Wednesday, October 21, 2009

Interlude


I know what you're thinking.

"That floating sandwich would eat the poor technician sprite. It's too big for your game!"

Why yes, yes it is.

That's why the sandwich isn't going in this game.

I found that writing the script (as in the exact plot and dialog) for Protocol 001 is tedious and tiring, but I refuse to put anything in code until I finish it. I'm not going to go down the road of getting to the point in the game I hadn't thought about and improvising a puzzle that doesn't make sense or is badly designed.

So to take the tension out of being Twilight Zone serious, I've found something to keep the stress down.

I'm making a platformer game with an engine called Construct. I know, please stop thinking that I'm going to ignore this game like I did with Bitey the Littlest Vampire... but, Bitey understands. That story wasn't ready and not built for an adventure game... it was for an RPG.

One of these days, one of my game projects will be finished.

Tuesday, October 13, 2009

Puzzling

This isn't as bad as it sounds. Not really. I was just in the middle of drawing all the little detail objects in the rooms when I realized that I hadn't finished writing the puzzles. I didn't know what objects that I really needed.

Okay, so... let's open up the Game Design document that I'd started months ago...

What do you mean that I never finished that outline?!

Well it looks like I'm back at the drawing board, using a flowchart software and finally finishing that outline of the plot. Now that I have all three parts outlined, all the puzzles mapped out and all four endings summarized, I can go ahead and write the script.

The script script, not the code script. I wish I was far enough in everything to start coding.

Here is a pic of part of my puzzle chart:


Thinking about everything else, I'm considering dropping the text parser section of the game and just going Point & Click for the whole thing. The story will remain the same, just the user interface won't be so convoluted. Plus I added a couple of minigames and I don't want the player to have to switch from keyboard to mouse too many times.

We'll see what happens I suppose. Until next time gang!

Tuesday, October 6, 2009

Backgrounds

I took a brief break from getting the sprite walking to put some more detail into the backgrounds of the rooms. In an adventure game, the environment is the most important. Backgrounds and objects giving the player most of the interactions. Objects will be added later, as well as animated items. Things are coming along now, it actually looks like the character is in a spaceship.