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Messages - Tramponline

#401
It is indeed! Was just about to write you PM, can scratch that now. Explore cross country - it's encouraged and very well rewarded ;). Enjoy!
#402
Quote from: Gord10 on Tue 06/07/2010 05:00:09
Wow, I had been waiting for this since I readed about it in a magazine!

Grand, isn't it!! ;D I was so looking forard to this release. Did you ever play the original U6 Gord? And which magazine is it, that featured an article about this project?
#403
...thought you guys might be interested:


An hour ago Ultima 6 Project has been released!


Adventure meets RPG

8 years of development time and it is finally here!


This game is everything over-marketed commercial pieces of cra... ..."entertainment software" are NOT!
I will spare you with all those grand features which captured me personally, there're just too many.

Worth mentioning though, they created their own conversation engine from scratch.
Really extensive and interesting conversations (not generic ones!) with dialog trees and all.

It actually matters, not only what you say, but how you say it at times. (which other RPG has that?)

Love the in-game Compendium too, encyclopedic knowledge about the world you travel in, plus,
keeping you updated on your various quests.


BUT, MOST important to US: ...tons and tons of clue gathering, sleuthing & riddle solving!

Brilliant! ;D


Take a look and let me know what you think people,

tramp




#404
Jesus! What a mind-boggling and twisted read that was! ;D

Story A: Entry 1
Story A: Ending 1

Story B: Entry 5
Story B: Ending 3
#405
 ;D Isn't that kind of obsolete Ascovel? We are the copy&paste-generation! :P
#406
Quote from: SteveMcCrea on Wed 30/06/2010 00:51:58
I think they are rather offputting - they make the game sound obscure and foreign.
...and that is a bad thing, naturally, is it!!?? :P

I loved the first title! I was immediately intrigued, the first time I read it and it became instantly lodged in my head. It was not an easy titel, but an onomatopoeic and demanding one. You had to wrap your brains around it.

I prefer a certain amount of obscurity, ('Linus Bruckman", 'Grim Fandango' etc.), it creates tension and interest in my opinion. Personally I dislike titles which are overly simplified and hand you everything on a silver platter!


edit: Just reread my post. The second statement stands in no reference to your new title, JBurger. It's merely
       a very personal remark on game titles in general. 'Boryokudan Rue' did rock though! :'( ;D        
#407
Wow! Small change, big difference! Your new one looks far better, I think. IMHO it blends in very smoothly and you can grasp the room's depth a lot better this way.
#408
 ;D You guys can be real bastards at times! ;D

It's not quite as easy as Vince might want to put it Vasily. Icey is still in negotiation with Square Enix concerning copyright amends for Final Fantasy VIII...or ...IVI ...or IIV? Anyway, once this case is settled you should have loads of financial backup.
They still have to rework some minor details though - something about punctuation and grammar in their contractual papers...
#409
Yeah, well... . Thanks for your enlightening contribution km10 and for making my case THAT much easier!!! :P ::)
#410
Had quite a similar thought LGM!
Or like some of Wernder Herzog's films, you'll never know where fiction ends, reality begins and vice versa. And it doesn't really matter neither...
#411
Well, Calin exaggerated a little bit:

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=40667.0

he just did some home surgery  ;)

...like I said, IF this is all staged, he's fairly good at it! ;D If not, then the stuff he produced is quite 'personal' and has to be viewed as such, no?

What actually puzzles me most is that his work might not blow you mind (<-- darn wrong phrase, too lazy to change), but you can't say it's total crap either - coz it's not somehow...?!??!?
#412
Hehehe, no, I'm quite aware of that thread Calin. I was really only and exclusively talking about what I see in this video - not the staging surounding it! :P

What I just wanted to say is: I don't see insanity in this video (what does that mean anyway?), just abstractness and even a fair amount of courage - that's all.
#413
AGS Games in Production / Re: A Raindog Story
Wed 23/06/2010 07:15:45
Always wished there was an adventure in Hopperian style, this particular use of light and all - now there is  one and it's not mine - DARN! :P. Looking forward to this - quite intriguing plot as well.
#414
Quote from: ProgZmax on Wed 23/06/2010 04:14:13
SOME people?  You are far too kind.

Seriously, guys, why actually?

I'll admit what I see is way more abstract, and closer to contemporary art than your average game. Though, call me crazy (no pun there!), but I kind of like his approach. Reminds me somewhat of works from the Beat Generation. Every medium that wants to 'grow up' has to take risks, in my opinion. - He does, doesn't he?

Not sure how much you saw of those videos - but on an abstract level they deal with freedom, repression and basic human rights, that's not a bad thing in my book!  ;)
#415
 ;D Zounds! VERItabLe cheekY f*** bastards! ;D ;D

...yeah, icy never, ever use Blender....
#416
Quote from: Sslaxx on Wed 16/06/2010 15:53:58
Waiting for actual release now. Going to reinstall Lazarus, too.

Yeah, I understand. I was asking in particular, because every beta-tester is very, very welcome in this 'hot' final stage. Tuomas will probably comply to that.
Obviously the team did it's own beta-testing, but that's not the same, because they used tools to omit whole quests lines and the few rare 'bugs' that are still in there mostly involve convos that might still appear even after finishing the related quests or perhaps logic issues.
Players without any prior knowledge (like knowing the walkthorugh and such) tend to find those more easily. At the forum itself we're only three people beta testing at the moment.

Besides it's fun to devise devious ways of how to "break" the game!!  :P Just kidding Tuomas!


 
#417
Oh, ok. Really, I would. I'm not tight usually -  but it IS kind of tight right now. Have 200 bucks left till I find a job.

I just thought, you know, maybe, kind of, since I contributed those two fonts for Resonance, it might
garner me a small first look :-[...somehow...perhaps... *awkwardly shuffles feet, looks to the ground :P*
#418
Having thought about this for quite a while:

The basic principle of your dialog trees seems to convey those essential information and convos in an unobtrusive way, without rubbing them in. Very nice. Much better, in my opinion, than highlighting anything in different colors.
(Personally, I always feel slightly 'offended'/ disappointed, in any medium, if the creator feels the need to state the obvious or spell out a punchline/bon mots/connotations)

Having said that, obviously I can't generalize on data I don't have - didn't know there was demo of Resonance
(may i ask if you still have one? ;D :-[)

However, a thought concerning optional dialog:
The adventure gamer's paranoia aside, I wager this optional conversation options will be chosen by players (like me) who tend to appreciate this additional quality of storytelling.
How about rewarding those players in a way, that it opens up convos with other characters in-game (again, purely optional ones)!?
This way people who don't want to indulge in this kind of deep conversation wouldn't be put off!
At the same time, those who appreciate a dense narrational structure and a fleshed out story, can get their gratification by 'actively' searching for it.
This way it would feel less like a compulsive necessity to exhaust ALL dialog options, but rather a hunt for clues and further info instead.
Plus, you can spread (additional) information over several different characters in an interactive manner, which makes it less obvious and overwhelming!    


Optional puzzles:

The possibility to circumvent those brainy puzzles by a more 'adventure gamy' approach, seems like a very good feature, satisfying 'both worlds'
of players. At the same time though, technical puzzles, especially those you describe, are a very, very fine line in my book.
If they are not very well implemented and narratively justified (don't get me wrong - I have no fear on your part there) they tend to break this suspension of disbelieve in a split second.
Leaving the player with this nasty 'in your face' kind of feel, with single elements of "bits 'n bytes of the game author's attempt to manipulate, rather than an overall story arc.
For me the chance of this to happen seems to be exponentially increased if I'm able to skip a puzzle - pure
psychology I guess!  

sorry for rambling...seem to have lost my 'golden thread' somewhere in the last paragraph, gonna go get it now...bye :P
#419
Yeah, the whole thing looks pretty crap to me... :P ;D :o

Couldn't you just 'simply' fake the perspective i.e. the panning down effect

After the bushes, maybe a more detailed patch of grass and then the drain from a top angle - but it would probably look very, very retro scrolling down then - like amiga intros back in the days?

update: Ok, I'm sorry, next time I will read anian's post first before I post! :P
              By the way I think this scene has loads of atmosphere, very nice!
#420
Not sure if that's what you mean, it says level passwords:

http://www.mobygames.com/game/flashback-the-quest-for-identity/hints

but it's moby games and too obvious a search hit?

Excellent game though!
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