A game design question about skipping.

Started by Calin Leafshade, Thu 03/06/2010 20:52:48

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Crimson Wizard

Quote from: Trumgottist on Mon 14/06/2010 20:55:35
Quote from: Crimson Wizard on Mon 14/06/2010 20:32:41
Quote from: Trumgottist on Mon 14/06/2010 17:03:52
Quote from: Crimson Wizard on Mon 14/06/2010 15:42:51
Anian, it wasn't a question of programming, at all, it was a question of gameplay.

Yes it is,

No, it wasn't. Please don't tell me what MY question means :P

No, you misunderstand me. Sorry, I wasn't expressing myself clearly. I meant to agree with you that far. Yes, it is [a question of gameplay, and not one of programming].


Ouch. My mistake.


DutchMarco

Quote from: Leon on Thu 03/06/2010 21:17:40
I really liked the effect in 'A Second Face': running. Normal click is walking, double click is running. That way you don't have to wait too long to reach your exit but you can reach it in your own pace without the feeling of missing something (which the skipping gives me).
I must say that this semems like the best approach, you're not giving anythin away to the player "oh, there's something you have to do there, but there's nothing of interest there." Of course, this would be a much needed giveaway for people who are succulent at puzzles, like me, but overall, I'd say that this approach is the best compromise.

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