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Scavenger

-View concept thread-

05/17/13
Update post detailing progress made during the last year.

08/17/11
Added a guide for players having trouble with the puzzles.

08/06/11
Fixed an encryption bug that messed with file locations. New version is up (0.15.1), but it requires Winrar to extract it.

08/04/11
Teaser v0.15 released! A complete intro dungeon familiarizes the player with controls, puzzles, and other gameplay elements. Features 15-30 min of content. Apologies for the long wait-- I know the demo's really short, but planning and coding and all the basics took quite a while. Now that that's done, though, I can finally get started on the meat of the game c:

Premise

Lace":21f7ffsr said:
"Burning. That's all I see when I close my eyes. Flames licking books and fallen bookshelves. Scorched bodies on the ground. Smoke curling into the air. What are these visions? Am I daydreaming nightmares? Is this some wicked scene of imagination, or is it the ghost of a memory?"



Features and Media

Scavenger is a 2D puzzle-action-adventure game: chock-full of dungeons and dangerous creatures,
it is a breathtaking adventure across a vast fantastical world.


Inspired by the Legend of Zelda series, gameplay entails an Action Battle System
where you fight enemies on the map, combined with pixel-based movement.


http://www.youtube.com/watch?v=-kpBN4IcXW0
Demo video of the movement and battle system in motion! [character and HUD are slightly outdated; not in demo]

As you progress throughout the game, you will collect a variety of Tools. These will be very
important when solving puzzles or defeating strategic boss battles in dungeons.


Golmar%20Mines3.png


From scaling cliffs to chucking bombs, you'll need to interact with much of the environment to proceed.

Ruins1.png


Throughout the game, examining certain artifacts will reveal the past world for a short time.
During visualization mode, the player sees and imagines the past while walking in the present.


Ruins2.png




Music

Helping on our team is the talented Jimmy Harrison (alias jtbengal). Here are some pieces he's composed for the Scavenger OST:

Inferno | Golmar | A Bleak Future


[Sorry, these songs may not be used without permission from the composer (please contact us if you wish to use them).]



Guide

For those of you stuck on some of the puzzles, here's a few hints to help you out!
1. Familiarize yourself with the controls (found in the Journal in your menu).
2. Examine the pile of rubble.
3. Pay careful attention to humans in the visualization, and what they're doing.
Solution: Hit the hidden switch behind the cobwebs in the upper-right corner.
1. Take the Lantern.
2. Note the position of holes and rubble in the present.
3. Examine the torches, and figure how to light them.
4. Visualize the past and walk up towards the torches. Pay close attention to which ones are lit, and which direction the man is walking.
Solution: Light the torches in this order: bottom-right, top-left, top-right, bottom-left.
1. Examine the hole in the wall. Note the location of the blocks. Also pay attention to the carpet and the people.
2. Find the blocks and push them into the correct location.
3. Note that you cannot move blocks over certain tiles (cracks).
Solution:The blocks fit in the tiles in front of the middle wall. The third block is in the corridor to the right. To retrieve it, you must push and pull around the cracks.
1. Note the darkened tiles on the ground, and to avoid them.
2. Examine the statue tails closely, and their connection to the torches.
3. Read the inscriptions on the two chests.
Solution: You must light all the torches before they extinguish. Lighting the torches allows you to walk across connected darkened tiles without getting burned, which makes starting on the right side easier.
1. Find the location of the block and its destination tile.
2. Note that fire does not burn the block.
Solution: To get around fire statues, light any torches in your path, and push the block onto the burn tile. Then walk around and pull it from the other side.
Warden: the guardian armor always holds its shield in front. Attack from the side or back.
 
Thanks! There was an error with encryption (apparently it doesn't copy all your folders along with the game) but the link's fixed now.
I'd appreciate any comments or critiques!
 
Okay, so I played the demo.

I was a bit disappointed overall by the graphics. That being said, which I believe is the least important, I think there's a lot of room for improvement.

I absolutely loved the idea of going into the past to solve puzzles in the present. Then, of course, some of the puzzles were not explained in detail. Others were too hard. In example, the torches you must light to open the door, I did not understand if I had to copy the sequence in the past, invert the sequence (as in light the unlit torches), etc. Also, I could not get past moving the tile in the basement since the dragon statues kept shooting fire at me. I tried various times.

So I'm probably missing a big part of the demo.

In other aspects, I enjoyed the music, and the keys are a bitch to get used to.
 
Nothing like a good harsh bout of criticism to keep a maker motivated :) no really, thanks for the feedback!

Regarding graphics, I'm afraid RTP and slight edits are the most I can do without hiring some professional spriter. Given the variety of areas I'm going to have to map (plus a future and past version for each) there's just not enough resources for it. Even with RTP I'm doing all I can to add custom graphics; maybe once I get some forest or desert maps out you'll be more satisfied.

Glad for the feedback on puzzles. Never had enough testers, so measuring the difficulty was a tad.. difficult. I suspect I could've put more clues in the very beginning dungeon, though. The basement statues requires a bit of ingenuity with how you push and pull the block. hint: fire won't burn it. It's also helpful to know that where you can't walk is marked by a darker tile, in case you didn't notice.

For controls, is there a nicer scheme you would recommend? Considering buttons are required for moving, examining, attacking, and tools, I felt that was the most appropriate (RM really doesn't offer enough, but I can look into a keyboard script?) Or would you prefer combining attack and examine objects (as one key, just the Spacebar?)

There's really not much after that, just some small plot points. The demo itself is more of a teaser, as I called it. Thanks for giving it a try, though! Your crits were very helpful. Time to fix up those points.
 
Okay
I got frustrated in the first minute of the game because I had absolutely no idea what to do and it turned into me sort of hitting things
You need to emphasize your puzzles a bit more and make things a bit more streamline and make things pop out more
it took me 5 minutes to figure out to push that button because I didnt see a button
and then I got stuck at the torch scene and I couldnt do anything

I think one thing you should really reconsider is how much you warp into time back and forth and how long
it can get really really frustrating when you are looking at something and BAM warp back
instead, why not make the objects that warp you back and forth without a time limit and make the amount of time you are in the past a lot longer
have waypoints that warp you inbetween past and present
that way you can make things a lot more interactive and a lot more interesting
by setting a time limit, we are missing out on the past world and all of the wonders and mysteries and exploring

the music is super intense for the scene
I would suggest a more mellow piece
the song should reflect the present, not the past

also, I think that the scene at the beginning is a bit unnecessary
you could of just had the protagonist walk into the building and then when we warped we would of seen all of the damage

I love the third person text it reminds me of a story book
I really hope you stick with that and make it like a story novel you read your kid before bed or something
you should use that to your advantage a bit more because it fits really well
so when you warped into the past, you could of just explained using the novel instead of having that whole beginning scene
I know its good to show not tell but there isnt a lot of showing
actually, the seen confused me more than actually explaining anything to me

also regi
dear jesus i keep falling through the floor in the past
and it is driving me insane

Regi i love you but your mapping is well
its pretty err
you are mixing and matching things and not making things super interesting to look at :c
you gotta stop mix matching palettes and keep things concise and clean and interesting

I was super harsh oh dear
but I really really really want you to do super well
you are just making some mistakes and some game design choices that muddle your excellent idea
 
thanks a ton! seems like the main consensus is that puzzles are too hard. most of the clues for the puzzles are in the past. I may just write up a guide if it's really that difficult.

The time limit for visualization is only a temporary thing. It was mainly intended to test the player and make the puzzles a little more difficult (but I guess they're already hard enough?) Plotwise, you can't control when/where to warp until after you find a certain artifact. I can definitely increase the time limit in the beginning if you find it irritating, though (and maybe have an optional leave-flashback-waypoint?)

The music was actually composed before I made the dungeon, it was solely for a fiery burning dungeon. Now that I incorporated two versions though my composer's agreed to make some changes.

The scene in the beginning.. well, I was lacking an intro scene (because you know all games need an intro scene) and I thought it'd be visually cool to see the outside of the building burning. I mean it's only like 10 seconds long, anyhow.

There is actually a journal for explaining some things (none of you commented on that, did you find it?) As for the (I think you mean) second-person descriptions, I'm glad you like it! I was trying something new, trying to include the player "you" instead of just a random girl wandering around. Since there is absolutely no dialogue in the game, I felt that was the best way to go about using text.

I'm sorry about the holes in the floor :( you're supposed to try to memorize the locations and plan a route before you flashback. That might help, especially in the second room.

And what about my mapping? Do you mean past or present? Because I usually adhered to one or two palettes and used only tiles in the same set (with a few add-ons)...

no worries about harshness, that was a great review! I'm going to post some hints later since people are having trouble with the puzzles.
 
Hey Regi, I started playing and I have couple things to say. First of all, I'm completely confused on how the key input works. It says to press A and when I do, nothing happens, which is why I can't get past the first room. Also, if you press 'Q' on your keyboard, a game-ending error comes up stating:

Script 'XAS - Tool HUD' line 237: NameError occured.
uninitialized constant XAS_COMMAND::MENU_SHORT_CUT

If you could tell me what's up with that error and how the key input works, that'd be great :D But of the very little I've played so far, the music is fantastic :)
 
Oops! That's the trace of an old function I erased. Just avoid pressing 'Q' or 'W' and it shouldn't bug out.

For controls, 'A' is attack (punch) or interact with objects. You'll know you can interact when a hint text appears inside the HUD. As for what to interact with, you'll need to pay close attention to the flashbacks. Make sure to examine (Space) everything you see, too, for helpful hints!
 
Regi, I honestly don't think your puzzles are the problem. They were fun. But they lacked instructions. You can tell the player he must memorize the holes. You can also tell the player flashbacks will help him solve puzzles.
 
Thanks Regi! However, even when the Hint text appeared, and I followed the directions in the hint text, nothing happened. It said "push" over the A button. I'll show a picture:

unledhy.png

Sorry for being a pain lol, I'm probably doing something stupid but I don't know :(
 
Dont make us memorize holes
x:
especially when we cant see them and we are warping into the past
its super frustrating when you hit an invisible wall that is an instant immersion killer
and so is falling through holes that you cant see

The time limit for visualization is only a temporary thing. It was mainly intended to test the player and make the puzzles a little more difficult (but I guess they're already hard enough?) Plotwise, you can't control when/where to warp until after you find a certain artifact. I can definitely increase the time limit in the beginning if you find it irritating, though (and maybe have an optional leave-flashback-waypoint?)
I would prefer it, as a player of your game, if you leave it permanent and then have certain waypoints later that are temporary
especially for the beginning let the player explore and gradually build difficulty
cake it on slowly but surely
the beginning shouldnt be super puzzling save that for a later date just let us get the basics and look around and take out time
then once we learn start to push us out the door at an exponential rate
(what I thought is that the artifacts allow you to warp into time and that there neverchanging placement is the key to warping. You could make some artifacts that arent as powerful, thus meaning a temporary time change~)

again, the puzzles needed some severe instructions and pointing out
for me, it basically turned into a (just press buttons until something happens)
and I know that is like the worst thing in puzzle games and you know that and I know you dont want your game like that~

The music was actually composed before I made the dungeon, it was solely for a fiery burning dungeon. Now that I incorporated two versions though my composer's agreed to make some changes.
I would really suggest a super ambient piece because you have that abandoned house feeling lurking and going on
having intense burning building music totally kills the mood
again, this is just my opinion but whatever floats everyones boat

The scene in the beginning.. well, I was lacking an intro scene (because you know all games need an intro scene) and I thought it'd be visually cool to see the outside of the building burning. I mean it's only like 10 seconds long, anyhow.
yeah but in those ten seconds i was like what is going on?
and i dont know, it didnt really explain anything it was just a burning building

There is actually a journal for explaining some things (none of you commented on that, did you find it?) As for the (I think you mean) second-person descriptions, I'm glad you like it! I was trying something new, trying to include the player "you" instead of just a random girl wandering around. Since there is absolutely no dialogue in the game, I felt that was the best way to go about using text.
I definitely saw it but I didnt access it because I was getting mad at the game
x:

I'm sorry about the holes in the floor :( you're supposed to try to memorize the locations and plan a route before you flashback. That might help, especially in the second room.
~

anyways,
I will replay the next version of the demo~
 
ahh so many crits to respond to~

Juan J. Sánchez":2ytyn7dr said:
Regi, I honestly don't think your puzzles are the problem. They were fun. But they lacked instructions. You can tell the player he must memorize the holes. You can also tell the player flashbacks will help him solve puzzles.
glad for the feedback, though I must say I prefer letting the player figure it out over a bunch of hand-holding tutorials. I'll definitely add more hints about using flashbacks and holes, though, to make it easier on when people are stuck.

Just wondering, did you find the Journal and check it out? If so, was it helpful or not?
TheScripter":2ytyn7dr said:
Thanks Regi! However, even when the Hint text appeared, and I followed the directions in the hint text, nothing happened. It said "push" over the A button.
terribly sorry about that. Sometimes the hint text appears when you aren't close enough to trigger it :x Try moving a couple of pixels right, then hitting the switch.

In the meantime, I'll look into fixing it.
bacon":2ytyn7dr said:
Dont make us memorize holes
x:
especially when we cant see them and we are warping into the past
its super frustrating when you hit an invisible wall that is an instant immersion killer
and so is falling through holes that you cant see
you don't have to memorize holes, really, just a safe path to where you want to see. honestly, I really don't think it's that bad.

I understand it may just be your frustration talking, but getting rid of holes and walls in the past is basically getting rid of my entire dungeon gimmick/puzzles :x The reason it kills immersion is, well, because it's supposed to: it reminds you that you're in the present even though you see the past, and that it's only temporary. you're not bodily physically warping to the past, but only visualizing it. like I said, there will be points in the game later where you can go through an entire area in the past, but only after you have obtained an item.

bacon":2ytyn7dr said:
I would prefer it, as a player of your game, if you leave it permanent and then have certain waypoints later that are temporary
especially for the beginning let the player explore and gradually build difficulty
cake it on slowly but surely
the beginning shouldnt be super puzzling save that for a later date just let us get the basics and look around and take out time
then once we learn start to push us out the door at an exponential rate
(what I thought is that the artifacts allow you to warp into time and that there neverchanging placement is the key to warping. You could make some artifacts that arent as powerful, thus meaning a temporary time change~)
I suppose I can make an exception to the first dungeon (since it is an intro dungeon), but my concept would need some tweaking. here are my ideas:
1. (as is) when you examine an artifact, or the trace of a Collectible Artifact (these are different), you visualize (and move around in) the past for a short amount of time.
2. when you examine an artifact or trace, you visualize (and move around in) the past for an unlimited amount of time until you leave a specified area.
3. when you examine an artifact or trace, you see a screenshot of a past for an unlimited amount of time, but you can't move.
Once you find the Collectible Artifact in all of these, you can explore the past however long you want.

bacon":2ytyn7dr said:
[intro] yeah but in those ten seconds i was like what is going on?
and i dont know, it didnt really explain anything it was just a burning building
remember that intros serve as hooks too, not just to explain. I needed a way to capture my audience, which is why I chose a burning building. it served its purpose if you thought "what is going on?" because that means you want to know more and will play it, see?

anyhow thanks for all the C&C guys, it's really helpful! If too many people complain about the puzzles, I'll upload a new version with better clues, instruction, etc. and bugfixes. Otherwise I'll just post a guide for y'all. keep the crits coming! :heart:
 
The journal's mainly for teaching controls, a record of plot events, and other miscellaneous details.

As for puzzles, I've added a walkthrough/guide for players having trouble with the dungeon! It's a step-by-step process that helps you with hints. The final solution is available if you're really stuck and frustrated: just hover your mouse over the spoiler to read it.

Finally, since only one person complained of controls, I added a poll to see the general opinion. Even if you haven't played it, I'd be very grateful for you to fill it out!
 
Can't believe it's almost been two years since my first demo! After months of hiatus I've found the time and energy to pick up this ambitious project again. I've been working on a lot of features scripting-wise, so while there aren't any new screenshots to show, I just wanted to update you guys on some new features.

Hint system [DONE]:
Inspired by Zelda, of course, you will now see a text prompt pop up while in front of interactable events. Common hints will prompt you to examine, grab objects, push switches, and listen to people of the past. Hopefully, this should make solving puzzles and interacting with the environment less challenging!

Golmar%20Mines2%20Past.png


Throwable objects [DONE]:
Along with the ability to push and pull blocks, you can now chuck smaller objects, including pots and bombs. The latter will be incredibly useful in a lot of puzzles around the mines.
Golmar%20Mines3.png


Lighting system [WIP]:
One of the more challenging features I'm trying to tackle is a dynamic cave lighting script. Rather than adding color around the player, I'm trying to use alpha masks which darken all but a circle around the player. While this can be easily done, merging light circles around both players and other lights is pretty difficult to do efficiently. I'll be researching a lot of existing lighting scripts, but if anyone would like to help, please let me know!

ABS/Pixelmovement Engine mods [WIP]:
While the two main scripts I used, Xiderowg's ABS and f0tz's pixelmovement, are powerful tools on their own, merging them has been the most challenging project I've worked on. There's still a LOT of redundancies and inefficiencies I have yet to clean up. Unfortunately, on larger maps, I've seen a reduction in FPS down to 8 or 9, which is far from optimal. And with my constant new features (lighting) I'm trying to add, the project is just getting heavier and heavier.

For this reason, I'm considering recoding the engine from scratch, which is going to be one hell of a project. Don't know where I'm going to find the motivation to do that, so it's really a last resort if there's no other way to cut down on lag.



In addition to all these features, I've taken into account a lot of your C&C and made quite a few changes to the intro dungeon. If I can iron out the remaining bugs and polish the first dungeon, I might just release a new demo :wink: Still a long ways before that happens, though, as I'm gonna need a lot of motivation and support.
 

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