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Messages - Jimbob

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AGS Games in Production / Re: A Hard Day's Knight
« on: 01 Jan 2013, 17:31 »
Happy new year people!

I have updated/tidied up the original post and am working really hard to get this in a releasable format, I can't let it get to three years!
Also, some information is in the previous post, but I didn't bump it at the time...

2
Dudes, save your money and get Spud's Quest instead.
Only a fiver, made by a lovely one man team, and you can actually try it first as well... not entirely built on Dizzy dreams...

http://www.kickstarter.com/projects/409406442/spuds-quest

3
I played an indie game recently, Home, that potentially plays a little with the ideas you presented.

I'm probably going to spoil it by explaining it, so maybe play it first, then look at the next spoiler...

Okay? Still interested?

Essentially you play through the game, and throughout, you have a series of seemingly innocuous Y/N dialogue choices (did you pick up the letter?), and active choices (exploring a particular place etc,).  These choices effectively inform the protagonist how he interprets the situation, even (potentially) deluding himself about the actions that may or may not have happened.  The end product is that the game can be played through several times with the same situations faced, but the conclusions that you take away (with the aid of the protagonist monologue) have been directly informed by your actions... it's quite a neat way to mould the protagonist to the player.

Maybe this is slightly different to what you were thinking of, but I think it's interesting all the same...

4
I agree with this ^

Getting things to a complete state, regardless of size, is a tricky task.
I think you can still Kickstart in the absence of a history, so long as the evidence you provide in the pitch demonstrates the care and attention required to getting something done.

I've backed fifteen projects so far... and this is the only one that either hasn't had an almost complete product, a demonstration or a track history of completing stuff. And man, what a pitch... the love that's already gone into this thing, you can easily see it's not the money the creator is after, it's just the chance to make something beautiful.

And that's how you tell the difference...

(although a gallon of gorgeous pixel art also helps in my case...)

5
Stretch goals announced....

BASS2 after a million ...

That's BENEATH A STEEL SKY TWO.

(although why they don't Kickstarter it separately I don't know...)

6
Not made in AGS but definitely of the Snatcher mold, are the Fedora Spade series in Game Maker. Along with a similar adventure called Missing.

http://studioeres.com/games/fedora
http://studioeres.com/games/missing

I really wanted to start a similar engine in AGS at one point, but I've not really got around to it. :(
I do like the style...

7
Depends if Matt finishes a game...

8
My name is James Riley. And I'm sure I sent you a demo of my game... :P

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Adventure Related Talk & Chat / Re: AdventureX - today!
« on: 18 Dec 2011, 12:40 »
It was a good day, as people have said the talks were excellent, and I got what I wanted out of it, which was to be inspired and motivated to work on my own stuff more, and to also kick Matt's behind into finishing something (seriously, finish a game Matt :P).

Cheers to Mark for organising it, I can imagine it's never easy and a little bit nerve-wrecking. Although all I actually wanted was to win CD1 of Discworld Noir, because I can't find mine...

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Adventure Related Talk & Chat / Re: AdventureX - today!
« on: 17 Dec 2011, 12:52 »
On a train! Slightly hungover! But still!
See you lot shortly...

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AGS Games in Production / Re: A Hard Day's Knight
« on: 12 Nov 2011, 15:58 »
I may have subliminally grabbed that from my sub-conscious, but not intentionally.

In new news, I'm aiming to have a decent build ready for AdventureX (which I'm going to try and wander along to), which means I'm back to working on it. Woo!

I've got a few chess puzzles designed, but coding them is probably going to take a backseat to getting the structure of the rest of the game sorted. At the moment, I have just one final room to draw! I've also taken the executive decision to put carefully selected Beatles midis as my background music for the public build; at the moment it works quite well, but some modifications to the arrangements probably need to be made if I were to stick with it.

Have to finish with a screenie of something, otherwise Darth will probably lock the thread. I'm working on it! Right now! I assure you!


UPDATE 08/10/12:
Massive amounts of progress!

A lot of it is dialogue and coding wise, so no extra shots (I have finished the background for the final area, but I'll leave that to be discovered).
I also think I've figured out how I'm going to do the chess puzzles, although they will not be the focus, and there will be a way around for those not that way inclined. That's the only major barrier to completion, and I think the end is in sight!

Furthermore, in a strange bout of insanity, instead of a walkthrough, there will be a short story attachment with the game that works in the same way.
While I hadn't touched the AGS files in about ten months, I had started writing the story separately straight into a Word document. It has helped me shape the game and puzzles quite a bit, and there will be plenty of additional bits not in the 'walkthrough' that you'll have to play with to find out.

I don't know why this 'short' game as taken me as long as it has, but it will definitely be finished!
When?

I haven't a donkey's...

The next one will be a one room, two (maybe three-ish) character affair... because after finding that coding six rooms and twenty characters takes this long, I need to try something different...

12
Excellent.

I can see an extended spinoff where you work your way up the political chain BS-ing and swearing your way up the party ladder (in a Thick Of It like manner), before hilariously trying to spin your way out of a major f-up using very little information whatsoever. And a very careful selection of words...

13
Ships are definitely my bag, I may very well enter this one!

14
Mo the Hawk. He's carrying a mine to drop on people he's that badass...

16
Curtis Harrison, coughing the first of the morning's dust out of his lungs, rolled out and up out of the small squat of a mattress he'd taken to in the room above the saloon bar. A finger of bourbon trickled out of the glass he'd just knocked over, which proceeded to roll out into the hallway. The growl over the floorboards was stopped by the tapping of a shoe, and Curtis looked up.

There was Molly. She looked pleased with herself, but that was natural for a dame who tormented his every waking hour, not least of all for ignoring his advances.

"You look like you enjoyed yerself a whole hog last night."
"Can't say I 'member a thing," Curtis remarked, slumping back down on to the bed again, "Wait... what day is it?"
"The day after yest'rday," Molly smirked, turning to head back down to the bar, "Either way, you have a bit of explaining to do downstairs, so I wouldn't wait up."
"Ain't it...?" But she'd already rattled down the staircase. There was an arrangement, wasn't there? The open door wasn't giving him any answers, so he grabbed his hat and half-walked half-stumbled after her.

Curtis wasn't what you'd call the lucky type, but he'd survived his recurring bad decisions on wagers, women and whiskey so far. When he reached the bottom of the stairs, it looked like one of his ill-informed choices had come to fruition again. Molly had moved over to a pile of splintered wood that once could've been bar furniture, and was picking out planks that might be given a second service in life. Walter McKinney stood in front of the bar trying to uncover all of the floor within the mess.

"Ahh. The rooster's up." The barman looked up from his sweeping brush and lent it against the bar to survey his bedraggled lodger. Curtis was still attempting to take in the incomplete scene, previously finished business now being tidied into separate piles of glass and timber. Walter folded his arms and took on a schoolmasters gaze. "Yer sure got yerself into a heap of trouble this time."

"Aww, don't look so blue at me, Walter. It ain't me been raising Cain down here." Curtis half-shrugged and leant to support himself on the bannister, one of the few saloon features still intact.
"This here I ain't too fussed over, I seen it before." The stern look on Walter's face didn't change, making Curtis a little uneasy with his initial cocksure stance. "But damned I'll be if you ain't ridin' the rails before sundown."
"Hey, I'm all abroad here. Unless yer just bein' an old croaker yer gonna have to fill me in." This seemed to tip Walter over whatever restraint he'd been trying to keep, turning his stare into a scowl.
"If you ain't twigged it by now, just pack your plunder and skedaddle, 'cause I ain't housin' yer slazy hide no more."
"Hey!" Molly cut in, giving Walter a matching glare, "He may get soaked but he ain't no criminal."
"It's alright Molly. I'm still stumped but yous no need to cover my back, I was thinkin' o' leavin' this day anyways." The yell of activity suddenly came with it a level of sobriety, and Curtis started off towards the doors, and pushed through the daylight, leaving Molly sighing at the swinging doors and Walter with a parting comment.
"I tell you Molly, he's just trouble, and this time he's as good as gone."

The day was settled in, and Curtis began to remember his deed of the evening. An old acquaintance had shored up in town to get him to pony up some old settlement. It had started pleasant, but before long he'd shot his mouth off and made some folks uncomfortable. He'd sure been fobbed off, alright. And now he knew he had to leave town. Curtis untied his long-suffering companion from the saloon front and climbed up to prepare his exit. Looking down to the south, he could see another rider, blurred out in the glare of the sun. It had to be him.

"You goin' somewhere?" came the gruffled shout from the figure just as Curtis turned the horse to the northern side of town. He kept his eyes low and shuffled his steed into a canter. He could get away with this, right? It had worked before. Just settle up in another town to keep the head low for a little while, let the wind blow whatever misdeeds he'd been unlucky enough to stumble in to and find someone to ride the river with from another saloon.

Curtis was approaching the town limits at a fair speed just as a shot rang out from behind. Curtis grimaced and waited for the stab of pain, the stain of blood. But he wasn't hit! He was going to get away with it!

The last thing Curtis saw that day was the sight of the town sign, proudly displaying 'Welcome to Leadville! : Population 65', swinging down towards his face.

17
I have an idea! I may very well enter!

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AGS Games in Production / Re: A Hard Day's Knight
« on: 13 Apr 2011, 03:40 »
The game now has an intro of some description!


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AGS Games in Production / Re: A Hard Day's Knight
« on: 05 Apr 2011, 04:10 »
Started work on this again... all of the main characters have been designed and sprited (apart from the queens - tricky minxes they are). Also started adding more detail to the rooms to make it look a bit more interesting (compare to original screen in OP):



I feel like I could get a barebones game done in a couple of weeks after this spurt, but an actual release? Who knows...

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