Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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hey nightmore do you play ctm
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hey nightmore do you play ctm
°. Yup, I do.
Yan Joshua knows as Nightmore, 7kudmath, Ygor Matheus, Kogor, Koya and RQ aka ~
I'm a professional artist, talented in various art forms, and also a programmer.
I had been playing Everybody Edits for four years ago. ~
Learning English and Japanese, Portugal ~
Native Portuguese speaker, fluent ~
20 years old, April 5, 2003. ~
He/Him ~
Contact information:
Discord: Kenny 💀#0578
In-game: 7KUDMATH
Xbox: YanJoshuaRQ
Steam: YanJoshuaRQ
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n1kf should see a doctor. Such constipation is bad
Not today...
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I'm here for another dump.
Some of these messages are slightly reordered for readability.
There's a bunch of stuff related to management of the game. To summarize:
Satanya mostly just works on music and quality approval.
She considers her team very talented and has spent over $10,000 on the game.
Most of the developers are unavailable because of the war in Ukraine, and she recognizes there will be pressure to show off more of the game.
The game is planned to start with version 1.0.0.
Feel free to clarify or correct this because I don't feel like copying and pasting a bunch of messages right now.
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Tbh i'm just impressed this project is still ongoing and not completely dead.
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Tbh i'm just impressed this project is still ongoing and not completely dead.
we won't let the project die.
Just that stuff might be slow during this time period, especially with most of our devs out of commission. But, at the very least, it allows us to focus on other aspects of the game with a bit less of a time constraint.
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wow, i wish that were me
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°. what?
Yan Joshua knows as Nightmore, 7kudmath, Ygor Matheus, Kogor, Koya and RQ aka ~
I'm a professional artist, talented in various art forms, and also a programmer.
I had been playing Everybody Edits for four years ago. ~
Learning English and Japanese, Portugal ~
Native Portuguese speaker, fluent ~
20 years old, April 5, 2003. ~
He/Him ~
Contact information:
Discord: Kenny 💀#0578
In-game: 7KUDMATH
Xbox: YanJoshuaRQ
Steam: YanJoshuaRQ
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edit: Finally changed the thread title from "Hints and leaks of future updates" to "Hints and leaks of unannounced content" to reflect that it's not about game updates anymore. I chose unannounced instead of future, since I've used this thread to post about cancelled content.
I wonder how many times I've misspelled Musearys without catching the typo.
I'll have to go back for a few more later.
edit: Put stuff in spoilers, plus an images-only section.
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Insane campaigns were a mistake. They made the median difficulty Medium-Hard (if I remember correctly) and that's just so yikes, most people have trouble finishing even those
just think about it, geometry dash median is easy demon
Platform Racing 2 had alternative win conditions for levels.
Just think about it, high score campaign, speedrun campaign, and etc
so like, imagine a gamemode where if you eliminate the player with the crown and keep it for the longest, you win
that need bot, and a bot campaign... just think about it, many player already blame for super ee party, because they can't find friend
I agree. On one hand, heavily skillbased campaigns were cool, but on another hand, most of them were, imho, fairly cheap.
they should campaign my world, jk
so you guy just want this
campaign 1: advanced tutorial
that with hook jump, edge, speed control
campaign 2: ultimate challenge
which have best of master1, alesmile and my insane world, prob not lictor because it annoying for me
alesmile have some good mini, master1 have some fun gamemode
campaign 3: bot campaign
just a bot open every day
campaign 4: boring score
contain boring movement, boring money, boringness management, idk why i make 3 high score world lol
im not a parkour fans because parkour hurt my hand but spike dont
btw, for game mode that set to world option, better make it as a block to test it ingame, like collect coin = coin door, speedrun = poison effect(but i think add a timer block, timer door, and timer reseter will be better), multiplayer tester = crown+globe switch, and etc
and player will find more use for them, because they can test it as anytime and anywhere
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just think about it, geometry dash median is easy demon
That doesn't take away from my point
that need bot, and a bot campaign.
It can very easily just be a hardcoded feature in the game
just think about it, many player already blame for super ee party, because they can't find friend
There were two things that made Mario Party a bottleneck. First, it sucked when people were playing already, it took hours to actually get a game, and it sucks if one person disconnected. Second, it sucked when the level was dead because nobody would play with you.
Both issues can be fixed if, a) you can make multiple instances of a level across different servers, and b) you implement AI players.
so you guy just want this
campaign 1: advanced tutorial
that with hook jump, edge, speed control
campaign 2: ultimate challenge
which have best of master1, alesmile and my insane world, prob not lictor because gameplay bad
campaign 3: bot campaign
just a bot open every day
campaign 4: boring score
contain boring movement, boring money, boring management, idk why i make 3 high score world lol
I feel as though you've got the wrong idea of what I want for campaigns. I think hard worlds are cool and players whi beat them are incredible, but I don't like the idea that a large amount of the campaigns are unbeatable by 99% of the game's playerbase. That being said, regular campaigns themselves can get boring really fast, so alternative game modes for campaigns would really freshen gameplay for experienced players who now don't have Extreme campaigns to blaze past.
- Stellaria
Click the image to see my graphics suggestions, or here to play EE: Project M!
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That doesn't take away from my point
but many player play geometry dash and they are having fun, and we have advanced tutorial
There were two things that made Mario Party a bottleneck. First, it sucked when people were playing already, it took hours to actually get a game, and it sucks if one person disconnected. Second, it sucked when the level was dead because nobody would play with you.
Both issues can be fixed if, a) you can make multiple instances of a level across different servers, and b) you implement AI players.
1 is good, but for AI player, they should make moveable fake player as block first, you can set them movement(and with many state), so you can build a weak robot in your world, that will be cool
and add a bot campaign will be better, so player can play ex shift, bombot, and drawbot, digbot every day
I feel as though you've got the wrong idea of what I want for campaigns. I think hard worlds are cool and players whi beat them are incredible, but I don't like the idea that a large amount of the campaigns are unbeatable by 99% of the game's playerbase. That being said, regular campaigns themselves can get boring really fast, so alternative game modes for campaigns would really freshen gameplay for experienced players who now don't have Extreme campaigns to blaze past.
boring score, and bot campaign, isnt they are freshen gameplay?
for ultimate challenge, just a better version of worst campaign with better minigame, like trial & terror is better version of perpetual frustration campaign
so you guy will not say it just 10x hp blabla, because it was actually fun
and, the final thing is, player should be able to build all campaign world (can use bot) in his world
btw, i already "ran out" of spike level, i want play more but nobody build them
i need moveable fake player with state system in eeo, like, state 1 is go left, state 2 is do a hook jump and etc, and you can change state random(or collect a coin, hit a switch or etc)
so i can do something funny in my world lol, like make a map and watch them racing, make a video world about ee online memory, and make playable death run
edit: i think one insane campaign is enough, and it need less themed campaign (like spring, summer, christmas, cave, mountain, etc) just think about it, 1 speedrun, 1 bouncy, 1 looks can deceive, 1 high score, 2 puzzle pack, 1 non-stop, 1 story time, 1 altered reality, 4 extreme, 1 insane, 1 tutorial, and all other them are themed campaign(remember we have total 42 campaign)
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EE Campaigns are cool, I remembered being a fan of playing the advent calendar campaign in December being the first to compete in the worlds being featured in the advent calendar campaign, and my interest of it was the rewards. The rewards of the final tier really encourages me to fight through these really hard campaign worlds. Back in the days where advent calendar was on going, I never knew what to expect for beating all 25 campaign worlds in the advent calendar campaign, and yes. I had to experience playing hard worlds that I never imagined before. Beating the worlds is satisfying, difficulty variety makes it fun. The reward for the final tier makes up for all the effort I put into this campaign. That's right. 25 Gems and some increased max energy from previous tiers.
Campaign rewards is the reason why I play campaigns xD. I think the problem with campaigns is that the rewards aren't that attractive, appealing or worth it. Like, who plays a full run of a hard summer campaign for just a mere 3 gems for four tiers you have to beat. This isn't really enough for the effort I put onto this campaign. Like +100 energy. That is literally nothing. Sure, you can show off how good you are with badges but its just a cosmetic. Campaigns use dedication and time you put into in a single world. This is just my opinion BTW.
I never really played hard campaigns xD
I wasn't really ready for it, or it felt like. Its not worth it for the rewards and time I put onto. I like playing campaigns in increasing difficulty.
I Animate Stuff
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trigdawig did you play my world it has spikes in it its called WORLD DISORDER you might like it but its pretty easy STILL takes some time though to beat
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I wasn't really ready for it, or it felt like. Its not worth it for the rewards and time I put onto. I like playing campaigns in increasing difficulty.
I think that the main issue, to me, with campaigns is that their difficulty didn't quite "scale." As mentioned in the Discord (and posted here by N1KF), the issue I find is that beating an Easy campaign won't necessarily equip me with the skills I need to beat the next campaign. There's no sense of continuity. It was the more extremely difficult campaigns where this exact issue is more noticeable, ones that require you to know specific nuances of the engine that weren't covered before, they just appear out of nowhere because they became a trend.
If we were to reintroduce campaigns (no promises, I highly doubt that we will), I'd want them to have some continuity amongst each other, and involve the community a tad in their creation, as long as they are set within a consistent theme. Say, there's a Medium campaign set in a desert, I want it to gradually shift towards a forest, and have the next campaign take place there. I'd want the skills you pick up in Medium campaign and the practice you get be enough to let you pass through the first world in Hard campaign.
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This "Lack of continuity" largely stems from how wide the skill gap in the game is. Just like how the difference in difficulty between basic and hard levels is incredibly large, the difference in skill between new players and experienced ones is large as well. The reason a campaign doesn't necessarily feel like it prepares you for one in the next difficulty is because, even though EE campaigns have 9 unique difficulties (not including insane), the gap between each is so wide that 5 Everybody Edits levels is just not going to provide a player with enough practice to climb to the next step in the difficulty ladder.
The Campaign System had a lot of problems, but the lack of continuity between each campaign really was not one of them. That problem stems more from the nature of the game as a whole. If you want to prepare players with the skills needed to start from Basic levels and end at Hard ones (not even extreme, just hard), you're going to need a lot more than 5 levels per difficulty.
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That may be so, but I wouldn't be able to agree or disagree with you here... It is, in the end, my opinion and just that.
I do think the disjointed difficulty curve as well as lack of continuity is what turned me away from campaigns, personally. I would handle them a lot differently if they were to return, which would be extremely unlikely. And even between this large skill gap, having a way to lead-in to each one would have solved many of my own gripes with it. As I mentioned, I do believe that campaigns should've equipped the player with skills necessary for the next difficulty level. Whether that is within 5 worlds or 10, doesn't matter. Not an exact "spoonfeeding" of skill, but enough to give you enough skill to handle at least the first few portions of the next campaign difficulty (first few minigames of the first world), and have it reinforce your skill before ramping up difficulty.
A lack of smooth gradient between difficulty makes it feel as though you've made no progress. If I beat a Medium difficulty campaign and I can't even handle a Hard campaign after that, it feels like I haven't learned anything or made any real progress.
the gap between each is so wide that 5 Everybody Edits levels is just not going to provide a player with enough practice to climb to the next step in the difficulty ladder.
Correct me if I am wrong, but didn't most difficulties have more than 5 worlds? I remember there being several campaigns with Easy difficulty, as an example.
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Correct me if I am wrong, but didn't most difficulties have more than 5 worlds? I remember there being several campaigns with Easy difficulty, as an example.
ya, this is more referencing the idea of having some sort of transition between two campaign themes (like the desert -> forest idea), as this would either require a very small gap in difficulty or many consecutive worlds to have a smooth difficulty curve
A lack of smooth gradient between difficulty makes it feel as though you've made no progress. If I beat a Medium difficulty campaign and I can't even handle a Hard campaign after that, it feels like I haven't learned anything or made any real progress.
I think the main problem here is how arbitrary and subjective difficulty is. The gap between Medium and Hard is pretty large, and the practice someone needs to take on the next difficulty varies from person to person. In Mario maker for instance, if someone beats a few Expert levels, they aren't necessarily equipped to take on a Super Expert one, but through repetition and practice of these easier levels they can get there in the end. I think as long as EE! has many options for levels of each type of difficulty, with some way to incentivize/encourage them to try them out, they'll naturally improve and challenge themselves to the harder difficulties. I'm not saying quantity over quality... but quantity is pretty important lol
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also to quickly respond to this
Insane campaigns were a mistake. They made the median difficulty Medium-Hard (if I remember correctly) and that's just so yikes, most people have trouble finishing even those
the median should have always been Medium
Worst is the only insane campaign and that was an Easter Egg campaign that was never intended to be seen in the same way as the rest. I also don't really think "Median difficulty" is a fair point to make - If you lay out all of the campaigns and sort them by difficulty, the median difficulty is in fact medium, as there are more basic to medium campaigns than medium-hard to extreme. I get that extreme campaigns are definitely not for everyone, but they aren't supposed to be. Giving more experienced players the means to challenge themselves if they want is a good thing, and it is incredibly satisfying to complete these levels.
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The most major fault in the campaign system was that my mental degradation level wasn't in it.
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I think the current plans for EE!'s featured levels will nicely fit the main thing that EE's campaigns aimed to achieve. If 'campaigned' worlds were to return, I do think that their main purpose should be to teach new skills rather than it being about rewards, a sense of achievement for level makers, or a challenge for platformers.
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the harder levels were never rly about the reward imo, just satisfactory of doing something really difficult was enough. yeah an issue is that the arrow levels don't teach you much as they're more based on muscle memory and it's like once ykyk, the extreme levels are really cool because they force you to learn every known skill in ee's belt. effects, smiley control, speed control, momentum, and consistency when it comes to precision levels/basic spike jumps. I don't disagree either though, think I learned more from regular levels than playing the campaigns for a long time. The easy levels are far too easy and don't push the player to learn anything new, harder levels are too difficult for their own good so at times you're just bashing your head against a wall. difficult to find an in between
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If this interrupts the campaign talk, it might be worth splitting it into its own thread.
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