Started by CCrane, Thu 23/02/2023 23:00:22
Quote from: Rik Vargard on Sun 05/03/2023 11:00:32Well that's impressive. Good luck with the project!
Quote from: FireFlower on Thu 23/03/2023 21:03:04The comic book style is pretty cool.
QuoteThe comic book style is pretty cool.
Quote from: Creamy on Thu 23/03/2023 21:50:22QuoteThe comic book style is pretty cool.+1Only 1 minute of gameplay in the 3:40 trailer. The credits and production companies are overkill. Writing them in the description would have been enough.Keep up the good work.
Quote from: CCrane on Wed 13/09/2023 13:34:33On a really old Windows laptop however performance was abysmal, perhaps a hardware (old OS) issue. I suspect it's CPU rather than RAM related and I'd be curious if others can confirm this since this might indicate some minimum hardware requirement.
Quote from: Creamy on Wed 13/09/2023 17:07:29The repetitive warning in the first room is very irritating
Quote from: Creamy on Wed 13/09/2023 17:07:29I don't even understand what she says.
Quote from: Creamy on Wed 13/09/2023 17:07:29Why use so many verbs if you don't give feedback for most of them?
Quote from: Creamy on Wed 13/09/2023 17:07:29You ask for our opinion on the story but we barely scratch its surface in this demo, unless I missed something - I stopped playing after reaching the last room.
QuoteQuoteI don't even understand what she says.It's the American-English Samantha voice somewhat distorted with Audacity's echo and frequency pass filters. Do others have this problem as well? I personally find the other message more difficult to understand. It's a Southern drawl I'm told. Anyways, this is what "Samantha" says.SpoilerWarning. A production incident has occured.[close]
QuoteI don't even understand what she says.
QuoteHowever there's a thin line not to be crossed here where something becomes more annoying than it helps advancing the game. I will have to think about that. Maybe I'll decrease the volume of the message.
QuoteQuoteWhy use so many verbs if you don't give feedback for most of them?There's a theoretical and a rather simple technical aspect to that. As for the first, I try to make my games quite realistic (even if it's a sci-fi setting) so the obvious verbs will work mostly. I know that in other adventure games sometimes a verb has to be used which seems to make no sense but that's not the case in PD:M in general. And in the course of the game you will encounter different objects where you have to interact with different verbs. Naturally some verbs/ways of interactions will be used less than others. Just like with a toolbox where some tools are used daily others once a year.The technical problem here is that the Tumbleweed template, PD:M is based on, gives its automated answers only with the "say"-command not with "saybubble". Thus I had to disable auto-answers resulting in nothing when some verb-object/hotspot interactions are executed.I also never liked the verb coin style. I admit that's personal preference but it is what it is. I'm sorry.
QuoteWhy use so many verbs if you don't give feedback for most of them?
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