Seguso's Adventure Game Thread

Yes, the top part is the same building as the rest of the game. So not completely consistent, but a bit more.

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You guys won’t believe it but @Sushi s (and @Guga’s and others) endurance finally convinced me that there is a better way. So I changed the interface once again… :smile:

The point is: Sushi made me realize that, if I don’t care about preventing brute-forcing, but only about preventing solving puzzles by accident (which is not the same thing), I can simplify the interface enormously. Because then I no longer need to make the player compose a textual sentence by clicks (like ā€œunderstand that the suitcase contains important notes from Mikeā€). They can return to playing by combining objects only: they only click ā€œthe suitcaseā€ and then ā€œMikeā€. After they choose both, the game automatically shows the relationship between them (that is, that A contains notes from B) .

The new UI looks very simple, like Broken Sword:

There is no popup window: you only click on the inventory bar and the room.

So it looks traditional. The only non-traditional thing I had to introduce is that most of my puzzles are not about combining objects, but about understanding relationships between two room objects or characters in different parts of the world. So I had to make a change: the inventory now contains some objects or characters from other rooms. This way you can combine two fixed objects from different rooms. (like the pump and the waterfall in monkey2, for example)

Other example: the pegleg puzzle. With the previous UI, the user had to compose : ā€œ[act upon] [peg leg] [so that] [the carpenter] [leaves]ā€ . With this new UI, he just clicks the ā€œcarpenterā€ from the inventory (not from the room) and then the peg leg from the room. Basically, he is saying ā€œI have found a connection betwen the pegleg and the carpenterā€. After he hovers the second object, i.e. the peg leg , the full text sentence appears: ā€œact upon the peg leg to make the carpenter come hereā€.
[edit: that’s actually not a good example, see next post]

In other words, now you play by just combining two objects, and you don’t need to state the relationship between these two objects. The game assumes you know this relation, and shows it to you. (because it’s clear that you know it… otherwise why would you have combined the two objects?)

There was an additional problem: some puzzles are such that there is an obvious relationship between the two objects, but it is not the correct one— it is not the solution. So there is the high risk that the user combines the two correct objects, but has the wrong relation in mind. So he hasn’t solved the puzzle. Then, he would solve the puzzle by accident. I had to find a solution to that as well (explained in the next post).

To sum up: this interface looks like broken sword, but has the property that 1) you can’t solve puzzles by accident. And 2) allows you to have puzzles that are about understanding generic relations between fixed objects/chars in different rooms.

Apart from this, I’m still handling a lot of new object-char combinations, so the release will take a couple of weeks at least :slight_smile:

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Hmmm.

What if a player clicks on the carpenter from the inventory, and another unrelated object on the room? The sentence will show up anyway, e.g. act upon the mouse to make the carpenter come here ?

If so, there’s no way to compose the sentences any other way, correct?
E.g. act upon the mouse because the carpenter can play an instrument

One of the innovative and most funny things of your adventure is was the ability to create funny sentences, choosing them from a list.

actually this wasn’t a good example: in the game there’s an obvious relation between the carpenter and the peg leg: the game tells you that the carpenter does the maintenance on the peg leg. But this obvious relation is not the solution: it doesn’t contain the concept of ā€œleaving the shopā€. So the player risks to combine the two objects (carpenter and pegleg) not because he has solved the puzzle, (= because he understands the carpenter will leave the shop) but simply because he is thinking of that (obvious and wrong) relation. That is, he risks to solve the puzzle by accident. Design failure. So this is actually one of the cases where this new interface can’t express the puzzle!

To solve this, you may think ā€œlet’s implement the puzzle as saw + peglegā€, like Monkey 2 does. But no, because there is an obvious relation between saw and pegleg too. (the saw can cut wood). any connection with the carpenter is gone. So the player will solve this puzzle by accident here as well!

So, here we have actually found a puzzle that it is impossible to implement with this interface. However you implement it, the player will solve it by accident. So the previous interface was still better.

However, to use this UI, we only need a simple redesign of the puzzle: we just remove the information that the pirate is a customer of the carpenter. For example you can add the dialog: ā€œmr pirate, if your pegleg were broken, what would you do?ā€ "I would probably call for help ". (but doesn’t tell you who he’d call). So now it’s ok.

But sometimes it’s impossible to remove the obvious relation between the two objects. What do you do then? Here’s what you can do: 1) if you combine ā€œcarpenter + peglegā€, the protagonist responds by repeating the obvious relation: ā€œyes, it’s true that the carpenter provides for the maintenance of the pegleg, but so what?ā€. So this combination does not solve the puzzle. 2).you add the generic concept ā€œto leave the shopā€ to the inventory. The correct solution is to combine ā€œleave the shop + peglegā€. As soon as you drag ā€œto leave the shopā€ on the peg peg, the sentence appears over the cursor ā€œact upon peg leg so that the carpenter leaves the shopā€.

Good question. Of course not. the sentence will not change. it will stay ā€œcarpenter + mouseā€. and the cursor has the ā€œno-accessā€ shape.

Only if you drag it on the peg leg, the sentence changes structure and shows the solution. otherwise it would be a giveaway. the user would solve puzzles by accident.

Example: when you drag dracula on the wrong object (the throne):

when you drag Dracula on the correct object, the sentence appears:

But I can still add that kind of things… That’s what I am doing these days… I’m adding a big number of wrong combinations, just for giving funny results. Even ā€œuse crucifix against Draculaā€, above, is not the correct solution to the puzzle, but you can still do it.

for example… I don’t know… drag the carpenter on the mouse, and you see ā€œthrow the mouse in the carpenter’s shopā€. Drag the carpenter on the bra, and you see ā€œask the carpenter to wear the braā€.

With the previous interface, it’s true you were able to compose these silly things, but then you’d get the default error message (the generic insults). Not very nice. Now you can compose these kind of things, but you get a funny scene as result. It’s better, isn’t it?

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OK man, this way is way more funny! :+1:
Zak approves this improvement!

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I like it. I can’t wait to see it in action

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It moves me to tears that I finally found something that works for both of us :slight_smile:

And hopefully for Sushi and Someone and others as well. :slight_smile:

On the other hand, I’m sad that there’s nothing to argue about anymore :slight_smile:

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My answer:

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Can’t wait to play it. And I have to play it to give you some feedback. :wink: Is it in that state already?

Well, let me play it and we’ll see … :wink:

Well , I could publish it tonight… but the game couldn’t be completed yet, and many combinations are unhandled, and some inv icons missing… maybe you can wait a few more days :slight_smile:

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Of course! (Even if I can’t wait to play it… :wink: )

I think you will be happy because (if I recall correctly) you used to say that the old UI gave away part of the solution.

I didn’t agree with this, because I don’t think that seeing

act upon __ so that __ ends up in jail

is a giveaway. But anyway , the new UI will make both of us happy, because now you don’t see this, until you drag the two correct objects on each other :slight_smile:

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Hm… Did I? :thinking: In my last play I wasn’t happy with that huge amount of possible combinations right at the beginning…

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Maybe I confused you with someone else

:sweat_smile:

Not at all! Just don’t have enough time right now.

I think your new interface is interesting and indeed can help in removing accidental puzzle solving. However, like the peg leg puzzle demonstrates: by not allowing the obvious ones, you risk to create a new kind of ā€œguess the parserā€ game: guess the (non-trivial) object to combine this with.

What I did not like about the ā€œin order toā€ part of your previous UI was that it always took a lot of time to find where that sentence was (as it gets reshuffled). Now it is totally gone or auto-filled, which makes me miss this part a bit.

I am also a bit unsure about all the similar looking faces in the UI… but I must see it in action to comment further.

Bottomline: very interesting move, but not quite perfect yet!

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It’s true, but it feels natural when you play. Because, if you drag carpenter on peg leg, the protagonist repeats the obvious relation ā€œThe carpenter said he does the maintenance for the peg leg.ā€. So it’s immediately obvious to you that the two objects you clicked were not enough to explain what you really wanted to do. And once you know that is the problem, it takes you only a few seconds to understand how to express what you want to do more clearly. (Assuming you really know what you want to do, of course :slight_smile: . And if you don’t… you haven’t solved the puzzle.)

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update: still drawing inventory icons…

from the left you see:
Ulric, wood to chop, waitress, journalist, poor and ragged tramp, carpenter, witch, niece, ā€œto wake up too earlyā€, ā€œto disguise oneselfā€, ā€œto hide insideā€, ā€œto climbā€, dracula, ipecac, potion to go back in time.

they are all concepts, except for the last two, that are objects you are actually carrying.

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I 've uploaded the new version online, but it’s not all translated… especially the GUI is untranslated. As well as all the new dialogs.

I’ll try to put the translation up to date in the next couple days :slight_smile:

Apart from that, several ā€œwrongā€ combinations (not needed to finish the game) are still unhandled. I’ll add more and more combinations each day. Handling them with jokes. Some even with cutscenes.

In case someone wants to try to see how the new UI feels, then, after it loads, immediately start a new game (via the options menu). (the game will automatically continue from where you left, but that world state will probably be broken and generate bugs. So don’t continue from there.)

(Also do a CTRL+F5 to empty the cache.)

Here’s an example of a silly thing (not needed to complete the game) that you can now do with the new interface:

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In a few hours I’ll be done with the translation…

I’m very happy because I added a lot of funny dialog that rewards you for experimenting. (This is all dialog unneded to complete the game)

many thanks to @Gffp for helping me refine the interface. It turns out there were still problems with it :slight_smile:

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