DN Games Presents:
(http://i133.photobucket.com/albums/q53/JustLedZep/logo1-1.png)
Last Time Updated:27/4/10
STORY:Arthur Dent, a typical human, wakes up on an ordinary day, just to find himself trying to stop the local state from demolishing his house for the construction by-pass. His friend Ford, however comes and informs that the world is about to end in 12 minutes, for the construction of an intergalactic expressway.
SCREENSHOTS:-Animations:(http://i133.photobucket.com/albums/q53/JustLedZep/ford.gif)(http://i133.photobucket.com/albums/q53/JustLedZep/dent.gif)
-Backgrounds-27/04/2010<()>
(http://i133.photobucket.com/albums/q53/JustLedZep/Untitled-1copy.png)
(http://i133.photobucket.com/albums/q53/JustLedZep/1111111111.png)
(http://i133.photobucket.com/albums/q53/JustLedZep/4-3.png)
Digital Music Version:
A video with a 'sample' from a famous scene from book, where you can see where are we heading with the sound design and the music feel.Watch it here (http://www.youtube.com/watch?v=gtjsLDu3fgs)
Speech Version:
A list of samples from all the actors that have sent a line comes as follows:
LIST
- Narrator by Calin Leafshade
- Ford Prefect by Mr.Flibble
- Arthur Dent by DC
- Eddie by Babar
- Trillian by Vertiggoaddict
- Zaphod Beeblebrox by RenegadeImplementor Listen! (http://www.fileden.com/files/2009/12/27/2704543/z4.wav)
- Engineer Robot by Calin Leafshade Listen! (http://www.fileden.com/files/2009/12/27/2704543/2.wav)
- Prosser by Cryxo Listen! (http://www.fileden.com/files/2009/12/27/2704543/21.wav)
- Marvin by ShadeJackRabbit Listen! (http://www.sigmirror.com/files/49108_ytqoq/14.wav)
- Vogon Guard by Listen! (//http://)
*
*Actors that don't have Listen! by their name, are currently working on the lines, and due to a webhost provider I used that crashed, I lost the sample files.
DEVELOPMENT PROGRESS:27/4/10<()>
Story: 100%
Puzzles: 100%
Art: 100%
Music: 0%
Scripting: 90%
Speech: 30%
Total: 81%
ESTIMATED DAY OF RELEASE:17/12/08<()>
I don't think we'll much the initial release. Pretty much sorry for that.
CREW/TEAM:
Dualnames: Art/Animation/Music/Scripting
Yukonhorror: Puzzles/Story/Dialogs
ptpt88: Music
Ben304: Sketching Some Cutscenes
Leon: Beta Tester (Bug Killer Species)
Jon: Beta Tester
Ghost: Beta Tester
ARCHIVE/NEWS:I'm trying to finalize stuff, and it's glad for you, that I've become more picky..
MATERIAL:
- Our small site (http://h2g2remake.wordpress.com/)
- Demo Here (http://gamejolt.com/games/hitchhikers-guide-to-the-galaxy-remake/download/13/)
- Ben304 Cutscene! (http://www.mediafire.com/?zzhldg1uzmx)
- Teaser (http://www.youtube.com/watch?v=tmLS4EzD5MI)
- Official Promotion Trailer (http://www.youtube.com/watch?v=TjUCzY16pE0)
Articles/Reviews:
31/1/09<()>Well we made a 'making of' for the gnome's lair..so go here (http://www.gnomeslair.com/2009/01/behind-scenes-hitchhikers-guide-to.html) and see it:
6/5/09<()>Well, I conducted an interview for the game on Captain's D gaming blog here (http://captaind-pc-gaming.blogspot.com/2009/05/captaind-interviews-james-spanos-man.html) and see it.
15/3/2010<()>It was one of the most exciting parts of this whole making process. Mr Igor Hardy (also known as Ascovel), the man behind the Hardy Developers blog, is the one responsible for the insight view you'll get on the mechanisms of this game. So have a looky here (http://hardydev.com/2010/03/16/the-hitchhikers-guide-to-remakes/)
30/3/2010<()>A reference to the whole game and especially the article I mentioned above at Adventure Game Developers.com
Have a look Here (http://www.adventuredevelopers.com/forum/index.php?topic=2393)
13/4/2010<()>A Russian Site has referenced and said some cool words on its small review.
Have a look Here (http://gamin.ru/2009/08/30/bez-paniki-gde-vashe-polotentse) Use Babel Fish to translate for you.
GAME IS UP HERE
Download (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=40980.0)
The only advice/request I have is that the game should be based mainly on the books, and the most important thing to get right is Adams' unique humour. The old text adventure is another good source of inspiration, if not story and dialogue. Personally I thought that the movie was bad enough to make Mr. Adams roll in his grave (even though he co-wrote the screenplay and stuff) so I'd skip it entirely, but this is just a personal opinion. Even the design of Marvin bugs me enough to prefer the old, cheap looking bbc version of him. But enough of this rant, looking forward for the game.
PS: I'd pick option b in your main theme poll. The first one is a bit overwhelming, "loud" and monotonous to work even as background music. No offense intended.
I agree with tube. I utterly love Hitch-hikers Guide, but to be honest a game that drives inspiration from the film rather than the TV show and/or book actually sends me a negative message, and turns me off.
I'll give the tech demo a go though :)
CB
edit: re music - you gotta use the proper TV / radio show theme :D
Responding to both of you, since I'm the fan of the books and stuff, the movie was good but worse than the books. Since however it's the only visual influence I have I'm making the characters as seen in the movie. However since for example in the original script Marvin instead of using the gun of the other point just did a trick with plugs(if I remember) well we'll keep it with the book. Like I said my influence on the script is very few, and since Yukonhorror is actually prefering to be more close to the script from the books rather than the one in the story we;re heading that way. And I live in greece we didn;t get to see the TV show, or radio. But like I said we're keeping it to the books and not the movie concerning many things. I hate for example that Ford was mainly a watcher in the movie despite in the book he's more important.
Quoting from Yukonhorror's pm:
The style looks good, but I agree with the comments. I would REALLY avoid making things similar to the movie. I liked the movie, but some of the looks of the movie I didn't agree. The way Marvin is is fine, but the president has to have two visible heads. Otherwise the joke in the party scenario isn't funny (he's wearing a towel over his other head saying it's a birdcage). And remember he has 3 arms too.
I'm a fan of HGTTG, cant wait till this is finished! It should be interesting.
Bless you for having a go at one of my favourite books! Best of luck, and should you succeed, an enternity of Pangalactic Gargleblasters for you, paid by me.
But pleeeeease, at least give Zaphod his "proper" two heads, yes? I can live with the movie-Marvin, but Zaphod just, well... needs two heads, both visible at the same time!
Ok, no trouble putting an extra head...He'll have two head mind you all.
And there's a recipe about gargle blasters in the wiki(terran recipes)... so have fun.
EDIT: I've put one head since I haven't read the script that yukonhorror had provided me with at the time I was creating this demo, and I 've forgot about that part with his two heads...
Awesome! Anyway, it can be better to change the GUI: you've already used that one in LC2. Something original can be more suitable.
and remember all, pan galactic gargle blasters are included in the in-game guide, so be sure to look them up to see what Doug Adams has to say about them.
Also, I want to make sure to state this game is a remake of the original Infocom game. It isn't 100% original. So credit all humor to the original game makers. We are just trying to bring the pure text-based game to the point-and-click environment we love.
You should check out the BBC mini-series for visuals. They're far more faithful to the books (and better written, and funnier) than that movie.
Note also how the movie is nearly incomprehensible to people who haven't read the books, so that's probably not what you should aim for.
Quote from: Radiant on Sat 23/02/2008 14:06:56
You should check out the BBC mini-series for visuals. They're far more faithful to the books (and better written, and funnier) than that movie.
Note also how the movie is nearly incomprehensible to people who haven't read the books, so that's probably not what you should aim for.
We're not aiming for it. I changed Zaphod today adding his two heads..and yes the movie has many details that the normal I've-never-read-the-books-viewer wouldn't notice despite seeing the film for a second time or more.
Not planning on changing Marv though.. sorry he'll stay as he is. Took a lot of effort to make him. I can change Ford as well.
I feel compelled to point to: http://www.bbc.co.uk/radio4/hitchhikers/game.shtml
Maybe that can help inspire you
Quote from: Radiant on Sat 23/02/2008 14:06:56
You should check out the BBC mini-series for visuals. They're far more faithful to the books (and better written, and funnier) than that movie.
To quote an interview form Douglas Adams' the Salmon of Doubt.
Quote
Which version of Hitchhiker are you happiest with?
Douglas Adams: Not the TV version, that's for sure. In different moods, I will feel either the radio or the book, which are the two other versions left, so it's got to be one of those, hasn't it? I feel differently about each of them. On the one hand, the radio series was where it originated; that's where it grew; that's where the seed grew. Also, that's where I felt that myself and the other people working on it—the producer and the sound engineers and so on, and, of course, the actors—all created something that really felt ground breaking at the time. Or rather, it felt like we were completely mad at the time. I can remember sitting in the subterranean studio, auditioning the sound of a whale hitting the ground at three hundred miles an hour for hours on end, just trying to find ways of tweaking the sound. After hours of that, day after day, you do begin to doubt your sanity. Of course, you have no idea if anybody's going to listen to this stuff. But, you know, there was a real sense that nobody had done this before. And that was great; there's a great charge that comes with that. On the other hand, the appeal of the books to me is that that's just me. The great appeal of a book to any writer is that it is just them. That's it. There's nobody else involved. That's not quite true, of course, because the thing developed out of a radio series in the first place, and there is a sense in there of all the people who have contributed, in one way or another, to the radio show that it grew out of. But, nevertheless, there is a this-is-all-my-own-work feel about a book. And I'm pleased with the way it reads. I feel it flows nicely. It feels as if it were easy to write, and I know how difficult that was to achieve.
Considering that Adams didn't like the TV series, I wouldn't follow Radiant's or CaptainBinky's advise...I mean: why use something as a mould that is known to be considered utter and complete crap by it's creator (OK, that might be an exaggeration, but still, you get my point). And even though there are several parts where the movie failed, I personally liked the casting...and I really didn't mind that Zephod didn't have two heads all the time (I found the solution better than the terrible fake thing on top of the TV-series-shoulder (http://news.bbc.co.uk/olmedia/1325000/images/_1329680_beeblebrox300.jpg)).
I do agree with CaptainBinky that you should use the Hitchhiker's theme (http://www.youtube.com/watch?v=Z9TYG9gTshU&feature=related), but just for the record, it's also the theme for the guide in the movie (http://www.youtube.com/watch?v=PiA8emhiSss&feature=related). It is - however - not the easiest song to find as a somewhat proper midi. The best version I found so far is this one (http://www.tv-timewarp.co.uk/midi_files/ExternalLinkFilter/HitchhikersGuide2TheGalaxy.mid). But it's nowhere near the original song by the Eagles (http://www.dizzler.com/music/The_Eagles/Journey_Of_The_Sorcerer)...it's a great song, that extends far beyond the H2G2-theme.
So in short: either re-invent the whole thing starting from the source material (either the radio- or the book-version), and try to ignore both the TV-series and the movie, or just use the looks from whichever version you prefer. It was impossible to write the book into a movie, but to me at least they managed to get the right look (lacked in humour, lacked in story, but I liked the casting, I liked the look, and I even thought the Dolphin song (http://www.youtube.com/watch?v=jc6aufHz-i0&feature=related) was somewhat fun). And as long as your version completely contradicts any other version currently in existence, I think Douglas Adams would be proud (because as he wrote himself in the introduction to his Ultimate Hitchhicker's Guide all versions contradict each other).
Oh...and please add some of those 'pretty' animations (http://www.youtube.com/watch?v=iLd7xXuw_r0&feature=related) within the guide :)
Quote from: Misj' on Sat 23/02/2008 22:36:02
Quote from: Radiant on Sat 23/02/2008 14:06:56
You should check out the BBC mini-series for visuals. They're far more faithful to the books (and better written, and funnier) than that movie.
Considering that Adams didn't like the TV series, I wouldn't follow Radiant's or CaptainBinky's advise...
I think if Douglas would have lived to see the film he might have different thoughts on it (or rather, the film might not ever have come out). I think the point is that the series was a LOT more faithful to the original material than the movie which pissed on and watered down various of the funniest scenes, cut others, and added poor subplots to the story... and for that to be the source material for the game would concern me that the game would be as upsetting to me as the movie. ;)
All that aside looks fun, and will definitely be giving it a go. Knowing the text is from the book / radio show and not from the movie then I can only imagine it will be top notch and look forward to it. :)
I'm not advocating making it exactly like the TV show. If he made up the look for all the characters and environment then cool - I'd dig that.
All I'm saying is that driving inspiration directly from the film (which is considered awful by a lot of people who love that book) sends me the wrong message about the game.
i've been a fan of hitchhikers since i was a kid, my dad recorded the tv show and i pretty much grew up with it. i'd much rather see a game get its visual inspiration from the tv show but there was little wrong with the way the film looked. and to be fair i think everybody played their roles well, it just didn't gel as a movie. all this is a little off topic i know but what i'm trying to say is i'll play this with an open mind. hitchhiker is such a rich universe to draw on if this is done well it could be something special. best of luck with your project.
Oh no...now I've upset the Lemmi&Binky-entity :P
Anyway, I'm not saying that the movie was the best thing ever created for public viewing. But even though it failed in many key areas (like story and humour), it also succeeded in others. And I believe casting and looks were two of those areas. So if someone decides to combine the best elements from each version then please do use the movie also.
Besides...many of the poor sub-plots (including Humma Kavula) were created by Douglas Adams himself. And maybe they didn't work out the way he invented it in his mind...so what? - It was still - largely - Adams' reinvention of the existing story.
And yes, I'm one of the few people who loved the book (and actually didn't mind the TV-series either), who also liked the movie...in it's own right (even though it can't measure up to the book on whichever level). Even though I fully understand why most fans would quote Marvin while (and after) watching that movie: "This is So depressing!"
What I'd like to see would be a game graphically based (based, not exactly) on the look of the TV series, content of the book (several extra details that aren't mentioned in the radio series, though obviously much of the content is the same) and maybe the odd nod towards the text game (though most of the puzzles are too illogical and wouldn't work graphically). I'd completely ignore the movie, and if that's your primary source material I suggest you get reading the books. Then again, I haven't seen the movie so maybe I shouldn't put it down, but it is a version that Adams didn't oversee.
haha, yes onedollar. putting the movie down without having watched it seems a little pointless.
Ok, since yukonhorror did answer all this fuss, I have to clarify things again.
First, me myself as an artist of this game I have to get inspiration from somewhere. For the visual part.
Secondly the writer of the story(yukonhorror) took all of his inspiration from the books and the game hhgtg(1985) by infocom. I clarify that Adams had himself scripted/supervised that game, unlike the movie(he was pretty dead at the point).
The shows look awesome but ok he couldn't afford/want to put so many money at that time so it's normal that Zaphod looks ok not so good. Still the story is awesome. I'd rather have visual problems with this game that don't affect the fans or the typical my first time checking Hitch rather than have perfect visual that fit with the story but with a story that sucks. Hope I didn;t put off anyone. Yukonhorror has posted his ideas some posts ago, and I agree and will follow those. I will try and put more stuff if it;s possible but it will be like playing the text adventure but this time way more interactions and visuals so that you can dive in... The answer to all your posts is ....
Spoiler
42
Misj: First , ok I really liked how Sam Rockwell was acting as Zaphod(I've seen the movie 9 times for this reason)..but i'll put his two heads for heaven's sake. Still haven't decided a style for the Guide..into the game.. you know the book. I'll really emphasize on making it uber cool.
Lemmy101: Thanks for your way awesome moral support, I wouldn't want to make a game that none of the fans of the books(including me) would not ever dare to download it.
CapBlinky: I have to drawn inspiration from somewhere. I guess. I don;t want to give the wrong meanings. I really liked the style of the movie but that;s why i've never seen the series. Not planning to mix up those styles, but I've already did. And I believe Ford being black skinned isn't bad at all. But if that upsets you and more like you making him white skinned ain;t much of a problem. I'm mixing my thoughts on style with the style of the movie/tv series and picking what's best. Trying to maintain integrity and not having like a wrong mix/up or anything.
Robotsquid: Thanks a lot.
OneDollar: Movie isn;t my primary source of material, dude.
Quote from: Crazy on Sat 23/02/2008 21:45:02
I feel compelled to point to: http://www.bbc.co.uk/radio4/hitchhikers/game.shtml
Maybe that can help inspire you
Actually crazy, all the text is taken from the original 1985 game in both our version and that version. They added some visual to the game, but it is still text-based and not very interactive. I like the flash they made, but we are going one step up.
Thanks for the tip, but we are way ahead of you.
Quote from: OneDollar on Sat 23/02/2008 23:16:30
(though most of the puzzles are too illogical and wouldn't work graphically)
But on the contrary! There are many puzzles in the IF game that would work very well in a graphical "environment"- take the sequence of blocking holes to get a babel fish, the whole Bugblatter Beast sequence, and the superb "no tea" puzzle. I admit that some of the more quirky stuff where the parser started to give you lip would not work, but I daresay Dual could easily get some juicy bits from the IF.
You hear me, DualNames??? ;D
Quote from: Ghost on Mon 25/02/2008 20:45:30
Quote from: OneDollar on Sat 23/02/2008 23:16:30
(though most of the puzzles are too illogical and wouldn't work graphically)
But on the contrary! There are many puzzles in the IF game that would work very well in a graphical "environment"- take the sequence of blocking holes to get a babel fish, the whole Bugblatter Beast sequence, and the superb "no tea" puzzle. I admit that some of the more quirky stuff where the parser started to give you lip would not work, but I daresay Dual could easily get some juicy bits from the IF.
You hear me, DualNames??? ;D
Actually, these sort of things have been discussed. We are even trying to include the bits where the parser gives you lip (because it is funny). There are a couple of snag points, and when they get there, we may ask for advice from the forums, but for now, we are kosher. and remember, this is NOT an original game. We are REMAKING the IF game. I went through the game and inputted every single response my little brain (and the help file) could think of. Some things like inputting "jump" can't be included, but for the most part, the humor and puzzles are retained.
As a side note, when you put in "jump" the parser says, "wasn't that fun!"
> i am arthur dent
Pleased to meet you.
>_
I will be disappointed if you do not have the "No Tea" puzzle in this game. It was, without a doubt, my favourite puzzle of the text adventure.
Good luck :).
:(
Hmmm... I just get a crash when I try to run this. :(
edit:
Quote from: Dualnames on Mon 25/02/2008 13:51:43And I believe Ford being black skinned isn't bad at all. But if that upsets you and more like you making him white skinned ain;t much of a problem.
That's really not what I meant at all. It's not that he's black, specifically, just that he's the film version of Ford as opposed to either your own interpretation or the TV version.
Quote from: Ben304 on Mon 25/02/2008 23:20:02
I will be disappointed if you do not have the "No Tea" puzzle in this game. It was, without a doubt, my favourite puzzle of the text adventure.
Good luck :).
I agree, it is funny and awesome. I would have to check, but I believe the logistics of that puzzle are handled fully and aren't in query. I think it would actually be harder to NOT have the puzzle.
Ultimately, you have to make the game that you'd like. The thing about Hitchiker's Media is that it appeals to different people for different reasons. There's so many layers, that it touches upon different people's psyches in different ways.
Like me, I think the towel is possibly the funniest thing in the universe.
In the end, make your game the way you want it - what makes you laugh, what makes you think, and what makes you believe that it's a good game.
Don't panic.
Bt
Two things to keep you guys thrilling. First, yes I finally updated to AGS 3.0
Secondly it will contain the no-tea puzzle.
Blackthorne: Yes, I really enjoy the towel myself
Blinky: Np.
Ben304: I wouldn't miss it for the world man.
Ghost: I hear you Ghost.. Anyway , I wouldn't dare make a H2G you wouldn't download/play. So don;t worry this will be far better than you expect it to be.
And to give you guys a small idea
Spoiler
i was checking out the script and I noticed wow there's really so many things you can do while playing most of which end to death but not immediately. Example drinking less or more than three beers will cause you to die when you try to pick up a ride at the Vogon Fleet. But you will only realise you actually f^&* up only at that point and not before.
That might have made some sense but it;s really one other thing shaping it up for AGS.
Quote from: Dualnames on Thu 28/02/2008 01:36:18
That might have made some sense but it;s really one other thing shaping it up for AGS.
It was common to die or reach dead ends in IF, and the Guide was a pretty tough example of that- deads, dead ends, even walking deads, and one-try-or-reload situations. (You could actually make some fun of that with some mocking screens: "Technically you are now dead...")
Quote from: Dualnames on Thu 28/02/2008 01:36:18
I hear you Ghost.. Anyway , I wouldn't dare make a H2G you wouldn't download/play. So don;t worry this will be far better than you expect it to be.
Now I feel honoured, but seeing your enthusiasm, I daresay you'll be doing great anyway! Thumbs up!
Quote from: Blackthorne on Wed 27/02/2008 08:19:28
Ultimately, you have to make the game that you'd like. The thing about Hitchiker's Media is that it appeals to different people for different reasons. There's so many layers, that it touches upon different people's psyches in different ways.
Like me, I think the towel is possibly the funniest thing in the universe.
In the end, make your game the way you want it - what makes you laugh, what makes you think, and what makes you believe that it's a good game.
Don't panic.
Bt
You're right. Even Adams had trouble making the game different than the book. At first the game followed the book exactly. Adams and the programmer guy (can't remember his name), realized the game wouldn't be challenging if you read the book. Because the book basically acted like a walkthrough.
But they got wise, and took the game in a new unique direction. As for game content, we are staying as true as possible to the original script game. However, we are going to try and take the original infocom team's mentality on the looks and sounds of the game and present the characters and sites in our light, no one else's.
However, comments and critiques are always welcome. They may not be implemented, but they will be heard.
Update: 29/2/2008
-------------------------
I've been working on this since ok my exams at the university just ended so I'm wasting(in a good way) all my time on this game. I've read the book as well to help me fill in the blanks easier despite I have to say that Yukonhorror's HHGTG manifesto is like asking the real guide how to make a H2g game.
I've also composed some music, I can;t seem to find someone to do it for me so you'll have to withstand me.
Check out the demo here:http://ledzepforever.googlepages.com/HGTDv2.rar
And it's created on 3.0 ..Yes'I've moved on.
What a pity you left out the gamma slider this time around.
Pity the game isn;t yet finished,I think i'll keep to the lc3 all options available gui for functions...
TODAY's POLL(4/3/08):
4/3/08<()>
Do you think we should stick to typical sierra cycle modes control method or to the reactor 09 flipped(which means left click opens a two button gui, look and use responses and right click opens the Inventory GUI)?
My vote goes for the second whilst yukonhorror really wants the first one.
The first one includes more responses to everything if you search the game well, but more generic responses.
The second one means less actions but not a single generic response.
Anything but the traditional sierra cycle. I'm bored of it, and it isn't very good anyway. Cycling through all the functions is slow and frustrating.
I reckon a simple left click use/right click look system would be the best. Then you can concentrate on the game being fun and simple.
Also: Good luck with this, it is a potentially huge project.
Preferably the former.
Whichever you pick, please do add keyboard controls.
I really liked the r09 interface. Billy's right - Sierra cursor-based interface is inefficient and done-to-death...
I guess I am the only one who's a fan of the KQ interface. Well, I'm a flexible guy. Dualnames and I will discuss what's best for the player and go from there. This game is for the fans, not just me.
Quote from: MisjConsidering that Adams didn't like the TV series, I wouldn't follow Radiant's or CaptainBinky's advise...I mean: why use something as a mould that is known to be considered utter and complete crap by it's creator
Actually it was more a case of it having actual visuals and the fact that things like Earth's explosion and Zaphods extra head just end up looking tacky and cheap than any actual problem with the content of the show itself.
Radiant: Will put shortcuts either way
Markbilly: That's exactly what we're going for.Simple and fun
Emerald: Agreed
Note: I've built the GUIDE, yes that wholly remarkable book. Please be gentle to tell me what entries you wouldn't like to see missing..
Special Thanks to SSH module Hypertext.
Woo! Someone's using that module!
So, download the entire AGS Wiki into the guide. And then Wikipedia...
And obviously everything listed here: http://www.csd.uwo.ca/Infocom/Invisiclues/hhgg/chapter13/
SSH:
The stuff on that site should already be included. As for the wiki, I am not too keen on that. Especially for us folk with a SLOOOWW internet connection.
Dualnames:
Maybe google for the entries from the books. Unless there is a more efficient way to go through the books and find guide entries written by Adams. Also, you could add in the ones from the movie that aren't already in the guide from the original game.
Cause if it ain't funny or pertinent to the game, why have an entry?
Quote from: Dualnames on Mon 10/03/2008 13:06:30
Note: I've built the GUIDE, yes that wholly remarkable book. Please be gentle to tell me what entries you wouldn't like to see missing..
Well... almost all of them are at least funny, so you should see which ones are defenitely needed for your plot- and the rest, take whatever you can!
Maybe this could help: http://www.bbc.co.uk/cult/hitchhikers/guide/ (http://www.bbc.co.uk/cult/hitchhikers/guide/).
Well, as far as I recall Magrathea entry on the book had a 65000 entry. Ok, we can't reach that amount. We can but you would need the really GUIDE to support it or whatever. But 48 entries including some of my ,Eccentrica Gallumbits and Oolon Colluphid (they;re written based on the book), I was thinking we could just add various funny stuff so that no one gets the chance to say, "They didn't use Hypertext Module the wrong way." And SSH it's pretty much the best module to use if you;re making HHGTG.
Here's an idea: include stuff that's only relevant to the game and that the player would need to read to get an insight or hints as to how resolve puzzles.
ShiverMeSideways: thanks for the link and to respond to your lost reply
beware: SPOILER!
Spoiler
The entries from the original game are going to be copied verbatum. A lot of them are nonsense, however, there is no way of solving a bulk of the puzzles without consulting the other guide entries. Unless you know the solution a priori. I.e. the entry for intelligence is a MAJOR clue to opening the door to Marvin's Pantry.
Well, that's great. Of course I agree that it would be brilliant to have all the original entries (or at least a part of them), so I support that. But I just don't think you need to make an entry for everything in the Universe that exists, will exist, has existed, may have existed, will probably exist, may have will exist, will may have been existed, or even what may exist, but won't may not exist.
Also, and this is waaay overdue:
Oh my god, a graphical HHGttG game!!! Yes! Good luck with this!
I'm still keeping my ol' favorite copy-pasted from the book Towel entry. I want the GUIDE to be massive not just an in-game hint spoiler as used before. For example Vogsphere has nothing to do with the story of the game,but it's an entry.
17/3/08<()>
Another poll.. and with this one I need imba help and you should be really discrete. I mean really. Hide function works this way [hide[ (flip the last [) //message// [/hide]
Please try preview before posting your answer. Thank you.
The poll is this:WARNING: HUGE SPOILER
Spoiler
This game ends on the minute you step foot into Magrathea, what are your thoughts about that? Should we proceed or you won;t have trouble playing this game either way?
Quote from: Dualnames on Mon 17/03/2008 13:19:29
17/3/08<()>
Another poll.. and with this one I need imba help and you should be really discrete. I mean really. Hide function works this way [hide[ (flip the last [) //message// [/hide]
Please try preview before posting your answer. Thank you.
The poll is this:WARNING: HUGE SPOILER
Spoiler
This game ends on the minute you step foot into Magrathea, what are your thoughts about that? Should we proceed or you won;t have trouble playing this game either way?
reponse to spoiler
Spoiler
I think it is funny how that is the ending. It is anti-climatic, but after all those puzzles, you feel like you accomplished something. But in reality, you didn't. All in all, you enjoyed tea and had a robot fix a door for you, and you didn't die.
I'm having trouble realising your response, and we're on the same team ;D I don't get the first sentence the rest comes easily to mind and I think i got the overall meaning. You want to say that this game
Spoiler
will deliver a frustration to the player that will be seen by the player as a one with a purpose
I don't know what you are saying either.
Spoiler
I kind of see it as a joke on the player. They don't receive that closure they so viciously desire. At the very least, it opens it up for a sequel.
I hope it goes well ;D
I know a few people who have thought about doing a game but its a mamoth task and a lot of pre defined expectations that have already been pointed out
Personally i hated the movie, there was just so much important stuff pushed to one side or not explained
Spoiler
I would make the game up to that point, as it is a target to reach in terms of development. Then, if you want you can always extend it... It would be great to see a game of the whole five books - but that would be a tall order indeed! :P
Spoiler
If you want to go for a true remake you will of course have to stop on Magrathea- but to be honest, I would much more like to see the whole of Book 1 made into a game. They had to stop the IF game because Adams couldn't be buggered to continue work on it, wich is emberassing. It felt like a let-down. And basically you could wrap up the remaining chapters rather shortly, centering around, maybe, the confrontation between mice and men (and Trillian).
Ghost, Markbilly: thanks for hiding your answers..
Yukonhorror: I got what you meant at last.
woodz:Thanks for taking interest, the game is more close to the book, and I agree that the movie looked weird. Yukonhorror's has written everything on his script... and we're going as planned for now.
Markbilly:I think i'll just make the game and see how it goes. Making five games is one hell of difficult task.. but you might be lucky. I always had cool ideas about the Krikkit Wars.
Ghost: I would like to see that too.
I also have to inform to whatever you want that I managed to finish Earth(as arthur) so we;re at the point where they enter at the Vogon ship.
I'll update those screenies since they;re kinda out dated.. lucky you.I'll update the demo as well.. hopefully if you guys want it as well I'll include the whole earth as arthur of course. That means a 12 room demo. Which is big, but the game is a whole bigger.
Ow, by the way, I've been calculating stuff and this game has more game over screens than king's quest and neverwinter nights..Hehe. Which is good and pretty fun.
So another poll is the following:
21/3/08<()>
This game has many chances that the player will screw up.
Do you think I should implement an autosave system?
Quote from: Dualnames on Fri 21/03/2008 11:04:21
This game has many chances that the player will screw up.
Do you think I should implement an autosave system?
Personally yes, depending on the situation. If you make it very clear that the player could screw up before letting him/her screw up, it shouldn't be a problem, and we should know to save. However, if I'm walking somewhere and without any warning, I die because I didn't do something that I was given no indication I had to do first, then I'm going to get pretty frustrated pretty quick - especially if I have to re do a whole bunch of stuff I've already done.
I'm sure others will disagree - there's possibly a whole discussion in the Adventure Related Talk section about this design feature but, hey, I've posted my 2c.
Some "You screwed up!" screen with an undo function, as done in the later KQ games, would be something I could easily live with. Autosave with bells and whistles, as you might call it; it would also allow you to add some wisecrack quotes ;)
with respect to autosave
I don't know how it works, but I would make sure it saves as new separate files.
&
I would do it at key points in the game
e.g:
Spoiler
when you get on the vogon ship, after you get the babel fish, when you get the hyperdrive successfully installed, and whenever you use the hyperdrive to go to the separate scenarios and again if the scenario is successfully completed. I.e. autosave it after the switch is pressed, but before they leave the dark. The scenarios are short enough that it is ok if they die in the middle and they have to start the scenario again. Only the Traal scenario and the whale scenario require you to bring something specific. But you should have your thumb and your towel on you at all times anyway.
There is no game over screen like neverwinter. Which means it says you die restart load quit.
Our many game over screens are like for example you don;t do nothing for 12 minutes you get the game over screen about that vogon constructor ship. i'm thinking of having an autosave system since it might take at some points a while to realise you just screwed up. There is indication on what to do with very less effort. No pixelhunting or such. Autosave system will create a save game which the player can't see internally (so he can't overwrite) and it never fails. It only saves if you do things the right way. So people then can load it if they lose.
UPDATE 28/3/08<()>
---------------------------
This thread ain't dead nor the game is but I want to end all issues now before we get a going and i can't changed them. I was trying to import various modules of my own creation. One was hyperspace module, which does that cool effect you see in Star Wars, I 'm also proud to announce the creation of what AGS was lacking so far.
An APE. A.dvanced P.hysics E.ngine. Which means that it;s a module that helps you create explosions, collisions(including collisions with materials). I'll upload the module as soon as it;s beta testing is over.I've also created a version of the GUIDE using blender and I'll use as an intro or something.I'd like to demonstrate more to keep you guys wowing or such but I'll do it when I'll upload a large demo.Planning on updating the pictures though..
Quote from: Dualnames on Fri 28/03/2008 11:17:32
I've also created a version of the GUIDE using blender and I'll use as an intro or something.
Now you've got me chewing some serious nails, Mr. Names!
A new demo containing 12 rooms, arthur, ford, prosser, and a pre-version of the GUIDE is available here:
http://ledzepforever.googlepages.com/HHGTG.rar
Press Space to open the GUIDE.
I tried a bit of it, but it crashed when I looked out the window at the tree...
The one thing I noticed that you need to do is put labels in for objects, hotspots, etc when you hover the mouse over them. I found it really difficult to find items in the game, and when I did I couldn't click on them easily.
I also think the inventory system is impressive, but a bit hard to use, as it detaches you from the game, and doesn't seem integrated. i.e. when wanting to use an inventory item on an object in the room, you have to go out of the room, select the inv item, click exit inventory, then find the room item again... I know this common to most AGS games, but it just feels clunky and long winded in my opinion.
Maybe if you reduced the inventory screen size to half (there is plenty of blank space to make this possible), and made it appear to one side of the screen so you select your inv item, then just move your mouse back to the room to cancel the gui.
I hope what I'm saying makes sense, and it is only a personal gripe but I really think it will improve how fluid the game is...
I'll try loading it again, and hopefully I can see some more rooms! I'm overall very impressed by the progress you've made, and the quality of the guide esp.
Quote from: markbilly on Thu 03/04/2008 18:11:23
The one thing I noticed that you need to do is put labels in for objects, hotspots, etc when you hover the mouse over them. I found it really difficult to find items in the game, and when I did I couldn't click on them easily.
In the older demo this was the case, but we feel that gives the player too much of a hint as to what's important and what's not. I haven't gotten a chance to look at this new demo (I have a Mac at work), but maybe we can make interactable stuff standout more, but the player still has to be observant of their surroundings.
We are trying to retain the challenge of the text-based game (as much as possible) while giving the game visualization.
As for clicking on them, I am sure Dualnames can figure out a good way to make that easier.
I don't want to say anymore without actually playing the demo a bit, but I'll say that much at least.
OK, that's fair enough. Is it possible to maybe make the pointer animate when a 'use-able' item is hovered over? That would probably be a good compromise...
It would be great if we could shock the person through their mouse whenever the cursor was over an interactable item. Maybe change the color of the outline of the cursor just slightly. Slightly in the sense that if you are looking for it you'll notice it, but random movement of the mouse will not produce good hints.
Also, maybe we could change the color of the whole cursor when in the general vicinity of said item.
I.e
Spoiler
When the cursor is over the sink area in arthur's house the cursor would change, but you need to click on the toothbrush precisely to pick it up.
I have to say this -
It's one thing to choose between labels and non-labels and changing cursors, that's the game maker's prerogative. Nowadays people seem to be rather obsessed with labels - I guess they must have played through, and have been frustrated by, many tedious pixel-hunts, so adventure game developers are to blame here. Nevertheless, any of these three (and of course there are more!) should be acceptable.
Yukonhorror, your suggestions, however, sound very frustrating for the player. A *slight* change in the outline will either mean it's readily visible, in which case it defeats its purpose, or it's not, in which case it'll confuse people, wreak HAVOC in a game with no GAMMA slider, and some people might even miss the color-change and thus think a very important item is not interacteable.
Changing the color when only in the vicinity is equally bad, if not worse. It basically means you're forcing the player to pixel-hunt inside a closed area. And what if, in your example, the player wanted to interact with the sink?
Please remember - it's ok to add bells and whistles, but the interface should not be a puzzle in itself, unless we're talking about a more ambitious project with a rather unique concept, maybe something like Ceremony of Innocence. The interface is used for navigation. It should function as language between the player and the game - short and functional. It should not be, unless in specific game-puzzles, a "cold cold cold getting-warmer waaaaaaaarmer oh-cold-again,missed-that-hotspot!" game.
I got the crash when I look at the window:
In line 18 of room 5
Error: SaveGameSlot: cannot run this command, since there is a NewRoom command already queued to run.
Other than that, looks nice. I like the little verbcoin gui a lot :).
A bit buggy bet very promising!
My point is with the labels, it shouldn't be a "your getting warm" sort of thing. I am trying to find a compromise. With the labels though, it is either you are on the north pole or your are in a volcano.
In my opinion, you should notice the {blank} and think, hey I could totally use that to take care of the [other blank] puzzle. Not, "let's see if I got everything in this room. roll mouse over stuff. Roll mouse over stuff. Ooh a label. It's a {blank}, don't know why I can interact with it, but I might as well take it."
Also, you can interact with the sink, that was just an example. But you don't need to.
Heh, I just remembered what Simon The Sorcerer 2 did.
Press F10 and little stars would appear onscreen, telling you what onscreen items were clickable. Didn't make a less challenging game, either.
Your philosophy of game design is very good, yukon, that IS what should happen, but then you'll have to script every possible way to solve every possible puzzle plus all the resposes for all the perfctly legit solutions that don't work, and you'll also have to foresee that the player might *want* to interact with every single item because they want to make sure there's nothing under the bed or inside the couch. And when you get to this stage you usually go "ah, scratch all that" and go back to a default, no-label sierra interface.
I like the idea Rui mentioned with pressing a button and the hotspots appear onscreen. I remember playing other games like this (RPGs such as Icewind Dale II) and it gives the player a choice. For those who like to figure it out by themselves, the button need never be pressed. However, for those who are a little stuck, showing a hotspot can instantly help get them on the right track. The amount of times that a game has had me frustrated because I didn't realise something was clickable or a room exit was poorly defined leads me to think that this could possibly help prevent similarly frustrating situations in your game.
I'm still concerned with the inventory system... (what I posted earlier)
Quote from: Rui 'Trovatore' Pires on Fri 04/04/2008 01:49:11
The interface is used for navigation. It should function as language between the player and the game - short and functional.
I agree with this comment, and I think it extends to the inventory too. And as much as it impressed me (it is very different) it didn't to for me what is mentioned above...
Oh blast.. There's the new version...
Sorry all. I screwed it up.
http://ledzepforever.googlepages.com/HHGTG.rar
Replying to the rest of ya:
Quote from: markbilly on Thu 03/04/2008 21:00:25
OK, that's fair enough. Is it possible to maybe make the pointer animate when a 'use-able' item is hovered over? That would probably be a good compromise...
I was thinking that might help things around.
Ben304:, Rui:
Well, ok, we had a small debate with yukonhorror about that label part. I was thinking of making an animating mouse over hotspots which would be noticeable. I think the game has slidder for gamma by the way. But we can put a label. I'm using a label gui whilst beta testing and it's not that easy or hard.
Anyway, I've fixed the version i uploaded so try it out. Still no label gui but we're on debate at the moment.
Markbillly: I was thinking that yay the inventory might give trouble to players. I'll try your suggestions. Thanks for your comments.
It's really good to see an AGS game in production at every stage like this. And the debates are interesting! :)
I've just had a thought, would it be quirky to make the room all fuzzy and wavy before you take the pain killer tablet? Just an idea, it may be a bit much...
Quote from: markbilly on Sun 06/04/2008 17:04:36
It's really good to see an AGS game in production at every stage like this. And the debates are interesting! :)
I've just had a thought, would it be quirky to make the room all fuzzy and wavy before you take the pain killer tablet? Just an idea, it may be a bit much...
That's why I;ve created the poll of the day thingy.
I really like this so far, but here's my suggestions:
1. If at least 2 items on the inventory were visible at once, and there were arrows instead of up and down, and the arrows were appropriately greyed-out if you were at the top or bottom of your list of inventory items, that would be better. Also, you could make it a transparent GUI over the top of the normal game pic instead of a separate screen.
2. I don't like having to "use" an exit, rather than just walk to it.
3. I want to look out of the window when I have turned the light on.
Well, I've been following everyone's advices as long as i agree with them. I added a cool non block label(actually i could post the code hence someone might need it).A.P.E (my advanced physics engine is actually now just a part of big lines of code. And beta tested has proved that my programming skills need improvement and less faith in them. So I'm still keeping parts of it in my game but the code is just a particle engine and nothing more. I managed to render collision but for a stupid reason AGS created two objects on screen. Thus I'll post the code so someone can fix it. The reproduction of Lake's module is succesful(no reflection of the cursor is shown) but i can't seem to make it work without wait(1) which actually makes it work but look awful. Well, I'll try and fix it this weekend, but i think the APE won't be available. Anyway, I've managed to implement other things as well as I'm handrawing now. SSH thanks for adding lc as a good series...
Just downloaded and played for a while. It's really funny and it has a nice interface concept, at least it's different.
I would rather not use an exit as SSH said.
I love the way the inventory items are drawn and presented to the player, it add to the experience.
I hope I get to play the full game soon.
I'll make a coment and vote at the games/demo page when I finish it.
good job and good luck
Quote from: miguel on Fri 11/04/2008 23:10:45
Just downloaded and played for a while. It's really funny and it has a nice interface concept, at least it's different.
I would rather not use an exit as SSH said.
I love the way the inventory items are drawn and presented to the player, it add to the experience.
I hope I get to play the full game soon.
I'll make a coment and vote at the games/demo page when I finish it.
good job and good luck
Thanks for trying. Getting the full game is something that troubles me.. but when I'm finished with the babel fish puzzle i think we'll be in a good road.
EDIT: Here's some artwork i've been doing this weekend. The first two are handdrawn then photoshoped...
http://i133.photobucket.com/albums/q53/JustLedZep/12.png
http://i133.photobucket.com/albums/q53/JustLedZep/4-2.png
I actually love the first and the last one...
Looks nice!
Thought I'd chime in here and just say that while the demo was a little buggy and there were a few things that I would have done differently (which is purely down to my interpretation and style and saying nothing bad about your game), there was a lot I did like and I'm now very much looking forward to it. Keep up the good work ;D
Well, it has been a time for an update.. I actually should inform you we're doing fine. And i've come up with a release date. Also i must say the demo is actually kind of off date in some things, still not far from the truth though. Anyway, I think I might be needed to find a programmer(a main one) i can still implement stuff but if someone could take some burden of me that would be cool, so if you're interested pm me or speak here.
Edit: We're cleaning stuff mainly at this point.
RELEASE DATE: 25/12/08
Will the game have "living dead" situations like that beer puzzle? Are you still keeping to that rule of taking the best from different games (incredible puzzles from DOTT, goofy characters from MI and so on)? As you probably remember, you've mentioned it in a "Lone Case" thread.
The game has all about living dead situations. I did mention it but this game has already a character from the book, and we're sticking to that.
I'm still adding new cool stuff as long as they fit the character.
Hi Dualnames!
I downloaded it and played a bit. Nice work!
Found a bug, when
Spoiler
looking at the mail in the inventory
-------------------------
"An error has occurred. ..."
in "GlobalScript.asc", line 763
Error: Cannot display message with extended characters in SCI font
(Accented characters, for example the special French and German e/a/u/i letters cannot be used by default. You need to import a TTF font to do so)
Message: The date of demolition is today's date.
-------------------------
Strange, I didn't change any language settings (and I think there aren't any of those available)
Any references to classic adventures (You know, the usual questions ;))? By the way, why don't you make the game's page on your company's site?
Cyrus: Haven;t got the time for it yet but planning to. Will try to put some things like i usually do.. but not something very very obvious like Calavera was in LC3.
sthomannch: Thanks for playing it. The bug isn't anything you did.
It's just this ' when you copy apostrophe from word to AGS it gets changed and since sci fonts don;t have an extra character to display uknown symbols they crash the game. i'll fix it on the next version.
For the rest of you, I've been changing stuff and adding as well so here's the new version reaches up to the Vogon Ship(barely).
http://ledzepforever.googlepages.com/HHGTGv3.rar
QuoteIt's just this ' when you copy apostrophe from word to AGS it gets changed and since sci fonts don;t have an extra character to display uknown symbols they crash the game. i'll fix it on the next version.
Make sure you use an apostrophe (') and not an accent ('), apostrophes are supported by SCI fonts as an integral part of the english language. Maybe your Word is re-formatting your apostrophe to an accent. Or whatever. In any case, it's not an apostrophe problem.
Furthermore, 3.0.1 has a new feature:
Quote* Attempting to display messages with extended characters in SCI font will now render those characters as a ? rather than aborting the game.
So at least it won't crash the game anymore.
Wow, didn;t know CJ fixed it. Since I was away for a week is AGS 3.01 officially stable?
Ayuh, it's been released as an official new version. :)
Yeah I've seen that one. I'd rather wait for a while. Anyway crashing helps beta-testing .:D.. Thanks for answering me Rui. In the meantime we have a website(a copy of the first topic actually) but whatever here it is
http://ledzepforever.googlepages.com/hitchhiker%27sguidetothegalaxy
Well, yukonhorror will take on the scripting for now and we will see how it goes. Anyway I decided a certain release date as an easter egg for the fans.. the date is 22/12/08 so 22+12+08=42.
Quote from: Rui 'Trovatore' Pires on Sun 27/04/2008 15:25:40
QuoteIt's just this ' when you copy apostrophe from word to AGS it gets changed and since sci fonts don;t have an extra character to display uknown symbols they crash the game. i'll fix it on the next version.
Make sure you use an apostrophe (') and not an accent ('), apostrophes are supported by SCI fonts as an integral part of the english language. Maybe your Word is re-formatting your apostrophe to an accent. Or whatever. In any case, it's not an apostrophe problem.
To clarify:
Word, by default makes the non-directional apostrophe directional in the same way it makes non-directional quote marks directional. It's these directional characters that AGS doesn't understand. You run into the same problem coding web-pages. All the copy-pasted apostrophes turn into boxes.
Best text example:
Word converts apostrophes shaped like | into ones shaped like )
and quotes shaped like || into ones shaped like (( or ))
A similar thing happens to ellipses. It turns . . . into a single character ...
You're probably using Word to check your spelling, you just need to turn off Auto-Formatting.
In the menu-bar click "Format->AutoFormat"
In the menu click the "Options"
In the new menu click the "AutoFormat as you type" tab.
Uncheck everything in the top section "Replace as you type."
Click "OK" "OK"
I will probably not fix all the previous AutoFormat changes, but it will prevent it from making new ones.
Thanks for the additional info, I've traced the problem but the solution you provide might do the trick easier.. Thanks Rayberg.
UPDATE:
9/5/08<()>
Well, we've been working a lot. Things are quite stable we're re-making stuff from the first 12 rooms. Anyway, yukonhorror will be doing the coding from now on. and I'll be giving advices of course. We haven;t figured that part yet.We went on AGS 3.01.
SNEAKY PEAK
Well I guess you might wanna see this. I'll be using blnder to render some of the scenes.
So here's a five second video with some vogon ships.
Take a peak (http://ledzepforever.googlepages.com/vogshipshigh.wmv)
16/5/08<()>
Well, Marvin talk. What do you think i should do.. Go with the movie version, go with the radio series version or make a new version?
I think the TV series is the best choice to go with.. Not quite sure what to do. We had a debate over this at the stickam room, but has lead to nowhere, apparently. So that's why with the post. Help me.
I'm feeling very depressed.
Well, I'm not any sort of uber-fan so I have no idea what you mean by the 'radio series' version - was the character slightly different? But in terms of design, I think the film version is brilliant, and it was how Douglas Adams wanted him to look - a robot that has been designed to look fun and happy, but carries itself in a very depressed and subdued manner.
He should look like the TV series version. The film one was too "stylish" in my opinion, and didn't conform with the idea that Marvin hates everything about himself.
I agree that the film version looked suitably 'fun'. But it didn't look like it was trying so badly to look 'fun' that it was depressing - which is what the TV one does great.
No, seriously the TV series style or similar would be perfect. Plus, I can see you pulling that off well with your art style! He will be a square robot drawn in your 'never-square' style... :P
/ramble
Honestly speaking, Marvin just can't be like the movie, it just didn't fit in, he looked weird and not as comical, you kno with the attitude. You shud make an ordinary robot but put lots of character in it, thats Marvin's secret actually.
In the thought of making him designed as happy, but obviously not. His bottom is four wheels with the hubcaps as daisies. His middle is a sphere of a big yellow smiley face not just :), but :D, but the depression comes in his facial expression and his hunched over shoulders and his arms dragging (bad posture). Also, he has to move REALLY slow. Maybe have his arms sway like a gorilla when he walks cause he is to depressed to give them any support. In addition, maybe have a crude scratch mark across the daisies and the smiley face as though marvin tried to scratch them out. OOH I just had a thought, instead of a big yellow smiley and daisies, the wheels and his midsection can be the green little smiley they have on all of the books. I think you know what I mean.
THe other way to go is to have it fit his personality and make him goth/emo. How you make an emo/goth robot I don't know, but it's a thought.
But my original thought with this game was to make it original with respect to looks. Even though your recreation of the movie Marvin looks very good, I say ditch it. Or modify the crap out of it. Smaller head, many bright colors, a permanent frown, etc...
I'll agree with most of you of ditching Marvin's movie looks. So I'll ditch it.
TV series must be then, I'll try and make an edit for Marvin and maybe post it so anybody can decide a little better. Till then carry on posting if any ideas of he should be like. Reference images accepted.
SEMI OFFICIAL poll of the day.
For those familiar with the original. Should we add in the footnotes or not? Those familar will know what I am talking about.
Have you played Discworld? Both DWI and DWII had those "footnotes". Arguably DWIII had them as well, but Lewton's noir-style voice-off-narration blended with them so well they're not really distinguishable.
DWI and DWII, particularly DWI, had a sort of off-story character, like a teacher, who "said" the contents of the footnotes while pointing to a blackboard. DWII merely used his voice-off at suitable times, i.e., to introduce the concept of the wandering store.
Something like this might work - not unlike the "guide" in the TV series, I recall it worked similarly. I remember that in DW, at least, it did not detract or move away from my gaming experience - I got to enjoy seeing that bald, spectacled guy. :)
Yes, that would be nice.
Wow, I'm making this game and I don't know what this is all about. So what exactly are footnotes? And what exactly are the footnotes in HHGTG? I've played DWIII but I can barely realise what are you talking about here.
EDIT: Made Trillian, and Marvin. Lucky bastards. I might start working on HOG some time soon.
Will post a teaser and a pick of all characters. And bic? Trillian is supa-sexy as you asked.
I don't remember discworld game's footnotes (I played DW1 and 2) (apart from What ocurrs to the people to walk in The Shadows xDDD), maybe some profund Displayed text when look?
But, in the terry pratchett books, footnotes are the BEST!
When you went in the Shades before you had to go there, for instance, you got the "teacher/historian" telling you about the Shades being the place where curiosity not only killed the cat but also tied it's feet down and threw it in the river.
It's the perfect place to put these little tidbits which aren't *necessary* for the game but which make it so much fun! :D
As for Gilliam, I loved the footnotes in Good Omens. They were hilarious.
Dualnames,
I thought you played the game (a bit). During certain parts of the game (usually non-important), you would get the response but there would be (footnote 1) in parentheses next to the statement. They were usually quite funny. But how to add them was something I wasn't sure about. But having a cutscene with the guide opening up and saying what the foot note is could be fun. Go to the BBC4 site referenced in the script file and you'll be able to read them all. An example is:
Spoiler
when you listen to Hey Jude, it has a little blurb about the beatles in the footnotes.
QuoteAs for Gilliam, I loved the footnotes in Good Omens.
Gaiman.
Actually I think this game would actually be half good without the footnotes. They're important and it's quite fun to watch even for me. The question would be.. do they blend enough or not?
Quote from: Rui 'Trovatore' Pires on Thu 29/05/2008 09:15:07
QuoteAs for Gilliam, I loved the footnotes in Good Omens.
Gaiman.
actually pratchett
I get terry pratchett and terry gilliam mixed up a lot.
Neil Gaiman is funny too though. It's hard to say who wrote what in that book. Now if you could figure out how to make THAT book into a game, I would play it.
As for footnotes, I think if you have a little blinking light or something then the player can click on it if he so chooses, or he can ignore it. Make it the player's choice of whether or not it blends in. It could be a subtle as a little word (footnote #1) flashing at the footnote moments or as explicit as the whole screen being filled with a decision box of whether or not the player would like to read the footnote.
Oh, definitely keep the footnotes. They're half the fun as Dualnames also said. But I think it would be a bit too intrusive to just cut to the Guide as they do in the TV series. What about having a little icon of the Guide itself flashing in the bottom corner of the screen whenever some topic is mentioned - similar to yukonhorror's suggestion? If you click on it, you get the footnote. In fact, you could have an in-game Guide where topics are added (unlocked) as you progress through the game, so you can always go back and read the stuff you skipped. SSH's Hypertext Module might be of use.
Quote from: GarageGothic on Thu 29/05/2008 19:59:28
Oh, definitely keep the footnotes. They're half the fun as Dualnames also said. But I think it would be a bit too intrusive to just cut to the Guide as they do in the TV series. What about having a little icon of the Guide itself flashing in the bottom corner of the screen whenever some topic is mentioned - similar to yukonhorror's suggestion? If you click on it, you get the footnote. In fact, you could have an in-game Guide where topics are added (unlocked) as you progress through the game, so you can always go back and read the stuff you skipped. SSH's Hypertext Module might be of use.
The SSH hypertext module is already in use. And a version of the Guide as seen in the tv series exists. It's an inventory item and if you open it you get a text and an animation as well. I've managed to animate 21-46 entries so far. Nothing too cool but it does the trick. I actually like that this game is very open. You can do anything, almost. So unlocking the entries one by one actually makes this game not so good and open as I want it.
Yukonhorror:nice suggestion, but always hated blinking things on games(especially radio signals in Metal Gear Solid, despite you could skip em they were bothering me a lot).
Garage Gothic: Half of the Guide as it is now can be seen at the demo. Just open it and press space(even at the menu).
Just to let you guys know of my idea about notes and the problem about when they blend. There's the part when Arthur and Ford get flushed from the Vogon ship and the entry of space comes in. This is a must thing and I think footnotes should be included anyway, without blinking icons and stuff. If the player still wants them off I'll put a cutscene thing and he can press escape to skip them. But as a fan of the books myself I must say that I don;t think someone would hate to see the entry of space at this point. Am I thinking wrong?
QuoteSo unlocking the entries one by one actually makes this game not so good and open as I want it.
There's good reasoning behind that decision, but I'd like to mention that a huge guide full of entries right from the start might not make for fun reading. Unlocking entries gives some pacing - if everything's available from the word go, it might be daunting and players may just not bother with the guide at all.
Then again, having a huge encyclopedia ingame worked for Ringworld, oddly enough. And I still have my Encyclopedia Frobozzica from Return to Zork, but that of course a different matter, as it's actually a book.
Well, your call. Also a suggestion based off several suggestions already made - maybe you could do a "verbose/terse" option, similar to a text adventure. If verbose is on, you get the footnotes - maybe in regular speech, or maybe as the Guide - in which case it'd be remarkably like the Caverns (I think that's the name) game Helm made for a OROW comp, with a Freud option.
Actually I recall still that the Guide (in the books contains millions and millions of entries) is a huge book. For example Magrathea entry is entry number 68324 or sth.And in the game the entry is like 32. The guide is a tool for gaining knowledge(in-game hint book), players can play the game and never use it. They might not finish it, but they might try all things and figure it out. That's the magic of this game, you can do things and then again you can just sit there. Events still will go on though. You can go and see all entries at once or see no entry at all. The Guide is barely small sized. And some entries are tiny.
That cavern bit. Well never played it. Is there a possibilty you give a link here or just inform us?
Sure. :) http://www.adventuregamestudio.co.uk/yabb/index.php?topic=21231.0
I regret to say that Helm's link is like helm. Dead. ::)
Read the rest of the thread, I give a working link. Twice.
Ok, I liked the Sigmunt Freud part. It was cool and a nice idea as well. You think I should go with that.
Note to those who haven;t played Caverns yet.
There's an option who enables Sigmunt Freud and disables it.
Sigmunt Freud is a character that says some really funny remarks and comments.
So taking the above facts there's a thing about this game(HHGTG)
First this game contains millions of remarks and comments (one line of speech most of them) that really could make the game suck with out them.
And secondly some parts of the game actually contain footnotes.
My notes on the above two facts.
I couldn;t go and have an option that disables all the remarks, but I could live with an option that disables most of them. At least the very big ones
And for the second fact, well I could add the same option or a different one that disables footnotes.
But mainly I consider footnotes a living and vital part of the Hitchhiker's Guide.
Like removing all the scenes from the TV series and/or movie that contain Guide entries.
I really rather enjoy those footnotes parts of the movie. But if you want them to be disabled or enabled by your will, I could go and script it.
Quote from: Dualnames on Fri 30/05/2008 10:27:37Garage Gothic: Half of the Guide as it is now can be seen at the demo. Just open it and press space(even at the menu).
Ah, I hadn't realized. I briefly played the demo (waiting for the full game before playing too far) but wasn't aware of the option. The Guide interface is a bit clunky, but I hope that'll be fixed before release - such as button labels and the topic list being slow to scroll without a scroll bar or mouse-wheel support. I must admit I prefer the visual style of the inventory system (which I love) to that of the current Guide. I haven't played around with SSH's module since I use my own html-like system for my game, but it shouldn't be too difficult to add image support for instance.
QuoteI actually like that this game is very open. You can do anything, almost. So unlocking the entries one by one actually makes this game not so good and open as I want it.
I see your point, but I disagree somewhat. Unlocking new entries would serve as a reward for the player - if you read through the full thing as the first thing in the game, a lot of the fun is already over. To me it makes sense that you would, for instance, see an ad for the Pangalactic Gargle Blaster or hear someone mention it, that would let you look the recipe up in the Guide so you could mix one to solve a puzzle. It would also solve the problem of not having millions of entries as Dualnames mentioned.
Edit: I forgot to say that the Guide entries are hilarious. Try looking up the entry for "Walking", which I assume is original for this game.
Quote from: GarageGothic on Fri 30/05/2008 12:47:06
Quote from: Dualnames on Fri 30/05/2008 10:27:37Garage Gothic: Half of the Guide as it is now can be seen at the demo. Just open it and press space(even at the menu).
Ah, I hadn't realized. I briefly played the demo (waiting for the full game before playing too far) but wasn't aware of the option. The Guide interface is a bit clunky, but I hope that'll be fixed before release - such as button labels and the topic list being slow to scroll without a scroll bar or mouse-wheel support. I must admit I prefer the visual style of the inventory system (which I love) to that of the current Guide. I haven't played around with SSH's module since I use my own html-like system for my game, but it shouldn't be too difficult to add image support for instance.
QuoteI actually like that this game is very open. You can do anything, almost. So unlocking the entries one by one actually makes this game not so good and open as I want it.
I see your point, but I disagree somewhat. Unlocking new entries would serve as a reward for the player - if you read through the full thing as the first thing in the game, a lot of the fun is already over. To me it makes sense that you would, for instance, see an ad for the Pangalactic Gargle Blaster or hear someone mention it, that would let you look the recipe up in the Guide so you could mix one to solve a puzzle. It would also solve the problem of not having millions of entries as Dualnames mentioned.
Edit: I forgot to say that the Guide entries are hilarious. Try looking up the entry for "Walking", which I assume is original for this game.
Actually considering the image thing you mentioned I reply nah..
However I'll put a gui with a label to identify what each button does, and yes will fix that scrolling thing which has troubled me as well.
As for the entries guide thingy.. well, well.. For example read the intelligence entry. I bet that you wouldn;t know where it goes.. neither do I.. hhaven;t reached scripting too much. Ok, I've decided to lock certain entries that their knowledge does actually matter.
Glad you liked the entries. Thank, mostly Douglas Adams for writing most of them.
EDIT: Forgot to mention, the DEMO is way..off date. Still has some huge bugs and glitches and we are still debugging it for a whole month. And yuk is a little perfectionist at some things but actually he is right and he wants this game not less than perfect. And i totally agree about it..
----
To all beta testers, couragious or not, alive or dead..
the challenge of your lives is here..
No, seriously, if you're interested in beta-testing it, you can find a way to tell me. PM is cool. email is cool too, but I usually get a lot of mails so i might not notice it.
You just play the game and if you find a bug accidentally you send me the log.txt which is generated, whilst you play.
30/6/08<()>
New link..designed for testers but if you can't wait 3 years well go ahead.
Download 3.4mb (http://ledzepforever.googlepages.com/h2g2betav1.0.rar)
I'd really appreciate some feedback. None seems to give me any :'(.
Massive guide fan here, all in all things are looking quite well.
In terms of criticism, the main thing that strikes me as odd (maybe it's because I'm used to the radio version, which is how the story was first written) is that ford prefect is black. I'm not racist in the slightest, it's just that the original voice actor sounded decidedly like a white upper middle-class twit, and the change in character seems weird (I was decidedly against Mos Def playing him in the movie - he just wasn't the same character I know from the radio/books).
I'm love to beta test of get involved in any way I can. I've played up to the bit they get thrown out into space, but the game doesn't progress beyond there, is that all that's completed, or is something wrong?
Keep up the good work, I can't wait to see what the other characters look like!
...Also, the theme tune midi you've chosen doesn't seem to be very high quality, it it's a midi of the tv theme or movie theme, a better version might be found of the original song (Walk of the Sorcerer by the Eagles)
Great work so far though.
-TDM
Quote from: tonedeafmessiah on Tue 01/07/2008 16:43:03
I'm love to beta test of get involved in any way I can. I've played up to the bit they get thrown out into space, but the game doesn't progress beyond there, is that all that's completed, or is something wrong?
Spoiler
Use the thumb...
By the way, here's a 3 hours game I made based on HHGTG. Don't expect much.
(http://i133.photobucket.com/albums/q53/JustLedZep/Image.png)
http://ledzepforever.googlepages.com/ONNA.rar
Due to certain new clues come to my existence that I was not aware of..
Hereby regretably production is halted.
New leads:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=34964.msg458352#msg458352
Till certain things are fixed and set, production will not continue.
and if those things can't be overcome production will(which i hope not)seize.
Dualnames,
I've been following the production of this game (as I did with some of your other games) and definitively feel that not only the backgrounds but the overall game has been improving significantly, thanks to all the effort you've been pouring in. IMO, the overall quality of the graphs is not top notch, but more than good enough and you indeed have a distinctive drawing/coloring style, which is also an asset. You also have shown the ability to accept criticism and make changes as a function of that. Ey man, you have a fan out here. Sure, there always be people that disagree with your work, but that's how life is, So, I hope you reconsider your decision and the game will be out in the future.
Serth
Thanks for your kind words Serth, I'd love to have this game out. But if graphics don't help people come and play it, or actually have quite the opposite effect. I just wanna know if the graphics are good enough to make someone wanna say, it looks good enough I'll check it out. I've put lots of code and features like quick slots and if no one's bother to checking them because of the graphics then I must do something about the graphics, that's my point. Its production is temporarily stopped, till this is determined, and if i can't improve on my graphic quality and that graphic quality makes it unplayable there would barely be a reason to get this out. Graphics are important, since it's the language that combines the story with the player. I don;t want to have all those things I've put in this game go to waste.
Quote from: Dualnames on Fri 04/07/2008 14:55:38
I don;t want to have all those things I've put in this game go to waste.
Wouldn't it go to waste if you abandon this game? I would also like to see this game get finished.
I'd abandon it if only the majority of the community or the rest of the world wouldn't play it or give it a try because of the graphics, thus making it a waste of time. So guess the graphics don;t bother the both of you.
EDIT: I hope i don;t get misinterpreted in this. For the next 49 minutes I'll be on stickam room so if anyone cares to talk me about that he's welcome to hear my thoughts.
I feel a... disturbance of the Power. You can't be serious, can you?
*PM'ed
Well, Ghost, you've put me back to senses.I'm sorry I made you all a bit of too worry. I'm not that type of person.
Ok, to all those awaiting this game I've got good and bad news.
The bad news is that it will take me some time
The good news is that well, around Christmas I'll start waiting on BBC mail about copyright.
All and all, due to Ghost's PM, and some certain comments from Serth and skuttleman, I've decided I might just work on spriting today the
RAVENOUS BUGBLATTER BEAST OF TRAAL
and just to let you guys take a small hint of how near I've reached, I'm lacking only the scenarios. And I added QuickSlots feature. Which is you set a certain item to a slot and when you click on the quickslot gui it gets selected and if you keypress 1,2,3 you select a certain quick slot.
*pfew*
<()> 9/7/08
I've decided to have a progress log, in case somebody wants to see what's coming in and what's going out.I'll put this at the very first post so better check there if you want to keep yourself educated.
http://ledzepforever.googlepages.com/progresslog.txt
Here's the updated version:
http://dualnames.diinoweb.com/files/DN%20Games/HHGTG%20Demo/hhgtgDemovL.rar
That's the final result of the demo. Woot for that. Hopefully.
UPDATE--
It's been sort of a while, I've been working a lot. Not only on the game. Anyway, I've updated the demo, fixed a bug and also must say that we're almost there.
However, not before the tenth of august*that's when I leave for vac*
Anyway.. New Pollc of the day.
Guide-
Concerning the Hitchhiker's Guide To the Galaxy(the GUI), there's a matter, which one do you think as a better way to select entries:
Entries(as a list box),or a parser(text box) or both?
I go for both.
Kevin considers parser as more challenging.
I vote for both.
Quote from: robvalue on Sat 26/07/2008 19:56:50
I vote for both.
Me too, and I further suggest that you can enter things into the text parser that yield results, but are not in the listbox. So that, say, you could enter DualNames into the text parser and get a "hidden entry"- the Guide makers are a sloppy bunch after all, and even Ford occasionally found stuff missing or turnig up out of nowhere.
I like the hidden things. Especially for certain key entries. Once you put it in the search engine, it is always on the list, but I like it. AND/OR entries get added to the list with time. Either they are added at key points in the game or they appear after one hour of play (or until searched for).
Yeah, I really like that idea! And you could hide entries related to other Adams stuff, too, like Dirk Gently!
Well, some entries require certain things to be done in order to see them.. anyway, we stick to what you want folks.. I will actually create a HUGE. I mean HUGE pdf file containing cool stuff and things. HUGE=HUGE. I wanted to put an AGS thing but Chris didn't reply to my topic.. ???
Notes--
I'm off for vacations. Game's finished. We lack beta testing and some sorting of things..
Ok, I'm back from vacations. Read a couple of books while i was there. So anyway, here's a trailer/teaser for the game. Maybe not that good but well..
http://s133.photobucket.com/albums/q53/JustLedZep/?action=view¤t=H2G2Trailer.flv
Hi!
Just some feedback on the trailer:
I like the music and the texts, the pacing is done very well, BUT:
the ingame screenshots are WAY to fast. It is hard to see anything. I think you should focus on some scenes, dialogs whatever and show each one for atleast 3-5 seconds. Choose some lines that are typical for the main and NP characters so the person that watches the trailer gets into the mood of the game and wants to play it.
also on the trailer
During one of the cut phrases, "for its time ..." The grammar on that one looked funny. Don't remember what was wrong with it though.
But I think a fun one to add would be "and above all ..." cut scenes "DON'T PANIC!" then one of the cutscenes with an explosion
UPDATE-
I updated the demo. Damn, it was way off date. Ford was even black..
Demo Here (http://dualnames.diinoweb.com/files/HHGTG%20Demo/Hitchhiker%27s%20Guide%20To%20the%20Galaxy%20Demo.rar)
Anyway also check our progress here.
http://ledzepforever.googlepages.com/Readme.txt
As for the trailer, I think to a rating of 10 that would be a 3-4. I made it four weeks ago and decided to upload since I had no time to go and make a new one.
After playing the 'old' demo this afternoon (surprising because I didn't even know I'd downloaded it..) I.. have to say I'm not sure about what the idea of this project is. I mean, I gather it's meant to be an 'updating' of Infocom's text adventure, but when the game remains as apparently unchanged as this it becomes a bit counter-intuitive. From what I played the only 'new' dialogue was straight from the book (well, and probably the radio play which we didn't get here in Oz..) and having an unseen narrator explain what everything was to me while Arthur trundled about like a mute automaton was quite a blatant hang-over from the text version.
So.. not wanting to sound rude... I have to ask what is being added to the game in this update? Because, at the moment, it seems to be all about the text, which is all there in the original vesion anyway and in a more accessible format.
Quote from: Jared on Thu 04/09/2008 11:42:10
After playing the 'old' demo this afternoon (surprising because I didn't even know I'd downloaded it..) I.. have to say I'm not sure about what the idea of this project is. I mean, I gather it's meant to be an 'updating' of Infocom's text adventure, but when the game remains as apparently unchanged as this it becomes a bit counter-intuitive. From what I played the only 'new' dialogue was straight from the book (well, and probably the radio play which we didn't get here in Oz..) and having an unseen narrator explain what everything was to me while Arthur trundled about like a mute automaton was quite a blatant hang-over from the text version.
So.. not wanting to sound rude... I have to ask what is being added to the game in this update? Because, at the moment, it seems to be all about the text, which is all there in the original vesion anyway and in a more accessible format.
To give visuals to the original, mainly. Someone new to adventure games may be a little strayed from the original text-based game, but may be more inclined to play something a little more visual and "interactive." I understand the text-based is more interactive because of its possibilities, but to a newby, it may not feel interactive.
The other thing we "added" was a sense of timing. Instead of 50 turns to get off of the earth, you literally have 12 minutes, for example.
We are not really trying to do a lot of "new" stuff to the game in order to preserve its original awesomeness. Also, I don't consider this an update, but a remake. I hope that answers your questions.
Finally, there are bits we had to add to the game in order to make the transition from text to point-and-click smoother. I.e. the poetry reading scene.
So, try out the game and if you don't like it, go to the BBC radio 4 site and play the text based game.
Quote from: Jared on Thu 04/09/2008 11:42:10
After playing the 'old' demo this afternoon (surprising because I didn't even know I'd downloaded it..) I.. have to say I'm not sure about what the idea of this project is. I mean, I gather it's meant to be an 'updating' of Infocom's text adventure, but when the game remains as apparently unchanged as this it becomes a bit counter-intuitive. From what I played the only 'new' dialogue was straight from the book (well, and probably the radio play which we didn't get here in Oz..) and having an unseen narrator explain what everything was to me while Arthur trundled about like a mute automaton was quite a blatant hang-over from the text version.
So.. not wanting to sound rude... I have to ask what is being added to the game in this update? Because, at the moment, it seems to be all about the text, which is all there in the original vesion anyway and in a more accessible format.
Well, I'm having a section in a readme answering a question like that, which I completed writing today. That's a coincidence.
The narrator might not be what you expected, but it's seen(yep it's the GUIDE animating).
The idea of this project is first:
-To achieve remaking one of the best text-based adventure games into a graphical point and click.
-Have a pangalactic gargle blaster after.
What we've accomplished and not accomplished so far.
-First the main difficulty is that things in the text based happening turn-based. We've made that into realtime(game contains 198 realtime events).
-Secondly, what sort of bothered me was how to turn an easy to use text based interface into a graphical. Problems were that in the text based, you could drop items,have limit to what you could carry(containers). Concerning drop items, I have to create 48 characters(one per inventory).
-Thirdly as for the content, barely some remakes have changed anything at all from the original except for the visual. Example QF2 has changed graphics and battle system(that caused complains and cheers). We changed the difficulty of the game. Actually the original game is considered quite hard/medium but turns usually don;t cause you any trouble, in our game, as game progresses you will have to do things fast. REALLY FAST. When the missiles come there's no time for delay. I usually lose when I test then replay it and do it very fast. We also added AUTOSAVE feature, a save game position in case you mess up. And a custom slots feature to allow easier grab of items. Also we have the GUIDE. And you can see a whole bunch of animations which you couldn;t. We also have cool death scenes.
Mostly since its a remake not many things have changed. At least not many things from the core. But come to think of it some things we considered as not so good are removed. I'm a fan myself and several answers are written based on neither the books nor the film/series.
As for Arthur being a muted automaton.. we haven't yet added speech.As for what comes in and what goes out.
http://ledzepforever.googlepages.com/Readme.txt
I'm really not hostile and if you have any ideas of what we really should implement really do hit us. I mean it.
Quote from: DualnamesI'm really not hostile and if you have any ideas of what we really should implement really do hit us. I mean it.
Well... the thing is just that the adaptation seems too straight to me. It brings with it a lot of the foibles of the text adventure in spite of the fact that it's a graphic adventure.
What I meant about Arthur being a mute automaton was the fact that he wanders around doing your bidding with no semblence of a personality until the brief Prosser scene, also the only time that I saw him say anything. In the meantime we have the Guide yabbering on about 'You' constantly.
In the text adventure the character of Arthur doesn't really exist as such because the player subsumes his role rather than truly playing it - and this works in a text adventure because it really
is all about
you doing things in the first person. But graphical adventures have traditionally placed a greater emphasis on the player character's personality and it seems something of a waste not to use this when the main character is somebody with as much personality as Arthur Dent.
Similarly, the puzzles have been designed to be solved with a text parser. It's very easy to type 'wear dressing gown' and 'look in pockets', but consideribly less intuitive to use dressing gown, scroll through your inventory, select dressing gown, use the gown on yourself, re-open the inventory, and look at the dressing gown.
It isn't a matter of anything in particular I want to be added into the game - I just think that you need to bear in mind the differences between a graphical adventure game and a text adventure, and not be afraid to change things to this end.
I really yes agree that Arthur speaks little. That's why we had that footnotes poll here. And yes, it's easier with the text parser since the original text parser was actually very understanding to what you said. I'm trying to fit an interface into the game insted of trying to fit a game into an interface. Which actually sort of explains the prons and cons.
EDIT: However, I think it's better to create an interface based on the game than just recreate the game based on the interface. Also thanks for your comments I'll try and refigure some things. Like changing the mouse controls from left click opening action gui and right click opening inventory to left click running use interaction and right click examine but that would create more things. I'm short of satisfied with the controls as they are. Not totally and I'm not bored to change things, but at least for the interactions we're set. I use to have a get rid of button that would make you lose an item without alllowing you to pick it up, but I decided to change that.
EDIT2: Maybe I'm thinking like changing the buttons text at the inventory, for each action. Example USE on Gown, searchs it so we could go and change the button as search.
Quote from: Jared on Fri 05/09/2008 00:22:39
What I meant about Arthur being a mute automaton was the fact that he wanders around doing your bidding with no semblence of a personality until the brief Prosser scene, also the only time that I saw him say anything. In the meantime we have the Guide yabbering on about 'You' constantly.
If you think about games like King's Quest, it wasn't any different. The narrator would say you, and the character would do what you asked it to. And in the text version, there really wasn't any personality in any format. There was minimal dialogue amongst the characters, and I am just speaking for myself, but dialogue is probably my weakest point with respect to story-telling.
From my perspective, you should put yourself in the place of the man/woman on the screen, and ask yourself what you would do. Short of making the game in the first-person, I don't understand how you think we should be altering the game.
Long time no see. Well, it has been quite a long 3 weeks, my computer went on an update and it was a true odyseey to get it back. In the meantime, working on my brother's computer, I managed to do some needed and drastic changes, those can be found here:
Update LOG (http://ledzepforever.googlepages.com/Readme.txt)
However, I'll talk about the one's you might wanna hear about. First I deblured and de-photoshoped many sprites and all GUIs. That means a more clear interface for you.
Then I changed save system from 3 slots to 50. Also changed interaction GUI's and now they also stay on screen if you click anywhere near the edges of the screen. I tiped most dead-ends, that is if you're playing on normal level of difficulty(yes, you can play into two level of difficulty, Hardcore and Normal. Also added legend of kyrandia interface based on dropping items(you can drop any item, and then pick it up), Also added label to GUI's and inventory buttons so that means you'll get to know what to do. Example if you have a fruit you'll be able to eat it instead of guessing that use goes for eating. Added Narrator(Slartibartfast). Added ability to skip any dark sequences by pressing Ctrl +p. Also now if you don't gather all tools you can still finish the game. I also added a lot of videos and intro.(a small one). Also added smart text parser for dialog with Ford on Earth. He actually can understand a lot of things. Now scenarios actually force player to pass them, so they really target trial and error strategy. This it is also more clear whether you've beat a scenario or not.
Well, time for an update:
First I'm posting the link to our youtube channel where you can see behind-scenes videos i'll upload from times to times:
So go HERE (http://www.youtube.com/user/DnGames).
We also got a website here (http://dngames.1stfreehosting.com/index.htm).
Secondly it appears that well we've come to a halt. Nothing permanent, but well, Kevin is really busy for a month now, and my university is taking a great deal of time from me. I've been trying to find a good midi song version of the HHGTG but I really can't. Google keeps sending me to a crappy one or the mp3 file of the Journey of The Sorcerer.
As for what's changed since the last log, oh well, I've changed the cursor..so it can be more precise. Thanks to Jared post, well which most of us minterpreted I added as many dialog lines to Arthur as I could adding the same time, the ability to turn him back into a mute automaton any time you wish...anyway, that's up for now.
*Bump*
Two months since I've updated this topic. And not to wonder. Things have been busy for the team. Kevin is barely anywhere to be seen. And I'm doing various stuff. Checking the demo a week ago, I was suprised I considered it as good. So I went and change a hell lot of sprites , backgrounds. Anyway, as for those waiting for this, I'm afraid we'll not make it this year. We'll make it next year hopefully ::)
So what should keep you busy?
Trailer (http://www.youtube.com/watch?v=tmLS4EzD5MI)& Demo (http://ledzepforever.googlepages.com/HHGTGDemo.rar)
Bummer, but we know you'll finish it with the best possible quality.
~Trent
PS-DLing the demo right now :D
I've tried to download the demo MANY times and everytime it says the archive is broken.
Anyone else had this problem?
TrentR: I'm on that. Thanks for downloading. You had any trouble (like Peder had)?
Quote from: Peder Johnsen on Fri 19/12/2008 15:29:26
I've tried to download the demo MANY times and everytime it says the archive is broken.
Anyone else had this problem?
Ok, I've added a mirror (http://www.savefile.com/files/1939142) not direct but it's not rapidshare or mediafire. Tell me if the problem persists. Try the direct and then if the same problem appears try this link.
Thanks to both and anyone who downloaded or declared any interest to this project.
NEW POLL OF THE DAY:
19/12/08<()>I'm changing through many sprites and code snippets the last day.. so one question came up.. If I could improve the character sprites of the 4 playable characters would that really be wise? Would it be perfect or are the character sprites fine as they are so I shouldn't improve them?
That one worked ;D.
Thanks alot!
I decided to host it myself to so people don't have to go through all those steps to get it downloaded!
http://www.johnsendesign.com/ags/HHGTG_Demo.rar
Quote from: Peder Johnsen on Fri 19/12/2008 22:33:57
That one worked ;D.
Thanks alot!
I decided to host it myself to so people don't have to go through all those steps to get it downloaded!
http://www.johnsendesign.com/ags/HHGTG_Demo.rar
Thanks a lot as well. I don't like not direct mirrors myself..so if you keep that mirror I'm using it..Thanks for downloading.
The Reason Why HHGTG Did Not Appear In Your PC This Year
(http://i133.photobucket.com/albums/q53/JustLedZep/promoback.jpg)
Santa Claus was killed in a fellow AGSers game, thus dropped the Guide on his way to bring the gifts. You can protest to the North Pole about it.
Is it still looking likely that the game will be finished? I hope that this project doesn't die.
Edit: I've finally gotten around to actually playing the demo and despite the character walking animations and some of the text could use a bit of work, and there a bug involving talking to Ford in the room with Mr. Prosser after Arthur's house has been destroyed (he acts as if he's just arrived), and some other minor quibbles, it was absolutely bloody brilliant. I especially love the music.
Glad to see you liked it. Yep, the sprites sure appear shitty in the demo, that's why I changed them.
As for that bug, well I was about to announce:
Leon, yes Leon, will be doing some beta criticism testing.
Thanks for the music comment as well. As for if it is going to be finished, we're just into quality giving process. If you care to PM me about those quibbles, I'd really love to hear. As for the demo (if you haven't finished it) it reaches up to
Spoiler
Just before you use the thumb and hitchhike to the vogon ship.
I've played the demo and I'm enjoying it so far. The best thing about it is the smoothness of play and the accessibility of the Gui's. I actually like all the simplicity of the sprites, I think it makes the game very original. I think probably my favourite AGS game of all time was 'D Duck II' which contained some truly terrible artwork (not that yours is ;D) but the game itself was a real landmark for AGS, in terms of its originality. The room art is very good and reminded me of 'Crave' I was suprised to learn that you weren't the one behind that genius.
I think a problem with the game thus far is the ability to drop objects, I've never been much of a fan of that ability, even in RPGs. I could be very very wrong, but I just can't see it working. What I do love, however, is the style in which the inventory is displayed, for example the coffee mug, thats something that really stands out and I think people will remember that. Anyways, looking forward to the completed project, best of luck.
Revonx.
Playing the original game yesterday, I noticed that dropping items (a very used thing in the original (though in a very excessive rate) was barely noticed throughout the game). First of all there are two difficulty settings for this one, and well, now you get to pick less stuff(in your main inventory) and use drop more, but not in way that it would make you mad and all. I've done through many stuff yesterday and the version I'll be giving out to the testers at tuesday will be hopefully the final, since I'm quite happy with the content of the game (the demo is missing the cool drawn sprites after my training by Progz and Ghost).
Thanks for the nice comments. Let me get back to work now, will ya? ;D
Well, that's really weird for me to announce but we're proud to announce that someone has actually noticed this project (apart from the AGS forums people) and asked us to make a making of article about it .
And of course that is the Random Gnome's Lair (http://www.gnomeslair.com/)
The article is spoiler free ..and well see it here folks:
READ (http://www.gnomeslair.com/2009/01/behind-scenes-hitchhikers-guide-to.html) and see it:
:o :o ;D 8)
I've taken some time to thanks some of you people from the forums and of course CJ.
Why not remake the demo with updated graphics?
You know I have never read the book, or seen the movie, or played the original game, but I do know that the answer to the purpose of life is 42.
Anyways, I just wanted to say that I find your use of fuzzy, almost blurred-but not graphic style very dream-like and intriguing. I like that they are a little hard to focus on, that they have clear outlines but at the same time they aren't very clear at all.
Hello dualnames!
I downloaded the demo and tried a bit. Looks good and carefully done. Definitely love the intro and comments! I hope I can play the full version soon.
One thing, though: After opening the inventory a third or fourth time, I cannot move the mouse but for about 2 inches from the center of the screen and cannot reach any button in the inventory panel. I can only press Alt-X to crash the game. The other keys are also dead, except for Alt-Esc, Alt-Tab and Ctrl-Alt-Del.
Cyrus: Because we keep changing stuff, that's why the demo has changed way, so many shapes. But I have to agree , that indeed the demo needs a shape up. Promise I'll give it one.
Sallow: Thanks, for the very nice comments. You should really read the book, but I hope that won't stop you from playing this one.
sthomannch:
I hope you can play the full version too. :D
As for that bug of yours, well.. not to worry, our team of sl-eh..testers have got it. Thanks for pointing it out.
With Leon on your side you can be sure that NO BUG SHALL PASS! :)
Keep it going Dualnames, a project that big takes its time but in the end you'll reward us with something cool, I'm sure of it.
Quote from: miguel on Thu 05/02/2009 15:23:42
Keep it going Dualnames, a project that big takes its time but in the end you'll reward us with something cool, I'm sure of it.
Just played the demo and really enjoyed it - very true to the text and spirit of the book. Please don't give up on this project - it has amazing potential and I'm sure you'll reach it!
miguel: NO BUG SHALL PASS..Leon should quote that.. :D
Hope I do reward you guys..
CaptainD: Thanks for the nice comments...really. ;D
GameSetWatch (http://www.gamesetwatch.com/2009/02/gamesetlinks_the_textwriters_guide.php) has just barely mentioned HHGTG but I sort of find that mention positive..
And a mention in Captain'sD Gaming Blog as well. (http://captaind-pc-gaming.blogspot.com/2009/02/hitchhikers-guide-ot-galaxy.html)
I am looking forward to this game sooo much! The demo was great, but so short :) I hope you didn't forget about me with that our little agreement ;)
Money up front ? Got to get my credit bank running..
*BUMP*:
About time you got to see what we've lately been working on:
(http://i133.photobucket.com/albums/q53/JustLedZep/ford.gif)(http://i133.photobucket.com/albums/q53/JustLedZep/dent.gif)
Those are the animations that will be used when you'll be using the Thumb. The last ones were really not that great. As for how is the beta testing going, well Leon (The Bugblaster Beast) is really doing some cool flow work.
What we need you?!
-Can you translate English to Anything? PM me.
-Can you voice act? PM me.
And well, a sort of fan made picture as well:
(http://i133.photobucket.com/albums/q53/JustLedZep/promo.jpg)
Triple post(Yep.) But it's for the kids!!! :D
Demo Updated.
At last, we've managed to get some free time and perform that task.
We've done a very huge update of the demo. I'm always suprised to see old versions of the game having those features I've forgotten about.., anyway you can download the almost 6 MegaBytes of it, by clicking
DOWNLOAD (http://www.adventuregamestudio.co.uk/games.php?category=&action=detail&id=1011&refresh1235125223)
Hope it was worth it.
NEWS: 3 Translations are on their way, and thanks to Leon's comments, I've released how bad was the GUIDE looking. One of the best aspects of the game and I made the way it would suck so much ass, you'd be Alt+X.
So since we'll be redoing it from scratch any comments are really welcome here (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=36937.0)
Liked the idea of a "Mega Monkey" level ;) Does the puzzles structure change anyhow?
Quote from: Cyrus on Fri 20/02/2009 14:33:36
Liked the idea of a "Mega Monkey" level ;) Does the puzzles structure change anyhow?
Yes, indeed. The normal mode game is actually quite user friendly, while the hardcore is the best mode for purists that want the game as the original.
Retroremakes (http://www.retroremakes.com) has written an announcement about this game, on the news page, being jolly about the game, and well, that's all. Linky and yay down below:
Here (http://news.retroremakes.com/2009/02/hitchhikers-guide-to-the-galaxy/)
Dualnames... I love you ;D. Can't wait till it comes out!
*Bump*
Well, CaptainD, has taken a small interview from me, the experience of which was really fun and wild things.
It can be found here:
http://captaind-pc-gaming.blogspot.com/2009/05/captaind-interviews-james-spanos-man.html
Also, dare I say we're doing some good progress, and we're probably going to make it this year. That's what I said last year though. Anyway, we're all having some fun in the production.
So any important news?
Oh, yes indeed. Ptpt88 (http://www.adventuregamestudio.co.uk/yabb/index.php?action=profile;u=7588) will be composing a digital music pack for the game, and as the choice was very difficult due to certain circumstances, I'm very glad he's on board. His music style is one very similar to Vangelis, and even if it might sound weird to you as a choice for the music, I was always after that, and I think it will fit.
Also Cryxo will be voice-acting prosser. We still lack some very small roles, including Zaphod Beeblebrox..and we also might have a suprise for you in the days to come.
QuoteWhat advice would you give to anyone thinking of making their own game?
Do it. Even if the goal (fame, fortune and really wild things) isn't achieved, the journey will be a really fun experience. And whatever you're making, focus on it being enjoyable rather than good looking.
Nice words Dual!
nice interview. You do actually sound smarter then you do on the forums :=
Quote from: Buckethead on Wed 06/05/2009 11:15:59
nice interview. You do actually sound smarter then you do on the forums :=
I actually changed everything he said to make him sound smarter... ;D
Quote from: bicilotti on Wed 06/05/2009 11:05:46
QuoteWhat advice would you give to anyone thinking of making their own game?
Do it. Even if the goal (fame, fortune and really wild things) isn't achieved, the journey will be a really fun experience. And whatever you're making, focus on it being enjoyable rather than good looking.
Nice words Dual!
Thanks Bici. ;)
Quote from: Buckethead on Wed 06/05/2009 11:15:59
Nice interview. You do actually sound smarter than you do on the forums :=
I noticed that too. Probably it's the jet lag.
Quote from: CaptainD on Wed 06/05/2009 18:54:40
I actually changed everything he said to make him sound smarter... ;D
Or someone had to spoil it?! >:( Damn you CaptainD >:(
:D
*BUMP*
Okay, we just finished proofreading, and I'm about to say that we would pretty much be able to wrap this up within a month. Speech pack included.
Now to say, I'm really trying to give this game the best possible graphical quality. Due to the choice of putting in charge of the music, ptpt88 that will sure deliver a soundtrack that will blow your minds off (trust me he will), I fear he has raisen the limits to a great extent, therefore I think we're about to change a lot of graphics. As for speech pack, we have all the big roles settled.
I think we won't make this year though. :(
I'm really busy these days, with the MAGS and the blog and the uni. But I want you guys to know that the team is working on it. But life sometimes goes bananas.. ;D
Just keep posting new materials (screenies, trailers, demos), and we'll be able to wait.
I diddo, Cyrus, Dualy.
Keep up the good work! I'm sure it'll be worth the wait 8)
I'll try and update the demo and all, game version is on pre-final status..(for over a month now), I just can't stop improving.. :)
Your signature really says it all btw :D
lol, it's so true!
Quote from: Snake on Thu 25/06/2009 15:04:15
lol, it's so true!
Hope I don't end up in your signature...between you and me..
Hehe, I don't think so, Dualy. Sounds like H2G2 is coming to the end quite nicely. You seem to have a good pace going as well.
Keep it up, you're building quite the fanbase!
Well, after a post on the site, I've decided it's about time to update the demo to the most recent date (today that is), so get it now I actually made some adjustments and its size is 3.5 mb but it features the same things and more than the old demo, also the music is the midi soundtrack and not the one we're preparing now..which will be available to play the game with if you prefer midi.
DEMO
Get it Here! (http://www.adventuregamestudio.co.uk/games.php?category=&action=detail&id=1011)
Hi guys. Yes, it's the musician here ;D
Anyway, I would like to say that I am not just musician but also sound designer, editor and programmer so I could basically remake much better sound effects if needed. ;)
Also, since I neither have read the book or seen the movie (although I was supposed to...), I see this project as darn great opportunity as I do not have any influences of any previous work so I can keep my music as "pure" as possible... also because I do not know the plot so I can have very important first-time-impressions while making music.
I have really, very professional equipment althought I am not professional (and I do not even want to be), so I can offer very much for those who crave for something better than average midi music... and I am also very emotional so my music will be too... for me it's very important to have "human touch" in music which brings much more quality than just some loop based boring creations.
I am very glad that I am "on-board" with you along this project as I have always wanted to have something special project to go deep to... so I can concentrate on something theme and not just create something abstract from scratch...
Regards to Dualnames! I hope he will be more online in messenger as I can demonstrate new things in live... althought I am still busy configuring and arranging my gear setup until I can start making the soundtrack.
I can receive any suggestions about the music, if you like to comment about it.
By the way, please call me as "AnalogGuy" as it's my nickname in musical context... maybe I should make new account as it seems that the current account name cannot be changed 8)
Okay, time for some teasing trailer...
See it HERE (http://www.youtube.com/watch?v=TjUCzY16pE0)
As for what about the game, we're pretty much working on it!!Damn you, stop asking..(nah, just go ahead I love it :D)
EDIT: Oh, btw there's a chance the game's over in 8 months due to, we will have a new member in the team.
An ARTIST. So the lousy graphics I drew will change into magic..if it all goes well!!
As a huge HitchHiker fan, I have a few criticisms.
For visual interpretation, the book and miniseries are a good way to go, and follow the book or radio series for plot definitely. I like the characters in the miniseries seeing as they are the actual voice actors.
In my opinion, no offense, the interface is very clunky and hard to maneuver in. I hate having to go through eight menus just to grab something out of my inventory. I also think the character sprites are a little chunky, but I'm no artist so I have no right to tell you off.
Honestly though, I'd like to see some of your own puzzles and story interpreted into the game, because the original text adventure, though interesting, gets pretty ridiculous after Magrathea, and I'd like to see more of the original story made into a game ;D
Best of luck.
Quote from: Blane on Sat 22/08/2009 05:16:57Honestly though, I'd like to see some of your own puzzles and story interpreted into the game, because the original text adventure, though interesting, gets pretty ridiculous after Magrathea, and I'd like to see more of the original story made into a game ;D
Well, the original text adventure ends when you get to Magrathea, so if you're talking about "after" Magrathea, you're either not remembering correctly or you're talking about the leaked files (somewhere last year), which are unfinished.
Either way, the text adventure officially ends when you reach Magrathea's surface :P
I thought it went on a little after but was unrelated to the original story. I haven't played it in a while.
What I meant is I'd like to see some of his own stuff put into the game.
Quote from: Blane on Sat 22/08/2009 05:16:57
As a huge HitchHiker fan, I have a few criticisms.
For visual interpretation, the book and miniseries are a good way to go, and follow the book or radio series for plot definitely. I like the characters in the miniseries seeing as they are the actual voice actors.
In my opinion, no offense, the interface is very clunky and hard to maneuver in. I hate having to go through eight menus just to grab something out of my inventory. I also think the character sprites are a little chunky, but I'm no artist so I have no right to tell you off.
Honestly though, I'd like to see some of your own puzzles and story interpreted into the game, because the original text adventure, though interesting, gets pretty ridiculous after Magrathea, and I'd like to see more of the original story made into a game ;D
Best of luck.
The visual part is based on the miniseries and a little(I say little) from the movie.
The interface is indeed a bit clunky, as markbilly once said (twenty million posts behind this one), so well, I did a retry to change it, and by all hope (I'm going to post a video soon), it's way better now and it detaches you from the game even less.
I'd love to have the game complete the whole story but it's hard attempting to release this game as it is now, imagine how long will it take me to add more content, remake puzzles, but it's definitely a good idea there. It's not that I'm bored doing it or anything, but the main concept and joke of the game will sort of be ruined
Spoiler
Which is the attempt to drink the Tea and reach Magrathea
(you can always try Towel Day ( a small tribute game) to see some new content (at least on the puzzles))
EDIT: Also, I'm glad to inform that we're about to change the visual image of almost everything. It appears that I've found an artist and I'll keep you guys posted.
Yeah, I agree that the point of the text game would be faltered.
I'm glad the interface is being worked on, that was my biggest problem. Besides that, can't wait.
Quote from: Blane on Wed 26/08/2009 21:53:45
Yeah, I agree that the point of the text game would be faltered.
I'm glad the interface is being worked on, that was my biggest problem. Besides that, can't wait.
Besides this, you're going to wait. If you want to that is.
We're gonna revamp all the graphics, animations, game-over screens everything..And well bad news, artist position still open.
Old style
Sorry for the jpgs!!(MSN due to thing)
(http://i133.photobucket.com/albums/q53/JustLedZep/1-8.jpg)
Me likey very much!
Whoa, Duals, that's good shit! I was a little unsure at first about having your BGs redone (I liked them the way they were).
I like the trailer too, by the way.
Glad you guys like it!! I just fired the guy because of your interest..
Small double post and really sorry about it, but I've remade the interface, that you can see here, so tell me if it's an improvement(I feel it is):
http://ledzepforever.googlepages.com/Compiled.rar
I just had a quick look.. Its very flash.
It puts my game to shame in terms of prettiness.
Quote from: Calin Leafshade on Fri 28/08/2009 15:32:35
I just had a quick look.. Its very flash.
It puts my game to shame in terms of prettiness.
Psst, it's the other way around! ;)
Love your new style! I'll be waiting for the new demo!
The inventory interface is far too complex. All the buttons and things are very swish, though. Well done! :)
Dualsie, like I said previously, good shit! Not too sure about the interface yet, haven't played for very long, but I really like the look and I can tell you've put a lot of scripting into it. I love the colors and the animations. Very nice!
One thing that irks me though, and this is true with every game that does this, is that you're mixing resolutions. It's such a small thing that has absolutely nothing to do with the game itself, but almost ruins it for me. You got these really cool graphics that are made specifically for 320, but you choose to use 640 for most objects and the inventory text. I'm sorry, man, but it bother's me too much to actually sit down and play for longer than what I just did.
Would you be able to fix this? It shouldn't be that hard. For the inventory text, just make the description window scrollable. But I suppose you could be too far along to go back and re-draw all the objects.
The game's resolution was changed to 640x480 due to certain fonts I wanted to use that were being terribly blurry on 320x200, I've been making this till AGS 2.72, and that explains quite a lot. The game has no difference from 320x200 version to 640x480. Back then you could change the resolution, but the objects wouldn't get doubled up. It's quite complex to explain.. But the sprites aren't doubled up in any way. And no worries the new graphics are built in proper resolution (the backgrounds, the characters, animations, all of them)
The interface is quite easy to handle, as long as A) you play the tutorial or B) just get used to it a little bit.
To sum up:
With the new graphics dude, things will be on the SAME resolution.
And well the interface is been redone so many times, and its a two way thing about it. Interactivity over Friendliness. if i go over the right side, I'm going to lose interactivity.
I really want to have this game out with the best quality, but one way or another it won't satisfly every single one of you. Though I want it to.
But this game is quite feeling like DukeNukemForever..that was never released. I'm trying to satisfy and keep up at rates that seem impossible to overcome.
I am however telling you, that I will release it, when I feel comfortable with it.
Quote from: markbilly on Mon 31/08/2009 12:18:32
The inventory interface is far too complex. All the buttons and things are very swish, though. Well done! :)
I know it's quite complex, but I feel like it can be really be learned within your attempt to escape Earth.
Quote from: Cyrus on Mon 31/08/2009 11:59:40
Love your new style! I'll be waiting for the new demo!
Okay, will do soon..(can't tell how soon?)
When can we expect other screenies remade by your new artist?
Quote from: Cyrus on Tue 01/09/2009 11:27:10
When can we expect other screenies remade by your new artist?
Well, as soon as I get the second I promise to post it.. ;D
In the meantime, I think I require some time to think over things, functions/mechanisms/puzzles/graphics/interface..that's about all there is in fact.
Okay, I've had some thought (and help) with all this.
Thing is I can't sit around doing nothing, but waiting for our artist to make 2000 sprites.
So I'm going to do this:
Release the game when it's done, according to my calculations within the next 6 months.
And in the meanwhile make a deluxe version with the new graphics.
How does that sound?
Not possible anymore, unfortunately. Not an artist available for it.
That's the spirit!
None of this "locking threads" shit.
Get it done youth.
If you don't.. I'll find you.
Quote from: Calin Leafshade on Mon 07/09/2009 08:03:25
That's the spirit!
None of this "locking threads" shit.
Get it done youth.
If you don't.. I'll find you.
Also I like to apologize for halting this for the second time, it has nothing to do with my ego (but if it has I wanted it caught and shot right now), but it mostly had to do with, the vicious circle I keep falling into, the one that I constantly keep changing and improving things. And with the new artist, I felt the same emotions overwhelming me, so yeah, I panicked out. But enough, no more dilly dally, no more shit, no more emo stuff.
To my team:Finish your jobs ASAP, biatches!!11111!!!111!
[bT]o you:
Wait a little bit more. I hope before or at the completion of two years(wow it's been that much already!?).There are some minor roles left, (10 lines max), so if you want to get this to your hands faster, make it happen!
(I got several death threats as well)
Actually, just to ask. How is the voice acting going?
Quote from: Cryxo on Mon 07/09/2009 19:22:12
Actually, just to ask. How is the voice acting going?
Well, I have Marvin, Prosser, Engineer Robot, and Zaphod ready. DC and Mr.Flibble are working on Ford and Dent, Vertiggoaddict is working on two female roles Trillian and Hostess (he's male btw), Trihan is on the Narrator (1300 lines or so), and Ghost is the Barman( Ahem..)
When can we expect the release? The end of September? October? November? 2010?
Quote from: Cyrus on Tue 08/09/2009 08:40:14
When can we expect the release? The end of September? October? November? 2010?
The million dollar question..can't really tell, and everytime I do predict, we never catch that date. The game is finished. Speech pack, music pack and we're done. In the meantime, I'm finalizing other stuff.
Keep it going, I thought I'd never finish mine but Blue Moon is to be ready in september and tested in october.
I started it April 2008 :P and it's been a very loooong voyage...
But why am I talking about my game?
Good luck, hoping to play THGG any time soon.
Quote from: miguel on Tue 08/09/2009 12:42:08
Keep it going, I thought I'd never finish mine but Blue Moon is to be ready in september and tested in october.
I started it April 2008 :P and it's been a very loooong voyage...
But why am I talking about my game?
Good luck, hoping to play THGG any time soon.
I was wondering about that game of yours! Well, an advice from me to you. You think its ready. I "think" its ready for the last 8 months. I can release a complete more or less product for 8 months now, but it seems to be complete, for it's not yet.
I'm sure you'll have that chance asap.
I guess you're right. It's never ready!!!
But still I must move on to other projects, and I'm only about 7/8 rooms to finish it. Some guys here are giving me a hand with testing since location 1 so the final testing should not involve technical stuff.
Well I hope to release it in October.
To think my first deadline was December 2008!
Anyway, all the best to you
Quote from: miguel on Tue 08/09/2009 23:53:50
I guess you're right. It's never ready!!!
But still I must move on to other projects, and I'm only about 7/8 rooms to finish it. Some guys here are giving me a hand with testing since location 1 so the final testing should not involve technical stuff.
Well I hope to release it in October.
To think my first deadline was December 2008!
Anyway, all the best to you
It's ready with the first plan, but the plan has changed in the meantime. Anyway, I want you guys to know I'm working on some suggestions on the interface and all, and I'm going to have a short demonstration really soon.
Quote from: Dualnames on Fri 11/09/2009 08:47:32
It's ready with the first plan, but the plan has changed in the meantime. Anyway, I want you guys to know I'm working on some suggestions on the interface and all, and I'm going to have a short demonstration really soon.
I just know you're going to hate me for this, but...
How soon is really soon? :o
Quote from: CaptainD on Sat 24/10/2009 19:29:47
Quote from: Dualnames on Fri 11/09/2009 08:47:32
It's ready with the first plan, but the plan has changed in the meantime. Anyway, I want you guys to know I'm working on some suggestions on the interface and all, and I'm going to have a short demonstration really soon.
I just know you're going to hate me for this, but...
How soon is really soon? :o
As soon as possible! ;)
I'm really glad you haven't rushed this out, it sounds like you are adding layer upon layer of extra stuff (voice pack, etc). And for this it just keeps sounding better and better!
Then again, I hope you get it finished fairly soon, I'm looking forward to Bookish Hunt-Down Event (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=35459.0) if it hasn't been abandoned? ???
Quote from: CaptainD on Sat 24/10/2009 19:29:47
Quote from: Dualnames on Fri 11/09/2009 08:47:32
It's ready with the first plan, but the plan has changed in the meantime. Anyway, I want you guys to know I'm working on some suggestions on the interface and all, and I'm going to have a short demonstration really soon.
I just know you're going to hate me for this, but...
How soon is really soon? :o
If there was an answer to the question, I'd very much like to know it too. well, to give you an idea, I'm waiting for the voice-actors to hand me the lines, and the musician to hand me the music, but there's no point rushing any of them, just to get the game released.
Quote from: ptpt88 on Sun 25/10/2009 16:45:57
Quote from: CaptainD on Sat 24/10/2009 19:29:47
Quote from: Dualnames on Fri 11/09/2009 08:47:32
It's ready with the first plan, but the plan has changed in the meantime. Anyway, I want you guys to know I'm working on some suggestions on the interface and all, and I'm going to have a short demonstration really soon.
I just know you're going to hate me for this, but...
How soon is really soon? :o
As soon as possible! ;)
Seconded!
Quote from: markbilly on Sun 25/10/2009 16:56:38
I'm really glad you haven't rushed this out, it sounds like you are adding layer upon layer of extra stuff (voice pack, etc). And for this it just keeps sounding better and better!
Then again, I hope you get it finished fairly soon, I'm looking forward to Bookish Hunt-Down Event (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=35459.0) if it hasn't been abandoned? ???
The Bookish-Hund down event has been abandoned. Despite it was a good idea, it was barely going anywhere, as well as Future of 1984 (seen in my blog),but I'm working on something fairly exciting, but nothing more to be said for now..I'll show sth when sth is ready..Thanks for the interest, it's really appreciated!
And we'll be saying a big hello to all intelligent lifeforms out there... (http://www.fileden.com/files/2009/12/27/2704543/r2.wav)
So hey, it's been a while without an update, and some of you might be wondering how we doing. Therefore I will inform you how it's all going.
Graphics:
I noticed that some video cutscenes I had, are really blurry and awfully pixelated, so I've asked a person that's very talented and smart, and has something to do with Iron Maiden, to help out, so from what I've seen the results will be ideal.
Scripting and bug-finding:
That is going well. I'm trying to remove some modules so I can stabilize the game more, and so far that's really happening. I'm also adding some cool stuff in the process.
For all that matters I'm trying to have an interface that's consistent and flexible.
Speech Version:
The speech is been worked on really well, there's only an 8 line minor role that hasn't been assigned to a voice actor, and if all goes well, all minorine roles will be completed. Also, I'm in the really glad position to announce that
Calin Leafshade will be the narrator! (At least he agreed to. :D.)
A list of samples from all the actors that have sent a line comes as follows:
LIST
- Narrator by Calin Leafshade
- Ford Prefect by Mr.Flibble
- Arthur Dent by DC
- Eddie by Babar
- Trillian by Vertiggoaddict
- Zaphod Beeblebrox by RenegadeImplementor Listen! (http://www.fileden.com/files/2009/12/27/2704543/z4.wav)
- Engineer Robot by Calin Leafshade Listen! (http://www.fileden.com/files/2009/12/27/2704543/2.wav)
- Prosser by Cryxo Listen! (http://www.fileden.com/files/2009/12/27/2704543/21.wav)
- Marvin by ShadeJackRabbit Listen! (http://www.sigmirror.com/files/49108_ytqoq/14.wav)
- Vogon Guard by Dualnames Listen! (http://www.fileden.com/files/2009/12/27/2704543/1.wav)
*
Digital Music Pack:
So far so good for that part of the release. I would have had a video along with music written for it, and sound design, but technical problems have come up.
You guys can however have a look at it, without sound and music, completely speechless, but it might be worth it.
WATCH! (http://www.fileden.com/files/2009/12/27/2704543/Untitled.mp4)
*Actors that don't have Listen! by their name, are currently working on the lines, and due to a webhost provider I used that crashed, I lost the sample files.
Sounding pretty fantastic, I have to say! :)
Quote from: Dualnames on Sun 27/12/2009 16:23:08
Graphics:
I noticed that some video cutscenes I had, are really blurry and awfully pixelated, so I've asked a person that's very talented and smart, and has something to do with Iron Maiden, to help out, so from what I've seen the results will be ideal.
And so, if anyone bothered to guess, it's Ben304!!! Yes, the man is going for it!
Here's what he's working on at the moment.
WATCH
(http://i133.photobucket.com/albums/q53/JustLedZep/ben304.png) (http://www.mediafire.com/?zzhldg1uzmx)
Ben304, will not work on the graphics. Sorry, but I'm sure he doesn't have the time. He will however assist out of good will, and cash of course, to create some small key cutscenes.
Quote from: markbilly on Sun 27/12/2009 18:03:26
Sounding pretty fantastic, I have to say! :)
Thanks for the support there, really!
And triple bump post goes here:
It's been a while since an update, I think like 6 months. To be honest with you, life lately has been really hard and tough for me. It's for personal reasons that I'm not going into details, but also because I don't think it's the whole point of this. Lately however, after 4 months that I haven't even touched the game, I started back its production. Things are looking fairly better thanks to some advices given by the guys in the critics lounge.
F.A.Q.
Q) Will the game get out in a deluxe version?
A) No, at least nothing actually seems to be going towards that direction. If an artist wants to take the task of changing 1000 sprites and 60+ backgrounds or just the backgrounds or just the sprites, then we will release this as deluxe. I'm sorry to disappoint those waiting for a cool version.
Anyway, here's a really cool interview/insight job/article I wrote for Hardy Developers blog (http://www.hardydev.com) about the game mechanisms and other stuff one would encounter while remaking this or any kind of text adventure. What's more important is that there's a youtube video that shows what we've done with the music. I strongly suggest you watchthis!! (http://www.youtube.com/watch?v=gtjsLDu3fgs)
Have a look and comment if you like
http://hardydev.com/2010/03/16/the-hitchhikers-guide-to-remakes/
*BUMP*
This is it. On Towel Day (25th of May), I will release Hitchhiker's Guide to the Galaxy.
Just that. Also check new screenies on first post.
Quote from: Dualnames on Sun 02/05/2010 00:54:45
*BUMP*
This is it. On Towel Day (25th of May), I will release Hitchhiker's Guide to the Galaxy.
Just that. Also check new screenies on first post.
Wow!
You must have made some great progress in the last months. Congrats! I'm really curious how will it play and feel compared to the original.
Wow, that is great! Been looking forward to this for a long time.
Will believe it when I see it! :D
Awesome news!
Holy cow, Dualy! Great job, can't wait to play it ;D
Forgot to say that Digital Music Pack and Speech Pack, won't be included , but will be put on a deluxe version. I'm greatly happy with this version of the game and hopefully you won't be disappointed. It's been great but I fear I'm only stalling its release because something is missing.
I can't know if you're gonna like the game, but it's the first time I feel its ready, and there's nothing I'm not happy with.
When this topic was started, my posts where 890. I was more of a newbie, and all I wanted was to make my favorite book into a game. So to all of you being around, expect some fun.
*Raises Glass with Pangalactic Gargle Blaster(TM)*
There goes my 4000th post. Well worth it.
Thanks to the great guys at IAC(Not a typo).
Looking forward to this game soooo much.. *brings up champagne glass*
Well done on the impending release, Dual! I hope you got that blur sorted out in the end? ;)
Quote from: markbilly on Mon 03/05/2010 08:37:23
Well done on the impending release, Dual! I hope you got that blur sorted out in the end? ;)
Oh, lol, look at me, I just noticed. I guess I did. Not entirely but kind of fixed. You'll see.
Quote from: Xenogia on Mon 03/05/2010 01:56:46
Looking forward to this game soooo much.. *brings up champagne glass*
Pan-galactic for you?
Here's a mention somebody pmed me about on GameSetWatch.
http://www.gamesetwatch.com/2010/05/pointandclick_remake_for_infoc.php
Also I believe we're very close to the finish line, and due to strikes going on till Monday I will probably have no trouble wrapping up the game. If all bugs are solved and nothing major comes up, you shouldn't worry. If you feel like beta-testing I'm gonna need a couple of 2 beta-testers, provided they actually have free time to play up until the 24th.
EDIT: Two more mentions come below:
http://www.gameqy.com/?p=2108
http://funeffect.com/wp/2010/05/point-and-click-remake-for-infocoms-hhgtg/
Chop chop, Mr. Names.
20:00 GMT Or perhaps sooner. But definitely on that time.
EDIT: Now lemme work! :D
I'm expecting a boxed version, wrapped in a towel to arrive at my home address by 20:00GMT, precisely. ;)
ohmanohmanohman awesome, I'd forgot all about this! Really looking forward to playing it! :D :D :D :D
Wow todays the day the hitchhiker's guide to the galaxy remake is suppose to come out. :) I just checked the site and it still isn't up. Maybe they are waiting until like 11:59 P.M. E.T. Zone. ???
John
That's 20:27!
Edit: Nevermind, I'm an idiot... GMT, not BST... ;D
Oh, shut up!
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=40980.0
Congrats on finishing!! I'm [almost] sad to be locking this (it's been a staple in here for so long!)