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Socoder -> Concept/Design -> Sensitive 2

Posted : Saturday, 05 August 2017, 13:35
spinal

Sensitive 2


!! yeah, you read it !!

Anyway, I'm a little stuck on which way to do this, it a basic(?) flow/number-link game, hopefully in the style of sensitive.



I'm stuck on whether I should start with a full level and have the tiles vanish leaving coloured water (bottom half of image) or start the level empty and fill coloured tiles (top half of image)...

Any ideas?

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Posted : Saturday, 05 August 2017, 14:05
Jayenkai
Not sure the gameplay mechanic you're going for..
Is it, like "link the two same coloured T's together" or something?

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Posted : Sunday, 06 August 2017, 03:31
spinal
Yes, exactly that. It's gamepad controlled rather than mouse/touch screen, so you can teleport between the 'T's.
So either joint the Ts with a bridge, or destroy the tiles, leaving that colour 'water'.

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Posted : Sunday, 06 August 2017, 03:56
Jayenkai
Sound interesting.
Suggest you attempt something other than coloured T's though. Colourblind folk would have a hard time with that.
Perhaps a small 4x4 grid within the tile, which would give you up to 15 different tiles should you need them..

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Posted : Sunday, 06 August 2017, 04:04
GfK
Yeah don't use colours. Spoils the game for colorblind folk.
Posted : Sunday, 06 August 2017, 04:58
spinal
Colourblind! Argh...



If I change the T's to numbers perhaps? and keep the colours...

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Posted : Sunday, 06 August 2017, 05:07
Jayenkai
Much prefer the top to the bottom. The top is more easy on the eyes.

And, yeah, you definitely need to colourblind that up a bit.
They'r'e all more or less the same brightness level, too.
Even a simple greyscale test reveals how totally similar they all are!

Note : If you use numbers, people might assume they only have that many moves between the squares. Numbers tend to be instructions in these sorts of games.

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Posted : Sunday, 06 August 2017, 05:19
Jayenkai


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Posted : Sunday, 06 August 2017, 05:47
GfK
Was going to suggest patterns.... which I think is what the above image is suggesting? Would also add to the puzzle element I guess?

What did the T even stand for, anyway?
Posted : Sunday, 06 August 2017, 07:37
spinal
It's from the previous game, Teleport. I want to match the style of this..


View on YouTube

So that it looks like a natural squeal.

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Posted : Sunday, 06 August 2017, 08:20
GfK
Perfect example in there of why not to use colours. On the level that starts at 1:08 I couldn't see how it was even possible. Then the tiles at the bottom didn't disappear right away - only then, on closer inspection, did I notice that they weren't the same colour as all the others. But the difference is barely noticeable to me.


View on YouTube
Posted : Sunday, 06 August 2017, 08:40
spinal
I think the main issue here, is that I have no vision issues at all, so I struggle to think in terms of people who do.

Would a better contrasting colour help?


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Posted : Sunday, 06 August 2017, 09:07
GfK
Yes. Yes it would! Colours with similar hues, for me at least, are the problem.

Bright yellow / grass green - not a problem.
Bright yellow / lime green - not a chance!
Posted : Sunday, 06 August 2017, 09:20
spinal
Here a bash at getting around the colour issue and the 'numbers might be misunderstood' issue...



I think I'm happy with that.

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Posted : Sunday, 06 August 2017, 09:40
GfK
Wonder if the letters might be misunderstood too? Up to you but I would personally go for shapes. And/or have an option to turn them off for people who are *not* colorblind.
Posted : Sunday, 06 August 2017, 11:15
Jayenkai
Nah, I think you're safe with letters.
People are used to "Insert Tab A into Hole A". That's one of those standards.
If we assume Start, Level x, Game Over, Player n and other such standards, then A to A would work ok.

I mentioned the number issue because people might initially think it's like a PiCross number puzzle. But letters tend not to lead to that confusion.

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