Hey Alban, G33k,

Just thought i'd try out OpenQuest for myself. I have to say it looks  
much more polished now it has a nifty intro sequence. :)

On 18 Jan 2008, at 12:39, G33K wrote:

> Apart from the overlapping screens, there aren't any more obvious
> graphical glitches that I'm aware of. Once I've fixed that, are there
> any other problems preventing an alpha release?
>

Only notable bugs i have found so far are as follows:
        - When i give the card or gun to anyone, the ego says "i'll give it  
him" and the said object vanishes.
        - Sometimes the ego slides across the floor (especially when talking  
as well as walking)
        - In general cutscenes that should lock interaction don't (e.g. after  
being shot in the outro you can still walk)

And a few minor issues which could do with polishing:
        - The conversation item for asking the commander for help is below  
the one for exiting the conversation
        - Using the computer terminal twice triggers a barrage of redundant  
dialog
        - Conversation items previously selected still persist in the  
conversation list

The only other suggestions i would have is if you disabled the verbs  
during the cutscenes to eliminate potential confusion (especially  
during the transport sequence).


> If you agree, I would then like to publish the OpenQuest game for
> dowload in "tentacle" form, to generate some publicity and hopefully  
> to
> attract more developers, both for the compiler suite and the games. As
> this might take a while, I'd rather like to release sooner than later.

Sounds like a good idea. Even in its unpolished state, i still managed  
to complete it so i figure others will be able to do the same.

My only concern with publishing in "tentacle" form is to watch out for  
the dodgy workarounds in ScummVM - though then again its going to  
happen no matter which form we use so maybe i should stop worrying  
about it. :)

>
>
> I am not so keen on polishing the game all by myself, as it is a lot  
> of
> tedious and unrewarding work. I'd rather concentrate on scripting a  
> more
> readable and reusable API in ScummC, for use in future games (see my  
> "to
> do" post from November). Some of the current issues might even  
> disappear
> then.

I will see what i can do to help. I've been meaning to play about with  
SCUMM a bit more, and this seems like an opportune time to do so.

Regards,

James S Urquhart

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