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Tage's Suggestions Thread

Started by Tage7, August 17, 2006, 02:16:01 PM

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Tage7

:suffer: :suffer: :suffer: :suffer: :suffer: :suffer: :suffer: :suffer:

Okay, I already commented on the game; so now I'll post up some suggestions!  Woohoo!  Don't read this if you haven't played it already because it will obviously contain demo spoilers!!

My first suggestion turned out to be a bug and was moved to the bug category.  :-X

Tage7

#1
The tree on the nightingale and tree screen.

My suggestion would be adding some kind of text for using the hand on the fallen tree.  Like, something to the effect of "The tree is too heavy to lift."  I think it adds a lot of depth to the game because I wanted Graham to lift the tree off the road with his superhuman strength.  :-[  I remember previous King's Quest games tried to add text for everything imaginable, lol.

EDIT 1: I am keeping in mind this is only a demo created in a short amount of time.  So if you already have added text for this action in the full game...Awesome!


Tage7

Town Square

Perhaps you could add text for looking inside the pots and baskets on this screen.  I ALWAYS liked looking in obvious places for goodies in the other King's Quest games.


Yonkey

A couple of your other suggestions were actually bugs, so they got moved too. XD

Regarding the tree, I'm not 100% sure about its collision mesh when it has fallen, so it may not be possible for me to add any dialogue to it.  I'll see when I try fixing the dialogue error related to it.  I don't see Graham being able to lift a tree that size, but you're right that there should be some sort of message.

As for the pots, I'm not sure.  You may find a lot of scenes that have things like this, and just like previous KQ games, you won't get Narrator dialogue for every possible insignificant object you click on.  The Vases in the Main Hall have Narrator dialogue, but they were a pain to export the meshes for them, and when you can't even interact with the objects, it's not worth all the effort.  Don't forget that it's not just adding dialogue, it's recording it and adding a walk node so that Graham walks to it first.  So, the chances of this getting added to the demo are very slim.
"A wish changes nothing. A decision changes everything."

Tage7

:-X

Ah, I didn't know how you guys were programming the clickable objects.  Yeah, true about the pots possibly being a waste of mega time, lol, but I was thinking more along the lines of some text not accompanied by an audio file that has no need for him to walk over to--like, just using the eye icon.  But yeah, if there's a lot of trouble you have to go through to add text to a random object, it may not be feasible for a demo.  But maaaybe for the full game.  :-X  Hehe, just my perfect world mind talking there.




Another suggestion here:

You can talk to the first guard dogs for the first time from far away as well.  It's not as illogical as the other times, but I'm just making you aware of it if you want to change that.

Tage7

Is the "Cancel" button when loading certain scenes necessary?  When loading the Oracle scene, I clicked cancel and it quit my current game instead of going back to where I was.  Perhaps, you could rename "Cancel" to something like "Quit".

Tage7

Hmm...is it alright to use the folder name "kq9"?  :-X

Yonkey

Quote from: Tage7 on August 17, 2006, 11:30:15 PM
You can talk to the first guard dogs for the first time from far away as well.  It's not as illogical as the other times, but I'm just making you aware of it if you want to change that.
Which Guard?  This one I'll need you to fill out a formal issue report for (with screenshot XD).

Quote from: Tage7 on August 18, 2006, 01:00:51 AM
Is the "Cancel" button when loading certain scenes necessary?
That whole mission loading GUI is just Torque's default, it'll definitely be replaced. :)  Hmm... maybe you should report this as an improvement so I remember to schedule it for RC2.

Quote from: Tage7 on August 18, 2006, 01:07:37 AM
Hmm...is it alright to use the folder name "kq9"?  :-X
That's already been fixed in the actual game.  Remember, this demo came out before any legal name change requirement.  8)  It's also probably not going to get fixed in the public demo since it requires massive rework. :P
"A wish changes nothing. A decision changes everything."

Tage7

Okay, I created formal issue reports for those.  :)

Quote from: Yonkey on August 18, 2006, 05:57:14 AMThat's already been fixed in the actual game.  Remember, this demo came out before any legal name change requirement.  8)  It's also probably not going to get fixed in the public demo since it requires massive rework. :P
Cool.  Yeah, I figured there would be a lot of rework if you changed that folder name.  :-X

Yonkey

Yep.  Too much of the code was hardcoded to use "kq9/" (how were we supposed to know we'd get C&D'd a year and a half later?). XD
"A wish changes nothing. A decision changes everything."

Tage7

Yeah, that was frustrating!  :wall:

If it's just one replacable string used in many places, I ususally just use a string replacer program, but they're not always dependable.  :'(