Tits in Space (WIP)

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Post » Wed Jan 18, 2012 2:44 pm

Tits in Space sounds like pr0n. Ditch it. Starborn is nicer.

Now, on to the game. Amazing graphics, but there's a wee bit of a problem. I can't really understand why using the keyboard to move the icon and then suddenly the mouse. Stick to a plan to ease it up. Mouse seems the way to go. The dialog boxes are OK, though they need a bit of flair, nothing major.

And there's a mix-up with "their" and "there".

*Cracks the whip* MOAR! We need more point-and-click adventures!
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Post » Thu Jan 19, 2012 12:24 pm

Lol, keep the name appropriate to the actual theme ;P
Yeah, the switching between keyboard and mouse thing feels really odd to play, nice work on the graphics though, that's quite a bit of content so far. I would concentrate on fleshing the actual game out before you continue with the graphics though. This is in development so you can just use the simplest box sketches you can make as place holders for the art until you have the game play finished. If you ever saw the Mass Effect development videos, they had commander Shepard running around a world made out of nothing but white boxes until they were happy with the design.
It will be annoying if you have to redo a whole rendered background because you realize the game would be better if you wanted change the room layout. Just put screens with squares for doors and objects and NPCs, all with text labels on them showing who they are and what state they are showing (NPC_Maria_happy, Light_switch03_off)
After you play it through like that you may realize that some areas are just annoying, confusing, too close or far apart, or just redundant and get in the way. Especially in that nice flat style of adventure game rooms can be disorientating. There are three methods I can remember that games use to stop confusion.
- Make the rooms wrap around 360 degrees, I'm sure you can find some code to let you do that somewhere. That way you can come into a room facing away from the door you entered from.
- If you've come through a door have a large back arrow at the bottom of the screen clearly showing that you are backing out through the door you came through. Your layout needs to be a tree like structure if you use this.
- If your view is basically "walking into the room and turning around" so that you can see the door you came through in the background, make all the doors visually distinctive if there more than one. "I came in through the white door, its the one next to the thick metal door and across from the glass elevator.
Also, try and actually map an area out on paper if you can. People get a feel for the layout of a building and if the doors are too close, or a corridor is too short, players will get disorientated.
You only ever get a real feel for this once it's in a playable form, and especially once you get someone who has never played it before to try it.
You HAVE to get it tested with the awful graphics in; and do NOT say anything at all while they are playing. The game has to explain everything it needs to.
Then you do the graphics, now that you know which characters you're keeping and which rooms
Lastly you leave the graphics until last because you have to allow yourself to throw pieces of the game away if they don't fit in with the pace of the game well enough. (Eg. Needing to solve a complicated puzzle during a chase scene)
This can save you a LOT of time and heartache in the long run.
When they made Portal 2, they actually created three times as many game mechanics than they ended up using because it didn't let the game flow as they wanted it to. They threw away 2/3 of the mechanics!
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