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Messages - Taxler Endiosk

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I worked on the demo for this, it's great to see the final product! If you have a fondness for planet-hopping sci-fi TV shows and movies of yesteryear, and you also like the idea of guiding a bumbling buffoon through a comedy of errors in deep space, give this game a try. Along the way you'll battle against galactic evildoers (not to mention various pieces of technology that are supposed to be there to help you) and cross paths with partying robots, huge translucent gelatinous shopkeepers, alien bureaucrats, and more...

Did someone say we've announced a release date?

Yes, someone did!

Er... it was me.

Captain Disaster in: Death Has A Million Stomping Boots will be released on 29th December 2017 on Itch and GameJolt!
Great!! 8-) Congratulations to Team Disaster!

I think the Jaws "cameo" was something I added in for the demo -- I'm still weirdly proud of that little animation, my favourite is still the floating spinning pizza box though  (laugh)

Ok, I worked out what it was (laugh) Predictably, the root cause was a stupid mistake on my part, and it's a pretty unlikely situation - but it's a case where AGS should probably try to give an error message if possible.

You can reproduce it by creating a new game with 4 dialogs.

  Display("Hello from Dialog 0!");

  /* I'm a comment, but something is wrong... /*
  Display("Hello from Dialog 1!");

  Display("Hello from Dialog 2!");

  /* I'm a comment */
  Display("Hello from Dialog 3!");

This will compile with no problems. Calling dDialog2.Start() will instead begin dDialog0.

Essentially, dDialog2 has been entirely /* commented out */ thanks to the unclosed comment started in dDialog1 that carries through to the comment in dDialog3.

The syntax highlighting in the editor also manages to miss that the comment was unclosed - the line after it was highlighted as normal - so I didn't spot this until I was really hunting through all the dialogs.

(Edit: Oops. Ignore!)

Sounds interesting is it more like a series of games telling the stories of a few characters from their view points within the same time frame ex. you might see what another character did in another story. or a single game with lots of stories within it?
The second one. I hadn't even thought of a sort of Rashomon-like approach with different perspectives on the same events, it's definitely an interesting idea, but I think too restrictive for me.

"Tales from Tetris Hell" (working title)

The idea of this project is to produce a game with a bunch of small overlapping stories about life in a housing complex that looks something like Habitat 67 in Montreal:

I'm looking for some people who like the sound of this idea and would be interested in writing/developing ensemble characters and relatively mundane, modular storylines (involving visitors, pets, social events, minor mysteries, etc.) I'm not intending for this to be purely realistic - otherwise the characters would probably never speak to each other - just sort of grounded and un-cartoonish. If you can draw on real personal experiences of places and people for suggestions, that would be great (but it isn't required!)

Also, I'm interested in making the housing complex environment (which is where the whole game will be set, more or less) a particularly lively, dynamic place where things feel like they are going on all around you - NPCs might move around and do stuff rather than standing on the spot waiting for you to talk to them, and so on. I would love to get suggestions for achieving this, particularly stuff you haven't seen done much in adventure games before.

I don't have a time-scale in mind for this project. It's likely to go through several phases, and things will probably change a lot once ideas start to solidify - I really don't have any overarching plot or theme in mind yet, but that doesn't mean there won't be one by the end.

This is an unpaid project. If you're interested, I do not mind whether you reply here, by PM or email: taxler.endiosk@gmail.com


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