<?xml version="1.0" encoding="UTF-8"?><!-- generator="wordpress/2.0.2" -->
<rss version="2.0" 
	xmlns:content="http://purl.org/rss/1.0/modules/content/">
<channel>
	<title>Comments on: Resonance Developer&#8217;s Diary #2: On Puzzles and Inventories</title>
	<link>http://xiigames.com/2007/07/02/resonance-developers-diary-2/</link>
	<description>Now in grayscale!</description>
	<pubDate>Tue, 06 Jan 2009 06:18:57 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.0.2</generator>

	<item>
		<title>by: Resonance Dev Diary #2: xii games shows more &#124; Download Free Games, Free Download Games, Download Shareware Games</title>
		<link>http://xiigames.com/2007/07/02/resonance-developers-diary-2/#comment-18990</link>
		<pubDate>Thu, 17 Jan 2008 11:55:44 +0000</pubDate>
		<guid>http://xiigames.com/2007/07/02/resonance-developers-diary-2/#comment-18990</guid>
					<description>[...] To find out how said inventories interact, along with a few things about the way dialogue will be handled in Resonance and quite frankly everything else the developer has to say, well, you know where to click, don&amp;#8217;t you? It&amp;#8217;s quite a read, really. [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] To find out how said inventories interact, along with a few things about the way dialogue will be handled in Resonance and quite frankly everything else the developer has to say, well, you know where to click, don&#8217;t you? It&#8217;s quite a read, really. [&#8230;]
</p>
]]></content:encoded>
				</item>
	<item>
		<title>by: Rebecca Clements</title>
		<link>http://xiigames.com/2007/07/02/resonance-developers-diary-2/#comment-8318</link>
		<pubDate>Mon, 06 Aug 2007 08:38:38 +0000</pubDate>
		<guid>http://xiigames.com/2007/07/02/resonance-developers-diary-2/#comment-8318</guid>
					<description>I've really enjoyed reading this. I agree with you on so many points about good game design and the negatives you discussed are some of the many, many examples of why I've been so turned off adventure games in recent years.

Sounds like you've found a good solution to the dialogue problem. I've seen many similar things done before, one of which is used by a favourite of mine, Giftpia. In it, you are given/buy cameras that can take photos of the other characters which you can then show to other characters if you want to discuss that ... particular character. I hope that makes sense to you.

Anyhoo, a whole bunch of good luck and support to you!</description>
		<content:encoded><![CDATA[<p>I&#8217;ve really enjoyed reading this. I agree with you on so many points about good game design and the negatives you discussed are some of the many, many examples of why I&#8217;ve been so turned off adventure games in recent years.</p>
<p>Sounds like you&#8217;ve found a good solution to the dialogue problem. I&#8217;ve seen many similar things done before, one of which is used by a favourite of mine, Giftpia. In it, you are given/buy cameras that can take photos of the other characters which you can then show to other characters if you want to discuss that &#8230; particular character. I hope that makes sense to you.</p>
<p>Anyhoo, a whole bunch of good luck and support to you!
</p>
]]></content:encoded>
				</item>
	<item>
		<title>by: Vince Twelve</title>
		<link>http://xiigames.com/2007/07/02/resonance-developers-diary-2/#comment-7640</link>
		<pubDate>Tue, 17 Jul 2007 02:07:20 +0000</pubDate>
		<guid>http://xiigames.com/2007/07/02/resonance-developers-diary-2/#comment-7640</guid>
					<description>Thanks, Deirdra.  Though, I'm far more excited to see how your multiple puzzle solutions turn out.  I'm trying to make mine have repercussions on the game, but because of the tight narrative, most alternate solutions lead straight to the same results as the other solutions.  In my case, it's more to accommodate different playing styles, while, from what I understand, in your game, the different solutions will have significant impact on the story or later puzzles.  Definitely looking forward to it!</description>
		<content:encoded><![CDATA[<p>Thanks, Deirdra.  Though, I&#8217;m far more excited to see how your multiple puzzle solutions turn out.  I&#8217;m trying to make mine have repercussions on the game, but because of the tight narrative, most alternate solutions lead straight to the same results as the other solutions.  In my case, it&#8217;s more to accommodate different playing styles, while, from what I understand, in your game, the different solutions will have significant impact on the story or later puzzles.  Definitely looking forward to it!
</p>
]]></content:encoded>
				</item>
	<item>
		<title>by: Deirdra Kiai</title>
		<link>http://xiigames.com/2007/07/02/resonance-developers-diary-2/#comment-7637</link>
		<pubDate>Mon, 16 Jul 2007 23:24:48 +0000</pubDate>
		<guid>http://xiigames.com/2007/07/02/resonance-developers-diary-2/#comment-7637</guid>
					<description>Ooh! Nice to see someone else experimenting with multiple puzzle solutions.</description>
		<content:encoded><![CDATA[<p>Ooh! Nice to see someone else experimenting with multiple puzzle solutions.
</p>
]]></content:encoded>
				</item>
	<item>
		<title>by: Vince Twelve</title>
		<link>http://xiigames.com/2007/07/02/resonance-developers-diary-2/#comment-7551</link>
		<pubDate>Sat, 14 Jul 2007 02:17:35 +0000</pubDate>
		<guid>http://xiigames.com/2007/07/02/resonance-developers-diary-2/#comment-7551</guid>
					<description>Thanks Ghost!</description>
		<content:encoded><![CDATA[<p>Thanks Ghost!
</p>
]]></content:encoded>
				</item>
	<item>
		<title>by: Ghost</title>
		<link>http://xiigames.com/2007/07/02/resonance-developers-diary-2/#comment-7544</link>
		<pubDate>Fri, 13 Jul 2007 21:26:41 +0000</pubDate>
		<guid>http://xiigames.com/2007/07/02/resonance-developers-diary-2/#comment-7544</guid>
					<description>Vince, you got me hooked. The three-inventory idea itself is more original than anything I've seen in a long time. And I didn't even see it! I'm eagerly following this diary.</description>
		<content:encoded><![CDATA[<p>Vince, you got me hooked. The three-inventory idea itself is more original than anything I&#8217;ve seen in a long time. And I didn&#8217;t even see it! I&#8217;m eagerly following this diary.
</p>
]]></content:encoded>
				</item>
	<item>
		<title>by: Vince Twelve</title>
		<link>http://xiigames.com/2007/07/02/resonance-developers-diary-2/#comment-7355</link>
		<pubDate>Thu, 05 Jul 2007 07:43:33 +0000</pubDate>
		<guid>http://xiigames.com/2007/07/02/resonance-developers-diary-2/#comment-7355</guid>
					<description>Thanks, J.  I'll go back and take another look at Stargate, I took a quick peak at it before, but stopped because of my unfamiliarity with the franchise.  I don't think the system is quite the same, but I remember it being very well done.

As for the code behind the interface, feel free to send me an email with any questions you might have.  It's far too complicated (and boring!) to lay out here.</description>
		<content:encoded><![CDATA[<p>Thanks, J.  I&#8217;ll go back and take another look at Stargate, I took a quick peak at it before, but stopped because of my unfamiliarity with the franchise.  I don&#8217;t think the system is quite the same, but I remember it being very well done.</p>
<p>As for the code behind the interface, feel free to send me an email with any questions you might have.  It&#8217;s far too complicated (and boring!) to lay out here.
</p>
]]></content:encoded>
				</item>
	<item>
		<title>by: TheJBurger</title>
		<link>http://xiigames.com/2007/07/02/resonance-developers-diary-2/#comment-7354</link>
		<pubDate>Thu, 05 Jul 2007 06:48:59 +0000</pubDate>
		<guid>http://xiigames.com/2007/07/02/resonance-developers-diary-2/#comment-7354</guid>
					<description>Actually, I kind of was talking about both the code and the interface, but it's perfectly alright if I'm not at liberty to know about that.

Stargate Adventure (released OCT 2005) was the other game I saw a dialogue system similiar to the one you described. In the game you can talk about inventory items, general chat, or &quot;ideas.&quot; It's been awhile since I've played it, so I forgot how well these features were utilized. Generally speaking, the game has one of the more unique interfaces I've seen in amateur adventures and it works quite well.

Here's a link:
http://new.bigbluecup.com/games.php?action=detail&amp;#38;id=634</description>
		<content:encoded><![CDATA[<p>Actually, I kind of was talking about both the code and the interface, but it&#8217;s perfectly alright if I&#8217;m not at liberty to know about that.</p>
<p>Stargate Adventure (released OCT 2005) was the other game I saw a dialogue system similiar to the one you described. In the game you can talk about inventory items, general chat, or &#8220;ideas.&#8221; It&#8217;s been awhile since I&#8217;ve played it, so I forgot how well these features were utilized. Generally speaking, the game has one of the more unique interfaces I&#8217;ve seen in amateur adventures and it works quite well.</p>
<p>Here&#8217;s a link:<br />
<a href='http://new.bigbluecup.com/games.php?action=detail&amp;id=634' rel='nofollow'>http://new.bigbluecup.com/games.php?action=detail&amp;id=634</a>
</p>
]]></content:encoded>
				</item>
	<item>
		<title>by: Vince Twelve</title>
		<link>http://xiigames.com/2007/07/02/resonance-developers-diary-2/#comment-7350</link>
		<pubDate>Thu, 05 Jul 2007 03:41:00 +0000</pubDate>
		<guid>http://xiigames.com/2007/07/02/resonance-developers-diary-2/#comment-7350</guid>
					<description>Thanks, J.

When you ask about the implementation, you're asking about how the player interfaces with the system rather than how I actually made it in code, right?  I'll talk about the unique way that the player interacts with the games in a later diary.  You'll have to wait 'til then to find out more, but rest assured, it will feel very intuitive and natural to the player.  Sorry, can't give out all my secrets just yet, or how would I drag out the interest for the months and months before this thing gets finished? :P

I'm wondering, though, what AGS game did you see a similar system in?  I'd like to check it out -- see what they did right and wrong.</description>
		<content:encoded><![CDATA[<p>Thanks, J.</p>
<p>When you ask about the implementation, you&#8217;re asking about how the player interfaces with the system rather than how I actually made it in code, right?  I&#8217;ll talk about the unique way that the player interacts with the games in a later diary.  You&#8217;ll have to wait &#8217;til then to find out more, but rest assured, it will feel very intuitive and natural to the player.  Sorry, can&#8217;t give out all my secrets just yet, or how would I drag out the interest for the months and months before this thing gets finished? :P</p>
<p>I&#8217;m wondering, though, what AGS game did you see a similar system in?  I&#8217;d like to check it out &#8212; see what they did right and wrong.
</p>
]]></content:encoded>
				</item>
	<item>
		<title>by: TheJBurger</title>
		<link>http://xiigames.com/2007/07/02/resonance-developers-diary-2/#comment-7348</link>
		<pubDate>Thu, 05 Jul 2007 01:39:16 +0000</pubDate>
		<guid>http://xiigames.com/2007/07/02/resonance-developers-diary-2/#comment-7348</guid>
					<description>I knew you had some innovative gameplay elements cooking somewhere... :)

Sorry if this is a bad place to ask this, but I'm very interested at how you implement these features in AGS, specifically how you can add elements of the background to your short term memory, and then how you can use those and inventory items as conversation topics. I've only seen it done once before in an AGS game, and it was a very intuitive feature.

I love the diary entries and I'll be coming back for more.</description>
		<content:encoded><![CDATA[<p>I knew you had some innovative gameplay elements cooking somewhere&#8230; :)</p>
<p>Sorry if this is a bad place to ask this, but I&#8217;m very interested at how you implement these features in AGS, specifically how you can add elements of the background to your short term memory, and then how you can use those and inventory items as conversation topics. I&#8217;ve only seen it done once before in an AGS game, and it was a very intuitive feature.</p>
<p>I love the diary entries and I&#8217;ll be coming back for more.
</p>
]]></content:encoded>
				</item>
</channel>
</rss>
