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Topics - David Ostman

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Time to make this thing more public. Introducing my tentatively titled title:

A Science Fiction Saga

(name subject to change)

The Story

What if a regular guy suddenly finds himself millenia in the future, in a world--or universe--that he doesn't understand, and which surely doesn't understand him?

This is the situation that Anderson Kane finds himself in when an incident at work turns his life upside down, inside out--as well as a few multidimensional variations--as he is forced to quickly adapt to a way of living the rest of mankind has evolved into for thousands of years.

Walk, stumble, fall, teleport, hyperspace, and wormhole your way in Anderson's white sneakers through various solar systems, interstellar spaceships, colonies, and alien outposts; uncovering an unsettling truth about the human race that will put you, and newfound friends/enemies, in a not entirely welcome spotlight.

Sometimes you just want to know what your place in the universe is.

Some features and "features"

  • A story that will (hopefully) make your moral compass spin a bit.
  • Characters that bring the universe to life.
  • Dialog- and event-based puzzles.
  • Not many puzzle-puzzles.
  • Interaction interface reminiscent of Full Throttle's (and more recently Gemini Rue's).
  • Uncomplicated action sequences to break up the pacing of the game.
  • A buttload of different areas to explore.
  • More ways to die than is the norm in today's point and click adventure games.
  • A change of outfits regularly so you never get tired of looking at Anderson.
  • Not really recommended to a younger audience.

Updates?
I will post updates here from time to time, but there will be more regular information being posted on my twitter account (@eastman). Feel free to follow me there if you want some more behind-the-scenes stuff :)

Early Screenshots
(some of these are early workflow tests)








UPDATE 27 DEC 2011

Just a little walkcycle of one of the NPCs:

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Time to throw this issue up here and see if you guys can help. I hope it's not too advanced for Beginner's Tech.

Like a few people before me (judging by the search results) I've run into the issue caused by dialog.Start() always executing at the end of a function.

This hasn't been an issue so far, but this time the control is taken away from the player as he automatically follows an NPC, and the dialogs are initiated automatically, such as this:



It's a fairly long cutscene and the dialogs are used to set global variables to different values, that are called later on in the game (different things occur depending on the character's answers).

Now, it was suggested as a solution in a post by pumaman that it's best to put the rest of the code just before the stop in the dialog, but since I have 5 dialogs, each with 4 stop points on average, doing it that way just seems like a bit of a nightmare.

I might be able to design around this issue as I'm still whiteboxing the game, and I'm flexible with it, but this is how I would ideally like to present this cutscene.

Any suggestions/ideas would be appreciated :)

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