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Re: Submachine 0: the Ancient Adventure

Posted: 18 Jan 2016 00:14
by IceGear55
Mr. WiQ, that symbol reminds me of the keyholes for the stone and brass keys in Sub9. Do you think there's a connection?

Re: Submachine 0: the Ancient Adventure

Posted: 18 Jan 2016 03:47
by WorldisQuiet5256
If you are talking about the scarab, then yes. It literally fell into the temple.

Image

However, if your talking about the symbol I posted in the last page I was connecting the idea that it was an Easter egg referencing Covert Front 1. The enlarge hydrogen atom.

But, it does bear resemblance to the brass and stone key from Sub 9. But I doubt Mateusz thought that far ahead. Its more like a simple repeat in patterns. Like anyone who draws will notice in their work.

Re: Submachine 0: the Ancient Adventure

Posted: 01 Nov 2018 10:29
by Mr. Trapezoid
Dungeon Graph: Submachine 0

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Re: Submachine 0: the Ancient Adventure

Posted: 01 Nov 2018 10:42
by Mr. Trapezoid
How the graph works:

https://www.youtube.com/watch?v=ZL4GLH03gyA

Personal notes:

Submachine: the Ancient Adventure is a fair bit shorter compared to the first three, but it is sweet all the way through.

Two multi key puzzles, one multi lock puzzle and three ordinary key lock puzzles are all there is to it, but it makes for a very organic, clean and robust graph. It is also worth noting how the game is divided into two parts: Finding a way into the ruins and obtaining the wisdom gem. Of all the Submachine spinoff titles, I think this stands as my personal favorite. It is worth noting that it does end a bit abruptly if you are used to the length of the main games, but that's about it.

Tune in tomorrow for the dungeon graph breakdown of Submachine 4: the Lab

Re: Submachine 0: the Ancient Adventure

Posted: 24 Jan 2021 03:50
by Jatsko
Mr. Trapezoid wrote:
01 Nov 2018 10:42
How the graph works:

https://www.youtube.com/watch?v=ZL4GLH03gyA

Personal notes:

Submachine: the Ancient Adventure is a fair bit shorter compared to the first three, but it is sweet all the way through.

Two multi key puzzles, one multi lock puzzle and three ordinary key lock puzzles are all there is to it, but it makes for a very organic, clean and robust graph. It is also worth noting how the game is divided into two parts: Finding a way into the ruins and obtaining the wisdom gem. Of all the Submachine spinoff titles, I think this stands as my personal favorite. It is worth noting that it does end a bit abruptly if you are used to the length of the main games, but that's about it.

Tune in tomorrow for the dungeon graph breakdown of Submachine 4: the Lab
I'm quoting this in full because I realized that when I get quoted, this new forum sends me a little notification that I got quoted and I'm hoping that by doing the same it will bring Trapezoid back here. I mentioned in another thread about how I finally got around to looking at these dungeon graphs, a year or so later, and I absolutely love them. I've been starting small and playing with the SubAA graph you've made, trying to alter Mark Brown's design to make it a bit more aesthetically pleasing and whatnot (symmetry, etc.). I'll post pictures some time in the future.

From what I see and what I remember of my sketches, I think this graph can be fleshed out a bit more - the lighter can be seen to act as a key for multiple locks; each candle could be a lock in itself.

Re: Submachine 0: the Ancient Adventure

Posted: 24 Jan 2021 22:12
by Jatsko
https://imgur.com/a/51d8OJW

Guess who didn't log into the forum and got their entire reply cleared >:/

So these are variations, and currently I don't really feel like detailing them all over again at the moment, so if you decide to peruse these and are actively following this project, just let me know of questions you may have. I will say that all the additional off-white boxes are all the other lamps we come across in the game, all unlocked by the same lighter "key". It makes for more clutter from a puzzle perspective, even if it does add to the environment. I also played with breaking up the final jewel puzzle into three sequential locks, one for each jewel "key".

(Images will be posted directly here after AC figures out the image display size issue)

Re: Submachine 0: the Ancient Adventure

Posted: 25 Jan 2021 16:17
by Jatsko
Ok, I do want to post this one directly here, as I find it a bit more aesthetically pleasing. Assuming we can ignore all the extra lamps that need to be lit as a puzzle mechanic, this is my attempt at making the graph a bit more symmetrical and eye-pleasing without losing much readability. I also added dotted lines to show direct links between locks and keys, even though the color-coding already establishes that link. I just like how the straight lines mix with the curves.

Image