@QuothTheRaven, grr... because of your massive post, I'm now working on version 1.
3 . I'd say I'm about half done now, so here’s a list of what I've done and will do:
The entire main menu has gotten a makeover
More tutorials
Acknowledgement of when you need to press space to continue
Improved some of the in-game menu visuals
More personality added to Block Man
A zoom view, which gives specified extremely useful views of the section of a level you're in
Fluid, non-button mashing controls
MUCH better transitions between levels
Got rid or that hole in lv7
...not sure if I've forgotten anything...
Things I still need to do:
Get lv5 music updated
Animate light drone
Increase fps in later levels... although I have no clue as of how to do this, as v1.2 already runs 12 times faster than the compo version, and I did the cartoon shading EXACTLY the way you mentioned (I'm using dbc, so that was my only option to begin with, and the fact that it's in dbc explains the slowdown by itself). And I'm not going to get rid of any of the outlines...
I MAY make the blocks hiding the view of block man disappear... It depends on how much it slows down the game, and how long it takes to program.
Things I won’t change that QuothTheRaven mentioned:
I will NOT make the intro skip able. You only have to view it the first time you start up the game, and it's important to the game, especially with all the extra involvement in it I've added.
I will NOT be hiding blocks you can't see, as dbc doesn't cull. If I learn some code to do it though, I'll definitely try it. The game already hides blocks off screen though.
I will NOT allow the player to manually zoom or adjust the height of the camera. Just way too many issues involved. My decision on this may change though depending one how well attempting to ghost things blocking the characters view goes.
...is that everything?
...And just so you know, although I have memorized the levels, I did create them with the player in mind, and I've had plenty of testers. I also solve these kinds of puzzles that normally are supposed to take an hour in two minutes... But I guess I never realized how big the learning curve was, so I've added a lot to help the less adept player learn how the game works.
And in response to some things you said...
Quote: "Barnski had to stop at level 4 because it was too hard"
Actually barnski stopped because he couldn't get the key because in that version of the game, the doors could be walked through although it doesn’t appear you can. The version you played fixes that problem... But your point is still valid.
Quote: "Manticore couldn't even figure out how to move"
From the way manticore described it, I think he ran into a bug, as he said pressing space did nothing at the very first text box. But again the point you were making is valid.
Quote: "I
this game!"
Thank you!
Quote: "...And a question. I have great ideas for games in my head, but I always want to not work on a game and go play GameCube or something. And when I start making a game, the furthest I get to is left and right movement, then I don't know what to do next! I get overwhelmed! Tell me, Bizar Guy. What do you do to keep yourself on track while making a game? "
Comes from being an artist... I've developed an enormous amount of patience, so I have no trouble becoming absorbed in something or staying interested in it.
So there's
MY essay.
Still nowhere near as long as yours though.
Edit: and still not exactly an essay.