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Old 02-04-2014, 03:46 PM
Portasaurus Portasaurus is offline
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Default Star Trek TNG Point-and-Click adventure game (need help!)

I can't believe i haven't hit-up the p99 crowd for interest/help with this. (Lots of old school gamers and scifi nerds here.)

I've been working on a home-made classic PC adventure game featuring the ship and crew from Star Trek: The Next Generation.

Think along the lines of the old Sierra games like King's Quest, Space Quest, Leisure Suit Larry, etc...

I have a thread on the AGS site here with some in-game and dev screenshots: http://www.adventuregamestudio.co.uk...?topic=45074.0

Looking for anybody who shares an interest in TNG as well as classic adventure games. I have most of the Enterprise D rooms and walkways built out, and the characters are in... I'm quickly getting to the point where I need some help with creative direction, storyline, puzzles, etc...

PM me on here if this sounds like something with which you'd like to be involved, or if you'd like to check out a playable demo.


edit: added some screenshots
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Last edited by Portasaurus; 02-04-2014 at 04:09 PM.. Reason: screenshots
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Old 02-04-2014, 04:45 PM
MrSparkle001 MrSparkle001 is offline
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You have to hit up the Star Trek Online forums with this. I bet you'll find more than a few people wanting to help.
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Old 02-04-2014, 06:43 PM
Champion_Standing Champion_Standing is offline
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This is amazing, I would love to help in any way I can.
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Old 02-04-2014, 07:23 PM
Visual Visual is offline
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Very cool
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Old 02-05-2014, 12:12 PM
stormlord stormlord is offline
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Even if you made that F2P, would they still allow you to make it or would they want you to pay royalties? However, since you're here on p1999, you might not care about that since p1999 is after all ripping graphics and sounds from the EQ Titanium client. Granted, it's not making money doing this, but it's still using somebody else's assets.

THAT SAID, I really liked watching TNG growing up and I used to play adventure games and, for that matter, I like to play old games on GOG.com. I also am a hobbyist programmer. I've programmed random things off/on for the past 18 years. Right now I'm using allegro to work on a game, but it's just me having some fun, it's not a serious ambition and it's not something I am going to make money doing. The best I could hope for is to someday finish it and make it free and for it to be liked by someone, but that's all just a pipe dream.

Making games is very hard, unless you set very explicit limits on what you're doing and set deadlines for yourself. Otherwise, you lose direction and pile on s*** and it doesn't get done. The only game I've ever finished was a board game I made in junior high school for class. I did it in something like 3 days. Ironically, it's the only game I ever finished. I think it's because I HAD TO finish it for class. What amazes me is there're 10 year olds making computer games and finishing them. Makes me feel incomplete.

And btw it looks like you made that in the windows GDI+ with VC++ or VB or something. Looks oldstyle. Oh, now I see you used "AGS Editor" which must be a sort of game creator. That would make it easier.

Do you know what it's like not being able to set your own deadlines or limits on a game idea? I can spend days and weeks on interface code and then walk away and not come back for years. I've discovered hard coding a game, rather than making its components modular, saves a huge amount of time. Unfortunately, try as I might, I always revert to my old style of attempting to make everything modular. The difference between the two is when you try to make something modular you're thinking years down the road. When you hardcode, it's immediate thinking. What you produce has less long-term value and yet more immediate value. But it's so hard for me to hardcode because I just love to examine the little things and that gets me thinking about the longterm everytime. I start thinking in terms of reuse and documentation and readability and polymorphism and etc. So whereas hardcode gets stuff down super fast, I always like clockwork stray off the path.

Let me give you an example of this problem I have. If you handed me a piece of code that's essentially the inner and outer workings of a combo list box control and it only needed a little bit more code to be completed, I'd take it and spend YEARS with it, creating a whole upper level control system for it and yadda yadda. Yet that's not what you wanted, you just wanted a little piece of code to get it functioning within the framework of your game engine. That wasnt good enough for me because I wanted a better modular interface system and couldn't be happy just bandaging up your control so you can get your game running. (Ok, maybe I wouldn't do this to somebody else, but I'd definitely do this if it were my own project. Actually I sort of DID do this.)

I wrote this down a while ago after reading something somebody else wrote:
Quote:
Lot of truth here. Thing is, spaghetti code is easy to write when you're in the zone and it gets things done, undeniably. When I think back to those moments when I made amazing progress in short periods of time, it was almost always with spaghetti code. i think this is the source of the confusion: spaghetti code is good sometimes, bad other times.

The real meat, I think, is that spaghetti code is best used in the right places at the right times. If you're short on time or you're doing something small or the project has a short life, it's probably best to make some spaghetti. However, if the project is long term or you have the time or the project is quite extensive, you might consider organizing it more to make life easier down the road.

I find that reusable code or code that's more encapsulated requires more time to make and slows things down both in time and in hte actual result (the code actually runs a tiny bit slower). Honestly, programming can be very very difficult even if you don't have to worry about the organization of things or the expected lifespan.

If you rarely have to go back to old code or aren't forced to use it then I can understand why some people might value making spaghetti for a living. Otherwise, it becomes immediately clear why it's called spaghetti: it's hard to understand.
Here's a relevant link (I've not seen this one before):
http://michaelochurch.wordpress.com/...paghetti-code/

This is the kind of gameplay that I love (the bottom one is an old game I played and admire):
http://www.gog.com/game/master_of_magic
http://www.gog.com/game/jagged_alliance_2
http://www.unrealworld.fi/urw_whatis.html

Btw, I was looking at this game the other day, mabye it'll inspire you:
http://www.youtube.com/watch?v=SSqnE...c4-overview-vl
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Last edited by stormlord; 02-05-2014 at 01:39 PM..
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