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Messages - ollj

#61
someone made a script and demo game to have GTA1-like topdown-racecars within ags go look at that!
#62
- what i just wrote here made too little sense-
#63
the planning phase is now different because now larger teams are needed for all the artwork-assets and voice acting.
larger teams usually lower runtime-flexibility, and you need to have a more detailed plan upfront.
#64
good:
- its relatively unique for many reasons.
- voice acting could hardly be better.

bad:
- its too simple in style and game play.
- it is too much like any of the dumb "escape the room" flash games.
- it would have been an incredible games 10 years earlier, but now it just looks like a flash game with over-average-polishing. the problem with that is that almost all flash games are free, financed with advertisement. not too long into the future anyone could easily make such a game, minus the voice cast.
- its artstyle sucks. you could argue that 2d painted vector graphics look cute, and that htis looks original, except it does not its poorly drawn and not too well animated. and its not unique, since the monkey island 2 remake does the VERY same 2d-painted vector graphics for characters, except they look good.
#65
search for the youTube video "awesome per second" to learn how size doesn't matter, even for slower paced adventure games.

it is an art to keep a story focused and to the point.
cut-scenes do not make a good game, because they defy any interactivity, especially per-rendered videos.
A slightly too long exposition/dialog can always cause a disconnect between player and the character that is being played. it is often better to keep prepositional sentences as short as possible, leaving room for immersive head canons, as its easier to immerse into simpler characters/locations that develop over time than to read/see a characters/locations autobiographical history  upfront.

when it comes to puzzle-design i learned that there are some important things in pacing the puzzles, longer puzzles can easily destroy all suspension of disbelief . Action games work only with puzzles (often as simple as finding a hidden key somewhere) that are just as fast paced. Suspension of disbelief is VERY important in adventure games, because they tend to be NOT "slice of life" stories that anyone can easily identify with. they tend to be unique situation-stories of a apecial person in a special situation.
#66
pretty much all of Yahtzee's earlier games seem to have some homoerotic butt jokes here and there.
#67
// i would like:
int counter=10;
while (counter--){}
//to be valid source code.


//i would like to have functions that can return other data types than just int, maybe i am just missing how to set a function to return a string or any type. not well documented.
#69
history and maths of tweening: https://www.youtube.com/watch?v=zLh0K1PdUbc
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