Seguso's Adventure Game Thread

Another thing that may help in this “inversion of paradigm” is moving the goal to the end.

Now it’s “to distract the carpenter - break - the wooden leg - so that - the carpenter - must go fix it”.

With the new system you could click the wooden leg and then go “break - so that - the carpenter - must go fix it - so you can distract the carpenter”.

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Thanks… I’ll post a mockup later to explain the new window that appears when you click on objects that cannot be combined… then we’ll see if what you say is compatible or can improve it.

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I’ll tell you in advance that it will be very similar to Tangle Tower this time:

You will see sentences with “holes”, like:

so that _ is sent to clean it up
because _ is actually the mother of _
because he can eat _
so that _ hides inside it
so that _ disguises as him
so that _ believes _ hasn’t paid
because it can get to the bottom of _
because it can bring you to the top of _
so that _ makes less noise
because _ attracts lightning
because it contains important notes written by _
because it contains money thrown by _
so that _ wakes up too early

and you’ll have to drag and drop characters or objects in the points marked with _

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Probably not the least bit relevant but it’s about audio. :wink:

I’ll look into it. I hope I don’t have to use Firefox-only code…

So like a wheel for verbs and motivations, and dragging for targets?

Yes. You rotate the sentences like a wheel. (the “incomplete sentences”, I should say)
And then you fill the holes by dragging and dropping icons of characters or objects.

All sentences have a pronoun that will bind to the object or character that you clicked in the room (= the one you clicked in order to open this dialog box).

Nah, every browser from the past decade can play back basic mp3s just fine.

Sorry, not for verbs… only for motivations…

in this new UI, the verb will always be USE.

Basically , if you click the chest in the room, you are composing the sentence

USE chest …

and then you have to choose how to continue the sentence, with the wheel:

because it contains notes written by _
because it contains money thrown by _
so that _ believes _ hasn’t paid
so that _ hides inside it
so that _ disguises as him
because it can eat _

and finally drag and drop objects/characters in the holes marked with _

You won’t need verbs. Because: for the verb “dirty” you will just combine two objects. For the verb “hide inside” you can use one of the sentences above (and drag your own face in the _ hole); for the verb “disguise as” you can use one of the sentences above; for the verb “act upon” , you have “use”. For the verb “realize that” and “observe that” , they can be replaced by “use … because”.

Oh, about that: now the scrolling of the right panel works fine even on Firefox!

Yes, I fixed that one week ago :slight_smile:

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The new UI is working already. But I still need to add icons for each object:

after I have all the icons, I have to make slight changes in the mechanics (e.g. splitting scenes) to adapt it to the new interface with “look”, “pickup” and “use with”.

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OMG WHO THE HELL CARES, there’s a new game by TTB!

Just kidding :laughing: good job. And good luck when you’ll have to draw all the icons!

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It won’t start on my machine! That’s the only reason I’m still working on my game :rofl:

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Just like in Labyrinth, then?

Mmmhh… i thought your whole adventure game mechanism started with you wanting to prove yiu can build a (better) game without the use of a USE verb?

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I don’t remember that… it started by noticing that nobody who solved the wanted poster puzzle or the peg leg puzzle had understood what was going to happen after they combine the two items involved. They hadn’t really solved the puzzle.

And adding a different verb instead of “use” wouldn’t change this… it’s not that “break peg leg” instead of “use peg leg with saw” would change anything. The point is that they don’t know why they are breaking it.

Edit: I’m starting to remember something… having different verbs instead of “use” would solve puzzles like “hide in/enter” and “disguise as” and “wear”, which arguably are impossible or extremely cumbersome to express with scumm without giveaways. So, there are different problems to solve. Having verbs would solve some of them, but not others. But the solution in my mockup above solves them another way. It’s more general.

I still need to implement the “talk” icon but the rest is working…

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Leonardo of Crapperton’s key… :grinning:

It looks well made!
What is the small triangle pointing towards left? A splitter between verbs and inventory?

And the icon next to the gear on the lower-right part of the screen, it’s the assignments list?

Here we can see how this interface allows for “disguise puzzles” or “hide inside” puzzles, while at the same time keeping “use” as the only (toplevel) verb : (@Sushi)

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That is the arrow to scroll the inventory once it is full. (it will be hidden when it is not full)

Yes, it will display the list of current objectives, and also the past scenes, in another tab.

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