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Technical forum / Re: Limits
« on: March 12, 2009, 04:19:01 AM »
no limits ... only your target distrobution goals.... like if it is a 4 gig game... well you will not get many downloads.
OK thanks. Just hoping for a short cut.
Best
I like all of three. Because it should be the Players choice how he wants to play the game, not the developers. So for the teleportation, it's okay, since it really can be annoying to walk around searching for hints.
For the Hint-System? Great, why not.
@Jyujinkai:QuoteI personally feel that the inclusion of the teleport is basically the developer just giving up on his gameplay and saying "I can not design a game that is fun to play as i know that the player will be spending hours walking back and forth across the same scene"
I don't think so because maybe you have a game with many rooms and you will have some back-travelling. For example games like Legend of Kyrandia with no overview map have the problem that you get on some point back travelling.
QuoteIf you include one people will use it as soon as they hit a hump. Adventure games should be, IMO, just long brain teasers, putting in hint systems just gives them an out and people are lazy and they will take it at the smallest bump in the road. FAQ systems on line are all over the place, just a simple google will find the most obscure adventure walkthough.
Well the hint system i thought about was not some "im stuck, tell me the answer", it was just highlighting all interactive zones, instantly killing all pixel hunting.
1) fast travel - double clicking on a room exit and get instantly teleported.
2) hint system - shows all interactive objects in the room that will be important, like exits or items etc.Again, i think hint systems are lame. If you include one people will use it as soon as they hit a hump. Adventure games should be, imo, just long brain teasers, putting in hint systems just gives them an out and people are lazy and they will take it at the smallest bump in the road. FAQ systems on line are all over the place, just a simple google will find the most obscure adventure walkthough. I say if they want to cheat let them use those.
3) action menu/action coin - already standart in wintermute. But still very interesting, i think this gameplay element was invented by LucasArts in CMI and is the final result of reducing its verbal system to its basis. Sierra and other companies already where using a similar system but it was a very annoying "click right for the next verb", where you had to scroll through all minus one button if you are unlucky. LucasArts fixed this issue with its action coin and im a little bit disappointed that this feature is still missing in most commercial games.I a not sure iunderstand what you are talking about here.
Then i was thinking about gameplay elements that are still a typical problem with adventure games. One thing is the annoying standart sentence "i cant do this!"
Games like A Vampyre Story try to solve this with funny dialogs. So instead of getting "i cant do this!" or "that does not make sense!" you get the sentence "Oh hello little door. How are you doing?".
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