ryos wrote on 02.02.2007 at 11:45:38:Sin #1: Opposing Timing
Sometimes, two timed events are mutually exclusive. When it becomes possible to avoid dying by the one, you must of necessity die by the other. Take as an example a room with a horizontal zapper beam and a red bird. In order to get to the exit, you must jump down through the path of the zapper while it's off. But, the timing of the zapper and bird are such that when the zapper turns off, the bird is heading back across the room. You can't wait that out; you have to kill the bird before proceeding.
This is, IMHO, the most common and deadly sin, partly because there are so many varied ways to commit it, some of them subtle.
Sin #2: Death By Timing/No Control
The cardinal example here is requiring Jack to ride a moving platform across zapper beams. Of course, the platform and beams are not in sync, and since Jack can't pause to wait for the beam to turn off, nor is the platform long enough for him to run back, he gets zapped. Every. Time.
EXCELLENT commentary, especially sins #1 and #2. Heh, maybe we can get a whole 10 Commandments of Mansionites.
This is also a GREAT time to start discussing mansion design, because I will be holding a Mansion Design Contest with $50 - $300 prizes this summer for the expansion pack, and I want good mansions!
Similar "sins" were discussed in the old forums, and I think I posted a bunch of my own sins, but those forums got lost, and I don't remember what i posted, so I'll just mention a couple of things off the top of my head:
1) Cheap deaths. All rooms should have a "safety area" where you enter the room that is a size of at LEAST 4 tiles, preferably 6 tiles or more. You should have plenty of time to see danger and react upon entering a new room, before dying.
Similarly, cheap deaths ALSO include traps. Things llike, you pull a lever and, Oops, Wrong Choice, You're Dead!!! Guess you'd better not pull that lever next time you play! I'm not a fan of that kind of stuff.
Well, I don't have any other "major sins" off the top of my head, but let me give a couple of "tips" that aren't sins if you don't do them, but WILL make your mansion more fun if you do:
1) Giving the player keys before they even find the doors they go to. That ruins the whole point! When the player sees a door that he doesn't have the key to yet, it's WAY more fun. You've just given the player a GOAL: find the key for that door! The key should be far enough away that it's a good challenge to get it, but not so far that the player forgets where the dooor is, or it feels like lots of work/backtracking to get back to it?
2) Don't make rooms that impede exploration. I like mansions that make it easy to "explore". It's fun to see what's on the other side of the hill. Cathedral Towers is a good example of what I *don't* ike so much in this regard. Each room is like a separate obstacle course in its own right. Eachh room is a puzzle or challenge. I don't think this should be the case. Let players move quickly/easily through *most* rooms, with occasional puzzle/hard roooms containing keys or other items the player needs. But if most rooms are easy to get through quickly, the player can explore, and that's far more fun, at least to me.
2.5) Speaking of that,, don't require lots of backtracking! LLike, you have to go backwards throuugh 20 rooms to get to a door at the start of the mansion. To do this, I like to have mansions divided into "regions". Each region is self-contained: all the keys in that area open doors in that area, and once you commplete the "goal" in that area (finding a certain key you need for the next section, or opening a certain gray door) you can get to the next section, and you in NO CIRCUMSTANCES shall ever be required to return to the previous section. In fact, you might not even be able to return to it. Great examples of the "region" design are Falcon Manor and Spider Palace.
3) Try to not make your mansions too "boxy"/square/rectangular in design of the bricks. I think the rectangle tool is a bit of a curse in this case, because it's very easy to do mansions that are very rectangular. But I like unique designes. Like Spider Palace when you go through the bottom-right red door at the start. This section also has a great use of keys/doors.
4) Use those invisible gray "moving platform blockers" to make your moving platforms stop where the pllayer expects them to stop. (i.e. one going up and down should stop when it reaches the ledge Jack will get off on, instead of continuing up until it hits the ceiling.)
5) Try to design the timing of many rooms so an experienced pllayer familiar with the room can be daring and "run" through it... the timing of the zapper beams, moving platforms, etc. are such that a fast and daring player can go through it quickly.
6) Give hints about your secrets, so players don't randomly jump against every wall they come to.
Well, there's a ton more I could give, but I've got to go. I could probably dig up some old tips if someone pesters me.
-Vern