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Messages - flamingdog

#1
Hi all...

I'm working (slowly) on my first five-room puzzle, which will act as the prelude (I hope) to a longer adventure in future. I've been busily working on a 'shooting script' (which defines room hotspots, inventory movements and character interactions between them), and a bit of concept art. I was thinking vaguely of ways to create the graphics, and was wondering what the community's thoughts on Blender 3D as a tool for creating environments and characters?

I don't know much about the program or 3D modelling in general, but I had the vague idea of using it to pre-render my backgrounds, and possibly my character animations.

Thoughts?

And:

Quote from: Rui "Brisby" Pires (a Furry) on Fri 12/08/2005 07:59:02
Puzzle design has never been my forte, and when I try to envision it I just get stuck either not being able to imagine something or imagining too much, waaaay too much, and thinking about all the l337 thing that«s make the game the BETS GAEM EVAH, if you receive my meaning. So I suppose I could use some help in that regard.

I think puzzle design ought to arise as naturally as possible from the obstacles of your plot, otherwise you're just throwing problems at your character for the sake of it. I mean, in a sense, all plot design is coming up with obstacles for your characters to overcome. In my view, all you need to do to apply that to an adventure game is make your plot's existing problems solvable by the player's actions. Look at Fate of Atlantis, for instance. That's one of the very few adventure games I managed to complete without ever consulting a walkthrough/hint. To my mind, it was because the puzzles were natural to the plot, and the solutions were never overwrought, even on the wits path.

There's an article on Old Man Murray about a puzzle in one of the Gabriel Knight games that was stupidly overwrought (the cat hair/maple syrup puzzle). You need to beware of that too, I think. Link: http://www.oldmanmurray.com/features/77.html
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