Obviously I can't say if you will like it or not, but if you read carefully you will notice that my "card game" is a game precisely for people who don't like card games (like myself). It may look complicated but that's because I took my time to describe possibles "special cards", which actually are not "cards" per se (there are no cards in the game) and you will rarely see more than one in any match, if any. But basically is a matter of letting the character play for you, and then see if you are lucky or not. (Duel games will be about getting a good hand, a bad hand or a regular one, and compare it with your rival's.)Victor Tombs wrote:Personally, I hate card games but I know they are popular inclusions in some video games so I can understand the reasons for your interest. As a result of my lack of interest I'm probably not your best hope for an appraisal of your ideas on this subject.
Point & Click games are usually narrative games, not simulators, we in fact tell the character what to do (go there, take that, talk with that guy), instead of controlling the character directly like in other genres (not very differently to the way that things work in RTS games), so simulating a real game of cards may be a little out of place. (Or a nice contrast, but is not the case.)
You also should not worry about puzzles. I know that you don't like them much. But I don't think I will be putting many of them, if any. (I think most if not all my puzzles will let you find different ways of telling the story instead of being obstacles in your way, but is hard to say before actually start working in the game.)
I have also been writing the script, or at least certain scenes and conversations I don't want to forget, and I'm loving it. I really like the story and the characters, but is possible that this will not be my first game of this kind due to the scope of the story. I may do something smaller at first to test the waters.
Regarding SkyJunkers, I have been working in adapting my save system (developed separately as you may remember) to the game, and is very accurate so far. There are some problems, like trying to figure it out what HUD you should see or what camera is active (this placeholder spaceship I have been showing so far has three cameras), but that's due to the way I did things in the past (and I think those problems are already fixed). For future spaceships that shouldn't be a problem because I have better and cleaner ways of doing that stuff.Victor Tombs wrote:Obviously, my main interest in this thread is your space game, Etsu, but I don't mind reading whatever you decide to include.
It supports Quit Save (my favorite), Quick Save, Manual Save and Auto Save pretty easily, and is as accurate to remember damage as well. (If you crash and lose a radiator but then quit the game, when you come back you will find that the missing radiator is exactly where it was before, probably spinning about a few meters away. And I did it in such a way that will be really easy to do the same with as many parts as I may want, because this spaceship at least has many. All without any freezes or waits whatsoever.) The same goes for the ship itself, so don't save if you are about to crash with an asteroid or something.