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Messages - Andail

#2981
The Rumpus Room / Re: Best ROCK song ever!
Thu 13/04/2006 20:13:43
Agreed.
Petra, please become a member if you wish to continue posting. That way you can go back and edit your posts instead of double and tripple posting.
#2983
AGS Games in Production / Re: Highway Gauntlet
Tue 11/04/2006 13:43:39
The game seems good enough, but I have two questions:
1. How did you manage to turn ordinary images of cars (which any kid in your age should be able to Google up in matter of seconds) that blurry?
2. Was your room on fire while you tried to cut and crop them?
#2984
Please check the rules stickies to learn how threads should be designed on this board.
#2985
(Sorry if this has been discussed or covered before.)

These are some thoughts about puzzles in relation to locations. The way I see it, there are two main structures when it comes to game worlds, and these structures pretty much govern the way inventories are gathered and used and puzzles are solved.

The first model is the Monkey Island-model, where practically all locations can be re-visited and where access to them is granted via an overview map or similar. By acquiring new inventory items, puzzles in old locations can be solved, new dialogue options appear and characters/items can be gathered.

The second model is the Space Quest-model, where most locations are linked in a straight chain, and follow the plot in a way that seldom allows for returning to old locations. Most puzzles - and the equipment necessary for solving them - are confined to one or two rooms.

In the first model, which in literary terms could be referred to as the syntactic model, there need never be walking dead situations, since there is always a point of return, and parallell puzzles can be solved simultaneously.

The second model would consequently be called the paratactic model, since the majority of puzzles and locations follow eachother in a simple chronological order. The main objective is often to just continue to another location. Space Quest games are for instance mostly about progressing/escaping through a series of locations.

In terms of narration, for a plot to progress in an exciting and non-humourous way, it's hard to construct a game based on too much syntactic gameplay. The ability to return to a location previously escaped (like a cell or a place where peril or extreme hardship has been overcome), especially if this location is poorly altered to the changes in the plot, takes away from the serious atmosphere, and destroys the feeling of relief of having escaped there and survived.

In a grand epic game where the geographical locations change a lot (like a long journey) this model is simply impossible. ("Yay, I made it to the shoores of The Lost Island of Forgotten Dragons. - But wait, I need to get back to my kitchen thirty screens ago and bring the bottle opener in order to solve the next puzzle").

So this is where I need your advice. How do I construct good inventory-based puzzles if most locations can't be re-visited, and I wish to avoid dead ends?

A few options:
* The inventory items necessary for future puzzles are automatically acquired after having solved earlier puzzles (left-over items).
* Leaving a certain area is impossible until all items are acquired. This solution is illogical. Why pick up items that are seemingly useless at the moment? And how do I justify the inability to leave the area?
* Puzzles only involve items that can be gathered in the immediate neighbourhood. This model is rather boring, since the gameplay will be pretty straightforward and simple.

Any thoughts/experiences you wish to share?
#2986
Good job Grund! I enjoyed watching it being tested at Wintermeet.
I think you've soon established a position as the currently most productive game creator.
In AGS, that is.
When it comes to Ben Jordan games, that is.
#2987
quit spamming you bloody troll
#2988
Critics' Lounge / Shape up!
Thu 06/04/2006 15:20:44
For quite some time now, the overall attitude here at the CL has grown a bit tiresome. The Rules-sticky is old and people probably don't read it, so here's a reminder.

So:

* Only publish material if you think you can handle potential criticism!
People publish pictures on which they have spent less than two minutes of work, then become upset when they don't agree with the c&c.
* If you can't improve your material accordingly, don't re-post old stuff! Refine or quit! Bumping is a sin!
* Don't hijack threads! It's bad in gen-gen, but in CL it's a disaster of disrespect. If you can't help the original poster, don't reply!
* The age limit applies here too! Below 16? You might wanna hang around and just lurk for a while. You don't need to start your own threads to learn!

Thank you.
#2989
Babar, it's good to be nice and all that, but you're not doing him a favour by saying that he shouldn't change anything.

The "sprites" right now are not useful, and he doesn't show any signs of improving or wanting to improve, so he's actually just wasting his and our time.
#2990
hahaha @ SSH

It did happen to me though; during a party a few years ago me and some sort of geeky guy started chatting, mostly because he seemed bored and I wanted to converse politely. It turned out he knew about the AGS community and had played Larry Vales.
#2991
The Rumpus Room / Re: Best ROCK song ever!
Mon 03/04/2006 18:49:36
Quote from: Flukeblake on Sun 02/04/2006 01:51:09
How come we all don't pick on, just completely out of random, Andail, or Nikolas, or yodaman11111?

It's not very random that you pick on me. Weren't you the one who publically tried to revolt against me and my moderatorship?
Why can't you choose to pick on somebody completely else, like....Pesty?
#2992
Critics' Lounge / Re: Village background
Mon 03/04/2006 18:40:48
#2993
Hello!
Looking for team members for a relatively secret project that is just about to launch.
The project is a fairly extensive one, so only read any further if you are willing to spend a lot of time and efforts.

What I'm looking for:

Assistant background artist
You will work pretty much like I do, build up backgrounds either from scratch or from concept sketches. You will be able to emulate my style and will send me a work sample to prove this. You will also help me improve my backgrounds and provide c&c.

Assistant sprite artist, animator
The same applies here; I work hard in this area too, so you will be able to work from my designs.

Assistant writer
The plot is already largely written (there is a design document of around 7 pages) but you need to help me work out puzzles and dialogues. You must be very fluent in English, and have a talent for epic story telling.

I have already begun drawing backgrounds and sprites, and all major plot elements are worked out, so it's just for you to jump into production.

If you have sample material, please attach it to your PM when you apply.
#2994
Kudos to those who falled for it, and to those who didn't but played along. You made a great thread and a good laugh!

Not-kudos to those who were just dying to prove themselves smart by revealing the joke :(
#2995
Quote from: Helm on Sat 01/04/2006 16:59:31
Andail, you stepping in as a moderator, I of course understand. I thought you were making a comment as Petter-Andail, not Moderator-Andail, though, my bad.

Good! It's not easy being both a moderator and a lover friend.
#2996
Critics' Lounge / Re: Village background
Sun 02/04/2006 11:44:49
Worry not:


* More homogenous colours
* Reduced blurriness
* Added distant forest to create depth, as well as foreground leaves
* Changed a few outline issues
* Changed design on house

There are still some effect artifacts here and there, and some stray pixels that need to be overlooked. And plenty of details to be added. But Im on my way :)
#2997
Quote
1. Is your post interesting, helpful or funny? If not, don't post it.

Feel free to edit your post ManicMatt, or PM a moderator if you want it removed.
#2998
I'll probably remain a "maybe" for some time. My summer is still a big question mark. I would hate to miss a mittens, of course.
I'll keep you updated.
#2999
I didn't mean to imply that you would actually consider beating a woman to settle an argument, so sorry for the bad phrasing.

However, as for posting a page-full of pictures depicting abuse against women (albeit in a comic book environment) I think you must expect that a moderator might sooner or later intervene, as moderators strive to keep threads on track and free from provokative material.
It's good that you intended to give it a rest (which was hard to tell since not much time has passed) so let's just not mention it.
#3000
General Discussion / Re: fire
Fri 31/03/2006 15:57:52
As Nikolas said, this is a personal matter and not in the interest of the general community.
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