Boyd Quest Demo: Would You Enjoy Playing This?

Started by Shane 'ProgZmax' Stevens, Sat 12/05/2007 15:27:40

Previous topic - Next topic

Shane 'ProgZmax' Stevens

For a couple of weeks now I've been playing around with a game concept that plays unlike any game I've made before.  The game is called Boyd Quest: For Acceptance in a Land of Turmoil and it's very loosely based around BOYD1981, who is making a game called Dave Quest.  What started as a bit of a competition has become an interesting exercise in creative design, and I'd like to share this work in progress with you for your enjoyment and feedback.  But first a few details:

1.  The game is designed in Commodore 64 style.

2.  There is no mouse support.  It is purely keyboard operated.

3.  The readme file includes the controls and for the lazy there's even a tutorial in the game.

4.  It is one part Little Computer People (simulation) and two parts an AGI game (adventure).

5.  The demo does have an end.

6.  Be prepared for a different kind of adventure game than you're used to.

Bearing these factors in mind you are welcome to download it at the link below:

http://www11.asphost4free.com/veradinx/Boyd_Quest_Demo.rar


If you have a bug report pm it to me.  Do not ask for hints in this thread for the puzzles as I will delete the post.  That's not the purpose of this thread, the purpose is to receive feedback on whether people would enjoy playing a game done like this and if the various control schemes are fun and interesting to use.

I highly recommend you take the tutorial your first time through.

Edit:  LIRC uses standard irc commands, like /quit and /clear.

Gamer_V

#1
I liked it, it was funny, especially the IRC channel. It wasn't too hard, which is always a plus. The mime combat looks really promising, I hope you'll be able to make something big from it. Can we expect Monkey Islandesque battles? :P

What was a bit annoying, was the use of F1 to F4 (or F6). Your hand is with space and control, so moving aaall the way up kind of ruines the 'flow'. (Maybe I'm just lazy?) Couldn't you make z, x, c and v have the same functions? Just an idea though. Keep up the good work, really enjoyed the demo.   :)

ThreeOhFour

I love this demo. It is wonderful. The use of keyboard, the Commodore 64 styling is great and the gmae is funny.

No complaints from me. The only thing I noticed so far was that the box in the hallway had a blue line included in it when walking behind it that didn't look like it should be there. And I agree with Gamer_V that the F keys seemed to be a bit weird to use, but it does make sense using them.

The tutorial is maybe the funniest I've seen in a game yet. Good job on this - I don't think I've seen a game like this in AGS ever before.

nihilyst

When pressing ALT+F4 and after that F4 alone, the game exits without an error message -- probably, because windows make some shit. That happens in every game I have, so that's basically not your problem. I just happened, when I played arount with the controls. But it would certainly be better to have other contol keys than the F-keys.

I like the style of the game. I found it easy to use.

Problems I encountered:
- When you walk up to a wall and then parallel to it, pressing up again won't face him upwards. That's not a real problem, just irritating.
- Sometimes I had the feeling that pressing spacebar on the right spot won't bring me a message. I had to walk around a bit, then it worked.

cheers
nihilyst

Shane 'ProgZmax' Stevens

#4
QuoteSometimes I had the feeling that pressing spacebar on the right spot won't bring me a message. I had to walk around a bit, then it worked.

This is purely alignment, really.  For certain reasons I had to make the hotspots for areas offset a bit so I could pack in a lot of little hotspots.  For the most part it shouldn't be an issue at all finding the right place to stand since the contact areas are where they should be visually.  Example:  The fridge door/freezer door handles are offset from each other, and standing under each one (approximately) will open them.  What I will probably do is actually widen some of the contact areas to make it even easier to look/use things.

QuoteWhat was a bit annoying, was the use of F1 to F4 (or F6). Your hand is with space and control, so moving aaall the way up kind of ruines the 'flow'. (Maybe I'm just lazy?) Couldn't you make z, x, c and v have the same functions? Just an idea though.

I won't change the F-Key layout simply because I'm leaving room for more functionality in the game this way, and I have a full 12 keys to use if I want.  I would say this is a valid concern if the game wasn't entirely keyboard driven or if the keys necessary were required for some kind of quick reflex, but they aren't.  Also, being lazy is your problem, not mine!  :=


I'm glad people are enjoying the different approach to play style.  Hopefully the simulation parts are fun as well (eating food, using facilities, etc).  I notice that I forgot to list how to actually leave LIRC in the game so I fixed it.  It's also not very detailed yet but it will be, with varying irc members and such.

Hopefully the combat aspect is fun and a bit different from what you're used to.  It's not a pivotal part of the game but I did want it to tie in well with the cutesy style I established. 

And yes, at some point Wrath of the Wendigo will be playable!

And remember, please.  PM bug reports to me, don't post them here.  Don't post hint requests here.  Thanks.

R4L

Wow that was awesome! I didn't get very far, just to Rudy's stand, but that was pretty fun. The part with the clowns was funny, I laughed my arse off!

So yes, I did enjoy playing this.  :D

Akatosh

With the typical Adventure Gamer's precision, I managed to die without having saved. On first try. Anyway, this looks quite promising!

Erenan

Yes, I would be very interested in playing a game done like this. Fun!
The Bunker

SinSin

Sins quick review
    Very comodore and unique to the AGS forums, I enjoyed what seemed to be a very out of the ordinary story although i did not finish it, The reason for it was not because of the keys (well played) nor the music (I enjoy a bit of retro) but the art is what let it down. What that game needs is colour (although this may be the style of the game) but in all a nice game and a nice idea
and the TV is a nice touch ...

Keep it up

Sin 
Currently working on a project!

LGM

I would totally play this. This is awesome.
You. Me. Denny's.

KittenInPyjamas

I really really liked it! I am looking forward to the complete game!

BOYD1981

#11
Quote from: Sinsin on Mon 14/05/2007 13:59:14
What that game needs is colour (although this may be the style of the game) but in all a nice game and a nice idea.

Quote from: ProgZmax
But first a few details:

1.  The game is designed in Commodore 64 style.

guess you didn't read the first post too well  ;)
i don't see how any extra colour would add anything to the game, if it was added now it would take away a lot of the game's charm, Progz has done such amazingly wonderful things with the limits he has set himself.

Limey Lizard, Waste Wizard!
01101101011000010110010001100101001000000111100101101111011101010010000001101100011011110110111101101011

Shane 'ProgZmax' Stevens

#12
Yeah, as BOYD noted, in c-64 you have exactly 16 colors (including black) to work with.  It's unfortunate that you don't appreciate the visuals but I can't please everyone.  Did you check out the park?  I was rather pleased with how that background turned out and I don't usually like my backgrounds.  At any rate, the c-64 style won't grab everyone (retro games rarely do) but the intention of it is to save me some development time on the graphics side and to create a campy, retro hybrid game in a style I grew up loving as a kid.  Thanks for the comments so far.  I've uploaded a slightly edited version that corrects the one pixel area Ben304 mentioned and has the character animation change when you want to change directions when walking against something.

Kweepa

Who wouldn't play something so cool?
I love the inventory items in your hand, how they bob up and down as you walk and are hidden behind the character etc. Great stuff.
I did notice a couple of places where you cheated on the double pixels... but the main character walk cycle is a masterpiece of double-pixelling.
Still waiting for Purity of the Surf II

Shane 'ProgZmax' Stevens

QuoteI did notice a couple of places where you cheated on the double pixels.

Cheating has nothing to do with it, really.  There are a couple areas where I needed non-vertical/horizontal lines and the program I use just can't do angular line draws with a double width brush properly, so I had to go back manually over them afterwards and fix it, causing me to miss a few.  The entire title text was made before I actually settled on the c-64 style, but I have since corrected it.  The 'Press Enter' is not double wide, however, because it's the same font I use for the text font.  The text font is of course not the standard c-64 font because I wanted something that would scale better and not be so heavily monospaced (I might change this, though).  Aside from that there's really nothing intentionally not-c64 about it (well aside from ignoring the color restrictions :) ).  Some people are so nitpicky!  :=

tube

I'd definitely play this. Everything's just as it should be, from the nostalgia-evoking graphical style to the awesome music and humour. I did have some trouble with the hotspots. How about providing some kind of an indication in the UI that you're facing something that can be interacted with?

Shane 'ProgZmax' Stevens

I thought of doing something like that and decided it would clash with the retro design (at least in my opinion).  I will go back and make a few of the contact areas a bit wider later on, though, and that should fix most of the issues you've encountered.  The main thing is that you really need to stand about where the object is to pick it up or examine it, and that's how I imagined the game to work from the beginning.  Glad you like it so far!

covox

This demo is fantastic. You've nailed the look and feel of the C64's rich graphical style down to a tee; a truly beautiful representation of what could be accomplished on such a basic visual chip. The gameplay is just right, and the dialogue is top-notch. Please carry on without changing anything :)

SinSin

What i was trying to say was that i the art is not of my calibre (Im not making the game making this comment useless ) BOYD ?!?  I know that Progz can do a hell of a lot better i just find that the C64's 16 colours were left behind for a reason.

I'm Sorry Progzmax that i dont personally like the way that 16 colours work.
However i will not retract this

Sins quick review
    Very commodore and unique to the AGS forums, I enjoyed what seemed to be a very out of the ordinary story although i did not finish it, The reason for it was not because of the keys (well played) nor the music (I enjoy a bit of retro)
(((Obvious bit left out )))
but in all a nice game and a nice idea
and the TV is a nice touch ...

Keep it up

Sin 

Currently working on a project!

ManicMatt

Lovely game!

I don't even like Boyd but he's alright in the game!  :P  ;D

The music in his house is repetitive, but don't change that, it's just like many C64 games!
I like the music in the game anyways, and the other tunes weren't repetitive. The animation in the game is cool, it's a joy to watch them. Yeah I didn't mind the retro graphics at all, surprising coming from me, I know.

Controls are okay with me.

irc made me laugh!

SMF spam blocked by CleanTalk