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Messages - sychron

Pages: 1 2 [3] 4 5 ... 15
31
Game design / Re: Displaying tasks/quests on beginning a new game
« on: December 15, 2008, 06:02:26 PM »
Good point.

As I said: It totally depends on whom you design your game for. For example, I tried playing some games on the train, too. While for games like Quake, Call Of Duty and most Adventures, this works well, S.T.A.K.E.R. and Unreal for example are to complex to play in a train, as they require a much higher immersion.

On the adventure side of life, ok, you CAN play on a train, and adventures like f.e. Monkey Island or So Blonde won't suffer from that. But if you try to play The Moment Of Silence or Grim Fanfango on a train, you will notice the immense loss of athmosphere.

So if you are going to make a game to be played on a train, design it in "non exclusive mode" and avoid every avoidable workload for the player. If you want to make the adventure more immersive and athmospheric, on the other hand, leave the thinking and noticing things to the player.

About noticing: Snoop Keys are great for new players and as a hint for "drive by playing", for example, but if your story depends on noticing strange things, snoop keys can ruin a lot of puzzles in your game. This is true for every "hint facility" in your game, and a dialog log or mission reminder are "hint facilities", making you clearly see what to do next instead of you having to figure it out.

Remember the famous "hand-number-code-puzzle" from fat island in monkey island. You try to figure out the code, looking at what you've learned so far. If your hint book sais "find out code", that would be ok, BUT even this few words contain a hint that you have to "find out", rather than "look for" the code.

32
Game design / Re: Displaying tasks/quests on beginning a new game
« on: December 15, 2008, 01:37:17 PM »
I'm playing Dreamfall ATM, and it features an "pending quests list". This is a nice feature, always remembering the player what to do (which can be helpful when loading the game after a pause), but on the other side it reminds me on playing an ego shooter, for this is common style from Quake to S.T.A.L.K.E.R. or other action titles like Space fighting simulations.

I think reducing the bookkeeping the player has to do is a great thing, but in this particular case it could also break the game acceptance. Adventure players should be used to writing down stuff while playing, while action players are used to keep their hands on the controls. Doing too much is helpful, but reduces the "writing load" of the player.

I personally dislike features as the "dialog log", "what i've heard"-notebook, etc, and tend to write down everything my own style (and connect it with wild colored lines to solve the story arc ...), but that's personal taste. And I'm used to playing adventures since the days of text adventures.

Nowadays, the "reduce the bookkeeping" maxime is cruical to gain customers in the "next generation". Who is USED to theese automatic lists likes them in adventures as well.

But always remember: DooM featured an automap, which was seen "Stand of the Art" for Ego Shooters long time. Quake made the step to drop the automap, and nearly no shooter following it had one, only tactical shooters introduced one here and there. So "Stand of the Art" may vary if you dare to be a trend setter AND it fits the game.

On the other hand, it may break the game. Having an automatic Dialog log in Dreamfalls science fiction world in form of a modern handheld makes sense. Replacing the handheld with a diary for fantasy worlds is arguable. It has to be there by design, for it is there in the SF world, but in the fantary world, it does not really fit in, for there is no reason for it to be there: The fantasy characters are portraied eiter lazy oder action oriented, I don't believe any of them to keep a diary. That's the point: believability. Having a written notebook in Investigator Adventures like Sherlock Holmes makes perfect sence, for Sherlock Holmes and his kind are widely known to note down every litttle detail.

So, the honest answer is "I'm not shure, it has to fit your style."

33
Game announcements / Re: Mental Repairs, Inc.
« on: December 13, 2008, 05:48:05 PM »
Hmm, maybe I'll play the english version this night to have a look at the translation.

34
Game design / Re: The law
« on: December 13, 2008, 05:46:47 PM »
I work with sketchup, and I love it ;-)
It's very easy to use for 3d noobs like me. But I'm just working with the basic version, so I cannot say anything about 3D export. I use it to sketch (hehe) background images.

35
Game design / Re: The law
« on: December 13, 2008, 11:38:46 AM »
Well, Gimp may in fact be usable for 2d game or web graphics, but for everything more enthusiastic or even color correct it is no match to photoshop -- and adobe offers student editions for photoshop as well.

Catacomber, I think I know how you feel ... I get cubase questions via ICQ all day from people who have a ripped version and do not even notice that steinbegr put the PDF manuals are on the original CDs ... I don't answer them, and in return, for beeing so rude, they tell me not to copy their finished audio cd.

36
Game design / Re: The law
« on: December 12, 2008, 08:16:11 PM »
Autodesk offers student versions, but you have to dig around at their website to find them.

37
Game announcements / Re: Mental Repairs, Inc.
« on: December 12, 2008, 01:59:27 PM »
The game is short, but great. The story is intriguing ;-)

38
Game announcements / Re: 1 1/2 Ritter
« on: December 11, 2008, 01:29:08 PM »
And a good reference, too -- the adventure was created by the company which also produced Edna, and publishes titles such as Ankh, Experience 112 etc

39
Game announcements / Re: Mental Repairs, Inc.
« on: December 11, 2008, 01:17:42 PM »
Is the german version available too?

40
Technical forum / Re: Text on screen when a new scene loads
« on: December 11, 2008, 01:16:34 PM »
use an invisible actor or make your actor invisible. set it's position in the scene, then use talk.

41
Feature requests, suggestions / Re: Change the camera FOV
« on: December 04, 2008, 02:46:16 PM »
I don't think that's possible, for wintermute uses pre-rendered backgrounds, which are not seen through the camera. So changing the FOV cannot change the background if the scene, therefore you should consider switching scenes instead of changing the FOV.

42
Technical forum / Re: Adding a true type font
« on: November 28, 2008, 10:17:31 AM »
ah.

43
Technical forum / Re: Adding a true type font
« on: November 28, 2008, 09:52:02 AM »
Hö?
I don't see any difference ... and UltraEdit doesn't, too ... are we blind?!?

44
Technical forum / Re: Adding a true type font
« on: November 27, 2008, 03:52:55 PM »
As fair as I know, the font file must be copied to the asset folder of your game.

45
Technical forum / Re: Saturation
« on: November 23, 2008, 10:30:55 AM »
Hmm, both topics read as if the Engine uses HSV instead of HSL:
http://en.wikipedia.org/wiki/HSL_and_HSV

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