Wow, that is some thoughtful feedback. I'm feeling inspired to write about the design anyway, so I'll be giving some wordy answers.
airstruck wrote:- I like the font on the help screen, except for 1 or 2 things. I keep reading the "g" as a "9" because what should be the descender sits on the baseline. I think an uppercase "G" might look better. I'm on the fence about the comma, I don't love it but I'm not sure how to improve it.
I can see your point. I might have to edit the font file myself, because I'm easily annoyed by these things too. Perhaps the comma should be like this:
███
███
██
airstruck wrote:- I feel like escape should close the help screen, and escape on the main screen should prompt to "really quit" (and escape at the "really quit" prompt should close the prompt, returning to the main screen). Attempting to close the window through the window manager should possibly also be intercepted by the "really quit" prompt. I know this is an early version, just something to think about for later.
Oh yeah, absolutely. There really isn't a concept of "game state" as such, after all there's only one scene. Heck, there's not even a distinction between playing a level and editing it. But when I have some sort of scene structure, any immediate quit buttons are straight out.
airstruck wrote:- I don't understand the meaning of "inf" under the cursor.
Don't stress it, it's just a placeholder saying you have [inf]inite tiles. In the future with limited tiles, it'll be some number representing how many of those tiles you currently have to build with.
airstruck wrote:I think I'd prefer the preview of the block I'm placing to be right inside the cursor (maybe faded a bit or something), since I can't place blocks where other blocks already are anyway. I keep thinking I'm placing things where the block preview shows up.
Yeah, designing the cursor is quite a challenge. Especially considering your selected block is going to have more sub-options, or "modifiers".
You know how the LED screen shows you some descriptions of a block's behaviour when you use the scrollwheel? That's what I call modifiers, and the plan is that you can combine basically any unlocked modifiers with any tiles.
For example, this would be a spring that does bounce you as usual, but it also travels counter-clockwise across the map.
I'm sure you realize the implications - spikes flying at you across the map, coins that trigger some nasty trap event, fake exits...
airstruck wrote:- The player character should probably always draw in front of things, esp. ladders.
It should, and I thought it did since day one. I had to go and check, and clearly this is not the case anymore. Must've been a typo when I was reordering layers, and somehow I haven't noticed after that.
airstruck wrote:- Sliding down ladders when not pressing anything feels weird.
The way ladders work is that you're currently either holding onto them (so pressing a key) or not. The "sliding" is just gravity - the weirdness might come from the player not having a pose for holding onto a ladder.
Based on the way ladders work in most other games, you'd expect to have an additional state describing whether you've become attached to the ladder or not. It's just that this makes ladders clumsy to use in Adept. Ladders aren't just a synonym for stairs/elevators in this game: they're physical objects that can be destroyed, dropped into pits, pushed around, used to block enemies, break fragile objects, activate pressure plates... The controls (and many upcoming obstacles) lend badly to state changes in the player's controls.
This is also why you have to hold left/right if you want to ride on a horizontally moving platform - maybe in some designs, the player would be intended to hop off moving platforms constantly, and the player going into a "riding" state would be a hindrance. I want to make as few assumptions about a tile's use cases as possible.
airstruck wrote:- Falling ladders means there can't be a ladder suspended above the floor that you need to jump for.
Yes, that's an unnecessary limitation. I was already thinking of adding "support beams" which don't collide with the player, but do collide with other physical objects (and ladders specifically). You could place one of those in the air and stack ladders on top.
airstruck wrote:- I like that you can have more than one guy in play, could lead to some interesting puzzles. Maybe you could hit a key to switch which guy you control, and you can set how many of them need to escape to win a level.
I'm glad somebody noticed! Yes, I've made sure the player has no special privileges. It's like any other tile: neither specified to be unique nor required to exist at all. I believe that in decently well-planned code, any amount of any object should be allowed in the scene by default, and it should take special effort to add limitations that say otherwise. The entity-component system used here is great for emergent use cases.
Having multiple players isn't just a curiosity either, it does open gameplay possibilities like what you said.
airstruck wrote:- After messing with this for a bit, I suddenly want to play Lode Runner.
Ohh, you're very good! Besides the general retro aesthetic, Adept does borrow quite a bit from games like Lode Runner, Jetpack, and N. I've always viewed those three in particular as part of the same continuum, and I've long wanted to make my own spiritual successor to them.
The thing that brings these games together in my mind is that they consist of simple pieces which can come together in very varied ways. There isn't really any object that's a
singleton, everything has potential for clever interaction with other objects. No wonder their level editors have added so much longevity to all of them. Each one of these has also pushed forward the way we share level data.
But none of them has yet gone off the deep end and made level design itself be the core of the gameplay. In Adept, one-upping each other with even more creative designs
is the overarching game to participate in. Features like the dynamic ranking system and tile limitations serve to support that.
That's the next logical step, and the time is ripe: we have the potential of modern tools like Löve, and the indie spirit of repurposing classic ideas is in full bloom.