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.