Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - HemingwayGames

Pages: 1 [2]
16
Game Reviews / Re: Postbug
« on: April 11, 2015, 02:12:35 PM »
A new blog post on my experience exhibiting Postbug at the Melbourne iFest Games Festival

http://hemingwaygames.com/blog/postbug-ifest-games-festival




17
Game Reviews / Re: Postbug
« on: March 17, 2015, 02:19:47 PM »
You might be interested in this one, Jubal: I've recently released Postbug Canvas which allows you to create your own levels and experiment with the Postbug system. Currently you can play with one level at a time and the ability to save and share levels will be available soon. You can find the level editor by clicking on the > Canvas nav item in the game.

18
Game Reviews / Re: Postbug
« on: March 17, 2015, 02:15:31 PM »
I've just written a blog post on Postbug's game design objectives: Postbug is a game which encourages experimentation, exploration, and strategy building during gameplay. An aim of Postbug was to create an emergent system consisting of objects with a diverse range of attributes and behaviours. These objects include grass, dirt, rock, water, lava, bugs, eggs, spiders, fish, and crabs. In order to survive, players will need to experiment with their environment to learn how these objects behave and interact.

More details here: http://hemingwaygames.com/blog/postbug-game-design-objectives

19
General Chatter - The Boozer / Re: RIP Sir Terry Pratchett
« on: March 13, 2015, 01:40:36 PM »
I love this quote:

“Million-to-one chances...crop up nine times out of ten.” - Terry Pratchett

20
Non-game Programs - The Tinkers' Workshop / Re: Programming skills
« on: February 22, 2015, 09:29:55 AM »
Hi everyone, my main programming languages are C++ and C#. I'm also very interested in source to source compiling C# to Javascript using the Saltarelle compiler.

21
Game Reviews / Re: Postbug
« on: February 20, 2015, 11:58:29 PM »
Hi TTG4, don't worry too much about the difficulty level. The game was primarily made for its explore and experiment aspect. It's possible to traverse the small world and avoid most of the dangers. If however you wanted to finish it, then yes, you'd have to put some time aside. If you do get around to playing, I'd love to know what you think :)

Ha ha this is great: "Judge, jury, executioner and postman"

22
Game Reviews / Re: Postbug
« on: February 20, 2015, 11:25:18 PM »
Hi Battledrone, this is one the funniest reviews I have ever read. Thanks for posting your thoughts on Postbug; it's very much appreciated.

I love the 'going that one more round' Rocky 4 quote and I can relate when you use words such as persistence and courage. When I designed the levels back in June, I had no idea whether the game could be finished. I had to finish the game myself to tick off the test case, and every time I started over (going that one more round), I felt like I was Mad Max preparing mentally for his confrontation with Nightrider.

https://www.youtube.com/watch?v=P7Bcov5SGU0

23
Game Reviews / Re: Postbug
« on: February 16, 2015, 01:16:44 PM »
It would be a shame to see the ladybirds go. Maybe they can take a more active roll and instead of being victims, they can be used to defend their area (so homes become safe havens)..

I'm planning on allowing postbug to push fish and (the body of) jellyfish in the water similar to how he pushes boulders. It can be annoying to wait for them to move out of the way, expecially since they like to camp out a bit. I'm also thinking about ways how postbug can get past other ladybirds, bees and blue bugs because getting stuck by these bugs is also annoying.


24
Game Reviews / Re: Postbug
« on: February 15, 2015, 02:30:55 PM »
Thanks for writing this review, Jubal. Your constructive feedback means a lot; including the time you spent analysing and finishing the game. I loved your humour and the way you described the Postbug world. This has been a very interesting read and I am very grateful.

I'm glad you like the game. I've gone against some game design best practises as it's advised to incrementally train the player as they progress through the game (eg first step is to learn how to jump or avoid an obstacles); whereas in Postbug, the player is thrown in the deep end and it’s left up to them to determine how they fit into the world. A playtester asked whether fish were dangerous and another deliberately walked into a spiderweb to confirm whether they would get caught. These are the types of questions and experimentation I wanted the player to explore. It’s also interesting to watch how children play because they’ll map out areas they feel comfortable with and slowly increase their comfort zone with time.

I share the game design concerns you listed in your review, Jubal. Red bugs are more common and powerful than blue bugs and shields which are more difficult to gather. I liked the idea of the 2 stage blue bug and crushing crabs to get shields, however this creates the imbalance as you mentioned.

My biggest design challenge has been working out what to do with the other ladybirds. I feel they need to be there in order to populate the homes. They however provide no other purpose, they get in the way, and they cause confusion with the players. I assume players have tried to talk to them, and one player felt sorry for them and tried to herd them back into their homes. Poor little suckers.. I feel that if there were additional objectives around the ladybirds (eg bonus points for performing certain tasks) it will complicate the main objective of delivering the mail. Another solution is to strip the game back by taking out the homes and the ladybirds to create a more traditional arcade game.

I’m very keen to get the level editor up and running. Hopefully this will help the game reach it’s full potential as people build their own levels and focus on areas you mentioned with puzzle design and civil engineering. It would be good to see what could be created in that space. I also think a lot more can be done with the water and lava in the level design. I also plan on adding more features which include giant spiders, a giant queen bee (which would have been perfect for the Hive) and I think your dragonfly idea would fit in nicely.

If anyone else is interested in this game, please give it a go and I’d love to hear your feedback. It’d also be great to see your name of the Pioneer Hall of Fame if you’re up for the challenge. My biggest challenge with this game has been finding an audience to appreciate Postbug’s level of difficulty. Good luck :)

Pages: 1 [2]