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Programmer16

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So, two questions for you today:

1) Is the mouseover/mouseleave effect on the screenshot on the page below annoying? If so, any suggestions?
http://p16games.com/dev/thouse/

2) As I stated in my last entry, I plan on the demo being sort of a prologue. I also plan on entries in series connect in someway. So, the question is: do you think it is a good idea to have a few items in the demo that are needed in the game? (These items would also be available in the game, but if you play through the demo then you would already have them.) To give a little more insight, the three items I'm considering are:
1) The invitation that you were sent. This wouldn't really affect the game at all, but you can give it to Benson for a little extra dialogue.
2) A piece of paper. This is needed for a puzzle, but it's an item that is freely available; you can pick it up as soon as the game starts.
3) Some soil. This is also needed for a puzzle and does take a little bit to get (you have to get Benson out of the room), but nothing really hard.
So, good idea/bad idea/suggestions?

I'm off to bed.
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1.) I did not find the mouse-over effect annoying, I think it is better then redirecting to a full size page. You might want to look into making it so you click it instead, but that's entirely up to you.

2.) I love the idea of inserting "rewards" into alphas, betas, and demos. I think they provide extra incentive to use the software and make the player feel better knowing they won't need to start from complete scratch. I think the paper is less needed, but I would have to play the demo to know for sure, but I do like the other ideas completely.

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[quote name='cgpIce' timestamp='1340993591']
1.) I did not find the mouse-over effect annoying, I think it is better then redirecting to a full size page. You might want to look into making it so you click it instead, but that's entirely up to you.

2.) I love the idea of inserting "rewards" into alphas, betas, and demos. I think they provide extra incentive to use the software and make the player feel better knowing they won't need to start from complete scratch. I think the paper is less needed, but I would have to play the demo to know for sure, but I do like the other ideas completely.
[/quote]
1) Thanks, that seems to be the consensus. The problem I see with the way it is being that if I try to put multiple images next to each other it is going to throw everything way off. I'm going to work on a way that doesn't alter the flow of the document.

2) I feel the same, especially when it comes to betas and such. If a player is going to invest that time, don't slap them in the face for it.

Thank you very much for the input, I really appreciate it!

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My bet would be to do something like many blog systems do, you click it and another layer pops up containing the image. (Similar to how gamedev manages image clicks)

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[quote name='cgpIce' timestamp='1341032095']
My bet would be to do something like many blog systems do, you click it and another layer pops up containing the image. (Similar to how gamedev manages image clicks)
[/quote]
That's what I was thinking. I had tried a system like that, but ran into some issues (mainly, the thing wouldn't go away after it popped up lol.) Once I have a free minute I'm going to attempt another system like that.

Thanks again!

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