integrating Sierra's toolbar with Lucas Arts' speech...

Started by AnasAbdin, Sun 31/07/2011 06:17:47

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AnasAbdin

Hello everyone, I am in the process of creating my first game, I'd like to ask you about your opinions regarding the game in general and integrating Sierra's tool bar with Lucas Art's speech style...

this is a youtube link:
http://www.youtube.com/watch?v=L_cwB1SnZ_o

and you can check the images (blog):

http://stardust2stardust.blogspot.com
http://anas-tronaut.blogspot.com

Thanks

Oddysseus

The graphics look quite good. Polished enough for a finished game. The animations were also fun and well-drawn.

There seem to be a lot of rooms in which there's not much to do. There was one shot of a purple hallway where the character just walks from one end to the other. In a future where teleportation is possible, why is he just walking around? Maybe you're going to implement some puzzles there in the final game, but as a general rule, it's bad to have rooms where nothing happens in a game. It would be like going down a warp pipe in a Mario game and finding nothing but an empty hallway with another warp pipe at the other end.

Also, the walk speed could be faster (or at least include an option for the player to adjust it to their liking).

But it looks like the game is shaping up nicely otherwise.

AnasAbdin

Thanx Oddysseus :)

QuoteThere seem to be a lot of rooms in which there's not much to do

That's my mistake in the video, I've captured a few shots with little things to do! However, I don't consider a room with nothing to do a waste! specially in planets, I'd like to give alot of space to wander around. anyways I'll use your advice and keep it in consideration :) sometimes a clue can be extracted from a room even if it doesn't have any interactions to happen...

Quotethe walk speed could be faster (or at least include an option for the player to adjust it to their liking).

AGS already allows players to control game speed :)

TomatoesInTheHead

Quote from: AnasAbdin on Sun 07/08/2011 09:10:42
However, I don't consider a room with nothing to do a waste! specially in planets, I'd like to give alot of space to wander around.
Another thing you can do: The first time the player wanders about the planet, he has to walk through some empty rooms to show the emptiness and such, but after that, you give him "shortcut paths", in that you change directly between the important rooms with interaction (you can also exclude rooms where interaction has happened and there's nothing left to do) or give him a map GUI where the important rooms are accessible once they where discovered.
I think we all hate these moment where we realize we need that one thing from another room and have to go back through tennish other rooms, which isn't considered a puzzle, only a punishment.

AnasAbdin

Quoteor give him a map GUI where the important rooms are accessible once they where discovered.
I agree if the amount of rooms is enormous, however sometimes the adventure requires to give the player a chance to visit a room again for more clues and perhaps new items/objects/characters/interactions/events to deal with...

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