Something about games of the "3H" genre...

ZXNet echo conference «spbzxnet.games»

From Alexander Bondarenko To All 6 November 2004

*Hello, All!* NOTE: "ZH" is Star Heritage (as the founder of the genre, if no one understood). It seems that according to science it is called either AD&D, or simply D&D, but firstly, I’m definitely not in the know, and secondly, I’m behind the original Spectrum culture with its “native” terminology, and not adopted from other platforms, such as the same PC. :) The game genre "ZN" can be safely called a purely Spectrum genre. At least even because now there are no games of this genre on other platforms are being released. There is a dominance of 3D and a “toy book with static pictures" will not impress anyone. Moreover, the “ZH” genre can be called the most promising gaming genre in "Spectrum". Tomy there are three reasons: 1. Similar games on the Spectrum can be counted on one hand; 2. GAMEPLAY of such games with a good plot is always at the proper level; 3. Creating such games is quite simple, the main thing is hardworking find an artist; Therefore, in my opinion, it’s games like this that our to developers (which, in principle, they almost do). I believe that the “ZN” genre also has a certain development potential. Especially in terms of the user interface. The first thing you want to pay attention to is the game controls. a long time ago The keyboard has already been fixed as a “control device”, although the “mouse” isSpeck is not a rare thing. Yes, and a simple control menu - I also think outdated in the form in which it is present in these games. In my opinion, the most convenient menu would be something like a lowercase one drop-down menu, ala Turbo Vision, or as in Windows by pressing the Alt button. Only for Games like this menu are more conveniently located at the bottom. In this situation we will have Plenty of space for pictures and text. On the Spec you can place horizontally There are a maximum of 64 characters in one line, so it makes sense to make this menu according to principle - unhighlighted items are displayed with abbreviation, highlighted items are expanded in every word. Example (large symbols show the highlighted menu item): +-----------+ |soap | | rope | |shovel | +-----------+ go | osm. | view | INVENTORY | bros. | Spanish | opt. | +-----------+ | earth | |stool | |tree | +-----------+ go | VIEW | view | inv. | bros. | Spanish | opt. | That is, after reading the text and admiring the picture, we point the cursor at desired item, press the spacebar or click, and a menu with objects or options. If the number of game menu items is quite large, and even with abbreviations do not fit into one line, nothing prevents us from usingscroll, or at worst - two lines... Now let's talk about working with objects. In the games of the genre "ZN" is firmly rooted the principle of “one object - one action”. I consider this a relic of the dark past. After all, it’s much easier to take all the items in a location with one click than to For each item, click on the “TAKE” item separately. What is needed for this implement? The “select” button, by clicking on it, we mark the required several items with a tick. Then - EHTER. On a mouse, these are right and left, respectively. buttons. The same principle is useful when using objects, albeit slightly more in a different form. The problem with using “an item on an item” or “an item itself on its own" always stood like a stake. In "Mirror", for example, the authors have become perverted like this: when using an item, you are always offered to choose a second one - an object use. Moreover, if the second one chosen is the same as the first one, then this means using an object as oneself. My proposal is this: an object ON WHICH we will use another mark with a tick, and the one WHICH we will use on that one - just Enter. This way, by the way, you can use one item on several at once. For example, a pistol with a clip and a silencer. “I loaded the pistol with a clip and screwed the silencer onto it.” Is it possible, on the contrary, to use a clip and a silencer on one pistol? II think it's possible. If the object on which we poke with YETER has previously and highlight. As one of my friends said, this is all unusual. Well, what can you do, a lot of new things seem unusual. You need to get used to it look - we got used to the “ytsyken” layout back in the day when from Spec to PC rolled over. But in principle, God forbid that someone invents the above-described interface more familiar... But for example, no matter how much I experimented, so far nothing more I didn’t invent “usual”. Now, I would like to say something regarding the logic of the game. In games of the "ZN" genre, the principle "GO - REST" has lived from time immemorial. B Otherwise, our health decreases twice as fast. I think it's not quite correct. It would be much more tactful to introduce an additional scale "endurance" (Remember the game Lords of Chaos). According to the player's actions, she gradually decreases. When it is less than the normal limit, the player himself feels somewhat tired, which is why he is weaker (less capable of lifting) becomes, and the speed of his actions is reduced. When did it reset - player falls off his feet. And it is restored by rest, drugs, etc. That is, the principle already another - “WALK, ACT, WHEN YOU NEED TO - REST.” Damn, such basic things, was it really difficult to invent them back then?There must be time in the game. I think the technology to implement this thing is needed take from turn-based RPGs. There is a unit - the time quark. For example, to move from one location to other, you need 5 quarks. Or, to eat an apple, you need 3 quarks. What does this give? The player automatically has a parameter such as speed. For example, a shot It takes 2 quarks from a pistol. However, if the player is tired, then his speed slowed down and he will cope with this task in only 4 quarks. For example, on The player is attacked by a monster who eats him for 3 quarks. Do you understand what the salt is? A tired player without a market will make the monster look ugly, and a tired player will slow down and will turn into a snack. "I pointed a pistol at the velociraptor, but it managed to rush at me before how I would pull the trigger. His teeth dug into my throat, I felt sharp claws tear my body..." [to be continued] /That’s all, All, you can scroll further.../