Help Me Make A Game... For Real! (Now Accepting Alpha Testers)

SweetShark

Shark Girls are my Waifus
Jan 9, 2012
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lacktheknack said:
SweetShark said:
lacktheknack said:
Ah, I see.
What do you mean "It removes the teeth from the scary encounters".
Finally come on, CoC isn't so bad if you play the game entirely as a Muscular Shark/Minotaur Paladin.

It just have HEAVILY the options for very obscure/weird things to do [you just don't want to know...].
Remove the teeth: There's a big difference is scare factor between "How do I react!?" and "What button do I push!?"

Also, I think I'm OK on the CoC front. The video covered more than I cared to know about before shark-minotaur-paladin even became an option.
I see about the teeth thing.
To be honest about the Shark/Minotaur Paladin thing, you must have enough luck to get the specific "part" you want to be in your body.
Horns,Tails,Feathers,Big Ears,Insectoid Body Parts,Jaws, and many, MANY other things.
Example:

An old character of mine was a Female muscular woman with silver feather short hair,grey shark skin, insecoid legs and poisonous snake fangs.

If there is a game similar like that, SIGN ME IN!!!!
 

Bug MuIdoon

New member
Mar 28, 2013
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lacktheknack said:
nyhow).

An idea I DO like in there is loss of stability, though. Any ideas on how to implement that beyond "Here is your sanity bar, don't run out of sanity"?
You could always tune it more towards the plotline, rather than a game mechanic. Your protagonist could begin to wonder what's is, or isn't, real anymore.

I wonder though, if you do opt for a "sanity bar-esque" style mechanic if you could structure some of the puzzles to correlate with your sanity. The less sane you are, the less logical the answer to puzzle.


Edit: sorry, looks like I came late to the party! Responded after only reading the first couple of posts. My bad.

I'd definitely like to test this though, downloading Quest at the minute.
 

lacktheknack

Je suis joined jewels.
Jan 19, 2009
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Echopunk said:
A better inspiration point might be McMurphy's Mansion. It is a straight up text adventure, but it adds an in-game map.
Many text adventures I've played would have benefit greatly from that aspect alone, as some of them are rather abstract in their handling of location/place.
Here's the problem: Quest has a map feature. A very good one.

The thing is, you can't turn it off via scripting. There's a few sections where a map is simply counter-productive to what I want to do. I've asked a friend who's better at programming than me to see if there's ways of manipulating the map via Javascript, but there's no guarantees.
 

SweetShark

Shark Girls are my Waifus
Jan 9, 2012
5,147
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lacktheknack said:
Echopunk said:
A better inspiration point might be McMurphy's Mansion. It is a straight up text adventure, but it adds an in-game map.
Many text adventures I've played would have benefit greatly from that aspect alone, as some of them are rather abstract in their handling of location/place.
Here's the problem: Quest has a map feature. A very good one.

The thing is, you can't turn it off via scripting. There's a few sections where a map is simply counter-productive to what I want to do. I've asked a friend who's better at programming than me to see if there's ways of manipulating the map via Javascript, but there's no guarantees.
So the Random Layout of the church every time you begin a new game is out of the window then
 

lacktheknack

Je suis joined jewels.
Jan 19, 2009
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SweetShark said:
lacktheknack said:
Echopunk said:
A better inspiration point might be McMurphy's Mansion. It is a straight up text adventure, but it adds an in-game map.
Many text adventures I've played would have benefit greatly from that aspect alone, as some of them are rather abstract in their handling of location/place.
Here's the problem: Quest has a map feature. A very good one.

The thing is, you can't turn it off via scripting. There's a few sections where a map is simply counter-productive to what I want to do. I've asked a friend who's better at programming than me to see if there's ways of manipulating the map via Javascript, but there's no guarantees.
So the Random Layout of the church every time you begin a new game is out of the window then
Probably.

You can do a lot with the magic of Javascripting, and if I'm REALLY dedicated, I might be able to do a faux-random forking algorithm, but it's all theoretical until I actually try it.
 

lacktheknack

Je suis joined jewels.
Jan 19, 2009
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I said I'd have the first build up in a couple days... there are technical problems occurring in it that I want to press out before you get a quick look at what's been cooking. Something about "what's an open command lol". So I'll be delayed a bit.

Here, have a distraction.

<youtube=qLrnkK2YEcE>
 

lacktheknack

Je suis joined jewels.
Jan 19, 2009
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DrunkOnEstus said:
Echopunk said:
Bug MuIdoon said:
I know you guys have been waiting for some results to mess with, but I have to face something: I don't have a very good handle on the engine yet. I have the scenery laid out for the inn, as well as a simple logic puzzle partially programmed, and most importantly, I'm enjoying myself, but it's taking too long to program some pretty simple stuff. Quite frankly, I've bitten off more than I can chew (again).

BUT

THERE IS HOPE.

I've decided to take the 22Cans approach to this. The game we spent this thread piecing together is still a thing (I'm not dropping thirteen hours of work), but I plan on actually familiarizing myself with the actual engine via small experiments.

What this means: I drop a very small adventure game fairly often, each with a different "gimmick" or feature on display. The idea behind them is to teach me how to use functions, and as I learn important things, I'll integrate them into the overarching "grand" project. Your job is simply to tell me what's fun and what needs to be improved (feel free to be mean and picky).

Would you guys be OK with this? I think it's better than waiting for long periods for builds that are taking forever to make.

Edit: "Three hours"? Stop derping, brain.
 

Echopunk

New member
Jul 6, 2011
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That works for me.

In my experience, when you have a game you really want to make is pretty much the worst possible time to learn a new engine/language. In the long run, working on little stand alone chunks to get a feel for everything is a much better way to go. That way if you get frustrated at one part of it, you can always move on to something else and run a much lower risk of burning out on the idea entirely.
 

DrunkOnEstus

In the name of Harman...
May 11, 2012
1,712
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lacktheknack said:
That works for me, boss. There's no need to overexert yourself or go crazy trying to deliver the ultimate awesome just to test. Whatever you are comfortable putting together, I've got Quest ready and I'll be more than happy to help you make it the best it can be. Cheers!
 

triggrhappy94

New member
Apr 24, 2010
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You know what every game isn't complete without?
Forced plat forming and stealth sections.

It doesn't matter if it's text based. Include them!
Also, make sure you have patronizing "FOLLOW" arrows above NPCs heads. You don't want your player having an un-prescribed amount of excitement and fun. You know what's best for them, you're the video game doctor after all.
You know what? Make sure all the exciting action-y parts are behind cut scenes. If the player got a hold of this, they'd OD on fun.

Lastly, if you want anyone to pay attention, put as many FPS shooter segments in there as possible.