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	<title>Comments on: Title Screen &#8211; Work in Progress</title>
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	<link>http://www.jetpackhq.com/blog/2010/02/21/title-screen-work-in-progress/</link>
	<description>A chronicle of the development of a video game</description>
	<lastBuildDate>Wed, 08 Sep 2010 13:42:16 +0000</lastBuildDate>
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		<title>By: Jojo</title>
		<link>http://www.jetpackhq.com/blog/2010/02/21/title-screen-work-in-progress/comment-page-1/#comment-2244</link>
		<dc:creator>Jojo</dc:creator>
		<pubDate>Sat, 27 Feb 2010 22:37:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=361#comment-2244</guid>
		<description>Those new gems are indeed a lot better!</description>
		<content:encoded><![CDATA[<p>Those new gems are indeed a lot better!</p>
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		<title>By: Benjamin</title>
		<link>http://www.jetpackhq.com/blog/2010/02/21/title-screen-work-in-progress/comment-page-1/#comment-2235</link>
		<dc:creator>Benjamin</dc:creator>
		<pubDate>Thu, 25 Feb 2010 08:37:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=361#comment-2235</guid>
		<description>Some other things on my wishlist:

* Time records (with a specific target time).
* Saving your own replays (hopefully automatically saving the replays of each level&#039;s fastest completion).
* Online high scores, where you can watch the replay of the person completing the level.

Regarding the option of removing lives, I like the way games like donkey kong country does it, in that game you have lives, but when they run out you can return to your last save point, and save points are only available every 5 or 6 levels. This means that running out of lives has some consequences, but not as bad as starting all the way back at the beginning, usually only 3 or so level completions are lost.</description>
		<content:encoded><![CDATA[<p>Some other things on my wishlist:</p>
<p>* Time records (with a specific target time).<br />
* Saving your own replays (hopefully automatically saving the replays of each level&#8217;s fastest completion).<br />
* Online high scores, where you can watch the replay of the person completing the level.</p>
<p>Regarding the option of removing lives, I like the way games like donkey kong country does it, in that game you have lives, but when they run out you can return to your last save point, and save points are only available every 5 or 6 levels. This means that running out of lives has some consequences, but not as bad as starting all the way back at the beginning, usually only 3 or so level completions are lost.</p>
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		<title>By: Benjamin</title>
		<link>http://www.jetpackhq.com/blog/2010/02/21/title-screen-work-in-progress/comment-page-1/#comment-2234</link>
		<dc:creator>Benjamin</dc:creator>
		<pubDate>Thu, 25 Feb 2010 08:31:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=361#comment-2234</guid>
		<description>Adam, I would like the idea of letting the level designer choose the differences between easy/hard etc. For instance, every item/tile/monster can have a flag to indicate that it is only visible on some modes.
So for example, a level could have a fuel item that only appears on modes: &quot;easy&quot; and &quot;medium&quot; and he can add an extra monster for modes &quot;medium&quot; and hard&quot;.
Other interesting ways to use this would be adding extra emeralds on hard modes, moving a switch to a more difficult location, placing (or removing) a brick in a place that makes the level harder.

All other choices (speeding up the level, changing the fuel drainage rate etc.) will cause some levels to be impossible on certain modes, this however provides for much flexibility.</description>
		<content:encoded><![CDATA[<p>Adam, I would like the idea of letting the level designer choose the differences between easy/hard etc. For instance, every item/tile/monster can have a flag to indicate that it is only visible on some modes.<br />
So for example, a level could have a fuel item that only appears on modes: &#8220;easy&#8221; and &#8220;medium&#8221; and he can add an extra monster for modes &#8220;medium&#8221; and hard&#8221;.<br />
Other interesting ways to use this would be adding extra emeralds on hard modes, moving a switch to a more difficult location, placing (or removing) a brick in a place that makes the level harder.</p>
<p>All other choices (speeding up the level, changing the fuel drainage rate etc.) will cause some levels to be impossible on certain modes, this however provides for much flexibility.</p>
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		<title>By: Adam</title>
		<link>http://www.jetpackhq.com/blog/2010/02/21/title-screen-work-in-progress/comment-page-1/#comment-2233</link>
		<dc:creator>Adam</dc:creator>
		<pubDate>Wed, 24 Feb 2010 20:13:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=361#comment-2233</guid>
		<description>Steam takes 30%, while selling direct is only 5-10% overhead.  But its a possibility.</description>
		<content:encoded><![CDATA[<p>Steam takes 30%, while selling direct is only 5-10% overhead.  But its a possibility.</p>
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		<title>By: Dave</title>
		<link>http://www.jetpackhq.com/blog/2010/02/21/title-screen-work-in-progress/comment-page-1/#comment-2232</link>
		<dc:creator>Dave</dc:creator>
		<pubDate>Wed, 24 Feb 2010 17:57:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=361#comment-2232</guid>
		<description>Other achievement ideas:

Trapping at least x enemies during a playthrough of the game.
Completing all of the tutorial levels, provided tutorials are optional.
Setting off at least x spike traps whilst invincible.
Destroying at least x crates.
Checkpoint achievements, such as getting to level 25, level 50, level 75, finishing the game.
Possibly an achievement for dying and viewing each different death animation. Although I&#039;m not really sure this would be a good idea, as it would reward the player for dying/failing.

On a semi-related note: have you considered trying to sell this over Steam? I know Machinarium was also developed in Flash and sold over Steam. I think it would at least be worth trying to contact Valve to see if it&#039;s possible.</description>
		<content:encoded><![CDATA[<p>Other achievement ideas:</p>
<p>Trapping at least x enemies during a playthrough of the game.<br />
Completing all of the tutorial levels, provided tutorials are optional.<br />
Setting off at least x spike traps whilst invincible.<br />
Destroying at least x crates.<br />
Checkpoint achievements, such as getting to level 25, level 50, level 75, finishing the game.<br />
Possibly an achievement for dying and viewing each different death animation. Although I&#8217;m not really sure this would be a good idea, as it would reward the player for dying/failing.</p>
<p>On a semi-related note: have you considered trying to sell this over Steam? I know Machinarium was also developed in Flash and sold over Steam. I think it would at least be worth trying to contact Valve to see if it&#8217;s possible.</p>
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		<title>By: Adam</title>
		<link>http://www.jetpackhq.com/blog/2010/02/21/title-screen-work-in-progress/comment-page-1/#comment-2231</link>
		<dc:creator>Adam</dc:creator>
		<pubDate>Wed, 24 Feb 2010 16:47:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=361#comment-2231</guid>
		<description>I love the collectible statues idea - every level will have 1 statue, and a meta-game will be to collect them all.
Anyone have other ideas for acheivements?  I could base one on beating par level times, getting all the gold in a level, and a few specific ones such as defeat level X without fuel, or without phasing.

My thinking for the story text is to have an intro page before this one, with the following:

-----
[darkness]

The secrets of this unending maze are too well guarded,
its defenders too determined, too cunning.

I would need the power of flight to evade these infernal robots.

To avoid the traps and pitfalls, a man would have to pass through solid rock.

I fear I must abandon my quest.

[strip of sky, shadows of enemies passing, with sounds]

Today as I scavenged these upper caverns for remaining gems, I came upon a secret room.

I was astonished to discover obscure documents pinned underneath a skeleton.

Have I finally discovered the key to unlocking this mystery?

[cue the music, fade to title page]
-----

There&#039;s still plenty of mystery, but a few clues about how we got here and our purpose.</description>
		<content:encoded><![CDATA[<p>I love the collectible statues idea &#8211; every level will have 1 statue, and a meta-game will be to collect them all.<br />
Anyone have other ideas for acheivements?  I could base one on beating par level times, getting all the gold in a level, and a few specific ones such as defeat level X without fuel, or without phasing.</p>
<p>My thinking for the story text is to have an intro page before this one, with the following:</p>
<p>&#8212;&#8211;<br />
[darkness]</p>
<p>The secrets of this unending maze are too well guarded,<br />
its defenders too determined, too cunning.</p>
<p>I would need the power of flight to evade these infernal robots.</p>
<p>To avoid the traps and pitfalls, a man would have to pass through solid rock.</p>
<p>I fear I must abandon my quest.</p>
<p>[strip of sky, shadows of enemies passing, with sounds]</p>
<p>Today as I scavenged these upper caverns for remaining gems, I came upon a secret room.</p>
<p>I was astonished to discover obscure documents pinned underneath a skeleton.</p>
<p>Have I finally discovered the key to unlocking this mystery?</p>
<p>[cue the music, fade to title page]<br />
&#8212;&#8211;</p>
<p>There&#8217;s still plenty of mystery, but a few clues about how we got here and our purpose.</p>
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		<title>By: Jojo</title>
		<link>http://www.jetpackhq.com/blog/2010/02/21/title-screen-work-in-progress/comment-page-1/#comment-2230</link>
		<dc:creator>Jojo</dc:creator>
		<pubDate>Wed, 24 Feb 2010 16:21:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=361#comment-2230</guid>
		<description>Well, maybe there could be different difficulty modes, whereas the &quot;beginner&quot; mode doesn&#039;t have the &quot;lives&quot; thing?</description>
		<content:encoded><![CDATA[<p>Well, maybe there could be different difficulty modes, whereas the &#8220;beginner&#8221; mode doesn&#8217;t have the &#8220;lives&#8221; thing?</p>
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		<title>By: Dave</title>
		<link>http://www.jetpackhq.com/blog/2010/02/21/title-screen-work-in-progress/comment-page-1/#comment-2229</link>
		<dc:creator>Dave</dc:creator>
		<pubDate>Wed, 24 Feb 2010 15:46:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=361#comment-2229</guid>
		<description>@Adam - I definitely like that idea. Game overs/lives, to me, seem like a bit of a dated game concept.

Maybe just have each statue as unique collectable item. You could have a &#039;trophy room&#039; kind of thing at the end of the game (or viewable any time, under a menu) which shows each statue you&#039;ve obtained. They don&#039;t have to be visually unique, just listed uniquely, so in the trophy room you&#039;ll see a grid filled with statues, each representing an in-game statue. So for example, if you didn&#039;t collect the statue in level 13, then the 13th item in the grid will be greyed out because you didn&#039;t collect that particular statue.

There should be achievements too :D

About the title, looks good, but the font looks inappropriate and the emeralds seem a bit strange. I suggest studying some more images of emeralds, especially in relation to colour, shape and its reaction to light. Maybe also remove the text in the bottom left entirely; I think it&#039;s best to either have no story whatsoever, or a very strong story. Having a story consisting of two sentences seems a bit silly to me. Personally, I would rather see just the map by itself, which would imply a story but leave it up to the players&#039; imagination.</description>
		<content:encoded><![CDATA[<p>@Adam &#8211; I definitely like that idea. Game overs/lives, to me, seem like a bit of a dated game concept.</p>
<p>Maybe just have each statue as unique collectable item. You could have a &#8216;trophy room&#8217; kind of thing at the end of the game (or viewable any time, under a menu) which shows each statue you&#8217;ve obtained. They don&#8217;t have to be visually unique, just listed uniquely, so in the trophy room you&#8217;ll see a grid filled with statues, each representing an in-game statue. So for example, if you didn&#8217;t collect the statue in level 13, then the 13th item in the grid will be greyed out because you didn&#8217;t collect that particular statue.</p>
<p>There should be achievements too <img src='http://www.jetpackhq.com/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>About the title, looks good, but the font looks inappropriate and the emeralds seem a bit strange. I suggest studying some more images of emeralds, especially in relation to colour, shape and its reaction to light. Maybe also remove the text in the bottom left entirely; I think it&#8217;s best to either have no story whatsoever, or a very strong story. Having a story consisting of two sentences seems a bit silly to me. Personally, I would rather see just the map by itself, which would imply a story but leave it up to the players&#8217; imagination.</p>
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		<title>By: Adam</title>
		<link>http://www.jetpackhq.com/blog/2010/02/21/title-screen-work-in-progress/comment-page-1/#comment-2228</link>
		<dc:creator>Adam</dc:creator>
		<pubDate>Wed, 24 Feb 2010 14:13:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=361#comment-2228</guid>
		<description>What do you think of removing the concept of &quot;lives&quot;?  You would basically have unlimited lives and never face a &quot;game over&quot; situation.  My main problem with the idea is what to do with the &quot;extra life&quot; treasure.</description>
		<content:encoded><![CDATA[<p>What do you think of removing the concept of &#8220;lives&#8221;?  You would basically have unlimited lives and never face a &#8220;game over&#8221; situation.  My main problem with the idea is what to do with the &#8220;extra life&#8221; treasure.</p>
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		<title>By: Amorphous</title>
		<link>http://www.jetpackhq.com/blog/2010/02/21/title-screen-work-in-progress/comment-page-1/#comment-2224</link>
		<dc:creator>Amorphous</dc:creator>
		<pubDate>Mon, 22 Feb 2010 16:13:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=361#comment-2224</guid>
		<description>Possible style conflicts aside, I think the &quot;I came upon...&quot; is redundant. The references to the game aren&#039;t really mysterious enough to need an explanation, and it&#039;s ruining the illusion that *you* are a daring adventurer in search of precious gems.</description>
		<content:encoded><![CDATA[<p>Possible style conflicts aside, I think the &#8220;I came upon&#8230;&#8221; is redundant. The references to the game aren&#8217;t really mysterious enough to need an explanation, and it&#8217;s ruining the illusion that *you* are a daring adventurer in search of precious gems.</p>
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