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Topics - Goldmund

#21
Almost all independently designed adventure games have an interface that is based either on Sierra, Lucasarts or a verb-coin. The way of conducting dialogues is also extremely similar in all titles: you select a sentence and a character says it.

The reason for these types to be so widespread lies probably in the fact that the most famous games used such GUIs.
I also copied a typical Lucasarts interface without giving it any thought.

THIS IS BORING!!!

Why don't we give some thoughts to the question of interface now?
Remember that the interface, as a means through which the player operates in the world of a game, must have a big impact on the player's reaction to your product.

For me, the success of Bestowers of Eternity lays mostly in the innovative use of the notepad. Masterful stroke. Genius.

In this thread, I would like to tell you about some of my favourite adventure games that have GUIs different from the most popular, yet they work very neat.
Most of them are quite old and are made for Commodore 64 -- the reason for their interfaces being so different is probably that the famous best-selling games weren't there to copy them. I encourage you to download an emulator and try them out, most of them can be found on www.c64games.de

I really think that we can use some ideas or get inspired by these titles to try new, alternative interfaces.
These oldies, though almost forgotten, are much more innovative than newcomers!

PART 1: Neuromancer


This, ladies and gentlemen, is Neuromancer on C64. The game has a PC version, but it's graphics is greatly inferior to the C64's one.

The most fascinating thing about Neuromancer is that the game takes place on 3 levels: one is the real world, in which you walk, talk with people, buy and sell hardware and software, and even at some moment take a space trip.
Second level is the world of databases, message bulletins, media coverages, banking systems etc. in the "internet" to which you connect with your computer. This part is text-based. You may send messages, download and upload software, try to access higher levels of police or banking sites, use passowrd decryptors and even play in a chess tournament.
Third level is the Cyberspace, the virtual representation of the Net, data clusters, black ice and AIs that protect the most important data clusters.

The controls are with joystick or keyboard. The upper row of icons is: 1) toggle the info displayed on the bar above (money, time, energy); 2) access inventory (and do stuff with it), 3) access Public Announce System (banking, news etc.), 4) talk to characters that are in the room.
The lower row: 1) Use Skills (great feature, used mostly for fighting with AI, but also in the real world - like playing music; you upgrade those with special chips), 2) Walk - you control the protagonist to move between rooms, 3) ?don't remember??, 4) load/save/exit etc.

You should really try how smooth the gameplay is.
And this is the best, most involving cyberpunk/hacking game ever made. For a computer of 64 kb. Year? 1988. Thank you. What happened since then? Bloodnet and Uplink. Thank you.

PART 2: Frederic Pohl's Gateway

For people, who (like me) are too lazy to really play all Interactive Fiction games, I propose 2 Gateway games and Time Quest, all of them by Legend, all of them at Underdogs.
The most interesting thing about these games is that they appeared in a period of technological advance in terms of graphics and music before IF became obsolete.
They have animated graphics, sound and cutscenes, yet you control the protagonist with text parser.
A perfect combination if you ask me, and the way that I will definitely follow after I finish Donna.
The player doesn't need to stretch his/her imagination too far, because of attractive graphics and music. The gameplay and puzzles are immensly enriched! You cannot just "use" things, you have to think what to do with them! You type yourself what you want to say! Unforgetable experience, feeling of freedom (because many things aren't shown in graphics, the designers could allow a lot more actions that in P&C), very satisfactory - especially if you finish those games by yourself.
You also have a compass to move, list of basic commands for the lazy, and a map.
Check Legend's games for PC at http://old.the-underdogs.org/Legend.htm

PART 3: Captain SniffPants in Mines of Doom

LOL, okay, everyone knows what game this is. Dowload it for free from my site (along with free porn) ;-)
I think that the lack of a separate GUI vastly increased the player's immersion in Grim Fandango. A set of commands or icons always, in a way, prevents us from believing that what we see is a real world.
Notice that the only time that the convention was shattered was the save/load/exit gui. The fact that you could walk with keys, not click, somehow made us more keen to believe that it is US who walk these streets, not some kind of a remotely steered puppet. Even handling inventory didn't shatter the illusion, you didn't have a separate screen with items, Manny took them out of his coat one by one.
I believe that - apart from the story - this was a very important factor that decided about the fame of GF.
Nomad Soul boasts a similar approach, although the convention is shattered more often (inventory gui, stats screen, etc.)


If you like this thread, I will post more games with alternative interfaces. Learning from them could really enrich the genre, by copying or - even better - having more courage to invent own interfaces.
Also, please post your own examples that could teach us something new.
#22
Okay, so I've been trying to catch up with my French and German recently, and I thought: hey, what better way to do this than playing your favourite genre of computer games? This is the way I've learnt my basics of English, anyway!

So, here goes a plea. It is easy to filter once you know a language well, but when you'll still learning... well, let's just say that "jeux aventure" on google only increased my inventory of Gator cookies.

Do you know any good links to (good) abandonware or independent games in languages other than English?
#23
Advanced Technical Forum / AGS and Winamp
Mon 19/01/2004 00:57:06
I've noticed that the volume in my game changes according to the volume that my Winamp player was set the last time, even though I SetMasterVolume at the beginning of game script.
Is there any way to evade this codependence?
#24
I did a simple script for an object to move back and forth. Not much, 5 pixels. You know,

(enter screen)
MoveObjectDirect(1,122,100,5);

repeatedly execute:
if (GetObjectX(1)==122) MoveObjectDirect(1,117,100,5);

if (GetObjectX(1)==117) MoveObjectDirect(1,122,100,5);

Now, there are plenty of moving objects in my game, I know how to do it, and they move mighty fine.
Not this one in Room65. It just stands in place, until any left-click is processed, and THEN it jumps straight to the second position. No movement, just jumping when left-button in clicked.
Anyone experienced this??
p.s.version is 2.56
#25
This is not a personal thing, just Arasan Nayamus' introductory thread reminded me of something that often caught my attention and I thought that I'd finally mention it. She writes:
Quote"Runaway!" If you haven't got it, GO GET IT! Best Buy does not carry it from what I've seen. I have only found it at Circuit City so far. Go! Buy!

Why do you (the plural you=Americans, as always ;) ) think that everyone on this forum knows what is "Best Buy" or "Circuit City"?
I've never seen Vel write, "I bought this game at Skleposlav Burszanta" or Andail saying "what do you guys think about Merry Shottbullar Raindeer line" without explaining what the hell the names mean.

There are three possible explanations of this behaviour common to Americans:
a) they write their posts only for other Americans to read;
b) they somehow forget that the world is a very complicated thing and countries differ along with shop names;
c) they think that everyone on this forum is American, only with funny nicks.
#26
Hey, I feel stupid for asking, but I'm really ignorant in the domain of graphics.

I would like to see how my game in progress would look with the new options provided by our wonderful Pumaman - that is, mainly character anti-aliasing - but I have no idea how to do it.
My game is in grayscale, 640x400, hi-color and all my sprites were saved in this format as pcx. When I try to transform them to 16bit in photoshop, the image becomes "locked". Transparent areas around the characters were done pixel by pixel in one shade.

What should I do to change them to this cool hi-tech new format?
#27
Is it possible that in - for example - on_event (enter_room, data) data could mean ANY room? And similarly with other on_events?
It would be very useful and time-saving feature!
I may elaborate on this later, if others don't see the rewards of having this feature.
#28
The below information and screenshots are a bit outdated. For newest screenshots and info about the development, check this post:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=9792.msg350058#msg350058




I've decided to make a promotional thread about the game I've been working on for almost two years.
I've no time to update the website, and I hope it will be much less a hassle to announce updates, search for beta-testers etc. in this thread.
Those who've been to my website won't find much new stuff here today apart from some screenshots...



presents:



DONNA: Avenger of blood
Is a first project by TERMINUS games. The backgrounds are made of edited photographs, realistic-looking characters are drawn and scanned. The entire game is in grayscale, which, along with mp3-quality music, aims at creating an atmosphere unique among amateur games.The serious storyline and at times explicit graphics along with crude language make this game a product suitable rather for adults.



story
A nameless country, somewhere in Europe, is deep in financial depression. The sentiments arousing among people allow national and extreme-right-wing politicians to come into power. To a metropolis capital of the country come two foreigners: Christian and Donna. They both keep to themselves and are seen only at night. Their stay at the Eldorado Hotel is interrupted one night by mysterious visitors who break into their room and shoot Christian. One bullet hits Donna, who falls to the street below and finds herself naked in the middle of the hostile, unkown city; what's more, the dawn is coming and let's say that her skin isn't prepared for meeting the sunrays.
The player controls Donna, who, after securing her life, goes on a quest of vengeance to find killers of Christian, meets mad inhabitants of the metropolis, gets into a love affair with a female journalist, and discovers the true reason behind Christian coming to this country.



soundtrack
Two tracks available to download, made by yours truly.
This Whole City - a general outdoors theme
Subway Blues - the tune playing when Donna travels by underground

downloads
An AVI trailer is available for download, but it's slightly outdated - most of the backgrounds are animated now.
DOWNLOAD TRAILER
(Thanks to Fuzzpilz for allowing me to abuse his server)



team
Goldmund (Blazej Dzikowski),
Dominika Dzikowska
#29
This topic has been dealt with several times on the forums, but it never got the full scope it deserves. It's rather basic, but I thought it would be nice to start from simple things - who knows, maybe we'll make a Designer's Compendium thanks to those threads? Shall you  find this topic not interesting, I still have several good subjects in plans.

GIVING PERSONALITY TO CHARACTERS

1) WHY?

The first question that needs to be answered is:
Do characters need personality?
It seems rather silly, but one should be always suspicious about things taken for granted. So, do deep characters enrich our enjoyment of a game, do they make the gameplay more interesting?

protagonist
One can argue that when the protagonist is a persona too specified in his/her tastes, traits, ideas etc. it is harder for the player to identify with him/her, simply because of differences that may arise (political beliefs, sexual preferences etc). Also, when the protagonist's personality is unrevealed players are more likely to impose own ideas about his/her psyche.
Let's take it as a matter of personal preference, then. I must say that although I enjoyed Pleurghburg:Dark Ages I was absolutely indifferent to the fate of Jake McUrk (this game may be considered a negative example in this debate, it paradoxically being both the well-deserved classic of amateur adventure games and a game with extremely bland protagonist at the same time). Whether it was caused by the fact that no signs of his personality were provided, or I simply failed to impose any imagined ones on the character, may be disputed.
I'm far from saying that a protagonist with no personality ruins a game. Dreamweb was a great experience and at the same time gave us a character with no personality at all - its atmosphere was enough. Mourir En Mer, on the other hand, with its introduction of a unique (handicapped) protagonist instanly caught my attention from the first room right to the (very moving) ending, all this thanks to the protagonist's personal history and dreams.
All in all, whether protagonists need personality seems to be a matter of preference. Personally, I think that even a game with simplistic plot is much better when the protagonist is an interesting person.

NPCs
NPCs in an adventure game absolutely need personality. This kind of games is story-driven and there is no story without characters. Simplistic NPCs make plot simplistic.
It seems that it is easier for designers to make NPCs interesting persons than to do the same with the protagonist. For example, the (mad?) inventor in P:DA was a much more interesting person than the protagonist - he had a passion, lived in recluse etc.
I feel that the reason for this is that a) it is HARDER to weave a story around a person who has very specified personality (same in films: all those sidekick characters - Notting Hill being the first example that comes to my mind - are much more interesting than the protagonist); b) when writing a story, people tend to make protagonist similar to them - and as they know themselves very well, they also know that no person is THIS and not THAT, that inside we aren't a TYPE at all; thus, no strong (ie: a bit simplified) personality is given to protagonists.
#30
I think that it would be nice to have walkable areas displayed when adjusting room edges. As it is now, people have to switch from "settings" to "areas" and try to remember where is the walkable area.
Small thing, yet a nuisance.
#31
Adventure Related Talk & Chat / yeenglish
Sun 10/08/2003 01:14:37
Okay. So now, Brits and Yanks and Aussies, tell us the non-native-speakers the truth.

Do you often laugh when playing a game made by an European, who tried to make it serious, whereas made some silly grammar and spelling mistakes?
(this thread is directed towards native-speakers who can spell "weird", btw)

Do our games sound like some children-preschool-talk-boo-beee-boo?

Does it often ruin your enjoyment of the game?

Do I sound stupid, even without knowing this? (outrageous possibility!)

I get really perplexed when I think that maybe the dialog in my game isn't as spiffy as I think because, for example, I put a high-brow word into the mouth of a low-life.

After all those questions, another one arises: Does It Matter.
This is an interesting question once you think about the fact that probably 80% of AGSers and, generally, adventure gamers are non-native speakers. So maybe we're just going towards some universal version of english, that the whole of the world understands and enjoys apart from some strange islanders and sea-pirates-offspring who stick to ye olde grammar books?
#32
Okay, this here function performed very  nicely in version before - I think - say - version 2.50, 2.52, somewhere around that. Then it became really, really slow, although it works. What has caused this great slowing down? I haven't changed anything in my script!

What this does:
I have an open electronic lock in the game, and the character uses inventory item "wires" to connect them to different nodes of the lock to find the proper combination and unlock it.
"pointa" is the starting point, the node at which player clicked first with mode 4, useinv (wires)
"pointb" is the ending point, the node at which player clicked after he chose the first node to attach the wire to.


function room_a() {
 // script for room: Repeatedly execute

if (pointa>0) {
if (pointb<1) {
 if ((GetCursorMode()==4)&&(character[EGO].activeinv==46)) {
   if (pointa==10) {
    RawRestoreScreen ();
    RawDrawLine (139, 52, mouse.x, mouse.y);}
   if (pointa==1) {
    RawRestoreScreen ();
    RawDrawLine (140, 57, mouse.x, mouse.y);}
   if (pointa==2) {
    RawRestoreScreen ();
    RawDrawLine (141, 62, mouse.x, mouse.y);}
   if (pointa==3) {
    RawRestoreScreen ();
    RawDrawLine (141, 67, mouse.x, mouse.y);}
   if (pointa==4) {
    RawRestoreScreen ();
    RawDrawLine (141, 73, mouse.x, mouse.y);}
   if (pointa==5) {
    RawRestoreScreen ();
    RawDrawLine (142, 78, mouse.x, mouse.y);}
   if (pointa==6) {
    RawRestoreScreen ();
    RawDrawLine (142, 83, mouse.x, mouse.y);}
   if (pointa==7) {
    RawRestoreScreen ();
    RawDrawLine (142, 89, mouse.x, mouse.y);}
   if (pointa==8) {
    RawRestoreScreen ();
    RawDrawLine (142, 94, mouse.x, mouse.y);}
   if (pointa==9) {
    RawRestoreScreen ();
    RawDrawLine (142, 99, mouse.x, mouse.y);}
   if (pointa==11) {
    RawRestoreScreen ();
    RawDrawLine (152, 101, mouse.x, mouse.y);}
   if (pointa==12) {
    RawRestoreScreen ();
    RawDrawLine (153, 69, mouse.x, mouse.y);}
   if (pointa==13) {
    RawRestoreScreen ();
    RawDrawLine (171, 72, mouse.x, mouse.y);}
   }
  }
else {//pointb juz podlaczone
  if (((pointa==7)&&(pointb==13))||((pointb==7)&&(pointa==13))) {
    invwires=invwires-1;PlaySound(1);ObjectOn(3);RawRestoreScreen ();
    if (invwires==0) {SetPlayerCharacter(EGO);LoseInventory(46);}
    Display("Beep! Seems this connection is right.");
    pointa=0;pointb=0;cona=1;}
  else if (((pointa==4)&&(pointb==11))||((pointa==11)&&(pointb==4))) {
    invwires=invwires-1;PlaySound(1);ObjectOn(4);RawRestoreScreen ();
    if (invwires==0) {SetPlayerCharacter(EGO);LoseInventory(46);}
    Display("Beep! Seems this connection is right.");
    pointa=0;pointb=0;conb=1;}
  else if (((pointa==10)&&(pointb==3))||((pointa==3)&&(pointb==10))) {
    invwires=invwires-1;PlaySound(1);
    ObjectOn(5);RawRestoreScreen ();
    if (invwires==0) {SetPlayerCharacter(EGO);LoseInventory(46);}
    Display("Beep! Seems this connection is right.");
    pointa=0;pointb=0;conc=1;}
  else {Display("Nope. No sound. I remove the wire, let's try one more time.");
   pointa=0;pointb=0;RawRestoreScreen ();}
  }
}
#33
I'm quite absent from the forums, because somehow I cannot relate to most of the newcomers. I get an impression that back on EzBoards there were more people similar to me.
There's too many new people and I've too little time to get to know them, so I'm feeling kind of lost.

IS 'YE GRANDE ELITIST OLD GUARD FORUM' THE ANSWER?22?222???2
(password protected?)

pros: obvious

cons:
-'elitarism' is stupid
-any closed system is bound to die, fresh information is necessary for survival - thus I propose to invite people, not limit the forum to "ezboards buddies"

We have to decide on few things:
- is this a good idea? (I say yes)
- where to locate the forum? (we ask CJ to make a password protected one on this forums, or go elsewhere and live here and there) (I prefer the former)
- how to choose members?
I'm all for masonic principle. Invitation. Let's not limit it to people who were AGSers for two years, there are lots of new and valuable people (GarageGothic! Yakspit! etc.)
- Grand Masters of the Lodge, moderators -
to be chosen.

What do you think? I must say that I'm torn. I loathe elitarism, but I hate to see that such an important piece of my life as AGS forums loose its meaning for me. Thus I think that the best option is to organise such a forum here, on agsforums.com/yabb (if CJ likes the idea, that is). We still take active part in other forums (critics corner, technical, competition etc.) whereas we chat in YE GRANDE LODGE EX ORIENT LUX.
Opinions, please.
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