Nifflas' Support Forum

Level Editing Support => Knytt Stories Level Previews => Topic started by: Ultigonio on November 05, 2014, 08:40:35

Title: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Ultigonio on November 05, 2014, 08:40:35
Deep underwater lies an abandoned structure, built to test a bizarre form of navigation.  The only living remnants are the creatures that eventually drove out all other life.  But... a lot of budget went into breeding those golden ones, so you should probably go get them.

Deep Freeze is the evolution of an idea I've been brewing in my head for a long while, a really neat idea that I discovered while experimenting with KS+.  It's a mixture of explorative, semi-linear gameplay with more strict challenge sections. The majority of the puzzles are made possible with this mechanic.  I'd like to keep it a surprise to anyone who would prefer not to be spoiled (because I think it's really cool, and I'm not sure I've seen anyone else do it, not even outside of Knytt Stories!), but if you're curious...

Spoiler: (click to show/hide)

Deep Freeze uses a simplified version of Egomassive's submarine tileset, since I've never been too terribly comfortable managing a high level of detail in levels, and it'll include custom music by yours truly.  I'll probably need a playtester or two as well, so volunteers for that are welcome.
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Talps on November 05, 2014, 11:40:59
That trick had occurred to me but I never got around to testing it and seeing if'n'how it works. Look forward to seeing what you can do with it!
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Chrysophylax on November 05, 2014, 22:51:51
That sounds very interesting indeed. How large do you plan to make the level? How difficult will the challenges be?
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Ultigonio on November 06, 2014, 01:23:03
That trick had occurred to me but I never got around to testing it and seeing if'n'how it works. Look forward to seeing what you can do with it!
Yeah, I'm not surprised that someone else had noticed it was possible, since it seems really obvious, but I think it's really neat, regardless!

That sounds very interesting indeed. How large do you plan to make the level? How difficult will the challenges be?
These are details that I'm still not entirely clear on, which is why I didn't tag the thread with them.  If I had to guess, though, I'd probably categorize the difficulty as Hard and the level size as Medium.  Currently, I've created about 50 unique screens, and I imagine the end product will probably have double that.  I'm... not quite sure how big that is in terms of KS levels, even though I've played tons of 'em.
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Talps on November 06, 2014, 10:35:26
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Ultigonio on November 07, 2014, 06:21:38
The only issue I could see with trying to keep the "gimmick" a secret is that most of this discussion will be in spoiler tags.  Hopefully that's okay.  :P2

Also, this next one comin' up is... well, it's really really big.
Spoiler: In response to Talps (click to show/hide)
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: egomassive on November 07, 2014, 06:31:18
Sounds intriguing. If there are any bugs you need me to work out of KS+ before this is released let me know.
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Ultigonio on November 17, 2014, 00:43:30


In any case, I've reached roughly 75 complete, unique screens, even though I'm still not quite finished with the first or second areas.  There aren't very many "filler" screens, so each one is a big step toward finishing this level.  By now, I've gotten a better sense of the scale of this level - I'm imagining that the finished level will be looking to be somewhere between 120-150 screens, the majority of which will contain their own challenge or puzzle to tackle.

In addition, since the level does utilize custom music, I figure it wouldn't be out of place to have a preview of one of the tracks (http://tindeck.com/listen/geod).
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: sergiocornaga on November 17, 2014, 06:45:29
In addition, since the level does utilize custom music, I figure it wouldn't be out of place to have a preview of one of the tracks (http://tindeck.com/listen/geod).

Niiice.
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: lilmanjs16 on November 18, 2014, 22:13:32
Looking forward to this level. Looks cool and the music preview is good!
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: egomassive on December 04, 2014, 04:10:22
Spoiler: about the sound issues (click to show/hide)
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Ultigonio on January 02, 2015, 08:23:41
Well, it's been nearly a month, but I've reached roughly 100 unique screens in Deep Freeze.  Progress has slowed considerably since I began, but that's to be expected.  I'm still chipping away at it, little by little.

To keep this thread alive (and give a little life to the forum in general), I'm tossing up another screenshot.  This one comes from the game's third "area," showing one of the few challenge screens in the level that doesn't use the main "mechanic."  For a fairly long time, I've found the hologram to be a criminally underutilized gadget for how versatile it is, so this particular area is based almost entirely around its use.

@Egomassive:  Yeah, I kind of figured that it was an overtaxing sort of thing, that's why I had a feeling it couldn't be helped.  It's unfortunate, but I can design around it without much trouble.
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Talps on January 02, 2015, 11:01:48
Whee, umbrella challenge! :D

And if you think you can use the hologram effectively, then i say good luck to you sir! (Said the guy who had recently spent a lot of effort contriving an excuse to take the hologram away from Juni a significantly short time after giving it to her.)
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Fubaka on January 02, 2015, 18:38:42
Whee, umbrella challenge! :D

And if you think you can use the hologram effectively, then i say good luck to you sir! (Said the guy who had recently spent a lot of effort contriving an excuse to take the hologram away from Juni a significantly short time after giving it to her.)

That's always it, right?  I did the same thing in my level! :P

Also, I can beta test for this if you'd have me.
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Ultigonio on January 02, 2015, 19:16:55
Whee, umbrella challenge! :D

And if you think you can use the hologram effectively, then i say good luck to you sir! (Said the guy who had recently spent a lot of effort contriving an excuse to take the hologram away from Juni a significantly short time after giving it to her.)
The umbrella is also a little underused, in my opinion, so it gets an almost excessive amount of love in this level.  Most people prefer to give things like double jump, high jump, or climb earlier on, but for me, I think the umbrella is a great starter (with run given as a default).  Combined with the wind object, it's a wonderful tool for creating vertical level design that feels fast and smooth while still restricting the player so that they can't get over a two-block height without some help.  It also helps make the platforming more forgiving, which I prefer.

As for the hologram, it's funny you mention that...
Spoiler: (click to show/hide)

@Fubaka:  Thanks for the offer!  I'll probably get that to you in the... relatively near future.  I'll try to make sure the first three sections are taken care of, then I'll get it all sent your way.
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Ultigonio on February 06, 2015, 21:40:28
Good news!  The level has been making steady progress, and I've now got the first three areas fully completed and ready for testing.  I've already sent out my (horribly long) PM to Fubaka - if anyone else would be willing to playtest and give feedback, that'd be great!  You can expect a massive PM with a lot of stuff and questions and whatnot, but if it causes you to avoid getting a response to me, it may be best left unread....  :P
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: AbstractMatter on February 07, 2015, 08:10:49
I would be willing to try it out if it is still available.  :)
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Ultigonio on September 06, 2015, 08:04:36
Alright!  So, after far, far too long, I have some information on Deep Freeze:

It's cancelled It's been slow-going for the last few weeks, and the main reason as of late has been that there's a gimmick I'd like to include, but I'm having some issues with the implementation.  If you'd like to possibly help at the cost of spoiling the level's gimmick for yourself, then read on.

Spoiler: (click to show/hide)
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Talps on September 06, 2015, 13:23:08
The sound didn't actually bother me. Yeah, you couldn't put music over it, but I don't think it sounds unpleasant.
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: egomassive on September 06, 2015, 15:24:19
Have you tried different tones for different directions? A change in pitch may be all the player needs to distinguish the 2 timers.
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: sergiocornaga on September 06, 2015, 16:17:58
I'm fine with the sound cues. I have a suspicion percussion might work better than piano, but I don't know if that's worth following up on.
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Ultigonio on September 06, 2015, 22:38:09
Thank you for the feedback, guys.  Looking through what y'all said, I decided that the best way to handle it would be to experiment with having multiple audio cues for just this segment.  There'll be the piano cue, a lower-middle-range cue, and then a percussive cue - each one seems to be doing a good job at filling its own space such that the sounds can be heard distinctly.  I'm going to use that combined with a warm, ambient pad for background music, and that should give the area its own, unique sound while still being themed with everything else.  I've also adjusted the piano sound effect so that there's a bit of extra subdivision at the end to help players time when it's going to go off.  Thank you again for the feedback (and it was so quick, too!).  Under the spoiler is what it sounds like, now.

Spoiler: (click to show/hide)
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Purple Ink on October 09, 2015, 03:20:02
Still looking forward to this, really neat concept. And I think the newest sounds are good.
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Ultigonio on October 16, 2015, 07:25:05
Thank you, those are both good things to hear!  I'm still working on Deep Freeze and fully intend to finish it, but one of the problems with my extremely dense approach to level design is that a single screen can sometimes take an hour to complete!  Other issues come with the fact that I want certain areas to have more content, but coming up with a compelling puzzle or challenge for each screen is tough!  The bright side is that, even though there won't even be half as many rooms as a typical environmental level, Deep Freeze will probably have several hours of dense, varied playtime for someone's first playthrough.  I'm grateful I elected to focus strongly on gameplay for this particular level; working on complex visuals or constructing a coherent story likely would have stopped me from making further progress a long, long time ago.
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: seattalite on November 10, 2015, 07:25:30
I'll say this..."Deep Freeze" and "Dragon Myth" (by Talps) are the two KS games I'm most looking forward to being released and playing!
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Ultigonio on December 15, 2015, 11:38:43
I'll say this..."Deep Freeze" and "Dragon Myth" (by Talps) are the two KS games I'm most looking forward to being released and playing!
Heheh, that's great to hear!  I'm looking forward to Dragon Myth quite a bit, myself.

So, I spent about 2 hours designing the puzzle for a single screen, today.  After having cleared this massive hurdle, I feel compelled to talk a little bit about how I design puzzles. Much like the rest of my level design, it's kind of a freeform experience.  I'll often throw some things down on a given screen, move around a bit in that space to get a feel for the environment, and then tune jumps, enemies, and the like.  For overworld design, this is done with an overarching structure in mind - I think to myself, "I want the level to head in this direction, with this degree of openness."  And I start laying down the groundwork for the level.

For puzzles, it's as follows:

And that's about it!  I wonder if there's a way to acquire an actual method for this sort of thing....
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Ultigonio on January 04, 2016, 10:39:02
Once again, it's time for me to chronicle a little more about my workflow on my level, in 300 words or more!  :P2

I've been getting good work done on Deep Freeze over the course of winter break, including a lot of very important polishing that had to be done in preparation for a playtesting session that I did with a friend of mine a week ago, which she streamed.  This particular friend wasn't too bad at platformers, but had no experience with Knytt Stories, letting a very interesting light on how the level could be played.  Before I go into detail on that, though...

The last time I brought on someone who hadn't had any experience with Knytt Stories (and possibly not a lot of experience with platformers), that person played abysmally.  I couldn't make it through the playtesting footage because of the sheer commonality of failure on things I thought simple - not because I was frustrated at the player himself, mind you, but because I was frustrated at my utter lack of foresight.  Even simple quick stair-steppings, jumps that should be simple, timings that should be known - all those were not being applied.  Somehow, despite my knowledge on avoiding this issue, I'd managed to make the severe error of assuming the person had already played a few - if not many - levels of Knytt Stories.  

The playtester was so frustrated with the level that he likened its difficulty to that of I Wanna' Be The Guy - a completely false statement, but a meaningful one, regardless.  It meant that it felt unreasonably hard - that the level was just plain unfair if you didn't already have some of the key muscle memory of Knytt Stories under your belt.  I could have made the level easier - could have toned down some of the earlier sections and made that difficulty curve flow a little more smoothly through reduction....

But I didn't.  I didn't really even want to.  And I still wouldn't want to.  I'm very satisfied with the vast majority of the screens present in Deep Freeze, and, at this point, only some select sections have gotten major difficulty rebalancing because multiple players were dissatisfied with them - and so was I.

So, instead of changing what was already there, I added an entirely new section to the beginning of Deep Freeze.  I won't go into too much detail about it, but the basic thrust of the area was to "train" new players.  This section has comparatively small jumps, lots of stair-stepping, the works - it's all about building up a new player's understanding of Knytt Stories.  

The main takeaway from my experience with that particular playtester is this:  I saw that the level was impenetrably hard for certain players - I added a brand new area.

And so we come to the most recent playtesting of the level.  I cleaned everything up, gave my friend the level, and she played it through from start to current-end.  And she claimed to enjoy it - though she may have just been sparing my feelings, so I took that comment with a grain of salt.  What was most important was seeing how she played.  I was a bit surprised at the difficulty the new intro area caused her, but she made steady through it, and it was very evident in her playstyle afterward that she'd taken away the skills I needed her to have for the rest of the level.  There were two MASSIVE hiccups in the playthrough - these things were adjusted immediately because they were evidently way too hard and way too specific, and I'd already received complaints about them.  So I changed them.

As the playthrough went on, I found myself getting rather in-tune with the way the level should "flow" for a new player - and I realized that this particular playtester was just about to go from one dense puzzle to another, due to the layout of the level.  And she did.  And she said she wanted more platforming.  And I agreed.

So guess what I did

no, guess



That's right, I added another new section.  Well, I say "added" - it's more like I'm currently working on it right now.  And that sounds like a bad thing, like Deep Freeze is going to get pushed even further back because I just cannot stop adding new content, but this particular section is going to be very light on discreet challenges and puzzles - it's going to serve as a break for players, and so, likewise, will serve as a break for me.  This section has, so far, been very easy to work on, which is just what I've been needing at this point in Deep Freeze's development.

So, in closing, here's the big, massive thing I learned from watching this playtester: there's a reason people sometimes have little bits of filler or just slightly easier content in otherwise densely-packed games.  When you have challenge after challenge after challenge or puzzle after puzzle after puzzle - at least, in this kind of genre - it can result in an internal response that's intensely flow-breaking for the player.  They get fatigued - too much consecutive challenge, and they start to lose track of what they're supposed to be doing - they get bored, they get frustrated, they get worse at the game.  And that's no fun at all.  

[886 words.]

(And by the way, AbstractMatter - I haven't forgotten about your offer to playtest!  I'm just saving that until the level's closer to completion - for the intermediate playtesting I've been doing, I'm trying to stay close to the players.)
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: ixMarcel on January 04, 2016, 15:26:03
Sounds like a good idea to me. A training area would certainly fit in a level like Deep Freeze, but I would suggest making it optional, keeping experienced players in mind  8).
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Ultigonio on January 04, 2016, 17:22:32
Sounds like a good idea to me. A training area would certainly fit in a level like Deep Freeze, but I would suggest making it optional, keeping experienced players in mind  8).
Hahaha, I didn't want make the area optional, but I've already got some extra challenges mixed in just for experienced players!  
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Ultigonio on February 07, 2016, 09:18:26
Status update!  Today has been mostly polishing and bug-squashing for the new area - but after all the headache, I can now happily say that it's complete!  I'm really glad I decided to take some time off from the rest of the level to just make something really fast and easy, it's helped me focus a little more on improving some bits of my workflow, on top of rejuvenating my motivation.

I've been muddling around in the script today and so I decided to get a relative idea of how many screens I'd made so far - shockingly, with the addition of this area and some incidental screens, the number of screens with script in them just barely surpasses that of Talps' I Dreamed of the Sky.  Unfortunately, I don't have an especially effective method for counting screens with and without script, so it's not reliable for comparing against other levels, but in the case of Deep Freeze, the two numbers are nearly identical since almost every screen has a shift in it.  :P2  It's still very small in map size compared to juggernauts like IDotS and Fubaka's Cosmic Meltdown (Cosmic Meltdown has over 800 screens with script!!!!), but I imagine it'll stand right alongside them in playtime once it's finished, if only because some parts of it are so darn tough!

Another thing: I may have just discovered that podcasts are an excellent way to keep me focused, especially on the more mundane bits of level designing.  Last night, I got a fairly good amount of work done on this level while listening to some friends of mine playing Pathfinder, and then today I found a podcast and hammered out all of the cleanup work I had planned while listening to that, without ever skipping a beat!  Now I see why people listen to these things.
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Vegetal Gibber on February 07, 2016, 21:49:09
If you just want the total number of non-empty screens in your level, you can open it using KS Level Composer (http://nifflas.lpchip.nl/index.php?topic=165.0) or use this small tool (http://nifflas.lpchip.nl/index.php?topic=6682.0) I made.

Anyway, great news! Really looking forward to the final release :D
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Ultigonio on February 07, 2016, 22:22:06
Oh, neat!  I checked the total number of screens - it's not even 10 screens higher than the number of screens with script. :P
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: egomassive on February 07, 2016, 22:59:43
I just read your essay from the 4th. I often wonder about the balance between challenge screens and non-challenge screens. Thinking back to Nifflas' work, his levels are mostly non-challenge screens but highly regarded. I can't copy his ratios when I'm not copying his overall gameplay style. My levels are mostly story driven with single locations for power-up collection. In that style connecting screens can quickly become the dreaded running-back-and-forth-through-places-you've-seen screens.

I'm very interested to see this opening area you made to train new players. I usually try to emulate bad players with poor reflexes when I test stuff, and I try to introduce new concepts and types of challenges before I combine them into true challenges, but I never considered trying to train people to play.
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Ultigonio on February 08, 2016, 19:13:35
I just read your essay from the 4th. I often wonder about the balance between challenge screens and non-challenge screens. Thinking back to Nifflas' work, his levels are mostly non-challenge screens but highly regarded. I can't copy his ratios when I'm not copying his overall gameplay style. My levels are mostly story driven with single locations for power-up collection. In that style connecting screens can quickly become the dreaded running-back-and-forth-through-places-you've-seen screens.
In general, I think I'd shy away from copying Nifflas' style, or, at least, copying his more expansive levels (The Machine and A Strange Dream). While fairly enjoyable to play, those levels start to drag when it comes to backtracking, and, like many expansive levels, every time I hit a fork in the road, from the start 'til about the halfway point, I have to wonder, "Am I going the 'right' way?"  There'll be times where I'll try heading down another pathway, intentionally avoiding multiple save points, just to see if there's anything that way - and if there isn't, I jump into some water or press ctrl+R or whatever else.  

If you choose to relax and just play those levels to explore a fairly nice-looking, nice-sounding world, then that's fine, Nifflas' levels do that much better than I could ever hope to manage, but I find that the challenges are sparse, and, furthermore, generally don't scale well against the player's powerups because there's so much retreading that has to be done.  In Deep Freeze, especially, most powerups completely invalidate older challenges due to how the Double Jump, High Jump, and Climb are all complete upgrades rather than sidegrades (which the Hologram and Umbrella come much closer to), and so it becomes pointless to have the player backtrack through the vast majority of the level.  The other reason I've almost wholly avoided backtracking is because it makes the minimap much, MUCH easier to have a handle on once the player gets their hands on the Map powerup.  I want the player to always be confident they have the tools they need to approach a task, except when it's blatantly obvious that they don't (which, given the level's core mechanic, seems very important to me).

That said!  Deep Freeze's constant challenges and puzzles, while I enjoy them, can be their own sort of pace-killer if the player keeps hitting speed bump after speed bump after speed bump, and so I think Nifflas' levels are especially good at showing that you don't need every screen to be a challenge for the player to have a pretty good time - but it can hurt if you have to traverse over them multiple times.

(Nifflas' other levels are fairly short, and extremely linear by comparison to the two aforementioned ones.  This may say something about a relationship between degree of linearity and ideal length - at least for Nifflas.)

I'm very interested to see this opening area you made to train new players. I usually try to emulate bad players with poor reflexes when I test stuff, and I try to introduce new concepts and types of challenges before I combine them into true challenges, but I never considered trying to train people to play.
It's nothing too complex - mostly just a large series of safe jumps, lots of stair-climbing, and much more forgiving timing than everything afterward.  It's also an area where I can force players to get to grips with the fact that you can actually be just barely off a ledge and still jump - something that's not exactly intuitive.
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: egomassive on February 09, 2016, 02:39:58
It's also an area where I can force players to get to grips with the fact that you can actually be just barely off a ledge and still jump - something that's not exactly intuitive.
That messes me up so badly when I play other platformers. I remember it took me forever to figure it out too. I think the other most non-intuitive mechanic is using S to make the umbrella more effective.
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Ultigonio on February 09, 2016, 05:36:19
It's also an area where I can force players to get to grips with the fact that you can actually be just barely off a ledge and still jump - something that's not exactly intuitive.
I think the other most non-intuitive mechanic is using S to make the umbrella more effective.
Yeah, that particular concept is one that I'd really like to put into my screens, but there's too much risk of players simply not understanding that holding S to ascend faster is something they can do - even I only recently figured it out.
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Fubaka on February 09, 2016, 06:04:37
Yeah, that particular concept is one that I'd really like to put into my screens, but there's too much risk of players simply not understanding that holding S to ascend faster is something they can do - even I only recently figured it out.

It's also pertinent to note that holding S gives more horizontal speed as well. I remember first learning that when playtesting Cosmic Meltdown. Had to change a lot of things.
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Ultigonio on February 13, 2016, 07:07:52
It's also pertinent to note that holding S gives more horizontal speed as well. I remember first learning that when playtesting Cosmic Meltdown. Had to change a lot of things.
No way, seriously?  It seems like it must be pretty subtle, if so.


Deep Freeze has continued to make strong progress.  Been doing a lot of cleanup today, but also added in some stuff, capped off some sections, and suddenly I'm realizing that this area that's been a major sticking point for me is much more close to done than I'd initially thought!  Exciting. 

In taking a multiple-month break from this particular area, I've realized something - I was trying to expand certain challenge sections, but I realized that I just... didn't have anything more I wanted to do with them!  I was trying to satisfy some arbitrary "number" of screens I felt I needed to meet, when really, certain sections were just fine being stopped right where they were left off, and leaving them unfinished was proving detrimental to my ability to finish the area as a whole.  Within a day, I've been able to call the majority of the bits in this area officially "done," which is wonderfully motivating. 

I've also had the chance to collect a bit of extra playtesting data today.  I have to say, it's incredibly impressive how players will manage to pick up entirely arbitrary mechanics as long as those mechanics are set up appropriately.
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Ultigonio on February 14, 2016, 06:41:07
Another day, another few hours of work on Deep Freeze, and another finished section of the area that's been holding me back for so long!  There's just one more to go now!

I'm excited, so here's a screenshot:
(http://i.imgur.com/XZ9TrPj.png)

As per feedback from one of my playtesters, I'm thinking about ways to add some visual distinction between areas.  Since this area shows up as green on the map, I tried doin' a little bit of green in the gradient, but I feel like there needs to be... either something more, or something different.  Visuals aren't my strong suit.
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Vegetal Gibber on February 14, 2016, 14:30:29
I'm thinking about ways to add some visual distinction between areas.  Since this area shows up as green on the map, I tried doin' a little bit of green in the gradient, but I feel like there needs to be... either something more, or something different.

I'm assuming the blue part of the gradient has to be there for theme consistency and that you can't simply change it to green. Since you're going with a minimalist style for the background, what about adding some simple green shapes?

Spoiler: Hastily made sample (click to show/hide)
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Ultigonio on February 14, 2016, 20:22:17
I'm assuming the blue part of the gradient has to be there for theme consistency and that you can't simply change it to green. Since you're going with a minimalist style for the background, what about adding some simple green shapes?

Spoiler: Hastily made sample (click to show/hide)
Hm!  I like that idea, and I also quite like the adjustment to the blue.  I'll definitely keep that in mind for when I get finished with the base level design and start moving on to visual enhancements.

Also, as of today, I have now completed the area that was giving me so much trouble!  It's done!  At this pace, I could have Deep Freeze complete surprisingly soon.
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Ultigonio on February 24, 2016, 17:43:27
Developer Diary:  Desperately trying not to add ultra-hard mode versions of screens I've already finished
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: SC on February 25, 2016, 07:55:04
Again: can't wait to play this one! How close do you think you are to finishing the level?
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Ultigonio on February 26, 2016, 00:49:30
If I had to put a number to it, I'd say that the level design, the real meat of the level, is 80-85% done.  Visual cleanup and polish will come afterward, which should take some additional time (hopefully not too much), and then I'll look towards the last little bits of presentation -  beginning/end cutscenes, splash screen, so on. 

Speaking of progress, here's something a little interesting.  Deep Freeze had about 30% of its initial level design complete in the first two months of development, and I'd say an additional 20% or so has been completed in the last two months.  With roughly 1 year, 4 months of development time, that means that a year was spent on the middle 30-35%.  Over time, I've learned quite a bit about motivating myself, and pushing through a lack of ideas to find some really cool ideas.  Notably, when the level was first created, I would have called that initial 30% something like 50%, but the addition of new opportunities, as well as playtest observation totally changed my plans for the level.  I'd say it's for the best, though.  Sometimes lining up new content can help to treat a lack of motivation!
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Fubaka on February 26, 2016, 05:20:54
Notably, when the level was first created, I would have called that initial 30% something like 50%, but the addition of new opportunities, as well as playtest observation totally changed my plans for the level.  I'd say it's for the best, though.  Sometimes lining up new content can help to treat a lack of motivation!

It was pretty much the same story when I was working on Cosmic Meltdown. Except in my case, the later additions were so large that the level could technically be considered two distinct levels sewn together.
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Purple Ink on March 06, 2016, 20:33:33
I really like the minimalistic look to this.
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Ultigonio on March 11, 2016, 05:37:43
I really like the minimalistic look to this.
I'm glad you like it!  Really, though, it's just me taking Egomassive's gorgeous Yellow Submarine tileset and simplifying it down to something more approachable for someone like myself. :P

On that note! I've been experimenting with visual touch-ups between creating screens.

(http://i.imgur.com/Tf9GBpP.png)

I'm not sure what level of detail I should go for on the bouncers, but I'm certain it shouldn't be any more detailed than this.  I feel that, where it's appropriate, I'd like enemies to match the player and the rest of the level.  I feel a little weird about it now, but I think that may just be because I've been looking at the normal bouncers for so long.
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Ultigonio on March 14, 2016, 01:41:50
I continue to get consistent work done on Deep Freeze.  Since constant, pure level-designing can tire me out pretty quick, I've been slowly learning to get over my fear of visual flair:

(http://i.imgur.com/9lbrk3g.gif)

The idea for these actually came from Vegetal Gibber's thought to use basic shapes - since the area in this screenshot is one that focuses heavily on the use of the purple disappearing blocks in KS+, I thought it might be really cool to have little versions of those hanging out in the background - and possibly even the foreground!  You can see that I've got a blurred version and a not-blurred version in the screenshot.  I'll have to figure out how to approach blurring.
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Purple Ink on March 14, 2016, 03:13:20
I like the bouncers. I think they fit in well with what I've seen of the level. Also, that effect is very nice. Definitely adds a nice touch.
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Vegetal Gibber on March 14, 2016, 13:23:16
(http://i.imgur.com/9lbrk3g.gif)

Looks pretty cool! If I may suggest, the effect would be even better if you made different sized versions of the block, making them blurrier (and darker) as they get smaller. This would add a nice sense of depth to your background.
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Ultigonio on March 26, 2016, 06:28:29
Looks pretty cool! If I may suggest, the effect would be even better if you made different sized versions of the block, making them blurrier (and darker) as they get smaller. This would add a nice sense of depth to your background.
That's the plan!  I'd also like to have ones that are just HUGE, and very blurry, as prominent foreground elements.  I've been trying to come up with a unique "shape" for each area, it's proven to be quite tough.

As I've been saying, continuous, good progress has been happening with Deep Freeze over the last month or so.  The penultimate area, which had barely even been started not too long ago, is now almost complete!  After that, there's just one, final area to go, and that's already partially complete.  I'm beginning to get very, very excited.
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Ultigonio on April 16, 2016, 02:13:08
Between dealing with the especially busy end-of-semester studies and working on some other levels for other things, Deep Freeze progress slowed a bit over the last few weeks, but should be picking up very soon.  In spite of the slow time, I'm happy to announce that the last golden creature has been placed - the level's second-to-last area is more-or-less complete, with the only remaining component being cleanup and some small extra bits.  I'm almost there!
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Purple Ink on April 20, 2016, 04:15:44
Can't wait for this! :)
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Ultigonio on May 28, 2016, 21:22:28
Well, it took me about two weeks longer than it should have, but the core level design of Deep Freeze is complete!  I still have cutscenes, visual touch-ups, music extensions, and a lot of invisible tiles to worry about, but, for all intents and purposes, the level is now fully playable from start to finish.
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Purple Ink on June 22, 2016, 03:34:38
Awesome! Really looking forward to his one.
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Fubaka on June 28, 2016, 13:12:02
I think you guys are gonna like this level a lot!

Be warned though, cause it's not for the weak-of-will.
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Purple Ink on September 14, 2016, 22:39:07
I know you were pretty close to release, Ult. How much longer are you going to keep us waiting? :P2
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Ultigonio on September 15, 2016, 01:29:27
I know you were pretty close to release, Ult. How much longer are you going to keep us waiting? :P2
A tiny bit more playtesting needs to be done, then a bit more polishing based on that feedback.  So soon!
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Ultigonio on September 25, 2016, 09:53:13
BALANCING DIFFICULTY IS REALLY HARD



That is all.
Title: Re: [Puzzle/Challenge] [KS+] Deep Freeze
Post by: Ultigonio on October 31, 2016, 07:49:56
It's done. (http://nifflas.lpchip.nl/index.php?topic=6814.0)