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targetCharacter = cEgo;
int TargetHeight = FloatToInt (IntToFloat(Game.SpriteHeight[TargetSprite.Graphic])*scaling);
player.LockView(9);
player.Animate(3,4,eOnce,eBlock);
player.UnlockView();
player.SetIdleView(0,0);
Quote from: Bavolis on Fri 11/05/2018 03:36:04Wow, that guy looks scary! Is he going to be a boss fight?
Behold... the Snips!
Quote from: Cassiebsg on Fri 11/05/2018 07:45:31I'm sorry to disappoint you, but my pitch was:Quote from: Mandle on Fri 11/05/2018 00:28:23Quote from: Blondbraid on Thu 10/05/2018 23:15:12
plus I love games with historical settings.
I was actually thinking that was probably your pitch.
+1
Quote from: Danvzare on Thu 03/05/2018 12:16:13I agree that this is a problem in bad adventure games, one infamous example is the cookie baking puzzle from Still Life, which is a game about a policewoman investigating a series of brutal murders inspired by Jack the Ripper. The game contains gruesome imagery and violence, yet at one point the plot grinds to a screeching halt because the protagonist's dad asks her to bake some gingerbread men, and what then follows is a long puzzle trying to decipher the encrypted recipe in her grandmothers cookbook. Even if you look aside the fact that no sane person would encrypt the recipe for freaking gingerbread, the plot so far has been about the hunt for a serial killer, and by having the protagonist stop to make cookies just removes a great deal of the sense of urgency and danger.
I recently watched a review comparing all of the versions of Ocarina of Time, and in it the reviewer said something which I think is very relevant to adventure games.
He said, and I quote "The purpose of story in gaming is to contextualize gameplay, so it doesn't come off as a laundry list of arbitrary tasks."
And I've come across several reviews and complaints about adventure games (even on this forum), where they have said that the game is about giving a bit of story, and then blocking you with a puzzle, which you then solve, and then get a bit more story before being blocked again, making the two exclusive to each other.
But that quote pretty much sums up my thoughts, which is that story and gameplay should NOT be mutually exclusive in an adventure game (or any game for that matter), but should instead work together. And the problem is, most people who make adventure games don't realize that, and as such they make them exclusive to each other. This isn't a problem with the genre itself, but rather with the attitudes of the creators.
I'd love to discuss this a bit more in-depth, and get other people's thoughts on the matter.
Quote from: KyriakosCH on Thu 03/05/2018 12:35:13I definitely think there are some very overused tropes in adventure games, such as the amnesiac character you mentioned. It's almost always a white man with short dark hair in his 30s who's wearing generic standard clothes (often jeans and T-shirt without logo, occasionally a leather jacket)and 9 times out of 10 the "big plot twist" is that he either was the killer all along, or that he was framed for a murder and the real killer made him forget what happened.
I think that indie games did bring some new elements to adventure games, namely a bleaker environment, more serious themes, and some new puzzles at times, but it is true that we also see huge repetition of some specific story lines. To name one which exists in a very large number of indie adventures: amnesiac character, character who did some crime and then is unaware, and/or multiple personality.
Quote from: TheFrighther on Thu 26/04/2018 17:18:44
I'm feeling more comunist now, damned imperialists!
_
Quote from: AnasAbdin on Thu 26/04/2018 18:09:08Thank you both, I love history and I hope my games will make more people interested in it!Quote from: Mandle on Wed 25/04/2018 13:22:28
Happy to see that your genre of Soviet-era adventure games is still alive and well!
Can't wait to play this one, comrade!
I admit that these types of games aren't my cup of tea. Blondbraid made me love them!
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