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Messages - stevetheblack

#1
An excellent game with a fantastic story :D

I'm playing through it again with the commentary on right now, very insightful.  Just annoyed that now I have to wait again for the next one, pah. ;)
#2
I had a problem with the winsetup thing too.  Just rename the LC3.exe so that there is a space between LC and 3 and winsetup should work fine :)
#3
I think this looks and sounds awesome :)  Definitely one I'll have to keep my eye on, good luck!
#4
I'll give beta testing a shot if you want.
#5
Hints & Tips / Re: Lone Case 2
Sun 09/12/2007 17:02:17
It means:

Spoiler
3.5 squared.
[close]
#6
Hints & Tips / Re: Lone Case 2
Sun 09/12/2007 16:10:28
Ah ok.

Spoiler
If you go into the soldier's tent there is a door at the bottom that you can't see.  It's obscured by the silhouettes at the bottom of the screen, just run the cursor over them and you should be able to find it.  It leads to the prison.
[close]

That should get you back on track :)
#7
This does look pretty awesome.  Looking forward to this :)
#8
According to the download mirror the file doesn't exist, just worth checking out.
#9
I'm quite happy to proof-read it if you need me :)
#10
AGS Games in Production / Checking in.
Sun 11/11/2007 13:32:03
Hello chaps.  Thought it was about time I checked in on the production thread, being the writer and all :)  I've been having a lot of fun writing this, so if you have any plot specific questions I'll do my best to answer them, take some of the strain off Dualnames :)
#11
Quote from: Jim "Dualnames" Span on Thu 08/11/2007 08:05:16
Can someone stop this thread?I hate Phoenix !! 8)

I think Mr Wright has something to say about that.

Also, I am a big fan of the Phoenix Wright games, but I kind of wish I hadn't imported T&T.  The english translation is pretty good, and the game is awesome, but now I have to wait ages for them to translate Apollo Justice :(
#12
I find it very odd that Beneath a Steel Sky and Sam 'n Max are tied.  Although I like Sam and Max I much prefer BASS, in fact I would have to say it is my joint favourite adventure game (along with Fate of Atlantis).

That might, however, be related to the order I played them rather than whether or not they are superior games.  I miss my youth sometimes ;)
#13
Quote from: Uhfgood on Sun 02/09/2007 07:24:14
The cutscenes toward the beginning of the game will be rather short, getting longer as the game gets to the climax.  With a decent end scene (I haven't determined length yet or anything, but just satisfying).

I just sort of felt you might like to start playing at a stage that was sort of pre-game, where you don't have to sit through alot of dialogue or whatever.

In any case I appreciate any opinions, criticisms, or suggestions.  Of course now i'm derailing the thread, but it is an interesting discussion none-the-less :-)

I don't want to derail the thread any more either, but I would just like to say that that sounds like a good way to do it.  No doubt I'll be stopping by your "in production" thread when it exists/if i can find it :)

But yes, let's get back on topic, peoples! :D
#14
Quote from: Uhfgood on Sat 01/09/2007 19:49:46
But at least I tell the player that they need to go ask questions.  Still it seems weak.

I've been thinking about this and the way I see it is that so long as the player has some clue what to do then its ok.  Of course there are occassions where the general "explore and talk" plan is acceptable, depending on the situation.  If your character is a detective for instance you should be required to do some detecting at some point, or if something completely unexpected happens, like in SQ1.  Roger wakes up from a mid-shift snooze to find his entire ship uncharacteristically devoid of living crew, some exploration is in order. 

Sure, it provides a goal but it does it in a much more clandestine manner.  Instead of saying "you need to do this" it makes you think "what's going on here?", which provides more overall motivation to continue than being dropped what can amount to a very obvious hint.  Finding the balance between the two is the real trick, you don't want to have to tell them where to go after every puzzle, but they have to be able to work it out themselves.   

Quote from: Uhfgood on Sat 01/09/2007 19:49:46
The other thing is before you can go into the magical kingdom, you need to get a book from the library, and a candy bar (well i'll leave the details out for now), and before that he needs to find his library card and clean his room.  And I still haven't figured out a motivation for him to do any of this.

Obviously I don't know anything about the situation of your game, and I don't want to impose, but if I may offer a  suggestion?  I think in the early stages of a game, before the proper story has really begun in earnest, then dropping the occassional hint is ok.  For instance, just having a character drop a hint that the player character hasn't cleaned his room for a while. 

Even the most mundane goal is fine for the start of a game, so long as it doesn't last too long.  One of the things that annoys me as a player is when after playing the game for an hour or so I still haven't seen hide nor hair of the real story yet (see SQ6 for a reference there).

Probably not much help, but there's my two penneth anyway :)
#15
I've just finished this game (after having spent the last couple of days catching up on games 3-5 which were sitting unplayed on my hard drive.  Bloody uni work!) and I have to say its pretty awesome.

Until I played this I would have to say that number 4 was my favourite, but this totally overtook it by such a wide margin!  It's nice to see the over arching plot start to reveal itself too.

Keep up the good work, I'm looking forward to the next one :)
#16
AGS Games in Production / Re: I.S.O.S.
Sat 01/09/2007 13:59:59
Quote from: Gepard on Sat 01/09/2007 10:29:01
Yes, it is as you say but you do not control the guy, you are that guy  :) But camera footage is not what you will be looking for (more some records, history, statistic etc.).

Right, I think I get it now :)  Sounds interesting, so I'll definitely keep an eye on this.
#17
AGS Games in Production / Re: I.S.O.S.
Sat 01/09/2007 01:17:09
Seems like an interesting idea, but I'm a little confused. 

You control a guy communicating with a computer yeah?  So (just for clarification's sake) do you investigate by looking through security camera footage and looking for clues, trying to piece together what happened from all the evidence the computer has recorded?  Or have I got the wrong end of the stick there?

Either way, I'm quite interested in this, even if the red screen blinded me for a moment ;)

#18
This does look pretty cool.  I'll have to give it a try when its available :)
#19
The weird thing about SQ6 is that I really liked the demo.  In fact I liked it alot more than the full game.  It had a bit more of a SQ5 feeling about it than the full game did, being a completely original storyline that spent the entire time parodying star trek.

I think that's why I loved SQ5 so much, all the Star Trek jokes, just a shame they pretty much dropped it in 6. 

I agree with the narration for SQ4 though, my favourite part of the game I think.
#20
Quote from: MillsJROSS on Thu 30/08/2007 01:22:06
You're uncomfortable with the stark reality that you're alone in space and no one is going to help you.

You've got a point I suppose.  It just bugs me when games require you to go searching outside of themselves for you to work out what to do. 

I suppose, technically, you could claim that the extra magazines are part of the game, but if so then they really should include them with the new collections, the fact that they were left out is just laziness on Sierra's part I think.
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