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Re: [Adonthell-devel] Quest map


From: cirrus
Subject: Re: [Adonthell-devel] Quest map
Date: Wed, 05 Feb 2003 14:06:14 +0000

Sounds quite good!
We were planning something similar with 0.4's journal I think. But that
was just text-based - I like your idea of graphics to remind the player
of key events. Perhaps the two ideas can be combined?

        -James



Sasha Kushnirenko wrote:
> 
> Hi,
> 
> I have a suggestion about quest map.  We are generally used to
> "geographical" maps in the game, which show:
>  - where you are located
>  - how much area you have discovered and how much there is left
>  - where to go to find unexplored territories
>  - location of useful items and so on.
>  - generally map is a tools that help and can can give you a hint you in the
>    quest.
> 
> I must say that I really like maps in games, and this is the object perhaps
> I look at quite often.
> 
> One of the drawbacks of the games that involve quests (especially with
> dialogs) that there is a lot of information to keep in mind (who said what
> and so on).  If you left the game for a week, it really takes an effort to
> dive back and restore this net of information.  Some games introduce diaries
> - but they are usually quite long and that is the last thing I do is going
> back to read it again.
> 
> I suggest we can use a "quest map" - graphical representation of how far you
> have progressed in your quest.  It can show goal of the quest, suspects,
> possible leads to the solution and so on.  To be specific I attached
> wastesedge possible quest map (I apologize for poor drawings) in the middle
> of the game:
>  - you know about the noise
>  - you know that Jelom was singing
>  - there was an argument and for whatever reason Alex was listening
>  - you start to suspect that gems are fake ....
> 
> During the game certain pictures can show up and go away.  For example at
> some point you can cross out chemist as it does not help you in the
> solution.  And so on.  Generally the idea is to have a quick representation
> of how far you have progressed in the game, and one can even use it as a
> tool to give player a hint.
> 
> I do not think that map can replace diary: they probably can coexist and you
> can extract diary entries for example by clicking on some pictograms.
> 
> >From programming point of view quest map uses same global variables as
> dialoques and should be "straightforward" to implement (that is usually what
> I say when I have no idea how to do something :)
> 
> What do you think?
> 
> Sasha.
> 


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