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DungeonWarden

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About DungeonWarden

  • Rank
    Newbie
  • Birthday 09/29/1972

Converted

  • URL
    http://www.dungeonlegacy.com
  • Location
    Nova Scotia
  • Occupation
    Artist
  • Biography
    1 year graphic design, 2 years animation, 7 years webcomic creator (Dungeon Legacy)
  1. What, you can complete all without getting caught by the spiders? I'll have to play it again after I complete the game for the first time! I'm pretty sure the only way to end most of the dreams is to get caught by the spiders, although I didn't get 100% so maybe there is a different solution. I only meant that nothing will happen until you figure out how to end the dream. You can always end it early (which I did with the ball one) if you can't figure out how to move forward. The only dream you need to complete is the one that gives you the thing you need to continue playing.
  2. Especially the room with the tripped out dream sequences. It took me a while to realize you can actually complete all the dreams. The one where you need to run inside a ball was especially hard. The part when the characters each get a wish was pretty trippy as well.
  3. I just finished Botanicula, and I must say this is a seriously difficult game. The last two levels are especially hard. You'll be doing a lot of running around back and forth through the same areas trying to figure out what to do or where to go. So much hidden stuff. I searched everywhere and still didn't get close to 100%. The funny situations keep you from getting frustrated and reward you every time you accomplish something. The better your score, the more animation clips you unlock at the end. It might be worth playing again and trying to unlock more bonuses.
  4. The problem with an in-game based hint system is two-fold: 1) it requires the creative team to write a lot of content to help players in a way that doesn't annoy players who don't want the info (nothing worse then being told how to solve a puzzle before you've even had a chance to solve it on your own) and yet be helpful to players who do want the info. 2) As stated in my previous comment, if the hints aren't helpful because they ignore the part the player is actually having problems with, they will have to go online anyway. At least with a step by step guide you know you're aren't missing anything The whole idea of a hint system is to prevent people going on line and spoiling the whole adventure. The only site I use is http://www.uhs-hints.com because they ask questions that take you to the place you are stuck before giving you any information. By only showing you hints about the part you are having a problem with it cuts down on seeing anything that would spoil the game. A similar in-game system would work even better since the game will know where you are in the quest and will only give you information about what you need to do next. Another option is what many Hidden-Object Games (HOG) do. The hint button is on a timer so you can only ask one hint every 2 minutes or so. If the first hint doesn't help, you'll have to wait for another. It will also tell you if you can't currently do anything in the current room (either because their is nothing left to do there or because you need to find something somewhere else first). The hints are only about the current room so you'll never get spoilers about places you haven't visited yet. I find HOGs pretty easy to get around so you're never lost not knowing what to do. The puzzles can be quite challenging and are the main reason to play. The adventure parts (which are becoming more complex all the time) are secondary to the puzzles. If you've played any of the Drawn games (Dark Flight, The Painted Tower and Trial of Shadows) you know how good this type of game play can get.
  5. To which I would reply "What scissors? I've been trying to pop those balloons for an hour now. If I had the stupid scissors I would have used them already!" Seriously, I can't tell you how many times I've been stuck in an adventure game where I knew what I needed to do but I didn't know how to do it. I would love a hint system that caters to my needs. For example, if I'm stuck on the above puzzle I might get the following interaction: "Did you see the balloons?" [yes] no "Have you tried popping them?" no [nothing works] "Did you find the scissors?" yes [no] Did you find the Sewing Basket?" yes [no] - ETC - You would have the option to end the hint system at any time and try looking for the scissors on your own but I understand the temptation to want to just get the puzzle over with and move on. There would need to be a limit on how often you could use it. Maybe you'll use a hint coin for every answer (al la the Prof. Layton games) but the only way to get hint coins is to solve puzzles on your own. The level of difficulty could be set based on how easy you can get hint coins. Personally, I would want the game set on challenging so that hint coins were rare. This would cause me to hoard the coins until I really needed them but would allow me to have them when I really was struck.
  6. Another thing old school adventure games did was to give a clue about what an object is for in the description of the item. There were many times I got stuck in a game, not knowing what I was suppose to do, only to find out if I had looked at the items in my inventory I would have known what to do. Problem is when you pick up an item you get a different description then when you examine it in your inventory. Sometimes you can find an item inside another item that isn't obvious when you examine it before picking it up. It was kind of annoying to realize I had the solution in my inventory the whole time. You just have to remember things aren't always what they seem to be at first glance.
  7. I don't like the idea of not being able to turn hints back on because that means if I get really stuck I'd have to play the game all over again with hints on to figure out how to get past that point. In either case, there is nothing stopping you from going online and getting hints no matter what they put in the game. I do like the hint system in the Tell Tale games. Instead of telling you what to do, the characters suggest actions that might get you passed the point you are stuck in. It's not something you control either. i.e. you don't ask a character what to do next and they tell you (I have seen some games do this). Instead, a character makes a comment after a random period of time (you control if this is a long time or a short time) if you seem to be having trouble. You can turn this off completely, but even if you set it to the fastest time you'll never be told what to do next. The hints are more about where you should be, who you should talk to, or what item you should find then about any specific thing you should do. It's a gentle push in the right direction without taking away you're ability to figure things out on your own. Also, since you need to wait for someone to give a hint, you might figure out what to do while you're waiting. I was playing Jolly Rover a few weeks ago and found the hint system interesting but flawed. In this game you have a parrot that will give you a hint if you ask for one, but often the hints were very obscure and not very helpful. If you give the parrot a cracker (an item you can search for throughout the game), the parrot will tell you exactly what to do next. I would have loved to have the option of the parrot giving me a clearer direction on what to do next instead of him just telling me what to do. I like the idea of having to go somewhere in the game to get a hint. This will force you to backtrack whenever you get stuck instead of making it easy to get a hint every time you come across a new puzzle. It should be designed so the annoyance of being stuck is balanced against the annoyance of going back to find out what to do next. This way you'll be more likely to try to figure it out on your own but still have the option of finding a solution if you really are stuck. EDIT: I just remembered that they do this in Legend of Zelda: Skyway Sword You can find a character near where you start the game that will show you video clips of how to do certain actions in the game. Since most of the game play takes place far away from this area, you'd have to be really stuck to want to go all the way back and find out what you're suppose to be doing. I should add that there was one point in the game what I had no clue what to do and there was no hint about it. It was the part where I had to stab a fruit to carry it but I didn't know that was even possible and no where in the game does it tell you this is possible. I should point out that any other type of sword attack on the fruit will destroy it. Just a reminder that any hint system needs to cover all areas that people might possibly get stuck in.
  8. I was thinking about making an Adventure game myself. I'm a pretty good artist (dungeonlegacy) and I've done a bit of programing as well. I found a scripting language for Adventure games called SLUDGE that works on Mac, Linux and PCs. It requires some knowledge of computer programing but the site do a good job of explaining how it works, so even beginners can figure it out. The Interpreter and Game Engine are two separate programs so you can easily port your game to different computers. If you're on a Mac, like I am, this is a good alternative to AGS. I would be willing to work with anyone else working on a game provided I liked the idea and had some input into the final game play.
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