Original ideas and solutions in games

ZXNet echo conference «spbzxnet.games»

From Witch Doctor To All 13 July 2006

Hello, moroz1999 But I don’t remember games with application branches... :( Only black isle & troika games did this better than anyone... And by the way, this is quite implementable on spec... but to think through everything - you need MIND!!!

From Witch Doctor To All 13 July 2006

Hello, Witch Doctor Oh! in a laser squad you could simply throw a cannon at the enemy - there was damage, but small. Those. if he was already almost killed, he killed...

From Alekseenko Alexey To All 14 July 2006

Hello Slider I remembered one bauble in the game JACK THE NIPPER 2. There you could ride on cart. In short, this is the type of technique used for its intended purpose at the level. On for example, riding a motorcycle - SABATEUR 2.

From Andrey Polikhanenko To All 14 July 2006

Hello, Witch Doctor > Oh! in a laser squad you could simply throw a cannon at the enemy - the damage would be > but small. Those. if he was almost killed, it killed... Everyone remembered alternative uses for objects. Who else remembers anything from such features that would be unique for a given genre in a particular game? For example, I remember R-Type. Is that why she was so cool? A because there was a detailed playable map and the enemies never flew out RND, but everyone knew clearly when, in what place and how many of them would appear. And, accordingly, it was possible to react to this.

From goodboy To All 14 July 2006

Hello Slider Sli> For example, I remember R-Type. That's why she was so Sli> cool? But because there was a detailed playable map and enemies Sli> have never flown on RND, but everyone clearly knew when, in what place and Sli> how many of them will appear. And, accordingly, it was possible Sli> react. I also remember robocop and nebulus, I once played them almost blindly.

From goodboy To All 14 July 2006

Hello RamTop in DragonBreed you could get off the dragon and run on the ground, very the original story was in SexCrime

From ice'di^triumph To All 14 July 2006

Hello, goodboy Jack the Nipper 1 :v2_clapp; Here; This is a game! many alternative opportunities to use all kinds of objects. :v2_smile:

From Dmitry Klenin To All 14 July 2006

Hello, ice'di^triumph I liked Micronaut One by Pete Cooke. That's where the treasure is There were no original solutions at that time. 3D game using 2D graphics, path tracing, a good GUI for those times, even a notepad was in program. Good balance between tactics and strategy. It's a pity there weren't enough games then, in which there was so much at once and so masterfully done. :v2_unsur:

From Andrey Polikhanenko To All 20 July 2006

Hello, mig'95 mig> In Spellbound Dizzy, Dylan must give Dizzik something of his own - mig> individual, but he is underground (he is scared) and therefore mig> seems to be unable to convey anything... But no - nothing like that - through mig> he gives the earth to his brother his shaking (vibes).. I was kidding.. mig> :v2_happy; I; I still don’t understand what Vibes or shaking is. What was it?

From Igor Mamonov To All 20 July 2006

Hello, goodboy In Spellbound Dizzy, Dylan must give Dizzik something of his own - individual, but he is underground (he is scared) and therefore convey it seems like it can’t do anything... But no - nothing like that - it transmits through the earth brother my vibrations (vibes).. I was joking.. :v2_happy:

From Ignat Nikiforov To All 26 July 2006

Hello, mig'95 mig> the easier it is to complete the game, the more people are disappointed in it mig> people .. And all sorts of tips and walkthroughs are generally a scourge for mig> developer.. Perhaps I agree with this opinion.. I played the game "The Adventures of Pinocchio" as a child. I replayed it with pleasure again, although everything there is simple and familiar. And unnecessary complications only tire player. If a player always “dies” in the first screen of a large-scale and extensive game - he will simply be furious and will not play “cleanly”, or will give up altogether product. This topic was also raised in the specov press, and the immortalized complex games were in demand. Another thing is this approach to the game of average complexity is real harm. And if the player sees an invitation to the game, then, a bunch of something tiny, behind flickers across the screen for a second, and the player sees the inscription: "Game Over" - this is not way to attract a player.