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Messages - cat

#101
The ceremony will happen tomorrow! I hope everyone will be there.  :)
#102
Lucky again!
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#103
Thanks, Dualnames! I thought you might be too busy operating the client.
I put you on the list.
#104
No more presenters? Come on, folks, join the fun! Post either here in the thread or send me a PM.
#105
> Search the desk carefully
> Look at  the object on the shelf that is in a glass jar or something

+1
#106
Wow, the ceremony is going to happen this Saturday already!
We still need a few people to present an award. So if you are going to attend the ceremony and would like to present an award please let us know!
#107
Nice! I got some ideas, let's see if I manage to turn them into actual sprites.
#108
Quote from: Stupot on Sun 21/05/2023 01:17:46Similar to what cat suggested above, why not have it as a regular demo, but every time you perform an action, a dialog appears asking "Would you like to learn more about [implementing doors]?" The player can click 'yes' if they want to see some tutorial tips (that maybe pops up in a large GUI). Otherwise, they can click 'no' if they think they can already handle it.
This will become annoying quite soon. What about a big question mark button in the corner where you can click to get more information?
Most of the explanation should go in a big comment block at the top of each room script file anyway, I think.

Quote from: Crimson Wizard on Sat 20/05/2023 01:28:47The tutorial game could have a "chapter" menu which teleports you to the wanted room, with description of what that room does.
I like that idea!
#109
Congrats RootBound!
#110
Quote from: Crimson Wizard on Wed 17/05/2023 22:43:22My intent was to suggest a checklist of things that should be featured in the game. How they are featured is an open question.
Fair point.

QuoteIn regards to the rest, I see that the idea here is more of a "technical" kind of a game, where features are artificially divided in scenes, as opposed to having a "regular" game demonstrating the selection of features.
True, this should be decided first. Do we want to create a game that is basically a regular adventure game but open source and includes the most common features? Or should it be some kind of tutorial game?

#111
Quote from: cat on Sun 14/05/2023 19:25:58The ceremony will happen on

27 May at 20:00 BST


@Snarky This is British Summer Time, which should be UTC+1.

About the testrun, this is up to @Dualnames to clarify.
#112
I would structure this differently. I would go by room and have the player explore each room after another.
For example, the first room would be a title screen, with just a start and load button.

The second room could be a room with a few hotspots or objects. The first task could be to pick up a key and unlock a door. Or maybe pick up two objects, combine them, use them to open a door to the next room.

Then there could be a room with a NPC, you have some dialog, give them an item which unlocks more dialog and the NPC will give you another item.

A room could be about room features - use keyboard controls where you have to carefully navigate a KQ3 like path, including scrolling room, regions, walkable area scaling etc.

A sound room might focus on music, sound effects and voice acting.

The more common features should be showcased earlier in the game, the more difficult ones later. When grouping them per room, it should be easier for the player to find the code for the feature to look up how it's done.

Every room file could have a big comment section on top where the features of the room are explained, how they are used, where to look up in the manual.
#113
This looks awesome!

However, I think the demo game should be a rather simple, and not three different things in one AGS project. Newbies would have a hard time to find the relevant part in code if the project is too big.

Your second door makes me think of another concept: When you solve a puzzle or discover a feature, the player character could mention that and give you a pointer where to look this up in the code or the manual.

Example: "Hey, I just picked up an object! If you want to know how to code this, search the AGS project for #pickup."
"Woah, that room is bigger than it seems. Look up "Scrolling room" in the manual to learn how to do this."
#114
Personally, I will not be available next Saturday, but a test run is a good idea.
#115
AGS awards are the best party of all - get your party people in front of your laptop and enjoy the ceremony together  ;)
#116
Everyone, help us to make a new AGS demo game - we need writers, artists, musicians, coders, testers and project managers!

As discussed in this thread (https://www.adventuregamestudio.co.uk/forums/adventure-related-talk-chat/crowd-sourced-of-an-open-sourced-ags-example-game-collaboration/), we want to build a new AGS demo game.

The game should demonstrate the most common features of AGS and will be targeted mostly to people new to AGS. It should showcase typical adventure game use cases and allow for easily getting them work in your own code. Ideally, the game should also be fun to play.

There has been a crowd sourced game been made before: Draculator II: Byte of the Draculator. Can we do this once again?

The first stages will be mostly discussion where to go. Everyone is invited to join in.

As Crimson Wizard has pointed out, we should start with thinking about what features should be included and what UI to use.
What is the UI that most newbies are using? What is most asked for in the beginner boards?
#117
The ceremony will happen on

27 May at 20:00 BST

#118
I also thought about opening a thread about him, you were just quicker.

I hope he is alright.
#120
I was lucky and got it in two today  ;-D

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