Jul 24, 2016 at 12:57 PM
Indie game enthusiast
"What is a man!? A miserable pile of secrets! But enough talk, have at you!"
Join Date: Apr 18, 2006
Location: Forever wandering the tower...!
Posts: 1790
Pronouns: he/him
Ohhh I see now. Actually I like that puzzle. I need to think outside the box more often and didn't think the messages were related to the puzzle... That would have been awesome if The Ping could offer an additional hint in-game though.When I made this puzzle I didn't really realize how culturally biased it was. Because, if you're an english speaking canadian that attended public schooling the puzzle is probably immediately obvious - we're taught the mnemonic "Never Eat Shredded Wheat" as a way to remember the orientation of North, East, South and West on a compass. And by the time the deadline rolled around I didn't get a chance to replace it with something less dumb.
(Btw amusingly or sadly, I used the incomplete mnemonic "Nintendo Entertainment System W" as a kid to remember it myself. lol)
EDIT:
Random trivia: I had planned to participate in the contest as well...
But, unsurprisingly things didn't go according to plan and I ended up playing Overwatch and Diablo 3 for the first time with a friend. Here's what I had considered doing:
Original idea at the start of the contest:
The next idea I had was a timed music video, but that didn't get very far...
And then I thought of a "Complex Dialogue Branching" system replacing the teleporter menu to make more complex conversations with NPCs. But, didn't really know what I wanted to use that for...
And finally, near the end of the contest I started something one more time with the main character as a Critter. (This was right around before Critter TD showed up! And STARZ! xD) The idea was Misery would have transformed a Mimiga into... a Critter. And now you had to make your way through a series of areas across Cave Story which require the help of other monsters to pass through to return to Misery. Most everything would be friendly/rideable. Maybe the bugs would be enemies still.
I played testing, surfing on Basil, riding on critters, elephants to pass traps etc... but that's as far as it went. Ah well...
Original idea at the start of the contest:
Make a mod that throws you right into the game, no backstory, just given a weapon and monsters around you. Might give you a single text window that says "Destroy my enemies!" or something to that extent.
You then can blast your way through town and vaporize the enemies. At the end you might be rewarded and are told to start a New Game to continue to the next stage, and at that point it restarts back to the intro screen and title screen to select New Game, Load or Quit.
You can continue doing this and play through a variety of missions to defeat monsters and recover treasure etc. Until you finally reach the end.
However... a lot of the "monsters" do no damage or zero damage to you.
"Defeat my enemies!" "Gather the treasure!" etc... Given orders like this... should you blindly follow them without backstory?
What if you were summoned into their world or you are an ancient machine, except the summoner/activator was a villain? What if the monsters were harmless citizens? Or if the summoner corrupted your vision?
This was one idea I had for the competition... You aren't *forced* to attack, but given free reign on how you interact with the world you are dropped into without instructions. I might allow the player to walk up to the monsters and talk to them like a normal NPC would. Or you can blast them... I'm not sure if I'll try to make them communicate automatically at first without you attempting to talk to them. Or if I should make non-dialogue text pop-up outside of a text box (like story text, except maybe instructions appear in the text box, while the monster/NPCs text will appear briefly in the story text, as they try to communicate with you)
Should the language be garbled? So you are unable to understand them? Hmm... If you ignore your orders, and start interacting with the NPCs maybe you'll find a way to communicate properly... And depending on your actions so far (how many "monsters" have you defeated...?) You might be able to get different endings and possibly go after the summoner.
The mod is supposed to be mostly designed like a really simple battle mod on the surface, and playable to the end in that fashion... None the wiser. However, there should be ways to discover what's going on. For instance, after each battle, you are told to do "New Game" and sent to the title. (Using noskip flags I should be able to progress despite doing New Game.) However, if you "Load Game", instead of being at the next area, you'll wake up perhaps in between areas able to overhear something, or perhaps you'll be able to investigate the battle grounds you were just at except there are no monsters left... Or maybe just one that was hiding...?
So in summary, the mod will explore a, "no way to start a New Game system" (except by the original Profile.dat). It's a... pretty depressing mod especially if you don't realize what's going on quickly, though if I do it right maybe you won't have to find out? But if you do... it becomes a lot darker! But, that might start the bigger picture, giving you a chance to change sides, or something. (or perhaps I could tone it down... capture instead of destroy?)
You then can blast your way through town and vaporize the enemies. At the end you might be rewarded and are told to start a New Game to continue to the next stage, and at that point it restarts back to the intro screen and title screen to select New Game, Load or Quit.
You can continue doing this and play through a variety of missions to defeat monsters and recover treasure etc. Until you finally reach the end.
However... a lot of the "monsters" do no damage or zero damage to you.
"Defeat my enemies!" "Gather the treasure!" etc... Given orders like this... should you blindly follow them without backstory?
What if you were summoned into their world or you are an ancient machine, except the summoner/activator was a villain? What if the monsters were harmless citizens? Or if the summoner corrupted your vision?
This was one idea I had for the competition... You aren't *forced* to attack, but given free reign on how you interact with the world you are dropped into without instructions. I might allow the player to walk up to the monsters and talk to them like a normal NPC would. Or you can blast them... I'm not sure if I'll try to make them communicate automatically at first without you attempting to talk to them. Or if I should make non-dialogue text pop-up outside of a text box (like story text, except maybe instructions appear in the text box, while the monster/NPCs text will appear briefly in the story text, as they try to communicate with you)
Should the language be garbled? So you are unable to understand them? Hmm... If you ignore your orders, and start interacting with the NPCs maybe you'll find a way to communicate properly... And depending on your actions so far (how many "monsters" have you defeated...?) You might be able to get different endings and possibly go after the summoner.
The mod is supposed to be mostly designed like a really simple battle mod on the surface, and playable to the end in that fashion... None the wiser. However, there should be ways to discover what's going on. For instance, after each battle, you are told to do "New Game" and sent to the title. (Using noskip flags I should be able to progress despite doing New Game.) However, if you "Load Game", instead of being at the next area, you'll wake up perhaps in between areas able to overhear something, or perhaps you'll be able to investigate the battle grounds you were just at except there are no monsters left... Or maybe just one that was hiding...?
So in summary, the mod will explore a, "no way to start a New Game system" (except by the original Profile.dat). It's a... pretty depressing mod especially if you don't realize what's going on quickly, though if I do it right maybe you won't have to find out? But if you do... it becomes a lot darker! But, that might start the bigger picture, giving you a chance to change sides, or something. (or perhaps I could tone it down... capture instead of destroy?)
And then I thought of a "Complex Dialogue Branching" system replacing the teleporter menu to make more complex conversations with NPCs. But, didn't really know what I wanted to use that for...
And finally, near the end of the contest I started something one more time with the main character as a Critter. (This was right around before Critter TD showed up! And STARZ! xD) The idea was Misery would have transformed a Mimiga into... a Critter. And now you had to make your way through a series of areas across Cave Story which require the help of other monsters to pass through to return to Misery. Most everything would be friendly/rideable. Maybe the bugs would be enemies still.
I played testing, surfing on Basil, riding on critters, elephants to pass traps etc... but that's as far as it went. Ah well...
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