Another screenshot
17 September 2009 in Production Updates, ScreenshotsMy apologies folks, it seems Kanye West managed to take over the site last night. But never fear, I’ve driven him off with my can of extra strength Jackass Repellant!
Getting back to business, here’s another screenshot from a certain, rural trading post at the edge of the dune sea. (click to enlarge)
14 Comments to Another screenshot
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Hmm, you have a blaster there… will I be able to shoot that feller or will I hear a *EHH* sound when I attempt to?
That’s a great question! I’d like to take a poll of the public: when you come across an NPC or item that plays an important part in your quest, should the player be allowed to nerf it completely, if that’s what they choose to do, or do you prefer a more heavy handed guidance from the game? The ol’ “gee, I don’t think I should go in that water. It looks dangerous to me!” Remember, this was a big difference between the Sierra model and the LucasArts model: LucasArts had a mandate that the player almost never have to load a game because they screwed up. In Sierra games, however, screwing up and loading saved games was practically part of the gameplay. What do you guys think? Comment here, email me, or feel free to chat about it on the forums!
whoaaa!
poor the screenshots!! poor them on!
Just make Han Solo do a snarky comment about not having enough juice in his blaster or he doesn’t do target practice. Or something else.
lucas arts approach most def.. i hated the dying in sierra games. and exactly that approach made lucas arts games so relaxed to play for me..
damn i need more :> keep us updated please
The LucasArts way seems better to me, the player should not be allowed to shot someone without reason, especially if it’s a NPC required for the story.
However, it could be nice to make Han able to shot one very important character, and then make a game over, like in Last Crusade when you can punch Hitler in the face, then be killed by his men.
Well I think maybe you should be able to die on 2-3 locations, the critical ones, but i prefer that at the end of the game you have a “bad” ending like in indiana jones..idealy maybe you could make “blaster fight arcade mode” like the indy “fist” mode (but here you can actualy die), multiple choice game scenario (game progresses linked to your puzzle decions) – to keep it short – Fate of atlantis style.
But i think thats a lot of work
The best solution is to keep it most simple for you as a programmer, so you can actually finnish the game. Then do all the “twists” in the sequel.Which is Powered by lucasarts` budget
Guy. Please post some more screenshots every day. Please. Please. Please. Moar. Moar. No dying, please. But moar screenshots, please guy, moar.
Massive geek boner!
Definately take the Sierra approach. I find it quite retarded when I am not able to kill anything I want in the game. The hate the controlled feeling of LucasArts model.
I’d go with the Lucasarts model.
well, whats the point of killing him if u cant go on from there? i mean, yeah i guess it would be a cool animation for .5 seconds, but really, its not that important…
While the Lucasarts approach does sound like the better option; I always loved the “death scenes” in the Space Quest series, it added a lot of humour to the game. What if you had a death scene, such as Space Quest, but you didn’t reload from the start, you just reloaded the scene?