Quote from: theRedPress on Tue 12/02/2008 20:17:48Quote from: Joseph DiPerla on Tue 12/02/2008 20:02:20
Neat! I look forward to a tutorial.
Can I ask for some other improvements in the game?
1) Can we take control of Keith?
2) Can we have a dialogue system where we can converse with other characters ala Indiana Jones and the last crusade adventure game?
3) A text parser to ask witnesses and people about other characters, eg: "ask about Don Colby" etc...
4) Can we please not have to drive ourselves to a location or can we atleast have an option to just pick a location off the map and it drives us there?
5) I would love to see the inside of Sonny's apartment...
These were elements missing from the original game that I wish were there...
1. Sure, I'll add it as something to unlock, how does that sound?
2. I haven't played this game, I'll look into it. I'm not locked into a certain style, but I do want to use a gui of some sort for dialogs. Can you give me a sample of this or link me to one?
3. I was just going to add a dialog list instead, but maybe an Ask/Tell/etc menu and then type in what you want to ask about in a box? I guess I could try that out? I'll think about it anyhow.
4. Sorry, I can't really get rid of the driving bit, but I can make it more fun....or die trying.
5. He has an apartment?
1. An unlocked feature of controlling Keith would be pointless unless controlling him served a purpose. Thats what I was requesting. I always hated that whenever Sonny would get out of the car, Keith would go do something else. What was he doing? Was he really doing anything at all? I think being able to control Keith would be great. For instance:
If sonny needs backup for a certain situation, the player can take control of Keith and position him with his gun ready and then go back to Sonny for Control and take the next action. Or scenario two: Sonny gets trapped in a room and cant get out. You take control of Keith and let Sonny out...
2) for this I mean that when Sonny talks to someone, they say something, then on a gui, you have a list of options to choose so that you can pick what Sonny says next. Depending on what you pick will reveal different things or make things easier or harder for the player.
3) Personally a system like in LSL 7 would be nice. You have a GUI and a text parser for special functions. Something like that would be nice in PQ2. I mean think about it, You are interrogating a suspect. You click the talk icon on him several times and he tells you everything. Or you use the dialog tree (Suggestion 2 above) and eventually you easily find all the answers. Rather, if you had a parser which allowed you options to enter other commands in addition to whats on the gui, it would make the game more interesting. I mean "ask about" "Tell" or "warn Colby" needs to be used in a parser.
Can you immagine calling Don Colby, clicking his face a few times and have it go something like this:
Click!
Colby: Hello
Click!
Bonds: Hi
Colby: What can I do for you?
Click!
Bonds: Bains is seeking revenge for those who testified against him...
OR even immagine the dialog tree system for this particular scenario:
Click talk icon on Colby!
Colby: Yes?
Your options:
1. Hi, my name is Sonny Bonds
2. Whats your favorite hobby?
3. Would you mind coming to the station to have a few words with us?
4. Bains might seek revenge on those who testified against him... Be careful!
5. I need to go now.
I mean come on, for the serious gamer, we all know to pick option 4 when we get to that part of the game. Where is the challenge in that?
Dont get me wrong, I think using the talk icon and having dialogue tree's should be in the game, but for certain elements, it should be up to the user to figure out all on his own.
4. Ok, if your not going to get rid of the driving, please dont put that stupid option of having to walk around the car before getting into it. Also, can you have the option to activate the police siren so that we can go through red lights and have high speed car chases without getting killed?

5. This has been discussed. But I do think we should allow Sonny to go home and be able to dig deep into his personal life. Judging from the way he keeps his locker and by the vibe I get from him in the original game... I think he is a neat freak personally!
I wanted to request three other things for the time being...
1) No speed cheating. What I mean by this is that in the original game you could just go to characters and ask them about other characters without getting any information on them. For instance, in PQ1, you can go up to one of your fellow officers (This is just an example of what I mean. I didn't try this particular scenario) and ask about Sweet cheeks Marie. And both you and the other person act as if you already encountered her in the game when you didn't. Can you make sure thats not possible? Like if you havent met the witness in jail that saw bains escape or even heard of him, dont just allow yourself to go the prison, and ask for the witness before having the event occur in the game.
2) Ok, when you pull your gun out and shoot, it would be fun to actually see if the bullet hits something or someone rather than jumping directly to a newspaper article that says you went nuts.
3) Walkie Talkie usage would be nice to since cops do use them. If not walkie talkies, maybe cell phones. It would be a good feature since this is common nowadays for people.
I wanted to ask also if Adjusting your sites on your gun and accessing the departments computer would be featured in the game?
By the way... Great graphics! Awesome job. I really hope this is another game that will be released fully. Plans for a talkie?