jdyer
Level: Smiter
Rank Points: 331
Registered: 03-19-2003
IP: Logged
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Re: My First Attempt at a real room. (+2)
Ok, I finished it, and I'm not sure it quite came off as complicated as you intended. The only part I really found puzzly was the very beginning, then it was all moving the mimic around, and there wasn't any action that wasn't more or less obvious.
Definitely don't go back to Crash Bandicoot, though, your thought processes are willingness to work with complexity are very encouraging.
The thing (well, a thing) to keep in mind throughout making a room is -- ok, what could the player theoretically get tripped up on at this point? Is there any way I could misdirect him or her? You know how multiple choice quizzes have wrong answers that try to reflect what people do wrong? (like, if the question is 24 x 52, you won't have 2321.42 + 23i as a possible answer) Try putting some of that in your rooms. Even if you try a large-scale combat room (not my favorite, but theoretially) try and think which strategies are good and which are bad, and if you could make the bad ones look more appealing (yet have them still be bad).
Sorry if this is a little rambly, but it's 1:30 am. Ask again if you need more feedback.
[Edited by jdyer on 03-06-2004 at 08:37 AM GMT]
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