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Primordia > General Discussions > Topic Details
Mark Y. Jul 25, 2014 @ 7:51pm
Last Primordia Patch
James Spanos (the coder) and I are working up one last patch on Primordia to try to fix any lingering issues. We think we've solved the ending / achievement related ones (Three Musketeers / We're All In This Together / robots not showing up) and we've added sound effects into the showdown in the tower where sounds were missing (vague to avoid spoilers). Is there anything else we should be aware of? This is probably the last time we'll tinker with it.
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Showing 1-15 of 39 comments
Seeklight Jul 26, 2014 @ 5:27am 
What about steam trading cards support?
Arator Jul 26, 2014 @ 10:34am 
Great job that you are still doing another patch. I can't remember encountering any bugs, just that many people had problems with the achievements. Your game is already more finished than other projects will ever be, so i guess you are fine the way it is.

The only thing i could come up with is to make it clearer what borders lead to another area, but that's not really a bug, more of an unfortunate design. Not sure if you can change that with little effort.

Originally posted by Seeklight:
What about steam trading cards support?

You are asking for additional content while this patchs aim is to fix bugs, so i doubt that this is going to happen.
Last edited by Arator; Jul 26, 2014 @ 10:34am
Feather Jul 26, 2014 @ 1:42pm 
There was that bug related to the "Know it all achievement" that re-directs one of the terminal pages to another preventing access to one of the required pages for the achievement, can't remember which page it was but I've talked to you about it in the past so if I find the discussion I'll post it here.
Originally posted by Seeklight:
What about steam trading cards support?
I'd absolutely love to see that happen, but like Arator said that's not what Mark is looking for so sadly it's unlikely to happen :/
Last edited by Feather; Jul 26, 2014 @ 1:48pm
Feather Jul 26, 2014 @ 1:48pm 
I've found that discussion, in which I said that "Council Tower" is the page that re-directed to another, can't remember which page it re-directed to but I'm pretty sure it was the "Council" page.
Last edited by Feather; Jul 26, 2014 @ 1:49pm
Mark Y. Jul 26, 2014 @ 2:35pm 
Thanks guys.

@ Seeklight: Wadjet Eye swears they are making them, but we're at the end of the list, I assume because WEG gets the smallest slice of of Primordia's profits out WEG's catalogue, so from a profit-maximizing standpoint, it makes sense for them to do Resonance, GRUE, etc., first.

@ Arator: Are you talking about the rooms that are larger than expected (the engineering room in the UNNIIC and the junkyard in the Underworks) or are you talking about the edges of rooms that lead to new rooms? If the latter, are there specific ones you're thinking of? We could probably enlarge the hotspots for the exits, which would make it clearer.

@ MechRider: I've passed that along to James. I *think* we fixed that in a prior patch, but perhaps not. We'll get it this time.

In terms of additional content, while conceivably we could add artwork from Vic, we can't really add any voice acting, which practically means no new content. The one exception is that we could add additional kiosk entries if there are particular topics that you think should be there but are currently not.

I'm also contemplating restoring the old red herring conduit UI to the start of the game. All the art and sound and code is there, we just dummied it out because some reviewers (the same ones who incidentally hated the game in their final reviews) urged WEG to remove the red herring, and to which I grudgingly agreed. I'm now of the mind that we might as well throw it in, since there aren't really many new customers these days and if nothing else, it would just be a random curiosity for old-time players.

Arator Jul 26, 2014 @ 3:34pm 
Originally posted by Mark Yohalem:
Thanks guys.



@ Arator: Are you talking about the rooms that are larger than expected (the engineering room in the UNNIIC and the junkyard in the Underworks) or are you talking about the edges of rooms that lead to new rooms? If the latter, are there specific ones you're thinking of? We could probably enlarge the hotspots for the exits, which would make it clearer.

Exactly these two spots, i know that i had a hard time to find the room with the rag on the UNNIIC and the one with Primer down in the underworks. I guess that a very small minority had this problem, so it's not that important, but it was the only part that disturbed my enjoyment of the game. The best solution i could come up with (and most likely not the easiest one for you guys) would be a hotkey that highlights exits, or like in other games usable parts of the world. I know that this is easy mode to a certain degree and doesn't fit the game that much, but it is a pretty common feature in many adventure games and has its uses.
Last edited by Arator; Jul 26, 2014 @ 3:34pm
Lucas McCain Jul 26, 2014 @ 3:55pm 
The one with the rag threw me off too. New player; just made it to Metropol, but I am loving this game. Just wanted to let you know what a treat it is for an older gamer (mid 30s) to get to revisit the style of game that I loved most in my youth. This game really is something special, and I'll be buying it for all my gamer friends and family this Christmas. Thanks for making such a marvelous experience.
Mark Y. Jul 27, 2014 @ 2:14pm 
Thanks, Lucas! Hopefully it'll go back on sale before then!

The trouble with those rooms is that those aren't "exits." Highlighting exits wouldn't solve the problem -- the problem is that there's more of the room off-screen, but nothing about the room that strongly suggests you should look there. I'll think about it; possibly we can make the rooms scroll "earlier" (i.e., you don't have to get as close to the edge), which might clue players in more.
Lucas McCain Jul 27, 2014 @ 2:49pm 
It's a minor thing. The game as a whole is just so polished and well-paced. The world it creates is so engrossing, and the characters are so well portrayed. The best games make you feel like you are only seeing part of a much larger world, and I certainly feel that here. Primordia deserves a special place in the point-and-click adventure hall of fame.
Mark Y. Jul 27, 2014 @ 8:53pm 
Thanks (again)!
Feather Jul 28, 2014 @ 1:22am 
I've got another question related to it, are save files affected by patches? Because I've prepared a save file from my second playthrough when I got the monocole and the kiosk, and while trying to unlock the achievement I always load that one. If they aren't affected by patches then there's a chance that the bug has been fixed in the previous patch you mentioned, and I was wrong about it still needing fixing. I'd happily go through the game again to test this but it might take a while and if you're tying to fix bugs here I'd rather be sure, wouldn't want to misinform you.

Originally posted by Mark Yohalem:
The trouble with those rooms is that those aren't "exits." Highlighting exits wouldn't solve the problem -- the problem is that there's more of the room off-screen, but nothing about the room that strongly suggests you should look there. I'll think about it; possibly we can make the rooms scroll "earlier" (i.e., you don't have to get as close to the edge), which might clue players in more.
I agree with Lucas, it's a minor thing for the player and as I've said a lot before the game's world is so incredible and detailed and the characters are so well written, so these details could easily distract the player from thinking "the screen hasn't moved yet and there's no next area symbol I bet there's nothing there" and instead make them think "I wonder if I can explore there?" instead, I know it did that for me. That said making it scroll earlier would only do good.

Originally posted by Mark Yohalem:
@ Seeklight: Wadjet Eye swears they are making them, but we're at the end of the list, I assume because WEG gets the smallest slice of of Primordia's profits out WEG's catalogue, so from a profit-maximizing standpoint, it makes sense for them to do Resonance, GRUE, etc., first.
I think everyone who requested trading cards wouldn't mind waiting as long as it takes considering it's only a side feature which isn't even a part of the game, I know I wouldn't mind.
Mark Y. Jul 28, 2014 @ 9:47pm 
Thanks! We've made those rooms scroll a bit earlier, which seems to have fixed the issue. We've also addressed a variety of bugs related to achievements and robots appearing in the ending. There are general comments about Crispin giving inappropriate hints (e.g., to puzzles that are already solved), but candidly it's probably too tough to debug that system without more specifics. We've also added sound effects to the Clarity vs. Scraper fight. Finally, we've added in a semi-ridiculous feature that tells you that you can right-click to examine if you've played for 15 minutes without using that feature.

So far, James saves the save files are not affected by these changes.

We may also add in something that basically allows you to watch / listen to Fallen within the game.
Feather Jul 29, 2014 @ 12:50am 
That's great to know! Once the update is I'll be sure to take a look at those features.

Also if the save files aren't affected I'll replay through the game again up to that point, and I'll let you know if the problem has been fixed in that patch. (You can probably do this yourselves but it'll speed up the proccess)
Last edited by Feather; Jul 29, 2014 @ 12:51am
Feather Jul 29, 2014 @ 3:17am 
I've reached the kiosk in a new save, looking up "Council Tower" still brings me to the "Robot Council" page, so now we can say for sure that patch you mentioned didn't fix it.
Lucas McCain Jul 29, 2014 @ 7:02am 
Originally posted by MechRiderN ✦:
I've reached the kiosk in a new save, looking up "Council Tower" still brings me to the "Robot Council" page, so now we can say for sure that patch you mentioned didn't fix it.

I played that part last night, and while it does point to the wrong page, the achievement still popped for me.
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Primordia > General Discussions > Topic Details