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SteveSmith

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Posts posted by SteveSmith

  1. Hi all.  I recently started a new remake project of Manic Miner, this time using a new game mechanic of destructible scenery.  However, I've got a problem of trying to create some good levels for it.  The problem is that by its very definition, destructible stuff tends to fall to the floor, meaning eventually everything is rubble around the player and they can't go anywhere.  My version of the Skylab Landing Bay works well as the player can climb the wrecked skylabs, but after that I'm stuck.  Does anyone have any suggestions for how the other levels could work?

    md2.gif

    skylab1.gif

  2. 4 hours ago, jetsetdanny said:

    In your version, after landing on the conveyor and continuing to hold the 'Right' key, I was able to move to the right along the conveyor, step by step, as it were, ever so slowly. At the end of the conveyor I dropped down and regained the ability to move normally. So I was able to do something that cannot be done in the original - traverse the right side of this particular conveyor rightwards.

    This is just an observation, absolutely not criticism.

    Thanks again and I hope there will be more versions, will there? 🙂 

    It wasn't until I replayed MM again recently (after years) that I remembered that once you're on the conveyor belt, you have to go left and the only thing you can do is jump.  I decided to change this (like the fact you can move while jumping) as I think it makes it more playable, and the objective of this game is to be the first, rather than it be a difficult test of skill like the original was! 🙂

    Glad you liked it though, and I'm working on the Cold Room now.

  3. Thanks for trying it.  I'm afraid I don't have Windows so I can't check it.  However, I've just created a quick version 1.1 that's available to download, which starts off windowed and you can press F12 to toggle full-screen.  Hopefully that might work?

    Regarding Knight Lore, I started recreating that in 3D.  I got the whole basic map down, I just need to create all the graphics for everything that's in the game.  I did the first few rooms which you can see here:-

     

  4. 9 hours ago, MtM said:

    I can hardly wait to see it, there will be bots of course

    so you don't have to play online? 😉 I suppose again I am thinking that if you die too there has to be some kind of forfeit, otherwise there is

    little motive not to die, again like in Unreal Tournament you lose all your weapons and ammo, seems fair enough.

    It's already available to try.  The link is in my earlier post from Tuesday, but just in case: https://stephensmith.itch.io/multi-manic-miner , and the password is "writetyper".  I wasn't going to release it formally until I've had a chance to actually play it with other people, which should hopefully be soon!  BTW, it is local multiplayer, not networked, and there are no bots.

    As it currently is, if you die there's a small delay and then you respawn back at at the start, so there is a small forfeit.

  5. On 12/14/2021 at 3:57 PM, MtM said:

     

    I agree that the overall game idea is a really interesting one and I hope it all comes to fruition.

     

    Personally I disagree with a lot of the suggestions though. I think single screen, all the original screens with whatever modifications

    necessary, not unlike the original Mario Bros game if ou have seen it, single screen, winner jumps into the flashing square first, square only flashes when players have

    enough flashing items, player dies they lose all their items back to the original locations (similar to gold bars being dropped in the original

    Lode Runner when you trap or kill a nasty) players can be competitive but sometimes must collude like in MULE, whereby you might

    not get chance to get a certain piece because someone else has it and will not die, air level is still present so time limit against all players,

    if air runs out all pieces return to original locations and free for all begins. Something like that anyway. If that makes sense.

     

    I definitely think use original single screens. _Maybe_ speed movement up of Willy a bit, but not much, and keep jump mechanics, precision or skill

    should always be rewarded, and not just knowing a level, though there is always an element of this. No random winners, that is rubbish.

    That almost sounds exactly like the game as it currently is, with the exception of losing all your keys if you die, which IMHO might get a bit frustrating, and also no time limit.  I don't think any game has been improved by having a time limit, even MM!

  6. 21 hours ago, CPL said:

    I also feel like an element of randomness - Mario Kart pickups or Worms style drops - would make this more fun. Double-speed walking? Spring boots for extra high jumps? Wall gloves to climb up the sides? Freeze Ray to stop other players in their tracks for a few seconds? Something that lets you steal collected objects from the next player you touch? I'm sure there could be plenty of good ideas.

     

    These sound like a great ideas, something that could improve the long-term replayability of the game.

    If anyone is interested, and has a friend that is prepared to play retro-themed multiplayer games, the first basic version is available for people to try.  It's at https://stephensmith.itch.io/multi-manic-miner , and the password is "writetyper".  It's the Central Cavern screen at the moment.

  7. 1 hour ago, Spider said:

    I'm slightly reminded of the 'Ovine' (if I recall correctly) online games where you could have many multiple players and have different JSW style levels.

    Its an excellent idea @SteveSmith and I look forward to seeing 🙂

    EDIT... I will concur its best if possible to have multiple sets of items, because in say MM if one player reaches it, the others will not be happy! , JSW could be similar as if its object totals players may run for The Off Licence immediately for an instant topup of items. Not sure how you're coding it and what language but in theory at least an array of some description if possible should assist with multiple items, as in can define the objects for each player.

    Thanks.  I googled Ovine though, and couldn't find anything?  However, having each player collect their own set of keys (but in the same place for all players) seems to work really well, as it turns it into a memory game as each player has to remember which keys they have already collected.  It also means that no-one knows exactly who is in the lead, so players don't feel like they've got a lost cause.

  8. Thanks for the feedback, some good ideas.  Agreed, I made the players "incorporeal" as crashing into each other and blocking was making it unplayable.  Another issue was the "dropping" platforms since once they dropped, other players then couldn't get across (my solution was to have the platforms raise back up again after a short time).

    My concern about only having one set of keys for all players is that (certainly on the first level) the one player that is slightly in front of the others is almost guaranteed to get all the keys, and the other players feel like they might as well give up, especially if they get killed and go back to the start.  I think your solution of adding lots of keys, so players can take different routes, sounds like a great idea.

  9. Hi all, I'm currently recreating Manic Miner as a multiplayer party game, where players all run around a level.  It's local multiplayer, not online.  However, I'm stuck on some game design questions, like how to determine who the winner on each level is, and should each player have their own flashing objects to collect or should it be a race to collect them first?  And any other thoughts on how you'd like to see a multiplayer Manic Miner work?

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