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Messages - TandyLion

#21
Oh, I agree. Rehashing stories that already have ended in completion really isnt wise. But the theme, the style, nuances of the mythos are all very exciting. Side stories, prequels, those are always icing on the cake. A lot of room to expand though :).
#22
So, I'm on a marathon for the holiday weekend of a series I'm watching for the very first time. Carnivàle. Fantastic mystic show on HBO that was canceled back in 2005 after 2 seasons.

All in all, I can't help but think that the artistic nature of the show would really be beautiful in an Adventure Game setting. To any who are familiar with the series, possibly give your opinions?
#23
When developing a 'world' or continuity, I found TreePad very helpful. Simple tree system. But very easy to organize, spell check, etc.
#24
So, I was thinking as I was browsing through my DosBox catalog that there are many cookie-cutter interfaces that have really become staples in the Adventure Game genre.

Things like:
Inventories
Text Parser
Verb Coin

But what about the more unique one of a kind style games. Do they enhance gameplay? Are they imposed only to be unique?

Example: LOOM
For example, would LOOM have been more as classic and notable as it was if it had an inventory? Did the musical Distaff enhance the game play? Would the forgotten sequel Forge have been handled the same way, or trounced by "Look/Talk/Push" convenience? Thoughts?
#25
*blinks* It makes sense, truly. But the implementation of it is what I think will really prove to be the challenge. As I have no complex scripting knowledge. My only AGS experience was the 'point and click' Build method. No real scripting involved. Perhaps I'll have to dedicate an afternoon to familiarizing myself with Global Variables and the like.

I appreciate the advice, at least it gives me some footing. Just so I know how complex/un-complex this is, could you provide me an estimate of how long it make take an experienced scripter to do?
#26
Well...I've spent a long time extracting sprites/menus from an old Digimon virtual pet of mine, and I would really like to have a PC version of it. I have 100% of the art, and know the gameplay off by heart, and I think AGS would be a great candidate to script it. The only statistics/factors that need to be included are the following:

Clock.
Time lapse.
Penalties.
A 5 point Hunger counter, which decreases at intervals.
A 5 point Strength counter which also decreases at intervals.
Perhaps some other global variables to determine some Vs play if it gets off the ground.

One difficulty I'm having, is that only three buttons control every screen and menu function. One idea I have is to have a different "Room" for each of the menu screens, so when it changes the Buttons. Any advice or suggestions would be appreciated. I've also heard talk of online connectivity between AGS, are there any quick links I could be pointed too?
#27
Before you go too off topic. Have you solved your problem?
#28
Im very confident that you simply do not have a program like WinZip or WinRar to open the archive.
#29
Is that when you try and open the file, or can you not actually get it to download at all? Can you provide us a link?
#30
Adventure Related Talk & Chat / Re: Pizzles!
Wed 11/03/2009 06:35:31
Think of it like the AGS Apps Store, a summary of downloadable content. Only thing, is I'd want to see playability on portable consoles, PSP, NDS, etc. That would be impressive. But, its all about awareness and demand.
#31
No one phrase sticks out in my mind when it comes to puzzles. Its from the Puzzle Theory article common to link lists.

"When I break out a new amateur adventure game, I expect humour but hope for animations."

And I think that's true. The adventure game world should take a tip from modern commercialism when it comes to their game play. People will be dedicated, if there is something to play for. "150 Pokemon? No Problem, gotta catch em all after all."

Who here hasn't had a collection of some insignificant possession that was truly irrelevant in the grand scheme of things, but you still HAD to have it. That special limited edition comic, that mint trading card, owning every season of your favorite show. We're collectors and we enjoy the feeling, the instant gratification over what our actions yield us. Even if the reward itself isn't something tangible, we still feel satisfied. Examples are in every Genre, the Super Bad BFG in any shooter, the game breaking Magic weapon/spell in any given rpg, getting your player to level 99 (which serves really no purpose for the vast majority of games).

I feel that it the best type of rewards in a game play are something that give you that gratification, something to make the player feel "I did it, those hours of toiling paid off!". I think cut scenes, character animations, additional costumes, playable characters are all fun additions. Personally, I enjoy the New Game+ option, or even things that the player can enjoy after the game is finished. Like a world map, or a bestiary, dictionary of your 'worlds' terms, even a "History of..." section. The player could then spend the time completing the gaps as they replayed with the new settings. Completing the Unlocked sections could then unlock other Gameplay functions.

Food for thought, I hope. Anyone else care to contribute? Thoughts?

#32
Poems, or diary entries of main or secondary characters? Cheats? Not game-breaking Cheats but maybe different costumes for the character?
#33
I know it was mentioned, lol. I want to know if the common opinion of bonus content is favorable, or needless fluff. I personally think if the story is solid enough, its a fantastic addition.
#34
Speaking of points. I was watching my girlfriend play Mortal Kombat earlier in the week, and she had to spent Koins (basically points) to unlock a series of bonus content. From Music, to Gallery Pictures, Characters, etc.

I was curious if anyone has thought (or put into practice) a similar application for Adventure Games. Not specifically where you have to 'spend' points, but more something where certain actions in-game unlock certain achievements from the Main Menu screen. Stuff like:

-Special cut-scenes that reveal the fate of miscellanious NPC's.
-Origin stories of your villain.
-Additional Costumes for your character.
-An separate interactive room just for your character.
-A Bible of your 'world', possibly including Character lineage, a world map, etc.

I think the benefit of this would make the games a little more cinematic, something I think is lacking in a few titles. I think it would be amazing to re-play CutScenes from a title, or even some hidden scenes that might not fit with Game play, but the player might enjoy seeing. For an example, if you beat QFG1 as a Thief, you maybe get access to the Darts Mini Game from the Main menu.

Thoughts?

(So while not on the same topic of Score/Points, I thought I'd created enough topics so far for one week, lol. )
#35
Those types of programs aren't exactly suitable for my application, but oddly enough I found TreePad listed on the thread and its working fantastic. So alls well. Thank you for the link.

<unless it proves useful to others, I'm ok with this topic being closed>
#36
Too many thoughts. Too many characters, species, locations, cultures, languages, etc.

I've searched through many previous topics and threads, but oddly did not come across any suggested programs to possibly help catalog a very large amount of data for any enriched story line. I've heard of NovelPro, and a few others, but those were from threads from 2004. I have one specific file I'd like to organize a little more properly, as right now its simply one LONG OpenOffice Doc, about 65 pages worth and about a hundred unique embedded Hyperlinks. A few too many for me.

So, are there any often used programs to help organize and keep track of such thought?
#37
I'm glad this got some response. And while I know AGS is also quite graphical, I'm wondering if there any people still interesting in Text based (like Wishbringer, not text-parser). There is a significant amount of creativity here on this board and in the community, and I wonder if the demand is still there and if people have tried to use AGS for this, and with any success.

Thoughts?
#38
I've been a lurker here for some time, but I've been visiting the forums and AGS site for many years. I was recently thinking about the type of game play that existed back in the early 90's, and how that type of game play may be perceived today. Now don't get me wrong, we're all here because we enjoy classic pixel perfect adventure games, but what if our favorite games were released in 2009.

What would a modern Quest for Glory look like? High res 3D Antwerp?
How would good ol' Lucasarts alter a linear (but fantastic) game like Loom?
Or, how would they bring to life the text based Wishbringer?

Rather than hash over every game, I'd like to hear a few people discuss their favorite classics, and what they could imagine a 2009 edition of it would be like. Enhancements, voicetracks, all that nonsense.

I think it would be an amusing topic. My example is below.

-------

One of my choices:
GAME:
Legend of Kyrandia

ADDITIONS:
Perhaps additional Magic Stone powers, a World Map, and a lot more detailed back story on the World of Kyrandia.

Yes, my suggestions are lame, but it was just to give an example. If this topic dies, oh well. But maybe some people will have some fun with it. :) Thanks for reading.
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