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Puzzle Gaiden Gets Neglected

Puzzle Gaiden Gets Neglected
Name:Bryan Edds 
Date Posted:Feb 01, 2006
Rating:Not Rated
Public:YES
Comments:YES
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Well, hopefully this isn't a terribly depressing .plan, but it will feel good for me to get this off of my chest.

I have recently done a tiny bit of rethinking on Puzzle Gaiden, and I've decided to take the emphasis on the game's story almost completely out. All of the RPG and strategy elements remain, but the big story had to be removed. It was just too much work - it had to be scaled down and the story was the most ripe for the plucking.

I've also gotten a lot of feedback about the game. What have I learned? A VERY major, important lesson - people hate reading text tutorials. They hate it. Even if it's just a couple of minutes of reading, they absolutely don't want to do it. Even if they find they don't understand the game without reading it. They will stop playing the game altogether before they read the tutorial. That's just the way it turns out.

This was very unexpected for me. I was totally blind sided. The solution is of course simple, but also labor-intensive. If you want someone to go through a tutorial, you better make it three things - interactive, relavent to their current scene in the game, and quick. You can't just unload the entire game's tutorial on the player at once at the very beginning, You've got to give it to them in digestible chunks and have the tutorial teach only how to do the current task at hand.

So, that's a lot to do - especially for an indie. But it's what must be done - no way around it.

So, that's all great and fine and dandy, but the current problem with Puzzle Gaiden is that it's suffering from a large degree of neglect. Unfortunately, between contract work, college, and the game itself, I just don't have time for everything. I have had to basically put one of these three things on the back burner, and PG was it.

So that's bad. The gut-wrenching thing is that PG is sooooo close to being finished. All it need is one more big push to make it out. But it won't get it, at least not any time soon. It's like being half-way through giving birth, but not having time to finish.

So what's this .plan all about? Well, lamentation I s'pose, and me intellectually coming to grips with the reality of it. Unfortunately, it's ixnay on the icturespay on this one. I guess I should at least be happy to be working in the games industry and going to school... Eventually I'll be done with college and I'll have a lot more free time then. I just have to make it. But I REALLY don't want to wait two more semesters before being able to start finishing PG....

....

But I guess I have no choice.

Recent Blog Posts
List:02/12/06 - Life, Unright-Sized
02/01/06 - Puzzle Gaiden Gets Neglected
12/28/05 - Puzzle Gaiden Makes Progress and Pre-Demo is Released Privately!
09/01/05 - Plan for Bryan Edds
07/03/05 - Plan for Bryan Edds
02/11/05 - Plan for Bryan Edds
04/19/04 - Plan for Bryan Edds

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Chris Labombard   (Feb 01, 2006 at 11:54 GMT)
If your game is that close you have a few options.

You could just take a weekend and from Friday afternoon until Sunday night spend every waking second finishing the game. A good 30 hours straight of work will probably push it the final lap.

If it's stuff that you can contract out and you have the money you can contract it out then take a final push and put it all together (think coffee coffee coffee).

Don't burn out this close to the end man! If you're so close you can taste it then don't give up.

Bryan Edds   (Feb 01, 2006 at 12:02 GMT)
Well, it's not quite that close... but... maybe a few weekends like that would do it.

I really don't have money to contract it out, and even if I did, it would take about as much time to manage the person finishing it as it would be to finish it myself, so I probably won't go that route :)

Good ideas tho! I'm always open to innovative ideas like these!

I won't give up on Puzzle Gaiden. It is my dream game. I just need more free time. But time is money, so at this point in time, I have neither :) But the weekends thing might work if I had all of my art in... Hmm...

Keith Johnston   (Feb 01, 2006 at 16:17 GMT)
We found that when we converted the text tutorial in TubeTwist to use voice-overs, it made a huge difference. You can keep the text, just have someone reading it out loud so they don't *have* to read the text.

Bryan Edds   (Feb 01, 2006 at 16:19 GMT)
Great idea Keith! I will check it out!

David Montgomery-Blake   (Feb 01, 2006 at 16:25 GMT)
NNNNNNNNNNOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!

While I haven't seen the scripting for your dialogs in the tutorial, you already have battles set up for each of the combat situations listed. Taking the first battle in each of these situations (as the difficulty seemed to ramp) and including it as part of the tutorial to make the text markers interactive would go a long way in helping that segment of the game.

But the game itself is solid and enjoyable. As I said a while back, I'd be willing to help make sure that everything ports over to the Mac side. I really hope that life and situation make more work possible because I really enjoyed what I played.

Bryan Edds   (Feb 01, 2006 at 16:32 GMT)
Sorry David... Actually, I was trying to contact you to see if you'd like to give a little time toward PG for what bit of compensation I can provide. That would be a huge help. Could you give me an e-mail? I lost yours...

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