Question on Interface

Started by Dualnames, Tue 08/09/2009 08:57:08

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Dualnames

Quote from: Mr Flibble on Fri 11/09/2009 13:29:33
Dual, I think you're falling into a trap of trying to recreate the original exactly without taking due consideration for common sense and playability. Just recreate the intent, not the execution.

To that end, I suggest that you can drop an item in any room and pick it up before you leave. If you leave without picking it up, it vanishes, but 2 or 3 room transitions later, it reappears in the Weird Thing Your Aunt Gave You. Dropping the Thing Your Aunt Gave You causes it to reappear in a room 2/3 rooms later. This would be fairly simple to code, a function to act as a clean-up for items from rooms, checking if it's time to give them back yet, etc.

Unless you want to somehow allow items to be permanently lost to create dead-ends (you mean person) in which case you could prevent them from being re-added to the Weird Thing Your Aunt Gave You, either universally, or if the player goes far enough away from the dropped item to not be able to backtrack and get it. Although, since you're being mean enough to allow dead-ends, you could just leave the items on the ground in the Hard mode and bugger the player if they can't find it again.

Sounds like a plan, but boy did I hated that part from the original. In fact the randomness of the thing, is quite a subject on its own. Now as I've scripted it you can drop any item (those that are needed aren't allowed to be dropped only in easy mode aren;t dropped , a funny msg is displayed), and either trace it with your mouse, or open your inventory and find it there.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Dualnames

#21
I've decided to:

-The Thing returns to you when you enter a room, if you  have dropped it.(happens in the original too) (Random(2)).
-It can contain an unlimited number of items(Original too)

Easy mode:
-All drop items instead of falling to the ground go there (when you drop an item an indication that it has gone to the thing appears)(non original)
Hard mode:
-Items fall to the ground (they can't go behind the walkbehind areas(did a fix)).(Original)

Comments people?
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Ali

That sounds reasonably fair, but I would suggest renaming Easy and Hard Mode. I'd never play Monkey Island II or III on Easy mode, but I would never want to play your game on Hard Mode.

Adams boasted that the game was 'user unfriendly' and it really was. Many gamers including myself are less prepared to tolerate designers' cruelty nowadays and you wouldn't want to alienate people. Or Vogonate people.

Perhaps 'Normal' and 'Ravenous Bugblatter Beast' would put things in context for those unfamiliar with the original game.

Dualnames

The modes are named already. I just name them this way, so you can understand.

The modes are named: Strag(normal)
                                      Hitchhiker(hardcore/purist)

If you see the demo, you can see how it appears.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Ali

Ah, I haven't played the demo. Those names seem much clearer!

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