Now the puzzle has indicators that will tell the players when they put the platforms in their correct position and the area they must access is blocked until they achieve this. Now all the puzzles either help you with a riddle or feedback when solving it correctly.įor example, in the area with the platforms puzzle, people thought they had solved the puzzle correctly, while they were actually exploiting a bug, so reaching the last platform was hard but not impossible even though the puzzle wasn't solved correctly. It is one thing to have a difficult puzzle and it is another if the users don't even understand what to do in a puzzle. Because of this, we added certain elements that would give hints to the players as to what they should do, this taking into consideration some of the roots of REalM, being survival horror games with puzzles like the earlier installments of the Resident Evil and Silent Hill series. This is why it is important to have different people test out the game as developers, we know how to solve the puzzles and the reasoning behind them, and on paper it looks great, but the end users might find them really frustrating. Watching others play and reading comments we found out our belief was far from the truth. Now, let's move to the puzzles.Īt first, we had believed the puzzles to be intuitive on what you should do, visual cues were put in place and the player could " see" the type of puzzle at hand (order things, enter doors in an order, etc). We took cue from the mechanics of other platformers to make the movement as smooth and great as possible, and if you play the newest version of the demo you'll find that Iris moves perfectly as you command her to. Now Iris has a more accurate movement and the jump is much easier to manage. This was made worse by the fact that sometimes Iris would even refuse to jump, returning to her Idle state. This was even made worse by the fact that Iris carried momentum when going from walking to starting a jump, meaning you would " slide" a little before jumping, risking yourself from falling off a platform if not timed right. If you look at the images above, you may think the first one looks much better, and it does (it was done with that objecvtive in mind, to look beautiful), but remember, that's what Iris would do if you just pressed Right for split a second, you couldn't move less than a step long.Īlso, the jumping was very difficult to time, along with the distance Iris would jump depending on how low she crouched before. Because of this, it was practically impossible to make her stop exactly where the player wanted, because when slightly pressing the movement buttons (lets say press it for a milisecond) Iris would perform a full step this made some interactions with objects really annoying. Since a big part of this game was to experience it through the art itself, we had focused too much on Iris' movement animation relegating gameplay mechanics completely to make the most fluid possible animations when going from Idle to Walk and back to Idle again. Some of the major changes, for example, involve the movement of our main character, Iris. REalM has been in development by ArborSheep and Authentic Illusions and was even featured on the Square Enix Collective earlier this year. Iris realizes that to know more of this world, she'll have to find the "effects" the shadow was talking about. After touching one, she is transported to a new world, radically different from the one she was in. On her way out, Iris sees strange portals hanging from the tree. It tells her to find the "effects" hidden in the world. Inside she finds a being like her, but like a shadow. By doing so, Iris discovers that she has woken in a strange place, isolated, with only one tree, her house and a house very similar to hers. Yet, something feels out of place, and she feels the need to get out of home. REalM presents us Iris, a 17 year old girl who, after a harsh sensation of falling in her dreams, wakes up in her room. So, what is REalM? REalM is a 2D horror puzzle/platformer, where you'll need to find "effects" or powers to access new areas in the open, nightmarish world you'll find.
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