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January 2025's updates of custom mansions are:
- for MM1 The Bat House (version 1.1) by Chippy
- for MM2 Brave New World (version 1.1) by Freddy
- for MM1 Art minds mansion (version 1.1) by Veronika
December 2024's updates of custom mansions are:
- for MM2 Hanging Gardens of Babylon (version 4.1) by Freddy, SandyBean, Josephine and brell
- for MM1 Cheetah Castle Easy (version 1.2) and Cheetah Castle Normal (version 1.2) both by Catwoman.

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A brief history of the game
At first there was Midnight Mansion, now often called MM1. This game package was for Mac only and contained 8 mansions, each on easy, normal and hard level. Above that there was a builder included, so that customers could design mansions themselves.
Then there was Midnight Mansion HD, now abbreviated as MM1 HD for both Mac and Windows. It contained the 3x8 mansions from MM1 plus 3x a bonus mansion: Tomb of Princes. All in high definition!
Actionsoft's latest game, Midnight Mansion 2: The Haunted Hills, includes 28 mansions with a lot of new features. The 8 built-in mansions have 3 difficulties along with 4 extra custom mansions. Yes indeed, the MM2 package also has an included builder to create mansions!

Custom mansions

In the past decades several customers started experimenting with the builders. Creating rooms. Talking about it on the Midnight Mansion Forums. Sending their own designed mansions to other board members to test them. And finally sending them to the administrators of MMF.
Result? Nearly 200 extra mansions are downloadable from these boards and some of them have over 100 rooms.
If you like to download custom mansions, go to the General Custom Mansions Area (Mac and Windows) where you find the lists with all the download spots.

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Transporters (Read 17200 times)
Rob Seegel
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Transporters
23.05.2010 at 04:26:01
 
I'd like to see areas (that are something like exits) which could transport Jack to some specified location within the mansion. Something like this could be used to create some pretty challenging new puzzles. These could be one-way or two-way portals.

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VernJensen
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Re: Transporters
Reply #1 - 30.08.2010 at 06:03:49
 
I have a couple of ideas that I think are better than transporters. Transporters are so cliche -- the typical thing to do in a video game. But I don't think they blend into the "Midnight Mansion universe" very well. Somehow the game does feel fairly well grounded in reality, as silly as that may sound, and transporters are "outside of that reality."

Here's what I like better (doing both of these):

1) Doors in the "background layer". You know how you have jail cells and windows in the background tiles? What if, instead of a jail cell, you had a door that Jack could enter? It doesn't require a key. It's much like the exit door at the of the mansion. But when he enters this door, he comes out "behind" the current room. You enter a brand new room with a door in the same location, and when you go back through the door, you go back where you came from.

This could result in some *really* interesting puzzles. Is a wall blocking your progress in the "front" room? Go through the passageway in the *back* rooms.

2) Elevators. Similar to doors, but used for moving vertically through the mansion. And has cool animations for the dial above the elevator (showing what floor you're on), etc.

These both are very similar to transporters, but more grounded in "reality" and I think would also add a lot to the atmosphere of the game.

Just TWO of the many ideas I have for Midnight Mansion 3!
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Rob Seegel
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Re: Transporters
Reply #2 - 30.08.2010 at 11:11:30
 
Admittedly, I saw this more in terms of an exit that didn't exit the game.

One of the things about the game is I've felt too trapped by the confines of the surrounding areas. If I wanted a way to move Jack to another area, it could take a lot of planning unless it occurred in an area that was on the edge of a structure. Multi-room platforms help with this a little, as do poles, but they still can have a disruptive impact on surrounding rooms (unless those rooms are empty space).

I've often felt that given the HUGE amount of available space available in the mansion grid, it sure would be great to be able to pop Jack into one of the far corners where you had this sense of flinging him into the unknown.

I realize that transporters are cliche, but so are many things in Jack's world now.

Some of the other ideas you suggest sound pretty intriguing though.







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Anthony
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Re: Transporters
Reply #3 - 30.08.2010 at 11:28:58
 
VernJensen wrote on 30.08.2010 at 06:03:49:
1) Doors in the "background layer". You know how you have jail cells and windows in the background tiles? What if, instead of a jail cell, you had a door that Jack could enter? It doesn't require a key. It's much like the exit door at the of the mansion. But when he enters this door, he comes out "behind" the current room. You enter a brand new room with a door in the same location, and when you go back through the door, you go back where you came from.


This would be a very nice addition for a Midnight Mansion game. I believe I first saw this sort of feature in Braid and Mario. What you're talking about is stepping it up a notch altogether, having the rooms 'synced' with rooms behind/in front of it.  Would there be a limit of how far 'behind' or 'in front' you can go? In my opinion stopping at 2 each way would be advisable, just to avoid confusion from the player. You don't want to make the game *too* complicated now, do you. Tongue
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Anthony Duchesne ~ Original designer of Castle Basano, Leofani Manor and Jasperlone Mountains
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brell
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Re: Transporters
Reply #4 - 31.08.2010 at 01:03:10
 
I like this idea on first glance, Vern.
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A stuck Jack is better than no jack
 
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brell
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Re: Transporters
Reply #5 - 31.08.2010 at 01:07:07
 
This Topic was moved here from Game Improvements by brell.
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A stuck Jack is better than no jack
 
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Rob Seegel
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Re: Transporters
Reply #6 - 31.08.2010 at 03:53:02
 
VernJensen wrote on 30.08.2010 at 06:03:49:
1) Doors in the "background layer". You know how you have jail cells and windows in the background tiles? What if, instead of a jail cell, you had a door that Jack could enter? It doesn't require a key. It's much like the exit door at the of the mansion. But when he enters this door, he comes out "behind" the current room. You enter a brand new room with a door in the same location, and when you go back through the door, you go back where you came from.


Kind of like the idea involving invisible signs, the implementation or how the mechanism is grounded doesn't particularly matter to me (though I understand why it does to you). The functionality is what matters to me! Smiley

I like the elevator idea, but focusing on your first idea, I like the idea of a closed door (perhaps a few styles) that Jack can open and go inside and appears in the background, then exit someplace completely different. I'd have to say I differ from Anthony. I'd like for the possibility for this doorway to be able to lead to practically anywhere that I as a designer wish it to go.

Perhaps this could be limited for future included mansions. I could see how something like this could dovetail into smaller mansion subsections to simulate multi-dimensional mansions.
For example, you have a mansion consisting of 20-30 rooms at one level. Perhaps *it* has a few of these doors, each leading to other sub-sections (perhaps another 10-15 rooms? who knows..) It might used to implement other wings of a mansion, and sort of make mansions 3 dimensional, yet still be represented in 2D.
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Catwoman
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Re: Transporters
Reply #7 - 31.08.2010 at 05:53:39
 
I like both of those ideas Vern. And to Rob's point, it could be a secret passageway that does take you to a different area in the builder that could have as many rooms as the creator wants but to return you use the door. This way it's not obvious to the player when viewing the map.
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I throw myself against walls.
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jacobvann
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Re: Transporters
Reply #8 - 01.09.2010 at 00:16:56
 
Oh my.  Doors in the background sounds like a cool idea, it would allow for new "depth" in Mansion designs. 

I think you would have to keep it so that every "room" in a mansion just has a "front" and a "back", and the background doors link the two.  Otherwise, it would get *really* confusing, imo.

I wonder how you would represent a "3d" mansion (even if it was only 2 rooms deep) in the mansion builder or even in the map screen of the game?
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VernJensen
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Re: Transporters
Reply #9 - 01.09.2010 at 04:25:17
 
Jacob,

As for representing it in the mansion builder, it would behave "like" a transporter, where the designer indicates a room for you to teleport to, and you just bury this room off to the side somewhere. (I'd vote for above or below the main body of your mansion.) Then it's up to the mansion designer to make sure it behaves not like a teleporter, but instead like a door. i.e. you don't move about randomly, but it's like a "room behind the room"

The game could "enforce" this somewhat by ensuring that on the return trip, you go back where you came from. (If I don't enforce this, I know designers will abuse it!!)
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