quicktime event

imagine if there were a jojo game like octodad but instead it revolved entirely around dio brando having to act and appear like a normal human father to giorno to everyone around him. his teachers. his classmates. his friends.

gameplay mechanics include finding creative and inconspicuous ways to block sunlight, hiding your fangs and gross neck scar, discreetly refilling your blood meter, NOT performing physical feats of inhuman strength like tearing a car door off its hinges on accident, and quicktime events where you attempt to talk like a normal person about the weather instead of waxing philosophically or ripping someone’s ribcage out.

jotaro is the in-universe equivalent of the sushi chef. also fuck you i never went to bed this is the best post you can get from me today

anonymous asked:

Real talk, who would win in Mario Kart, you or Stanley?

“Me. Always. We’ve never played before, but I’m certain that racing games would not be Stanley’s forte. I think he would like rhythm games though, and games with lots of quicktime events. He’s had a lot of practice with pushing buttons, you know.”

Here is a tiny bit of ETD (so far).

The main menu animation is not laggy. Bandicam ended up making it look laggy for some reason >.<…

I had to cut a bunch of scenes to make it fit into 5 minutes, (especially a big part of the opening). And had to shrink the size to make it less than 100mb. Also…bandicam >_>; I should probably buy it soon.

Anyways, it’s not exactly a “playing the game” vid. Just showing some scenes, some game mechanics and the chara creation of Lith and some scenes from the start of “Thief route”. But it should give you a small idea about how the game is turning out.

I’ve decided to add a proper video once the game is a bit longer. More stuff to show like a battle scene, a mini game and a quicktime event etc.

Searching for items in the barrel!!! Custom cursors work perfectly! I get so happy when I add a feature I want in the game and it actually works.

I managed to make a scene where you succeed or fail at stealing an item based on your cunning level. *cries* it’s so fun!

Back to work :3! Will try doing a quicktime event soon!

See you!

noplanguy  asked:

When you say "adapt narrative into gameplay" rather than vise versa, doesn't this depend on the genre of game? What about narrative-centered rpg's like Planescape Torment, that had rather lackluster combat but is considered a classic for it's writing? Or point+click adventure games that have more of an interface for interaction than anything else? I always interpreted "gameplay" as a set of mechanics and designs that tells their own narrative by themselves, giving the player moment-based choice.

Are you seriously trying to use Planescape Torment when that game was fundamentally based off of a licensed gameplay system (Dungeons and Dragons) that informed almost every decision you made in it, along with practically all of the rules for combat and non-combat interactions as an example of adapting gameplay to fit the narrative? Planescape Torment was built from the ground up to incorporate the D&D ruleset everywhere - using character attributes to determine which conversation options were available, tracking choices made in game to determine alignment, spells, combat (it even had THAC0!), and so on and so forth - all of these are gameplay elements that the story was built specifically to take advantage of. Black Isle wrote PS:T specifically to highlight the gameplay system and setting that they licensed. They didn’t decide to write the story first and then go shopping for a system to tell it.

When I say “adapt narrative to fit gameplay”, I mean “Here’s the sort of game features and rules we can build. We need to write a story that we can tell using these features.” When I say “adapt gameplay to fit narrative”, I mean “Here’s this awesome story that we really want to tell. Let’s make a list of rules and features in order to tell it.” Writing a story first and then trying to make the game rules and features up afterwards to fit the story is a recipe for disaster. It takes a really long time to create the gameplay features. All the stuff needed for depicting characters, animations, effects, locomotion, AI, combat, camerawork… everything is gameplay driven. Even point and click adventure games are built with the gameplay (including things like mini games, interface, cinematics features, etc.) being hashed out first, and then the story coming second - the goal in building an engine is not to tell one particular story, but to create a set of tools that can be used to tell many stories. Preserving a few precious scenes of a grand epic story by throwing out or changing chunks of rules and features will annihilate your development schedule and budget. It’s far easier to change the story to accommodate the limitations of gameplay than change the gameplay implementation during development because of a story element.

Gameplay is the sum total of the game’s interactive features and rules. It is not just the interstitial segments between cinematics or conversations - those are all part of the gameplay too. The camera work, the AI, the combat, the abilities, the conversation system, the equipment and inventory, the stats, the controls, and so on and so forth, all of it is gameplay. If that sounds like a really broad selection of stuff, that’s because it is. Creating robust gameplay systems and features takes a really long time, and that’s why adapting gameplay to the narrative tends to be a huge failure - you can easily change the story by rewriting a few paragraphs (like changing the location of a scene), but you cannot easily change gameplay systems like cinematics, AI, combat, equipment/inventory, or cameras after the fact - not without throwing out a huge amount of work.

There’s really only one game I can think of which really had the narrative drive the gameplay - Dragon’s Lair. Dragon’s Lair was a game in the early 80s put out by Don Bluth’s animation studio in arcades, and was a series of quicktime events where you had to press the right button on the joystick or the sword button to not die. That was the entire game. The funny thing is that it never really impressed anybody with its narrative either - the main draw of the game was actually its fantastic visuals. Such a game really wouldn’t be viable today, because real games require more than just a story with pretty visuals and minimal gameplay.

Confession:  I appreciate the options for certain interrupts because they’re cool or have desirable effects, but … quicktime events are a nightmare for me. For one thing, I like to just enjoy those scenes (and take multiple screenshots during conversations) rather than hover over the mouse just in case I’m gonna have to make a life-or-death decision based on what color I see flash on screen.