- Add Review
- Subscribe
- Nominate
- Submit Media
- RSS
Next release almost ready
- Gibmaker
- 03/01/2012 08:10 AM
- 5931 views
I'm starting a self-playtest tomorrow. We'll see how many wonderful new ways to crash this game has come up with!
Save games from old versions aren't compatible with this one as I've said before, so you have to start over if you played a previous version. But from now on hopefully that won't be a problem and I can release new versions in "episodes" (even though you technically have to re-download the whole game each time). There are some new things added to the earlier chapters though.
Which leads up to the question: Is it time to call the next release version 1.0 instead of version 0.x?
Save games from old versions aren't compatible with this one as I've said before, so you have to start over if you played a previous version. But from now on hopefully that won't be a problem and I can release new versions in "episodes" (even though you technically have to re-download the whole game each time). There are some new things added to the earlier chapters though.
Which leads up to the question: Is it time to call the next release version 1.0 instead of version 0.x?
Posts
Pages:
1
author=kumada
Can't find...like button. Need to have...like button...to properly describe...feelings about post.
:D
Well, after a whole day i've barely got out of the first area of the first chapter after being BOMBARDED WITH CRASHBUGS.
This game is like a Christmas tree ornament. It looks pretty and then it breaks.
The easy way out : integrate the crashbugs into the gameplay. One tutorial screen about the protagonist's insectophobia and his mind being about to snap at any moment, some in-game lore about aptly-named bugs that like to crash your party, and here we go.
Attempts at wit aside, woo-hoo for the upcoming version 1.0 !
Attempts at wit aside, woo-hoo for the upcoming version 1.0 !
author=Hasvers
The easy way out : integrate the crashbugs into the gameplay. One tutorial screen about the protagonist's insectophobia and his mind being about to snap at any moment, some in-game lore about aptly-named bugs that like to crash your party, and here we go.
Attempts at wit aside, woo-hoo for the upcoming version 1.0 !
Or attempt to railroad all crashbugs into hacking attempts or hacking related things. Then you can call the crashing an "ARG element" and people will rave about the "next level immersion".
author=NewBlackauthor=HasversOr attempt to railroad all crashbugs into hacking attempts or hacking related things. Then you can call the crashing an "ARG element" and people will rave about the "next level immersion".
The easy way out : integrate the crashbugs into the gameplay. One tutorial screen about the protagonist's insectophobia and his mind being about to snap at any moment, some in-game lore about aptly-named bugs that like to crash your party, and here we go.
Attempts at wit aside, woo-hoo for the upcoming version 1.0 !
Yes! They are "features", not bugs!
Well I've finally completed my playthrough and I am concerned that it's totally boring. But maybe I've just been too close to it for too long. The result was 5 pages of notes of things to change.
The main frustration was INVENTORY MANAGEMENT. DAMN. Perhaps it would be better if everyone's inventories were combined to function as one big inventory or something.
The main frustration was INVENTORY MANAGEMENT. DAMN. Perhaps it would be better if everyone's inventories were combined to function as one big inventory or something.
'Totally boring' does not, in any way shape or form, reflect my experience playing this thing.
As for inventory juggling, it depends on your development philosophy. If you're going for pure accessibility, 100% of the time, then yeah. Anything that makes you have to juggle less is good.
On the other hand, resource management can be a compelling element in a survival horror, and inventory space as a resource forces players to prioritize what items they need. I really like that you have to think about what you're giving a person when you send him on a solo mission to stand by a switch or something. It's more compelling than "eh, I'll pull what I need from Z-space."
I'll have to play the new update to know how crowded the inventory gets, but perhaps the introduction of a storage locker or a few more inventory slots (or the opportunity to BUY more inventory slots) would solve the crowding problem without getting rid of the inventory management entirely?
As for inventory juggling, it depends on your development philosophy. If you're going for pure accessibility, 100% of the time, then yeah. Anything that makes you have to juggle less is good.
On the other hand, resource management can be a compelling element in a survival horror, and inventory space as a resource forces players to prioritize what items they need. I really like that you have to think about what you're giving a person when you send him on a solo mission to stand by a switch or something. It's more compelling than "eh, I'll pull what I need from Z-space."
I'll have to play the new update to know how crowded the inventory gets, but perhaps the introduction of a storage locker or a few more inventory slots (or the opportunity to BUY more inventory slots) would solve the crowding problem without getting rid of the inventory management entirely?
author=kumada
'Totally boring' does not, in any way shape or form, reflect my experience playing this thing.
I'm too self critical bleh. Thank you for this statement. :)
No sweat. Familiarity breeds contempt etc. I do that same thing with my own writing waaaaay too much.
Totally agree with kumada on both accounts. The only horrible thing in inventory juggling is when there's no way to swap items between inventories without dropping one of them (which I believe I recall having to do in this game, but I may be mistaken). If you could solve/have solved/never had this problem, then everything's perfect.
Maybe the addition of a "drop area" when juggling items could help.
You'd have a third, large "inventory" which represents what will be discarded into the room you're in when you close the inventories (and when you're done all items in that "third inventory" appear in the room as if you'd discarded them).
See the box labelled "ground" here:
You'd have a third, large "inventory" which represents what will be discarded into the room you're in when you close the inventories (and when you're done all items in that "third inventory" appear in the room as if you'd discarded them).
See the box labelled "ground" here:
author=Hasvers
Totally agree with kumada on both accounts. The only horrible thing in inventory juggling is when there's no way to swap items between inventories without dropping one of them (which I believe I recall having to do in this game, but I may be mistaken). If you could solve/have solved/never had this problem, then everything's perfect.
That's true. I probably won't make a "ground" box, but instead perhaps it should automatically swap out another item if you try to sort an item onto someone with full pockets.
And I also feel styling the inventory like this will be more sensible:
That could work, yeah. I'd maybe subheading the other two inventories with their names though so I know who has what out of the two otherwise-unnamed members.
Also 4 shotguns = same space as one micrometer :D
Also 4 shotguns = same space as one micrometer :D
author=NewBlack
That could work, yeah. I'd maybe subheading the other two inventories with their names though so I know who has what out of the two otherwise-unnamed members.
Actually the heading updates with the character's name as you page between the different windows.
author=NewBlack
Also 4 shotguns = same space as one micrometer :D
SHAMELESS VIDEO GAME TROPE ACTIVATED. Although the 4 actually refers to ammmo loaded. ;)
Well, fixes from first playthrough are done. Time for 2nd playthrough.
author=Grimdark
I am incredibly excited to see the newest version.
So am I.
Pages:
1