Common Events. To ensure that the system is as quick and easy to process as possible.

Unfortunately this game won't be for people who get frustrated easily, there are many a times where the main antagonist, will just be a complete asshole...I'm looking forward to seeing how many people get annoyed with the antagonist during their small conversations...


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bulmabriefs144
post Sep 18 2012, 07:59 AM
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QUOTE (X-M-O @ Sep 14 2012, 01:46 PM) *
I think the idea, overall, seems all right if done well.
The only foreseeable problem is that there is a slight chance that you will indefinitely be going between random rooms.
So you'll want to remember to set a variable that basically says "after 5 attempts and still not getting to the end, the next door always leads to the end" or something similar. =]


I think you could probably have a variable which sets the map event location of the current room, and the last one. It would try a different one than either of those, so although random, it becomes a rigged dice that rerolls until you get something different. Rather than stop after five attempts, one of these rooms should actually have a (hidden) second exit.

This post has been edited by bulmabriefs144: Sep 18 2012, 08:00 AM


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Jonnie19
post Sep 18 2012, 03:23 PM
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I really like that idea, it will also reduce the amount of eventing, and also be more likely to reduce possible lag (or need for an anti-lag script)


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