Post by decagon on Mar 17, 2010 4:03:42 GMT -5
It is my belief that the text adventure aspect of this game will be key to its success. Illustrations should be present, but limited. They should only be used during scenes of great importance, highlighting things that the player would not normally have noticed, or accentuating emotions to achieve a powerful, gripping effect.
The way in which the player views Crab Nicholson is paramount. His image should be limited, and always painted with utmost care and attention to detail. Below is an excellent example, produced by earlier attempts to create this work:
Note the glint on his sunglasses, and the magnanimous expression on both his face and in his claws. The player will see him and he will love him unconditionally, as the Crab loves all of humanity, and that is the way it should be.
Gameplay should follow the same pattern as old text adventure games, allowing the player to probe his environment via the input of assorted commands. Synonymous commands, such as "stab", "bludgeon", and "kill", can all have the same desired effect, with the ability to add modifiers such as "with" and "to." The player will have an inventory, in which they can hold the items that they find during the Sleepover along with the Gifts they are given by the Crab himself.
There will be puzzles that can only be completed via the correct usage of various objects, or manipulation of the environment. Crab Nicholson will provide guidance if the player becomes stuck, and also will assist the player in certain cases. Glorious cases, where they will feel the touch of his reassuring claw on their shoulder, and know that all is right with the world.
There will be beasts, too, that the player must face. The darkest, most warped denizens of your imagination will suffice here. Hold nothing back. We must vilify all that is not Crab Nicholson, so that his light may shine through the haze of evil.
Any radical ideas or simple suggestions about basic game mechanics will further our progress toward truly compelling gameplay. Voice your thoughts, so that we may hear them, and rejoice.
The way in which the player views Crab Nicholson is paramount. His image should be limited, and always painted with utmost care and attention to detail. Below is an excellent example, produced by earlier attempts to create this work:
Note the glint on his sunglasses, and the magnanimous expression on both his face and in his claws. The player will see him and he will love him unconditionally, as the Crab loves all of humanity, and that is the way it should be.
Gameplay should follow the same pattern as old text adventure games, allowing the player to probe his environment via the input of assorted commands. Synonymous commands, such as "stab", "bludgeon", and "kill", can all have the same desired effect, with the ability to add modifiers such as "with" and "to." The player will have an inventory, in which they can hold the items that they find during the Sleepover along with the Gifts they are given by the Crab himself.
There will be puzzles that can only be completed via the correct usage of various objects, or manipulation of the environment. Crab Nicholson will provide guidance if the player becomes stuck, and also will assist the player in certain cases. Glorious cases, where they will feel the touch of his reassuring claw on their shoulder, and know that all is right with the world.
There will be beasts, too, that the player must face. The darkest, most warped denizens of your imagination will suffice here. Hold nothing back. We must vilify all that is not Crab Nicholson, so that his light may shine through the haze of evil.
Any radical ideas or simple suggestions about basic game mechanics will further our progress toward truly compelling gameplay. Voice your thoughts, so that we may hear them, and rejoice.