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Everything posted by pcj
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That's right. If you have a Google+ or Gmail account check out Hangouts.
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Plot holes and inconsistencies in fan games
pcj replied to Troels Pleimert's topic in World O' Fan Wonders
It's a big universe - there can be both a galaxy and a planet with the same name. -
Opened spore inventory item in Space Quest II?
pcj replied to BlockMaster's topic in Starcon Academy
It's probably just programmed to show up in those particular circumstances, no fancy physics detection or anything.- 29 replies
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Cool finds. The truck in space theme has come up before, namely SQ5's documentation. The buildings don't look that close, IMO, but that Rooter/Robo-pup is probably the closest in design, I think.
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Don't know if you've seen it, but the Archives covers it pretty well.
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Fun fact, just yesterday Scott was telling me that they were trying to get Robin Williams to play Roger in SQ4 and that Robin had wanted to, being an avid fan of video games, but that he had a prior commitment to do Hook, and so was unable to do SQ4.
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SpaceVenture: Episodic or Full-Game release?
pcj replied to PurpleTentacle's topic in Andromedan Spaceport
Hopefully. Now that the systems are settling down it should go faster. -
Ah, those were the good old days, in the brief time after the launch of VSB and before the Two Guys Kickstarter. Too bad random political thing had to happen.
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SpaceVenture: Episodic or Full-Game release?
pcj replied to PurpleTentacle's topic in Andromedan Spaceport
I can't speak to whether it'll be released as episodic or not, but Chris was definitely referring to the entirety of SpaceVenture being basically 1/3 finished. The main thing we're hitting in the first third is bugs, right now. They are my bane. -
That site uses the Gravatar service based on the e-mail address associated with your account.
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Space Quest Historian podcast - season 2
pcj replied to Troels Pleimert's topic in Andromedan Spaceport
I believe some examples of this were shown in the latest Kickstarter update. As Chris mentioned, much of the development concern has been with appropriate use of screen real-estate. With the inventory UI and the more traditional Sierra-like interface,what I referred to (at the time) in code as the "top UI" (with the walk, hand, eye, etc, icons) taking up about 1/3 of the screen when put together, that greatly restricts the click events and interactions you can put in those areas. So we are also looking at other ways to present the UI. The inventory interface Chris demoed in the update is one iteration of this. This is certainly an area that is continuing to be refined. -
Walking Speed of Character? Option for Quick Pace is Desirable
pcj replied to PurpleTentacle's topic in Andromedan Spaceport
The former. ;) -
Space Quest Historian podcast - season 2
pcj replied to Troels Pleimert's topic in Andromedan Spaceport
It definitely sounds more like two separate recordings rather than an interview. -
Walking Speed of Character? Option for Quick Pace is Desirable
pcj replied to PurpleTentacle's topic in Andromedan Spaceport
Yep. Nothing I can disclose yet. But the Guys are definitely aware of the need to keep pacing tight to avoid boring people. -
No, it's been down for awhile now.
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How so? You just deny everyone, right? ;)
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Game Dev Tycoon is quite fun. Got pretty hooked then remembered I had a real game to work on.
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Gareth is right guys, SpaceVenture should be run more like FIFA. Now taking bribes for no swiping in the game.
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I could probably work up some code/engine stuff to throw up there if that sort of stuff interests anyone. Can't speak to the lack of other content really.
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Right, the swiping was part of a release from last year, and if you're complaining about it, you're behind the times anyway. If you have a new idea about the issue, by all means bring it out, but at this point you're just beating a dead horse and it's not helping anyone.
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Honestly, if you want to use a UI from the '90s you should stick with Space Quest. We're going to try new things in SpaceVenture, you should be aware of that.
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It won't be - with the swipes they were just trying to extend the old-school adventure game control structure (clicking around on scenes in different modes) with new functionality. Believe me, it's not going to be all dragging around crates. I think the way that Ace and Rooter work together (each with different aspects that make them better to solve a certain puzzle) certainly is something that wasn't seen in the Space Quest games and will definitely add a new twist without alienating the gamers looking for the traditional adventure.
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Well, also there are a lot more pans (and a few zooms) than happen in SQ. I think there are only a few of those in the SQ series and they are happening a lot more in this game (mainly because it's easier to move the camera around the scene rather than have to re-draw the room for a different perspective) That's certainly true. It reminds me a lot of the DeepShip 86 in terms of rooms. Something you may not have picked up on in the demo is that the Nostrodomus (the ship Ace boards) is being abandoned due to some threat that Ace must confront (as seen at the end of the demo). (We also saw the Nostrodomus explode due to this threat in a recent KS update). So while it may not be flooded with people in that part of the game, there are certainly people you will bump into later on (remember, several of the KS rewards involved putting backers in game so we'll see a few familiar faces at least).
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Most of the delay on SpaceVenture is due to programming and writing falling behind. Art has been mostly coming along nicely, as has music. And the differences you are bringing up seem to be mainly a matter of style preference.
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You just kill (or distract) the guard to get that using a rock from the screen before...it's not really a dead end state.