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Messages - RandomExile

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Won't implement / Re: have a region in another layer
« on: October 24, 2007, 05:43:20 AM »
I apologize if I don't know enough yet about the 3D aspects of WME.

Is it possible to make the sky actor a scrolling rectangle around the whole scene, so it goes around not just the starting screen but the rest which is initially out of view?

Alternatively, if that skews the perspective, can the the sky actor be shaped on the sides and "front" like a rectangle, but have the rear (behind the mountains) be concave to keep the bowl-shaped look on the sky?

If I'm completely misunderstanding, I'm sorry and I'll keep reading the thread to learn.  =P

Cheers,

RE

2
Game design / Re: Time in adventure games
« on: October 19, 2007, 09:44:49 PM »
Not to get overly specialized with this, but some games, especially text-based adventure games, have time pass constantly but not in real-time.

I thought that added a strong realism to Frederick Pohl's Gateway.  You start off the game with a class schedule and people to meet, and each action you take makes one minute pass.  Since the clock only advances when you act, there is no pressure as there would be in real-time, but on the other hand, you have to consider economy of action somewhat realistically.

I distinctly recall having fun exploring the station, and then realizing I had to hurry up and get to class.  In that case, the time progression actually helped pull me into the game.

What made it work was that there were a manageable few time-sensitive conditions, and they were made very plain.  You weren't punished because of some obscure and easily missed event, like a robot only being present five minutes a day and you can't advance without talking to it.

RE


3
Community bulletin board / Re: New User Intro to Community (Hi!)
« on: October 19, 2007, 06:41:47 PM »
Thanks for the warm welcome!

I am, at present, dreadfully unskilled at WME but that'll get fixed shortly.   :)

My experience with game design is thus far limited to the Interactive Fiction language Inform, with which I've produced just a couple small scenarios.

Writing is my strongest skill--I work as a technical editor for a government client.  Yes, this means you're welcome to spot typos in my posts and I will, with compulsive mortification  :o , rush to edit them any time, day or night.   ;D  It also means I'd be delighted to proof dialogue and narrative for anyone who needs a going over.

I have experience writing short stories, poetry and technical documentation; developing characters, plot and settings; conducting link-diagram analysis and developing relationship matrices.

My goal is to develop a commercial game for which I have plot/setting/characters prepared, but as I learn, I'm very happy to contribute to other free or commercial projects as I'm able.

Stucki, others--please PM me for my e-mail address and I would be honored to lend what assistance I can.

The next few weeks for me will consist of following the tutorial through a simple scene, continuing to read the forum posts, and studying the scripting help file.

Cheers,

RE




4
Community bulletin board / New User Intro to Community (Hi!)
« on: October 18, 2007, 10:25:16 PM »
Greetings, all.

I've been lurking for a couple weeks and studying different adventure creation engines, reading the available tutorials. 

To use the works of others to help define myself, my greatest game influences are Monkey Island, Myst, Under a Killing Moon and Gateway.  My favorite authors are George R R Martin, Douglas Adams and Timothy Zahn.

Many of you have created work I respect greatly, certainly foremost in that list is Mnemonic.  Stucki, your art and use of the sky actor are brilliant.

For the foreseeable future, I won't have much to contribute to the community besides encouragement and feedback.  Step two will involve asking questions which I will endeavor keep intelligent, and eventually I hope to join you in providing a powerful story and sense of wonder and escapism.

So, "Hi!"

RE

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