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the flowing of converstations

Started by cygnus, August 05, 2006, 09:04:20 PM

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cygnus

hi,

i love the demo so far, is it released when the final game will be out?

one thing i found a bit bad about the demo though was that the convos didn't seem to flow well like when you're talkin to the ferry man he will just start talkin really quick after graham or graham will wait a bit long before saying something ... also sometimes when you right click you can't skip the talking... i think you should be able to always skip the talking

perhaps also put a speed walker thing ? :) for oldschool gamers

what do other ppl think of my comments

Yonkey

Quote from: cygnus on August 05, 2006, 09:04:20 PM
i love the demo so far, is it released when the final game will be out?
I don't quite understand your question.  The demo has already been released. :P

Quote from: cygnus on August 05, 2006, 09:04:20 PM
one thing i found a bit bad about the demo though was that the convos didn't seem to flow well like when you're talkin to the ferry man he will just start talkin really quick after graham or graham will wait a bit long before saying something
This has to do with Torque's problem of delayed processing and playback of *.ogg files.  We are looking into it. :)


Quote from: cygnus on August 05, 2006, 09:04:20 PM
... also sometimes when you right click you can't skip the talking... i think you should be able to always skip the talking
There are two types of sequences: modal and non-modal.  During modal sequences, you cannot use the cursor.  This is mostly because the character will be walking during the sequence, and we don't want you to screw that up. :P

Quote from: cygnus on August 05, 2006, 09:04:20 PM
perhaps also put a speed walker thing ? :) for oldschool gamers

what do other ppl think of my comments

Yeah, that's a possibility.  I had to lower the speed because Graham kept ice-skating before, but now he seems a little too slow.  So basically, if you want faster speed, you'll get a floating/gliding graham. :P
"A wish changes nothing. A decision changes everything."

darthkiwi

I don't mind the walk speed at all, and I didn't really mind the gaps in the conversations, seeing as they're much improved anyway (what with multiple choice topics to talk about).

I do think it's important to be able to skip dialogue, though. I'm really impatient about listening through dialogue I've already heard.  :)
Prince of the Aquitaine. Duke of York.

Knight errant and consort to Her Grace the Empress Deloria of the Holy Roman Empire, Queene of all Albion and Princess Palatine.

Yonkey

Quote from: darthkiwi on August 07, 2006, 03:48:45 PM
I do think it's important to be able to skip dialogue, though. I'm really impatient about listening through dialogue I've already heard.  :)
Right-click your mouse during dialogues. :)
"A wish changes nothing. A decision changes everything."

sivvrianBARRY

Sorry if this is obvious, but if you put in a speed slider or whatever, couldn't you just speed up the animation to match the movement speed?

So if you adjusted the slider to make Graham walk 1.5 times as fast, something in the code would say the equivalent of "walkspeed equals 1.5 times the normal speed, animation cylces 1.5 times as fast?"

Yonkey

#5
I don't believe you can alter animation speed in Torque, since that's defined in Maya before it's exported to Torque.  As far as I know, all animations are set to either 24 or 30 FPS.
"A wish changes nothing. A decision changes everything."

sivvrianBARRY

Gotcha. I guess that's one advantage of doing an adventure game in 2D.

How about this, though. Eliminate the idea of a slider, and offer three or so options (slow, medium, fast). That way, you could just easily modify the animation twice in Maya and export it, instead of trying to get the engine to do it on the fly, which as you say is probably impossible.

Yonkey

Quote from: sivvrianBARRY on August 07, 2006, 08:44:47 PM
How about this, though. Eliminate the idea of a slider, and offer three or so options (slow, medium, fast). That way, you could just easily modify the animation twice in Maya and export it, instead of trying to get the engine to do it on the fly, which as you say is probably impossible.
Well, a silder doesn't really do it "on the fly".  Basically "fast" is a predefined upper range for the player's walk speed, and not based on CPU ticks or whatever Sierra games in the past used. :P  People wanting Graham to walk supah fast wouldn't really care if he's glides every couple of steps because that's the tradeoff. 

The tradeoff in old Sierra games was that the character's shoes wouldn't always be touching the ground. :P
"A wish changes nothing. A decision changes everything."