Espozo wrote:Watching that guy walk everywhere would drive me crazy though. His walk cycle also needs to be synched better with his walk speed. Anyway, I guess this isn't the place to critique it anyway.
I thought the same when i saw it, but couln't find the appropriate place to comment it.
Despite the gfx looking fantastic this mechanic is holding back the experience. Apart from what you already wrote, another thing to concider would be to decouple object description with interaction. In other words, taewon shouldn't have to walk right up close to an object to be able to describe it to the player. If the control scheme is already busy, i'd have the text roll out whenever the cursor is hitboxing with an object of interest, and bake in the short description as the first words in the longer one where needed. A middle road approach would be start descripting when both are within, say, a quarter of the playfield
Espozo wrote:Watching that guy walk everywhere would drive me crazy though. His walk cycle also needs to be synched better with his walk speed. Anyway, I guess this isn't the place to critique it anyway.
I thought the same when i saw it, but couln't find the appropriate place to comment it.
Despite the gfx looking fantastic this mechanic is holding back the experience. Apart from what you already wrote, another thing to concider would be to decouple object description with interaction. In other words, taewon shouldn't have to walk right up close to an object to be able to describe it to the player. If the control scheme is already busy, i'd have the text roll out whenever the cursor is hitboxing with an object of interest, and bake in the short description as the first words in the longer one where needed. A middle road approach would be start descripting when both are within, say, a quarter of the playfield
Here is the topic for the graphics work being done for the game. Kevin is more active on Nintendoage, but I don't believe I've seen a topic there yet.
Espozo wrote:Watching that guy walk everywhere would drive me crazy though. His walk cycle also needs to be synched better with his walk speed. Anyway, I guess this isn't the place to critique it anyway.
Espozo wrote:Watching that guy walk everywhere would drive me crazy though. His walk cycle also needs to be synched better with his walk speed. Anyway, I guess this isn't the place to critique it anyway.
I disagree. If this game is ever completed, this would set it apart from the large pool of 1st person click-and-point-adventure games. Especially if you control different characters in the course of the game.
You're telling me that waiting two seconds after clicking anything wouldn't get old? I'm fine with having a person there, but do things to speed up the process. He doesn't need to be a foot away from something to make a general observation, and he could move a little faster.
This exactly. I also fear the 2-second delay would also have many players choose objects of interest in proximity order, combing through the scene, rather than investigating the scene in their own pace and liking; unconsciously or as an outright strategy to remedy this effect.
In interactive design for expos, exhibitions and service machines, this is called 'dwell time'. Exhibition producers tended to (most often erroneously) view this measure as a sign of quality for a period, not taking into account that the time dwelled itself can be of varied quality for the interactor/user/visitor. I think this is analogous with what is happening here. I think the logic was originally borrowed from apartment store psychology, where increased dwell time (modified by store/service capacity) statistically means bigger sales figures per customer - which is another thing alltogether.
Last edited by FrankenGraphics on Sun May 01, 2016 9:29 am, edited 2 times in total.
The character walking to the item/whatever is pretty standard fare in point & click adventures. But maybe the walking could be sped up a bit.
Some games (I think Broken Sword) also allow one to click twice (or something of that nature) to quickly warp from place to place, at least to the screen's exit points.
Others, like Sierra's old AGI-based games (e.g. Leisure Suit Larry 1) allow the game speed to be modified in the settings.
As stated, time wasted/spent/traded can be of varied quality for the user, and that parameter is relatively steerable. I'd say it's integral to interaction design. Game design isn't necesarrily, as you were noting, about minimizing time spent. But the good ones give something back while time is being spent or as a reward for the time it took. A sensation of suspense, a notion of something important happening, a buildup for a reward, or a chance to breathe, for example. In this case, the player just plainly waits around to see the results of her/his action, which is generally a thing to tweak so it doesn't become a risk.
I thought of another idea for homebrew game. In honor of the Olympics, I'd love to see a Redneck Olympics game.
-toilet seat tossing
-lawnmower races
-mud pit diving
-seed spitting
Unfortunately, there might be trademark issues, since this is a real event that actually happens.
The same reason you'll never see a SkeeBall game.
Lawsuits.
nesdoug.com -- blog/tutorial on programming for the NES
If the events are common enough, changing all the names should be enough. For example, don't use "Olympics" or "ºoºoº" in a product not sanctioned by the IOC. Case in point: There's a clone of Skee-Ball called ICEBall.
Another idea is crossovers. Just as Thwaite is Missile Command meets Animal Crossing and RHDE is Rampart meets The Sims, one might make a game that's Qix meets Harvest Moon.