First of all, I must say that I really admire your dedication. I've followed the development blog for quite a while now, and you must certainly be one of the most efficient AGS developers. You also have amazing drawing style - and you've actually managed to transfer the characters into the game world without losing the hand drawn feel. I'm also very impressed with the coding of the crowd movement: it feels like a bustling city, not like traditional background characters walking around randomly without any sense of direction.
Unfortunately I don't have time to play through much of the game, but I've tried a couple of the betas, and the addition of a ghostly player character has helped immensely on the game's immersion. Such a simple change and yet the gameplay mechanics now make total sense and I feel that I have a mission to accomplish. Wonderful thinking outside the box.
However, I still find the interaction quite cumbersome. Without very good hints you risk the game ending up like one huge pixel hunt where you try making every character think about every object in every room of the game. It doesn't really help that you need to go to a different room (and navigate there - something I'm still having trouble with) to make a character think about objects elsewhere.
A couple of suggestions:
1) Please consider making the screen scroll automatically when the cursor nears the edge of the screen. Having to click to scroll the screen doesn't feel natural when you don't have a walking player character. If you don't agree, please at least consider making the cursor change when you get near the screen edge of a scrolling room. The "show exits" button is a great help, but it also interrupts gameplay.
2) I know this is a quite major change, but instead of the cursor "remembering" what person clicked on in another room and then combining this with another hotspot elsewhere, have you considered using an "idea inventory" similar to the Blackwell games or Resonance? If for instance I clicked on the Palace of Justice it would be stored in an inventory-like list, and I could then select it an click it on people in other rooms. This would save a lot of running back and forth, I think. And also feel more logical from a story perspective (if the ghost knows about an idea, she shouldn't have to return to its hotspot to make different people think about it at different times). This all depends on how the game is scripted of course, if the hotspots and object interactions are located in the room script I guess you still have to switch to that room temporarily to activate the event.
3) Consider reducing the amount of hotspots. I don't think I would even spend time making characters think about the railing around a grave. This should also eliminate some work as well as the number of repeating lines (I got the same response from quite a few characters when interacting with generic background elements).
And a bug report:
I ran into a pretty consistent problem where the game seems to hang for a moment when I make a character think about the hotspot. The game pauses for a second or two while the audio stutters before the character says anything. This happened when making the man in the library think about hotspots in the same room. It could be my hardware, because I'm playing on an old 2.4 GHz Pentium 4. But I just don't see what could be so CPU intensive that it would hold up the game like this - it's just text being displayed after all.
Good luck with the project. This will definitely be one of the AGS all-time greats.
Unfortunately I don't have time to play through much of the game, but I've tried a couple of the betas, and the addition of a ghostly player character has helped immensely on the game's immersion. Such a simple change and yet the gameplay mechanics now make total sense and I feel that I have a mission to accomplish. Wonderful thinking outside the box.
However, I still find the interaction quite cumbersome. Without very good hints you risk the game ending up like one huge pixel hunt where you try making every character think about every object in every room of the game. It doesn't really help that you need to go to a different room (and navigate there - something I'm still having trouble with) to make a character think about objects elsewhere.
A couple of suggestions:
1) Please consider making the screen scroll automatically when the cursor nears the edge of the screen. Having to click to scroll the screen doesn't feel natural when you don't have a walking player character. If you don't agree, please at least consider making the cursor change when you get near the screen edge of a scrolling room. The "show exits" button is a great help, but it also interrupts gameplay.
2) I know this is a quite major change, but instead of the cursor "remembering" what person clicked on in another room and then combining this with another hotspot elsewhere, have you considered using an "idea inventory" similar to the Blackwell games or Resonance? If for instance I clicked on the Palace of Justice it would be stored in an inventory-like list, and I could then select it an click it on people in other rooms. This would save a lot of running back and forth, I think. And also feel more logical from a story perspective (if the ghost knows about an idea, she shouldn't have to return to its hotspot to make different people think about it at different times). This all depends on how the game is scripted of course, if the hotspots and object interactions are located in the room script I guess you still have to switch to that room temporarily to activate the event.
3) Consider reducing the amount of hotspots. I don't think I would even spend time making characters think about the railing around a grave. This should also eliminate some work as well as the number of repeating lines (I got the same response from quite a few characters when interacting with generic background elements).
And a bug report:
I ran into a pretty consistent problem where the game seems to hang for a moment when I make a character think about the hotspot. The game pauses for a second or two while the audio stutters before the character says anything. This happened when making the man in the library think about hotspots in the same room. It could be my hardware, because I'm playing on an old 2.4 GHz Pentium 4. But I just don't see what could be so CPU intensive that it would hold up the game like this - it's just text being displayed after all.
Good luck with the project. This will definitely be one of the AGS all-time greats.