Jul 12, 2006 at 12:33 AM
I don't think you necessarily need to give the health back to the player after resurfacing. In fact, if you do it that way, then it sort of defeats the purpose of having the health decrease as opposed to just drowning them (unless you wanted lower-HP characters to drown quicker).
However, I think we discussed a while ago the possibility making the first damage tick longer, so the player doesn't take damage until using 500 units of air (10 seconds) and then having each subsequent damage occur every 100 units of air (2 seconds). It looks like the system you are using now is 160 units for every tick (3.2 seconds). I don't know if this was an oversight or if you changed your mind (perhaps due to a difficulty in implementation), but it seems like a model along these lines would address the problem.
Other notes: When you enter the room with the two swordy guys, the message doesn't pause when it's finished (and wait for the player to press a button). Naomi says she is "allright," which should be spelled "alright."
As someone has alluded to, the first health box is "missable" in that you can't pick it up later, which is a huge bummer. If it's something that is eventually opened back up later pretty soon (by draining the water, whatever), then it's okay. Still, just to soften the blow a bit, I would recommend making the first health box worth +2 and the second health box worth +3. It's good practice anyway to make power-ups like health boxes more progressive, so the mistake of missing the earlier ones doesn't sting as much.
I've played the first version of your new release, and I also found that watery area to be a bit difficult (although possible). I presume the changes you've made have already addressed that. In fact, if you implement the drowning mechanism I recommended, the level will already become a little easier.
Very nice so far...
However, I think we discussed a while ago the possibility making the first damage tick longer, so the player doesn't take damage until using 500 units of air (10 seconds) and then having each subsequent damage occur every 100 units of air (2 seconds). It looks like the system you are using now is 160 units for every tick (3.2 seconds). I don't know if this was an oversight or if you changed your mind (perhaps due to a difficulty in implementation), but it seems like a model along these lines would address the problem.
Other notes: When you enter the room with the two swordy guys, the message doesn't pause when it's finished (and wait for the player to press a button). Naomi says she is "allright," which should be spelled "alright."
As someone has alluded to, the first health box is "missable" in that you can't pick it up later, which is a huge bummer. If it's something that is eventually opened back up later pretty soon (by draining the water, whatever), then it's okay. Still, just to soften the blow a bit, I would recommend making the first health box worth +2 and the second health box worth +3. It's good practice anyway to make power-ups like health boxes more progressive, so the mistake of missing the earlier ones doesn't sting as much.
I've played the first version of your new release, and I also found that watery area to be a bit difficult (although possible). I presume the changes you've made have already addressed that. In fact, if you implement the drowning mechanism I recommended, the level will already become a little easier.
Very nice so far...



As for the room with the two swordy guys, I'll add a NOD. I often skip through messages quickly after a few tests, which can lead to missing these kinds of errors, heh.. (By the way, you can leave that room mid-battle and the defeated swordy guy will remain dead. Not that it's a hard enough fight to warrant the need to go heal up and save midway through, mind you.)
I'm a rather stubborn person but like I said a few posts back, I take constructive criticism to heart, so keep suggestions and comments coming. I've already increased the max health you can get by the end of the demo and made the tunnel and the giant jellyfish battles a bit easier, as well as added a small unintrusive message to draw the player's attention to the item at the end of the tunnel; these were all based on comments received so far.




