Aardvark
Retromaniax Co-Founder
- Joined
- 26 Σεπ 2006
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Mερικα ινφο για το ιστορικο adventure απο τον δημιουργο του.
Ακολουθει δειγμα απο το μπλογκ του ,τα υπολοιπα κλικ λινκ.
http://grumpygamer.com/8280380
Ακολουθει δειγμα απο το μπλογκ του ,τα υπολοιπα κλικ λινκ.
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The very small "hot spot" areas are very annoying today but they were accepted back then; they were even considered a good thing. It's called Game Play! It would be hard to make an adventure game today where players were forced to hunt for small objects.
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Most people know you can hit the period key to skip a single line of dialog, but I'm surprised when I run into people that don't know why I chose the period key. It seems obvious to me: a period ends a sentence.
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While Insult Sword Fighting is one of the first things people think of when they hear Monkey Island, I thought it seemed little tedious (but fun) as I played though it again. There is a point where you say "I get it", but your still forced to go though the motions again and again. If I was going to do Insult Sword Fighting in a future game, I'd make it more free form allowing the player to be clever and construct their own sentences.
During the early stages of the Monkey Island design, we would watch old Errol Flynn era pirate movies. One thing that stood out was during the fights they always taunted each other with insults. I knew we needed to have sword fighting in the game - it was about pirates after all - but I didn't want to introduce any action game play and the old pirate moves provided the perfect solution.
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Back in the late 80's, the mere thought of a scroll wheel on a mouse would have been crazy talk, but today I found it hard to break the habit of trying the scroll the inventory with it.
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You only have to follow the shop keeper to the Sword Master once, after that it's just automatic. That was a good design choice. No point in having to solve the same puzzle over and over.
http://grumpygamer.com/8280380