Jump to content
Double Fine Action Forums


DFA Backers
  • Content Count

  • Joined

  • Last visited

About techie.ca

  • Rank
    Double Action Newbie
  1. Great to see the episodes coming out again; keep'em coming! I must say though that the bit where there is mention of the verb coin (around 20:00 mark I believe) while I was happy that Double Fine is at least acknowledging that there are people talking about wanting that experience I can't help but feel there is an impression at the studio that this is because people want things to be "retro" or "old school" or are looking for exactly the same experience as 15+ years ago. I just want to say that this is not why I advocate for a "verb coin" like experience, I'm asking for this kind of mechanic because I truly feel like I lack options/depth when everything can be done with just one click. I've said it before (though I think it was on a different form) that act 1 felt like it was really restricted to this one click mechanic to help it better suit a tablet/phone interface and that play-style just doesn't appeal to me when I'm playing on PC/Mac. I'm not saying that we have to go back to having an interface exactly like the old Full Throttle or MKI3 verb coin but I really do want to feel I have more than one option. I still replay Full Throttle, MKI 1-3, DOTT, Sam and Max, to this day because I feel that each play-through is unique in part because I have so many options/combinations. When I look at Broken Age Act 1 I just don't get the impression I'm going to be replaying it much because it just doesn't feel as deep. Maybe Act 2 will be different but only time will tell. In any case good work as usual on the video and well done to Double Fine for getting Act 1 out. I look forward to increased difficulty in Act 2
  2. There appear to be three distinct schools of thought when it comes to what people want for controls in a Point and Click Adventure Game 1) Single click does everything - Lets call this the Tablet way 2) Left click performs whatever relevant action right click performs the look action - Lets call this the Daedlic way 3) Press and hold for menu - Lets call this the Verb Coin way Now each method has its pros and cons and I'm not going to even say which way is "best" (because really there isn't any one best way just different ways it can work), However, I will say that for people who are looking for a more immersive experience (like myself) the Verb Coin is always going to win out because it simply offers the most choice to interact with the environment. Through this wider variety of interaction we get more possibilities for things like funny dialog, easter eggs, more elaborate puzzles, etc... As an aside I will say that I while I liked Broken Aged Act 1 I found it too easy to complete in a single sitting. How much of that was interface and how much of it was puzzle design (are they distinct issues?) I'm not sure.
  3. Odd it's working just fine for me and I haven't had to go into Big Picture mode at all. I'm currently running The Cave on my Core 2 Duo iMac (with OS 10.8.2) and the tattiebogle.net 360 Driver. I'm using a Wired 360 gamepad registered as Controller 1 and the only issue I've run into was that I had to restart Steam (close it completely and reopen it) before my controller registered in game. Since then it's been smooth sailing.
  4. Very cool, I only found out about this project after the original Kickstarter ended so I'm happy to donate now. Though I think the iOS/Android donators got a better T-Shirt Also glad to see the Star Command guys have set their goal at a pretty reasonable 100K as well, some projects (*cough* M.U.L.E *cough*) seem to be setting their goals a little high lately which seems to be driving off potential backers.
  5. I didn't see this one listed either so thought I'd throw it up just incase there are other C64 M.U.L.E fans around Kickstarter for Alpha Colony: MULE This ones a bit different in that they have two teams working on 1) a remake of the classic game M.U.L.E (originally for C64 and Atari 800) 2) a "tribute" to M.U.L.E that keeps the spirit alive but tries to bring in new elements Original C64 opening: New Trailer
  6. Sorry but I believe you have misunderstood; I am referring to playing older Point and Click adventure games (like say the DIG or Full Throttle) on a tablet device using ScummVM. This is fully supported via ScummVM for Android/WebOS/iOS and would give the developers a good idea of what might work/doesn't work for the UI on tablet devices . One example of a UI that doesn't translate well to touch based devices is Sam & Max Hit the Road. If you try playing it on a touchpad you quickly find that the interface is cumbersome with a gesture based "right click". Contrast that with say the Full Throttle Verb Coin and you can quickly see why one works vs the other. DFA does not use SCUMM as its engine, thus it cant be run with SCUMMVM. neither it is going to use AGI or SCI, which are also supported by SCUMMVM.
  7. According to Amazon.co.uk it will be available in English on June 29th 2012 for PC (no Mac version) Not sure if it's one of those things Amazon won't ship outside of the country in question (really irks me when they do that) but I'll try ordering it to see if they'll ship to Canada.
  8. I'm sure this has already been said countless times before but I'll say it again anyway cause that's just how I am Please try using ScummVM on Android/WebOS/iOS devices. It really does give you some unique insights into how well/poorly some elements from Point and Click Adventure games translate from PC/Mac to touch based devices. Things I've personally noticed: 1) The DIG on screen inventory icon is easier to use on these devices vs. the Full Throttle/Curse Right Click (which on touch devices is usually a gesture) 2) The Full Throttle/Curse verb coin is a nice way of interacting with objects BUT can be difficult to bring up at times. 3) Big Inventory screens are nice for navigation but you need an easy way to open/close them. Curse/Full Throttle on WebOS for example can be difficult to close the inventory without losing the item you had just selected. I hope Tim and crew will give playing these games on touch based devices a try because honestly it really will have an affect. Great video as always guys and gals!
  9. Very cool news, keep up the great work! Can't wait to hear more about 2HB and looking forward to more updates
  10. I have never understood why some people see this as a problem with Point and Click adventure games. I always liked to look at it like this; I'm not playing the character I am instead playing a benevolent (or perhaps malevolent) being forcing the mere mortals within my control to do my biding for my amusement > Seriously how can you NOT have fun if you look at it that way
  11. But is hotspot highlighting really the correct solution? As far as I remember every time I've gone "pixel hunting" it was because the item I was looking for didn't stand out enough to be recognized as something I could interact with. For example in "The Dig" when I first played it (way back when) I had a heck of a time finding some of the Metal Plates and Rods because they were coloured almost the same colour as the background art. I find it's pretty much the same problem with "The Whispered World" except that "The Dig" had the excuse that they were working with a limited palette of colours (back in the old VGA days) where as "The Whispered World" only excuse is that they made a bad design choice. Given the choice between implementing a hint system to overcome an artistic design choice or simply changing the art to make the item stand out more I'd choose the latter (but that might just be me).
  12. I would generally agree with this statement; I have also played a bit of Whispered World (I didn't finish it) and I had a couple issues with this highlighting solution. 1) It seemed (to me) to be a cheap way of getting around a design problem in the environment: Just look at the scene in the first post, do you notice how everything seems to be coloured exactly the same? It's hard to make anything stand out when it's all the same colour because nothing really catches your eye in the scene. In fact it seems to me the only thing that actually stands out here is the character itself; my eye is drawn toward it because it's coloured different from the rest of the scene. 2) It seemed to take away from the fun of exploring: I don't know about you guys but I bet, like me, you don't want answers handed to you; and that's kind of what this highlighting solution ends up doing. This is a pretty common fault in a lot of hint systems which always seem to be eiher completely useless or whacking me over the head with the answer. They always seem to neglect that middle ground of subtlety that is most helpful to the end user without being obtrusive or obvious. I commend Daedalic Entertainment for trying something different but at then end of the day I guess I'd say the same issue could have been resolved by changing the artwork and adding a a more subtle hint system. What would said system look like? Well I guess a good example of a subtle hint might be if I walk in and out of a room a lot not noticing a particular object (say a sheet of paper) then maybe on the forth or fifth time I have entered the room have the object move as if the breeze from me entering the room has caused it to shift. This would draw my attention to the object without the need for a guy standing in the corner of the room shouting "MAYBE YOU SHOULD GRAB THE PAPER!!!"
  13. Really enjoyed the video and can't wait to see more I'm glad Tim disagreed with that whole thing about not having so many Inventory Puzzles because a) personally I love them and b) I always found games that lacked the ability to combine items (like in a lot of TellTales games) to be less appealing because it felt like there was less for me to do in the game. A couple good examples of Inventory/combination puzzles I can think of off hand: 1) Escape from Monkey Island - Combining all those prosthetic pieces and putting them together into the "abomination of nature" great fun even if it was completely pointless 2) Sam & Max Hit the Road - Combining Max with the cat out front (Still love watching the reaction of friends when they solve that puzzle for the first time ) I'm sure there is more but those two sprang to mind. As for the story concepts all I can say is that as long as it has a good sense humor and strong characters I'm sure it will be awesome. Keep up the great work guys and gals!
  14. While I wouldn't say I hate Escape there were plenty of things that bothered me about it: 1) The switch to the GrimE engine left me with a control scheme I didn't much care for (Same issue I had with Grim Fandango). Is it still playable...I'd have to say yes with an asterisk* 2) Some of the dialog for Guybrush made him come of as more of a a$$#@^& than he had been in previous games. This is arguably subjective but from my view it was present. 3) Story was weak compared to MKI 1-3 and the humor more focused on popculture references leaving it more susceptible to becoming dated. There are more reasons I could list but I'll leave it at that for now. Overall I'd say I don't hate MKI4 but in my view it was certainly the weakest game to come out of LucasArts. Now TellTales MKI5 on the other hand I can definitely say I do hate
  • Create New...