Patrefans
BlitzTheComicGuy from patreon
BlitzTheComicGuy patreon

Far Out There: I want a gaaaaaame!

🕑 Added 2017-10-03 14:32:57 +0000 UTC

Comments

Seros Senric

I've seen hint systems in many Point and Click adventure games - but rarely in a way that is "in-world" like it would if e.g. Avatar contacted you somehow or walked up and dropped a comment as a hint. I like the idea, especially since it seems that it'd likely be in-character for her to do so. I'm all for immersion, and I can also totally see Layla contacting Tabitha for advice being the hint system, for example, and Layla telling her a firm "no" when her initial suggestion is to get Trigger to break it (after which she'd provide the real hint). Another point, every in-game hint system I've seen so far has had at least one of the three following problems: It's hard to tell which hint you actually need; Hints are too specific and walkthrough-like; or (disturbingly common) the part I'm stuck with isn't actually in any hint, and instead only stuff I've already worked out. Evidently, hint systems can be hard.

Simon Ladd

Dang it, my reply didn't post AGAIN! Let's see if I can remember... something about trying to get around the infamous "WHAT DO I DO NEXT?" factor of Point & Click games by having a button on the menu that causes Avatar to pop up and five you a hint. That'd be a nifty feature, right?

Seros Senric

And yes, this is the short version. Hopefully I didn't cut out or change something that renders something else unintelligible or something.

Seros Senric

OK... By popular demand, it's time to try this comment thing. I'm going to try and go through most of the game genre types mentioned in the post, and say a bit how they might work. Some I'm not mentioning, if my thoughts on them are wanted I guess I might be able to comply if asked. Visual novels... like 98% of them seem to be romance, but there's still a few that are not. I don't play VNs but I know enough that a subtype is called "kinetic novel" which is basically the same thing without the branching storyline. And of course, if making one then there seems to be no real reason not to use Ren'Py. (Except that it uses Python, which hopefully you could mostly ignore) I guess an "obvious" way to make a FOT Visual/Kinetic Novel is to essentially make a pretty normal comic storyline, and just have it from the point of view of a single character. Have a little bit of branching to make things a bit more interesting. Not sure if people would like it or not - the VNs a certain friend of mine likes, for example, are ones I look at and think that the world would be a better place if they never existed. But, as I said, I don't actually have much to do with VNs. RPG style: While reading the post, for my thoughts on how to make a FOT game in RPG Maker I thought back to The Witch's House. It's a game I likely would never have played had I not been doing so with a friend since it's a kind of horror I don't particularly like, but other than the horror aspects it's basically how I'd think a FOT game would work done in RPG Maker. It doesn't have combat, instead it is essentially a top-down Point and Click adventure, only you walk around and press the "interact" button using a keyboard or gamepad instead of clicking on things. (And get killed by virtually everything, but that comes under the "horror" in this case) Of course, you then mention Point and Click adventures later on... Concerning puzzle-ripoffs with FOT characters: Yes, making an original puzzle is very hard. Luckily, most of the ones that are successful doing something like that do in fact have a direct ripoff puzzle as the actual game! Whether it's using the mechanics from Tetris, Puzzle Bobble, or Shariki, those games have been remade over and over and are pretty tried-and-true. There's of course many others similar, and you can either go through a semblance of a story or do it like some of those head-to-head ones with two puzzle boards, playing as and against FOT characters, with suitable quotes and facial expressions and some mechanism of interfering with the other player's board. Being actually original with the puzzle game isn't required - just a quirk or two would be more than enough. Kart racers: Back in the day, you just had to allow players to go around a track, have a few interesting (or not so interesting) powerups, and a few amusing animations and/or sayings when you won, lost, or got hit by certain things. These days you actually have to be able to have something about the "going around a track" bit that's fun too. (I blame Mario Kart not stopping after the first game for that) You already seem to know how one of these could work, except for all the pesky "implementation" stuff :P Now for Point and Click adventures: There are a few things (engines, etc.) available that are designed for making them, but I don't know much about them. They do all seem to aim for different styles (both in gameplay and art) so you'd have to actually compare them to how they match up with what you want if you wanted to go for this. Point and Click adventures have a few things that they need to be "good". Firstly, still got animation - the protagonist(s) needs several decent walk/move animations if using a 2D character (since at least 4 different directions, possibly more - 3D character just needs one since you can rotate the model), possibly a few "pick up item" animations, and likely many of the things that can be interacted with would also have an animation associated with them - one that is (hopefully) amusing. But, at least you only need to do all that for the character(s) that the player is directly controlling, with any other characters only needing a little bit of movement... and of course animations for talking. You can get away with a basic "I'm talking" type animation, but I have seen some games with proper lip-syncing and I at least consider that to be cool to have ... but a lot of work. And, speaking of lip-syncing: Lots of point and click adventures have actual voice for all of the character's lines. Certain styles can get away without having it "talky" than others, but it's still pretty much a staple of the genre and another complication since you need people to actually voice each character. Big things are story and witty dialogue - which you should be able to pull off. But Point and Click adventure games have a LOT of dialogue - every single thing in the game needs unique dialogue for when you look at it, and often has unique dialogue for trying to put it in your inventory too (even if you can't take it). And that's not even going into what happens when you talk to the same guy for the fifteenth time. Then we come to puzzles. This is hard to get right. Point and Click game puzzles have to balance on that thin line between making sense and not being too easy. Of course, even hugely successful and popular ones don't manage it all of the time, which is why in my opinion they should have a decent hint system, just in case one (or more) of the puzzles are too difficult or don't make sense to certain players. I think having a couple puzzles that seem too hard, but being able to solve it with a hint system is better than not being challenged at all. Of course, a hint system shouldn't immediately give an answer, and it's better if it gives hints based on where you are in the puzzle - e.g. if I don't have the rubber chicken, then it should give a hint on where to get it. If I do have the rubber chicken, it should tell me to look at it closer. If I've already used the pulley in the rubber chicken to go along the flying fox thing, then that puzzle should be marked "done" so we don't get hints on it. Of course, this isn't saying much about it as a Far Out There game - but then Blitz already mentioned a couple examples of things it could be about. That can do for now.

Edward VIII

I also wish to know the contents of this mysterious hypothetical post. Don't just tease us!

Simon Ladd

Huh, that's weird. My first reply doesn't seem to have posted. I'll try again: Could you break it down into multiple bits, posted one at a time? I don't mind having a lot of comments to go through, I'm totally loving that there's real conversation going on here!

Seros Senric

I wrote up a bit of a response to the different types of games mentioned in the post, and a little bit on how they might work as an official FOT game, but it got way too long despite leaving out most things so I don't want to put it as a comment here.


More Creators