The Vacuum

Started by Makeout Patrol, Thu 14/08/2008 00:33:57

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Makeout Patrol

Quote from: Jared on Sat 16/08/2008 07:02:50
Well, congrats on making your first game (And, er, hopefully that doesn't sound condescending because artwork is all I've done at the moment..) but I have to say that it really wasn't for me. I understand the arguments that a one-click interface works because most interactions are obvious, but at the same time I think it dictates that the level of depth suggested at by a more complicated interface is provided by something else - getting virtually no inventory and barely any conversation options I felt a bit cheated by this and that I was more of a spectator than anything else.

To me this just felt like an interactive 'choose your own adventure' book rather than a game - of course, I didn't get any far because I found the long dialogues with characters I didn't like rather tiresome.

That said - you deliberately didn't commit the gravest sin of amateur adventure gaming, which is of course no direction to the gameplay. For the short time I was playing I always knew what exactly my character was supposed to be doing and where to go to do it - so a triumph there.

Hopefully you've got no problem with a negative response, but my central criticism is that I think a game needs a greater level of interaction to create immersion. That said, it's very good for a first game and others are getting a lot of enjoyment out of it.

I have absolutely no problem with this - thanks for the response, this sort of thing is really helpful. I'm pretty much set on the interface - the only other interface that I'd consider using is a verbcoin, because I hate it when games make me move the mouse all over the screen to perform a blatantly obvious action - but the interactivity thing is a valid criticism, and one that I was actually expecting. It will be one of the two big things that I'll try to improve in the next one (the other one being that I felt that the 'correct' choice was always too obvious - I think that a game concept like this one would benefit from a good deal more moral ambiguity than there is in this game).

@olafmoriarty and neon: That actually is an interesting idea for another game in a sort of series. I'd tossed around ideas for sequels and prequels starring Leo, but I hadn't really liked any of them; I'd instead been thinking about just making other, unrelated games in the same universe. I hadn't thought of that suggestion, and I really like it; if I do return to this setting, I think that will probably be the game that I make.

Right now, though, I want to try something different. One idea is a game similar in structure to this one, except that the storyline junction points will usually be puzzles; for instance, there might be a puzzle where you're trapped in a room with bad guys waiting for you outside. If you managed to open a locked door and escape through it, that would take you down one story path, if you managed to find a way out the window without falling to your death, that would take you down another, and if you couldn't figure it out, you could always walk out the door and surrender, taking you down yet a third. The game based on this idea that's floating around in my head is a film noir sort of thing.

My other idea is a game where you play as a guy who lives in the bad side of town. You get fired from your job, and you have some set amount of game-time - say two weeks - to change your life; basically, you could wander around the area, find a job, make some friends, find a girlfriend, whatever. It would be more comedic than The Vaccum, and much more comedic than my other idea. My problem with this one is that it doesn't really sound great so far - there really isn't much to that description; it's missing something, and I can't figure out what it is.

I guess what I'm looking for here is feedback. Do either of these ideas leap out at you or sound like something you'd want to play?

neon

Quote from: Makeout Patrol on Sat 16/08/2008 08:31:23
I guess what I'm looking for here is feedback. Do either of these ideas leap out at you or sound like something you'd want to play?

Replacing the choices of The Vacuum by puzzles as you described it, would be a good idea to improve interactivity and (like Jared mentioned before) would give the player more of a feeling of having something solved by himself instead of playing a multiple choice (or two-choices) game. Actually, I think the way it is in The Vaccum works fine for one game, but will get boring if it's continued in further games. The Vacuum is, and that's not really bad for a single game, very easy to play. It's a very good game for beginners in adventure gaming, because the player doesn't get stuck in any situation and it's a good game to play a second or third time because you know how to change the story line while playing.

For your next game, personally I would prefer playing a game in the same universe, because a lot of things are already prepared

Spoiler
like the whitefall mob, the characters, the two planets
[close]
and there is a lot of stuff left that could be added as a base for other games.

On the other side, I'd really understand if you like to do something completely different.

A film noir scenario is a really nice idea, but that only works with a really good script and (correct me if I'm wrong) I think this will need much better graphics than The Vacuum. Not that the graphics are bad, they work very well for a science fiction thriller with tons of dialogues, but I think for a film noir project, you need more than this. So if I where you, i would make two or three other games first, improving your style and than think about that.

For the 'guy loses job' plot, this would be surely something, that is a lot different from usual adventure stuff. I could imagine something like that, but I think it's very hard to find the right balance between social critism and interesting gameplay. And I suggest that social critism is a main reason for writing such a plot. If you do this kind of game, I don't think you do it just for making a funny game at all.

However you decide, I have your next game on my must-play-list.





olafmoriarty

Quote from: Jared on Sat 16/08/2008 07:02:50
I understand the arguments that a one-click interface works because most interactions are obvious, but at the same time I think it dictates that the level of depth suggested at by a more complicated interface is provided by something else - getting virtually no inventory and barely any conversation options I felt a bit cheated by this and that I was more of a spectator than anything else.
I agree to some extent -- this is absolutely a game that could win a little on adding more interaction. But I still think that can be done without sacrificing the one-click interface.

Yes, it would be interesting to have more inventory items (with actual uses), more dialog options, and so on, and so on. But more interaction options is not the way to go. I really don't believe that the interaction of the game improves one bit just because you have the option to select whether you want to pick up a man or talk to him (or, it would if picking up the man actually was possible, but it very rarely is).

More dialog options, more inventory items and things like that would add to the game if done right. But I don't see how more cursor modes would.


Quote from: Makeout Patrol on Sat 16/08/2008 08:31:23
It will be one of the two big things that I'll try to improve in the next one (the other one being that I felt that the 'correct' choice was always too obvious - I think that a game concept like this one would benefit from a good deal more moral ambiguity than there is in this game).
I agree. It's great to have several paths, but it was very easy to pick the correct path.
Spoiler
The first path I tried -- which seemed like the obvious path to pick -- was going for the transmitter, then leaving the gun, and then NOT tell Rathburn that I was done before I had actually solved the mystery. When Chisholm escaped to the bridge, it wasn't too difficult to figure out what I had to do to stop him. I was also never hostile towards Ted, because I saw no reason to. I didn't find all clues first time around, but still, Chisholm was arrested, everybody on board survived, and the relationship was saved. So while I was happy for Leo's sake, I really felt like the best ending was also the easiest one to end up with.
[close]

Now, IF, for instance,
Spoiler
you had the choice of shooting Chisholm or not, and if you didn't, he would at a later point in the game kill Averie...
[close]
Or something like that. If you had a couple of pathforks where doing what feels right would have terrible concequences, it would have been a more interesting game.

QuoteI'd tossed around ideas for sequels and prequels starring Leo, but I hadn't really liked any of them
Let me say, I think that it's great that you don't make another game about Leo. I liked him, but he's an average person, and it wouldn't be very credible if he started stumbling into mystery after mystery. Had he been a detective or a knight or a paranormal investigator or a psychic who foresees politicians dying or something, he would have experiences like this all the time, but few plotlines feel worse than average college students who by sheer coincidence manages to stumble across one gigantic mystery plot after another. One time is very interesting, but more than that isn't very believable.

QuoteRight now, though, I want to try something different. One idea is a game similar in structure to this one, except that the storyline junction points will usually be puzzles
Ooh, I like it.

QuoteMy other idea is a game where you play as a guy who lives in the bad side of town. [...] My problem with this one is that it doesn't really sound great so far - there really isn't much to that description; it's missing something, and I can't figure out what it is.
I guess that depends on what you do with the game. The plot you describe is very loose and could end up as a masterpiece or on the trash heap, but it needs lots of fine-tuning to become a great game idea. I think you have what it takes, but there are many pitfalls to avoid.

But would I play it? Yeah, at least for a while.

So both your ideas sound interesting -- I would say the first idea sounds best so far, but maybe that's because that one is a tiny bit more developed than the other.

Guest

The toilet is for.....shitting  :-\  Sounds not...you know what i mean.

wavigravi

I really enjoyed this game!  played it through in one sitting it got me hooked; tho there could of been afew more puzzles.

Leon

#25
Played several storylines now... must say... as I've seen the ending several times, I'm amazed by the difference each time. How little changes can have big consequences. Great job! Will take some time to document though... ;-)

Oh, my findings (minors though but still noteworthy..)

Spoiler

- Taking the circuit board and talking to Eric implies you already installed it.
- You can be seen on the left of several toilet rooms.
- Deciding not to take the transmitter and requesting to open the door to the stairs, selecting snoop around more gives you the response as if you took the transmitter.
- typo while looking at the pictures in the captain's hut: captan's family
- when you're preparing to confront Eric, looking at the computer tells you you can restore power to airlock IV
[close]

And when you really want to be fussy about the graphics:

Spoiler

-The ladder in the cargo bay at the point you enter shows a graphic imperfection: at the lower deck it's in the center of the container, at the upper deck it's the exit that's in the center, the ladder is too much to the right.
- At the interactive map next to the elevator, room 6 is presented as cargo bay IV. I'm pretty sure that should have been VI.
[close]
Ultimate Game Solutions - Because there is a solution for everything

Makeout Patrol

Quote from: Leon on Fri 22/08/2008 23:50:32
Played several storylines now... must say... as I've seen the ending several times, I'm amazed by the difference each time. How little changes can have big consequences. Great job! Will take some time to document though... ;-)

Oh, my findings (minors though but still noteworthy..)

Spoiler

- Taking the circuit board and talking to Eric implies you already installed it.
- You can be seen on the left of several toilet rooms.
- Deciding not to take the transmitter and requesting to open the door to the stairs, selecting snoop around more gives you the response as if you took the transmitter.
- typo while looking at the pictures in the captain's hut: captan's family
- when you're preparing to confront Eric, looking at the computer tells you you can restore power to airlock IV
[close]

And when you really want to be fussy about the graphics:

Spoiler

-The ladder in the cargo bay at the point you enter shows a graphic imperfection: at the lower deck it's in the center of the container, at the upper deck it's the exit that's in the center, the ladder is too much to the right.
- At the interactive map next to the elevator, room 6 is presented as cargo bay IV. I'm pretty sure that should have been VI.
[close]

All right, thanks, I'll get to work on these at some point in the next few days.

paolo

I enjoyed playing this game, even though, since I am preparing the Italian translation, it was slow going because I was translating it while I was playing it. Having all the text in front of you also means you see spoilers, so I knew who the culprit was before I had got very far. :-\ Oh well, that's the price you pay for being involved in the creation of a game.

I have a few bugs to report:
Spoiler

* There are two separate points in the game where Leo can ask Paulina about where she is going, and each time she tells you she is going her cousin's wedding. However, the second time, the conversation proceeds as if Leo didn't already know (of course, Leo might or might not have asked her the first time). She also doesn't mention that her cousin is female, but Leo guesses this before she refers to her cousin's sex (when Leo says "Yeah? Pleasant fellow?", I thought this referred to the cousin, but it actually refers to the cousin's fiancé).
* Leo tells Chisholm that he has put the circuit board in before he actually has [already mentioned above]
* The control panel outside the blast door that leads to the storage area is open, but when Leo goes through the door, the same control panel is closed.
* Leo is told where the others will be in the cargo bay: "Climb down, and we'll be in the first corridor on your left." When Leo reaches the bottom of the ladder, he has his back to the containers, so his left is to the right of the game. The corridor you are supposed to go into is actually to the left, that is, to your right. (You could argue that as Leo will be facing the containers as he climbs down the ladder, so then the corridor will indeed be on his left, which means that these instructions are indeed correct. However it's a little confusing when you get to the bottom and Leo is facing away from the containers to know which way he is meant to go.)
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I have found quite a few typos (around a dozen - quite a small number, actually, given the sheer quantity of text in this game) so might I suggest to David that he holds off on correcting typos for a possible future release until I finish my translation and submit them to him. Correcting typos in the English text will mean that all translation files have to be updated too in order that the revised text gets translated when the game is played another language, so it might be better to wait until I am able to give him all the typos I have found before he makes a new executable available to download.

Leon

Just to let you know, I found this reference on IndieGames.
Ultimate Game Solutions - Because there is a solution for everything

Nlogax

Still playing the game on my first run through, and loving it so far.

Very atmospheric and claustrophobic. The comparisons with 7 Days A Skeptic are valid, but that's no bad thing. I'm liking the music, although there could be a bit more of it. Top stuff though.

Technocrat

Just finished it, and since I got the good ending, I think I'll have to play it through again to see at what stages I can make it go wrong!

FireOrange

Looks great. And there is also a german translation? Fine. :) I will play this one soon.

Makeout Patrol

All right, I'll get to work on those bugs as put out a new version whenever those typo reports and translations roll on in.

And thanks for the kind words, everyone!

Quote from: Leon on Sun 24/08/2008 12:13:45
Just to let you know, I found this reference on IndieGames.

Awesome, thanks for letting me know! If anyone finds references anywhere else, I'd be happy if you'd let me know. I googled it and came across a few, and I think this one, from a shifty-looking site called "FreegameArchive" is my favorite:

QuoteUsual trip in space ship can turn into hardly believe adventure in the middle of the heartbeat. Can you fight with unexpected destiny and save yourself and anybody else? Sympathic adventure for everyone.

kaputtnik

#33
Quote from: Makeout Patrol on Sun 24/08/2008 20:34:40

Usual trip in space ship can turn into hardly believe adventure in the middle of the heartbeat. Can you fight with unexpected destiny and save yourself and anybody else? Sympathic adventure for everyone.

These Czech guys - adventure lovers with pure hearts and a sense for sunshine grammar. But for something not completely different: The occasional gamer is occasionally game for reviews. This time: The Vacuum
I, object.

R4L

Wonderful game!

I enjoyed the conversations a lot. They were well thought out, and the branching made every conversation new. I also enjoyed the fact that there was a heap of people you could talk to, and it gave the feeling that they really were working together.

The plot was great! It was executed very well! The ship was a little confusing to navigate at first, but I finally got the hang of it. I still have yet to find the other endings so I'll have to replay it and choose my actions differently, another element of the game I highly enjoyed. Should I trust this guy and give him this, or should I keep it? These choices were exciting because the outcome was completely random.

All I can say is, excellent job my friend!

TheJBurger

#35
I really loved this game. It's a great example of good interactive fiction and how to limit the gameplay correctly in order to increase immersion. Every time in the game that I was about to suggest a feature for it, I already found out that it was already in the game. If I was lost, I could check the local map screen. If I didn't know what to do, I could check the goals interface. If I needed more advice, I could talk to the other characters.

As far as suggestions go:
- The graphics do their job and are adequate for the story at hand... but you could always improve them , and maybe add some more animations.
- You could add a different color (Maybe you did? I didn't notice) for each level of the space station to help distinguish the floors. It gets a little deja-vu over and over as you continue to navigate the ship.
- There were some graphical glitches like non-existant walkbehinds, or follow characters popping in front of doors, but they don't really detract from the overall atmosphere. If you had the willpower (I know I wouldn't) you could try to fix those to improve the atmosphere.
- Some of the scenes (particularly near the beginning) were really text-heavy, considering there was hardly any gameplay yet. I didn't mind it too much, but you might think about adding more puzzles or splitting up the chunks of exposition more.

Quote from: Buckethead on Thu 14/08/2008 13:56:23
One thing I didn't like were some rather rude comments like "I don't want to fuck around with that". I would have prefered a politer mess around instead.
- Seconded, especially because I was only trying to open the door. No need to get upset about it, please!

Overall, it was a very enjoyable AGS experience and I really admire all the work you put in to make all the multiple paths and endings. Great job!

voh

Heh, 5 seconds into the game and I already made it crash. I have a tendency of trying out all GUI controls to find out what does what, and to tinker with every option that I happen to wonder about. During this, I selected the keys as my cursor, and clicked the options button. I tried to reproduce it and it works every single time :)

Quotein "GlobalScript.asc", line 100

Error: GUI.Y: co-ordinates specified are out of range. Remember to use 320-res co-ordinates.

Not a major issue, but just thought I'd mention it.
Still here.

supersnake52

Just finished the game, it was actually really good!
I'm VERY impressed.

Like other people have said already, a little more interaction would be great, but the one click interface should stay because its nice and easy to use :D

i finished and no one died, i got yes for everything else but i only got 7 out of 9 clues :(

I would be very interested in a squeal to this :)

kaputtnik

Quote from: supersnake52 on Tue 26/08/2008 21:46:12
I would be very interested in a squeal to this :)

Something in the line of...THE VACUUMYAAAAARRRRGH!?
I, object.

cih

Hey, just signed up to say I thought the game was great. As others have pointed out : the cursing was a little uncalled for and I wouldn't have minded more dialog options, but frankly the whole thing was really up there, the graphics were fitting, the characters interesting, lots of nice touches like character specific text color (I have  no idea if that's the norm, it's the first AGS game I play) I would have just liked to have a little more control over what my character says -- even if it boils down to the same result. I don't mind the illusion.

Great job, I'm really looking forward to more.

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