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Caravel Forum : DROD Boards : Architecture : Smitemaster Man PR Thread (No longer accepting alpha testers) (Smitemaster Man Chaco Project Info)
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Chaco
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icon Smitemaster Man PR Thread (No longer accepting alpha testers) (+1)  
(Post updated December 6th, 2010)

Those of you who have been reading my signature obsessively; rejoice! For all others, an introduction.

Smitemaster Man

Is the title of my next DROD: TCB project. For the most part I was keeping it to myself and under wraps in its early development, but this topic has and will continue to serve to publicly announce stuff about it. The hold isn't nearly complete; as of now it only has around nine complete puzzle levels and some more incomplete levels.

So, what is this hold exactly?

Good question. Smitemaster Man is essentially my current attempt to take RoboBob3000's excellent Mega Man Eighth project and actually make a complete hold out of it.

The hold could run similarly to a Mega Man game if I could finish it (but it's not at that point yet) - the player would first need to complete any of eight themed puzzle levels, each with a "boss fight" at the end of it. Defeating each boss would net the player the use of its weapon in any other boss fight. Each boss would be weak to each of the other boss' "weapons" to various extents, but for balance all "boss rooms" would be solvable from the start, unlike in Mega Man Eighth. After the eight robot masters are defeated the player would go through a few levels of the villainous Dr. Ken Iving's fortress, and then bring him to justice.

Right now all I have is eight puzzle levels and some of the Dr. Iving puzzles, sans any boss fights since a year of on-again off-again thought hasn't led me to make any boss rooms I would consider good.

So, what does this mean for your other project, Fetch the Pie?

Don't worry, I'm still working on Fetch the Pie. In fact, I'm going to be updating, or possibly finishing that before I work on this project more. This is mostly an excuse for me to not have upwards of 90 Chaco puzzles just sitting on my hard drive, without anyone playing or breaking them, or giving me feedback.

What this will let me do is have some commentary on how I'm doing, and also hopefully receive some recommendations on where to go with the project.

So, how can I get involved in this?

I've got enough alpha-testers for the beta-board now, so right now unfortunately the answer is "you can't". However, if I decide to release the hold to the public Architecture forum before publishing it, then obviously things will be different and I'll gladly accept commentary from anyone.

--

Feel free to ask questions.

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[Last edited by Chaco at 12-04-2010 02:32 AM]
04-15-2009 at 01:07 AM
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noma
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icon Re: Recruiting for beta board alpha testing: Smitemaster Man (0)  
I'll volunteer, though I'm a bit hesitant about the whole "boss man" thing. Never done anything like that, but I'll give it a shot.
04-15-2009 at 03:47 AM
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Chaco
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icon Re: Recruiting for beta board alpha testing: Smitemaster Man (0)  
noma wrote:
I'll volunteer, though I'm a bit hesitant about the whole "boss man" thing. Never done anything like that, but I'll give it a shot.

I'm intending to make rooms similar to the ones RoboBob made - that would be difficult to solve without placing any monster at a certain point, but possible - and a lot easier to do if one particular monster is placed in the room, out of a possible eight.

(I'm not going to pretend it's going to be easy for me to do by any stretch, though - which is why I haven't already done any)

At any rate, I've invited you - I'm just looking for feedback on the puzzle rooms I've already made.

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[Last edited by Chaco at 04-15-2009 11:33 AM]
04-15-2009 at 11:33 AM
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mxvladi
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icon Re: Recruiting for beta board alpha testing: Smitemaster Man (0)  
I'll volunteer as well.
04-15-2009 at 11:49 AM
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zex20913
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icon Re: Recruiting for beta board alpha testing: Smitemaster Man (0)  
Seems sweet--might as well try out this beta-testing thing with this hold, eh?

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04-15-2009 at 07:48 PM
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Someone Else
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icon Re: Recruiting for beta board alpha testing: Smitemaster Man (0)  
I'll beta test as well.
04-16-2009 at 07:23 PM
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Chaosgamer
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icon Re: Recruiting for beta board alpha testing: Smitemaster Man (0)  
Me to, I've never beta tested before.
07-07-2009 at 09:54 PM
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deftriver
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icon Re: Recruiting for beta board alpha testing: Smitemaster Man (0)  
Signing up to volunteer
07-07-2009 at 10:21 PM
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skell
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icon Re: Recruiting for beta board alpha testing: Smitemaster Man (0)  
I sure would like to try testing and feedbacking :).

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07-07-2009 at 10:24 PM
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Chaco
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icon Re: Recruiting for beta board alpha testing: Smitemaster Man (0)  
I've invited the previous people.

skell wrote:
I sure would like to try testing and feedbacking :).

Skell, you don't seem to be on the list of people I can invite. Do you both have CaravelNet and have the "available for beta-testing" option checked on your profile?

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07-08-2009 at 01:36 AM
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skell
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icon Re: Recruiting for beta board alpha testing: Smitemaster Man (+1)  
Chaco wrote:
Skell, you don't seem to be on the list of people I can invite. Do you both have CaravelNet and have the "available for beta-testing" option checked on your profile?
Ah yes, I had this option option unchecked, I had no idea there is such option actually. Changed.

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07-08-2009 at 08:40 AM
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vinheim
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icon Re: Recruiting for beta board alpha testing: Smitemaster Man (0)  
How is this hold coming along? I enjoyed Megaman Eighth Alpha, so this is something I'm definitely anticipating.
11-14-2010 at 03:40 AM
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Chaco
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icon Re: Recruiting for beta board alpha testing: Smitemaster Man (0)  
It's pretty much completely stalled while I'm working on Fetch the Pie. I still haven't managed to solve the main problem I was struggling against - coming up with interesting boss rooms like the ones seen in Mega Man Eighth Alpha, and implementing boss weapons in said rooms (or possibly out of said rooms).

I'll probably address this problem seriously once Fetch the Pie is finished, and either finish the hold using a Mega Man theme or scrap those elements completely and publish the ~100 rooms with no theme or story.

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11-14-2010 at 03:45 AM
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vinheim
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icon Re: Recruiting for beta board alpha testing: Smitemaster Man (0)  
Yeah, I reckon it's difficult. I've actually tried porting LoZ bosses onto DRoD, like King Dodongo from OOT, but playing it in 1 DRoD room provides less of an awesome experience than when it's played in real-time.

I think I have some good ideas:
1) I think you should just scrap the whole "boss" idea, and theme each level around a "boss" instead sorta like GJL. For example, in the case of King Dodongo, you'd have, say, a 5x5 level where the outside is all floor and the middle is all lava.
2) Puzzles would be placed here, but what is important is that there is some sort of sign that you are being chased while going around the outside and that you are throwing bombs at certain points.
3) Every "boss" room would contain a square of, say, 16 brains (4x4) so you know it's the boss room and beating it completes the level. They are accessed once you beat every other room (it's unrequired and behind a blue door). These boss rooms should be the most difficult, but it can be easier if you enter from different entrances/set certain variables.
4) You enter from different entrances/have different vars depending on how many "items" you've collected. Items are gotten by solving rooms the challenging way.
5) These items not only benefit you by making 1 room easy as you might as well not do these challenges, but they are there for completion and help in the future too.

These ideas were from a ZelDRoD project I was going to start years back, but didn't, so they might not be suitable for your project (which only has 1 new item per level if its like Mega Man Eighth Alpha).
11-14-2010 at 04:10 AM
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Zorglub
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icon Re: Recruiting for beta board alpha testing: Smitemaster Man (0)  
I volunteer.
Z
11-14-2010 at 05:42 PM
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Timo006
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Is it still possible to volunteer for beta testing?

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11-14-2010 at 06:15 PM
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Chaco
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icon Re: Recruiting for beta board alpha testing: Smitemaster Man (0)  
Yeah, beta testing is still open. Invited the two of you.

There are currently 11 beta testers, not counting me, so I'm probably only going to take one more "recent" set of eyes to look over the hold's puzzles again.

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11-14-2010 at 07:07 PM
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Zorglub
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icon Re: Recruiting for beta board alpha testing: Smitemaster Man (0)  
I just realized that this was an old topic to which I replied. Anyway, I'm glad I did, the hold if really nice to play. Difficulty is varying, most of the time challenging for me, but always reachable. The occasionnal red herrings are distracting, and add to the challenge.
It was great being able to finish the existing rooms.

The levels are nicely themed, and my view is that you could leave it that way, I'm not so much for stories anyway. Now of course, if you add 8+1 bosses of the same quality level, it'd be great.


12-03-2010 at 12:43 PM
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vinheim
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icon Re: Recruiting for beta board alpha testing: Smitemaster Man (0)  
I can't beta test holds, but I'd really like to see this and comment on things. Could I get e-mailed the hold?
12-03-2010 at 09:39 PM
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Chaco
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icon Re: Recruiting for beta board alpha testing: Smitemaster Man (0)  
OK, message sent to vinheim asking him for his e-mail address.

Assuming I can successfully deliver the e-mail address, vinheim will be the last set of new eyes I need looking this hold over and I'll edit this post and the thread-starting post to regard that fact.

Probably most people guessed by now, but recently I've been pretty busy with college homework and studying for finals.

Hopefully this winter (among other things) I can actually finish the next segmented update for Fetch the Pie, get that project finished and booted out the door, and focus my attention better on figuring out what to do with this hold. I don't like the status it's in now where it's just locked up in a beta board where only a few people can play it and comment on it.

EDIT:

OK, Vinheim should have the file now. Alpha testing now closed.

____________________________
Quick links to my stuff (in case you forgot where it was):
Click here to view the secret text


[Last edited by Chaco at 12-04-2010 02:25 AM]
12-04-2010 at 01:45 AM
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vinheim
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icon Re: Smitemaster Man PR Thread (No longer accepting alpha testers) (0)  
Thought this would be a good place to post my comments regarding the whole hold for other testers to see and consider (mostly the bosses part). (I'll still be e-mailing you my comments for each room once I've beaten a level).

First off, the puzzles are excellent. Some of them I've never seen before and require new tricks I've had to learn (mostly in Stone Man and Snake Man levels). They're also really difficult, but just like Zorglub said, reachable. I've only been able to do a room per day or 2 (or longer).

Second, the waterskipper level is far too easy. Granted I haven't beaten the level yet, but I was able to breeze through 5 rooms all in one try, without much thought (all 1S rooms, 2E and 3E).

Third, I'm liking the 1E rooms. They give the right overall feel of how the whole level will look like. However, some could be harder, but not too hard (Stone Man and Snake Man) so that you know how hard the whole level would be, and some could show the overall feel of the whole level a bit more (Gyro Man's 1E didn't have platforms so I didn't know they would also be a main object here despite the hub level showing a wraithwing and platform). The aumtlich 1E room was a perfect 1E room.

Fourth, I've been brainstorming myself on how you could do boss rooms. My initial 2 thoughts were:
1) Make 7 rooms per boss, each showing how the other 7 weapons would help you fight the boss (so in Stone Man, you'd have different Rock Giant puzzles, one being solvable using wraithwings, one with aumtliches, etc). The problem here is that means a whole 56 more rooms to think of, and I reckon you don't have much free time.

2) Make 1 room per boss like Megaman Eighth. The problem here is that it's going to be difficult to make an interesting room where the 7 unique solutions have around the same difficulty/are still interesting.

So, I sorta combined the above 2 for a new idea:
1) Make 3 rooms per boss. 1 room would use 3 of the weapons, another room would use another 2, and the last room would use 2 weapons. Not a lot of rooms will need to be thought up, and at the same time, you can put a whole lot more interesting puzzles in each boss room without feeling restricted.

And also, 1 more idea:
2) Make a boss room that isn't DRoD-like, a scripting room. I haven't really brainstormed what kinda scripting would happen, but I'm sure you and other testers will have some brilliant ideas here.

Awesome hold so far. Can't wait for the next update.
12-05-2010 at 11:24 PM
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