Fantastic - Or: How to design games

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  • ... but some of them said they couldn't stop, and those who had quit sounded relieved and vowed never to return....

    Been there.

    Done that.

    Reformed World of Warcrack player.

    ~Sol

  • Adventure games killed themselves with illogical puzzles and pixel hunting.

    I played most of the Lucasarts classics and they were by far the best of their kind. But then, some people regarded them as too easy. So now you know why they're gone.

    I'm all up for reinventing them. Perhaps with AI and dynamic outcomes?

  • Adventure games killed themselves with illogical puzzles and pixel hunting.

    I played most of the Lucasarts classics and they were by far the best of their kind. But then, some people regarded them as too easy. So now you know why they're gone.

    I'm all up for reinventing them. Perhaps with AI and dynamic outcomes?

    Re-inventing, or improving retro adventures sounds attractive.

    Fahrenheit could be seen as a modern adventure.

    Or the upcoming game (from same creators): Heavy Rain.

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  • People complained that Farenheit was too linear, but then again that's the very definition of story driven.

    There were a few (2 or 3) adventure games that had AI that let NPCs go about their own business on their own time. They were impressive, but also very hard and slow to play, as you had to wait on NPCs because they were busy like getting groceries or whatever O_o

    sounded good on paper, not so good when played, I guess.

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