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Realm wrote:I wouldn't even bother with the work if it were a text-based game we were talking about. Anyone here with good script and story-writing skills could manage that without even needing to worry about programming if they had the right software. You may be right about the graphics making it difficult to trance, but a game without graphics would essentially be a more complex 'choose your own adventure' deal. I've never played a text-based game I wanted to go through more than once. Come to think of it, I can't remember a single text-based game I could be bothered completing.
Realm wrote:
If I were only letting people with actual talent work on the game I'd have to be the first one to stop. All the skills I have thus far applied to the making of this game have taken a time, patience, trial, error, blood, sweat and tears. I do appreciate your point however, and intend to edit everything that does end up in the game.
Illpill wrote:In the production of anything successful there always has to be a first version.
Look at Prince of Persia. I played the very first version. And by the standards of what it has become it was truly crapulous. The idea has proved durable however, and now it is deemed worthy of its own film.
Mino wrote:I wasn't thinking of a traditional text adventure game, more along the lines of an interactive story with branching paths, a CYOA type thing like you said. The only reason I'm suggesting this is because if you're in a deep enough trance for the suggestions to actual take effect, you should not be able to play a complex game.
Mino wrote:To be quite honest, if you are admitting you have no talent then you really shouldn't be leading the production of this game.
Mino wrote:My advice would be to get a proof of concept game out first. Don't concentrate on anything besides that. Get a very, very simple game out which can get the user into a trance and issue simple suggestions. Forget about art direction, writing, music and programing, just get a simple game which can trance most of the audience. After that, make it better, until it's as reliable as possible.
Mino wrote:And please only stick with scientifically proven techniques. Subliminal messages and binural audio, etc... Have all been proven false numerous times. Research everything and only go with what works, not what you think works. Don't half arse anything, research as much as you can from reputable sites and don't let anyone help who you know won't.
BabyNiki wrote:And maybe put the phrazing in the trigger file itself. So it says "Level one, level 2, etc." and tells you that whenever your triggered, you +1 to the trigger intensity. So it requires a bit of mental thinking, but it should be able to do because its all sub-consious.
Realm wrote:
Adjusting the time that the trigger takes effect won't be difficult at all, although if something causes the game to crash there may be some problems.
Grima wrote:If there's a bit of leisure in how the player plays the game, and can choose when to go to this level or fight that boss, then why not set up a notice for the player, stating "For best results, please use these files before proceeding" and then list the relevant files from WMM. The advantage is that the files are already done, you know the triggers, and chances are they'll be better ingrained than a custom one made especially for the game.
Grima wrote:Try making an induction file that states that subsequent trances from a particular source [you] aren't implemented until a 'ding' or some auditory trigger. It specializes your updates so that if something happens when the file is being played, the effects won't be 'installed' half-assedly, and can be retried later on. It also separates the 'installation ding' from other trances, so inductees will only identify the ding as relevant to your files.
Grima wrote:If there's a bit of leisure in how the player plays the game, and can choose when to go to this level or fight that boss, then why not set up a notice for the player, stating "For best results, please use these files before proceeding" and then list the relevant files from WMM. The advantage is that the files are already done, you know the triggers, and chances are they'll be better ingrained than a custom one made especially for the game.
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