MyNameIsKooky wrote:57 adventures already? Wow!
To be honest, I'm finding this to be a bit easier than making standalone adventures for the player.
Going to explain a bit more further down this post.
MyNameIsKooky wrote:I'm loving the looks of this!

Thank you!
Update: I said I'd put off the picture update du week for the weekend, but...
since it's Halloween (okay since halloween is almost over for me, i guess), creepy keep picture that I just started on
Anyways, I'm bored, I've had way too much sugar (leftover candy yeaaaaaaaaaahhhhhhhhhhhhhhhhh), so I'm never going to get to sleep, and as always, it's impossible for me to get my brain to "hibernate" or whatever, so random thoughts on the whole Hub/Adventure process.
Well, okay.
First off, as I've said/implied a few times, I'm finding working on a large-scale Hub project a bit easier to do than working on a big (ish) adventure of some kind. I've expressed some of my thoughts on this to friends on Skype, but anyways.
I think the obvious weird thing about this being "easier" than just a large adventure is the fact that... Well, it's a hub. I'm not entirely sure exactly how to put some of these thoughts, so I'll just write them as they come (read: potential incoherency warning).
The reasons I'm finding it a bit easier to work on a hub project vs. a large adventure...
For starters, I always felt like there was a certain "limit" for large adventures. Not an imposed limit or level limit, but sort of a "reasonable" limit, what with it being one adventure and all. Problem is, I found that made me feel kind of restricted in what could be done. I didn't want it to be a massive level full of just walking between areas, but I didn't want to cram too many NPC's/too much dialogue/too much ANYTHING into any one level. Made me feel like I really had to limit what I was doing.
With a hub, while I still don't plan on giving it like, 200 levels or something, since it's a hub, I think it's generally expected that it's going to be quite large (of course, saying that, WA3's hub is relatively compact, I suppose). I don't feel like I've got some sort of "reasonable limit" on how many levels there should be, I don't feel like there's a problem with having a few "atmosphere" areas that just add to the overworld - Saying that, I'm not going to saturate the hub with them, of course.
So, the hub part I'm finding pretty easy to work on in that regard. As for adventures...
With standalone adventures, I kinda felt like they needed to be as "big" and as "best" as they could be. This resulted in a lot of idea block for me, just because I'd burned myself out over one or two adventures. Saying that, I still don't think I'm a particularly talented puzzle designer. Solving them just seems to come to me a bit more naturally.
Thing is, compare adventures in WA, or MoFI, or PoTZ, to any number of standalone adventures the community's made. Adventures from the "hub" games are generally quite self-contained, just a simple (or not so simple) puzzle or two. Meanwhile, a fair number of standalone adventures we've made will have half a dozen rooms or so, with multiple puzzles.
I find it much easier to make relatively "compact" adventures (not necessarily easy, I'll be honest in saying I've come up with some puzzles that I'm actually really happy with) based around one general puzzle "theme" than to have a single adventure with multiple puzzles in it - Whenever I get an idea, I can just sit down, open the editor, and throw a quick sample level together in five minutes.
I suppose the risk is having too many adventures based around the same theme, of course... I think I've done alright avoiding that, personally. There are a few collect gem adventures, two maze levels (well I say that, only one of them is a real maze and it's not one you can get lost in)... I'll probably do a check at some point for the actual numbers (same with coins/gems/stars), just as a statistical interest, I suppose.
also LOOK AT THAT, WALL OF TEXT
OOPS