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Show posts MenuQuote from: Snarky on Sat 01/11/2008 19:44:12When I finish a game it goes into a different folder.
Can't you just change the directory it's installing to to your AGS games directory?
Quote from: The Suitor on Sat 01/11/2008 19:52:48And find oline space to store the same game twice, and update it twice if you fix bugs.
One could always supply an Installer and a zip. That way the author will feel proud of his installer, and the people who don't like them can download the zip. Everyone's happy
"C:\bla\ags game.exe" --winsetup
Quote from: Misj' on Tue 21/10/2008 17:28:18
(and I didn't care that Ford Prefect was black either)
Quote from: InCreator on Sun 19/10/2008 00:16:29
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I still don't understand why. Why does game movies suck so bad? Is that a rule or something?
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Quote from: Helm on Wed 07/06/2006 23:00:22
Discarded Helm game idea #234265247: I play the part of a man stranded on an island. How I got there is not very important. My first interest is securing food and potable water. I scavenge in the wilderness, trying to avoid dangers and get my basic resources going. Then I make basic tools with which I defend myslef if needed, fish, harvest, hunt and upgrade my living conditions (thatched hut by the beach, wee!) more efficiently or what have you. If it rains a lot and I have no shelter, I might get sick and die. Once my basic needs are taken care of, I start to travel the island and map its' geography, slowly finding remains of an older civilization, clues that lead me to search the various caves on the island. I fight off a bear in one cave, carefully navigate the slipperly terrain inside, find it too dark. I emerge to search for means of fire, find some broken lens, concentrate the sun's rays (only on a very sunny day) on a piece of wood, or alterately, I try the rubbing wood together thing to get fire. Anyway, once I have fire (also, cooked fish straight from the sea, but watch out for the shark!) I return to the caves and with the added illumination find a series of painted instructions on a wall. They're very symbolic, and I have to discern where the clues lead me on the island. Now with fire, I may maintain a beacon flame at an elevated spot on the island, that needs regular tending, and hope that one randomly passing ship will see me. On the adventuring front, once I find the location the hints hinted at, I find a hidden passage to the deeper cave system of the island, where only the braver survivor dares to dwell...
at the end of the game, I'm ranked for how I survived, what habits I had, if I was a vegetarian, a pacifist or none of these things, what I ate and how much I did, how sick I got and how many days I lived. How much of the island I charted, what kind of clues did I gather and how far into the subterrainian mystery sideplot of the island I get into. Finally, if I was rescued, and what my overal morale was.
This is a kind of adventure game I'd love to play. A very realized version of the 'deserted island' cliche. Now think how most people have utilized the deserted island scenario in actual adventure games. It's endless day, you walk wherever you want, no danger, you collect objects and combine them and solve PUZZLES until the designer deems it right to transport you from this locale to the next one. Boring, underutilized, marred by unambitious design. Everything I say above is not easy to make in AGS, but scripting-wise nothing is stopping you. I can't do it, but somebody else might. It's difficult to do, but it's a better game than the usual fare.
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