Quote from: Retro Wolf on Thu 19/11/2015 13:26:12
I have an experimental solution that that could solve the issue of having so many rooms, the offices and hallways. If you had an artist draw you some chairs, desks, plants or whatever; it would be quite easy for me to reuse these assets to procedurally generate as many generic rooms as you wanted. However, getting these rooms to be as interactive, and have walk behinds like a regular adventure game is not something I've figured out.
When I offered to help I took the script you wrote as conceptual, a sort of world building exercise to show people how you can write. Is that the case? Or is there really going to be such long cutscenes?
I don't want to double post. So hopefully sketchess sees this. I know all of your points are valid. I'm not afraid of criticism of my approach. Until this point I didn't know anything about how to talk to artists. Everything you say I'm going to take in and use it to improve my treatment, so thanks because that was really I wanted at the very least.
Retro wolf, I like your idea and am more than willing to give it a try. I have no problem cutting the cutscenes The only big cutscene is the castro one.
Even though it all reads like a cutscene, the plane hangar and walking through the jungle looking for supplies and then your troop. and walking through the office would all be in game point and click activity. The dialogue would simple pop up from character to character like the games I mentioned for inspiration.
The castro scene I thought would play out in liek the ending of 6 days a sacrafice. I thought about difficulty that's why I set the scene as first person in the dark. The would require four or five figures against a black back drop and once he kills them all, Castro would be the only figure behind a black screen. I thought that would cut out work time but I'll accept it if I'm wrong.
In a nut shell, I'm willing to chat with an artist to augment my project to be more fitting. I'm not one of those guys who are set in their ways.