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#1 |
ミンナニ ナイショダヨ
Join Date: Jul 2008
Location: St. Canard
Posts: 6,091
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Re: Creating a process game
NMe, I've always been more of an "ideas" man than a real "concrete effort" guy. It has its uses, but it sucks for modern job descriptions.
![]() As far as proofing goes, there's a good chance that some colloquialisms may find their way into the game; they're great for writing effect, but lousy if you want an absolutely pristine English copy. For that matter, your English seems to be every bit as good as my own; on the other hand, I tend to be more anal (HA!) about perfecting nuances, so there is that in my favor. ![]()
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#2 | |
Frequent Poster
Join Date: Jun 2005
Posts: 165
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Re: Creating a process game
Quote:
![]() I've been thinking and there's actually quite a few ways to limit a certain puzzle's solution to a certain kind of transformation. For example, the frog vs. shrinking or growing situation would be simple: make the place you have to reach too small for a giantess to fit into, and make it too high for the tiny woman to reach. Also, there might be a possibility for some fun mini puzzles. Let's assume a magic school or something where another student challenges you to a race. If you win, you get the recipe for another TF or something. She transforms into something fast and you have to beat her by transforming into something faster. Possibly you'd have to evade obstacles during the race. Or another one: someone dropped some personal item into a lake and asks you to get it out. You could jump in without a TF, but you'd run out of air before you reach the item. You could change into a fish, but you wouldn't be able to pick up the item. Changing into a mermaid would help. The trick, of course, would be to intertwine these puzzles. In the example above, maybe both "quests" are available at the same time, but the mermaid transformation could be the reward for winning the race. Figuring out the right order of finishing puzzles would thereby be half the fun of the game. Last edited by NMe; 07-15-2012 at 05:59 AM. |
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