http://8bitcity.blogspot.com/2010/03/computer.html
"hack" through a computer system and destroy the core. Inspired by REZ.
Enjoy.
New ZZT game, COMPUTER
- Zenith Nadir
- this is my hammer
- Posts: 2767
- Joined: Wed Mar 12, 2003 11:40 am
- Location: between the black and white spiders
- RobertP
- gore Arnold
- Posts: 250
- Joined: Tue Dec 18, 2007 6:53 pm
- Location: Burning Oak retirement facility
The theme is pretty clever and it works well with minimal story and a limited palette. The level of abstraction is reminiscent of the original built-in games (good use of black 'open' space!).
COMPUTER's weak points are the distribution of resources and enemies: grouping enemies may work (the lion-trap in the pile of gems in the graveyard = good, it offers a temptation, a risk inside a reward), but in most cases arranging the enemies over the screen is better for gameplay.
For example, the 'firewall' screen offers loads of resistance but little challenge: you're forced to retreat into the ammo box, shooting the enemies that crowd the entrance - it's too easy and it takes a while, making it something of a chore.
The screen 'computer city' is an example of good design: the shape and content of the screen offer the player a challenge: there's hostility, shelter and incentive, forcing the player to choose a certain strategy: take greater risk and collect more resources or stay close to the wall, go for the main incentive (the key) and avoid the noid!"
Good job on your first game in ZZT!
COMPUTER's weak points are the distribution of resources and enemies: grouping enemies may work (the lion-trap in the pile of gems in the graveyard = good, it offers a temptation, a risk inside a reward), but in most cases arranging the enemies over the screen is better for gameplay.
For example, the 'firewall' screen offers loads of resistance but little challenge: you're forced to retreat into the ammo box, shooting the enemies that crowd the entrance - it's too easy and it takes a while, making it something of a chore.
The screen 'computer city' is an example of good design: the shape and content of the screen offer the player a challenge: there's hostility, shelter and incentive, forcing the player to choose a certain strategy: take greater risk and collect more resources or stay close to the wall, go for the main incentive (the key) and avoid the noid!"
Good job on your first game in ZZT!
My waste is my weapon.
Thanks for all the feedback! I'm glad you guys seem to at least mildly enjoy the game. I'll take all this advice into consideration on my next ZZT projecct.
If you host this game, would we be able to update if I change it? I'd love for the game to be hosted, but Ill probably update it in a few months.
Right now, I'm planning an FF7 demake in Megazeux ;) Its for the 7day roguelike challenge over at temple of the roguelike, and I'm going to start it tomorrow, so that should be done in about a week. It's going to have basic megazeux gameplay, not rpg gameplay. Perhaps it will be similar to
yourworldoftext.com/ff7
If you host this game, would we be able to update if I change it? I'd love for the game to be hosted, but Ill probably update it in a few months.
Right now, I'm planning an FF7 demake in Megazeux ;) Its for the 7day roguelike challenge over at temple of the roguelike, and I'm going to start it tomorrow, so that should be done in about a week. It's going to have basic megazeux gameplay, not rpg gameplay. Perhaps it will be similar to
yourworldoftext.com/ff7