Also working on this
Sorry to whoever happens to read this blog and expects news about ESA; I’ve been working on a brand-new Officer Alfred editor, and I got to say that this time around it’s looking much better than last year! That gif was made entirely in an MMF-built level editor, which makes me quite proud (I shouldn’t be). Hopefully the loading times wont be atrocious.
As for ESA, I added some new cool stuff but I’m a bit stumped about a certain design thing. How to persuade a player to search for something less obvious instead of going in a straight line without having stupid plot-based walls?
No More Sweden 2013 will be held this month, and I’ll be there! Way cool! Hopefully I’ll get some GAMES made, woop!
Hempuli make a download with all games in it
*shrugs* I wish I knew more about game design, and had valid suggestions. Play up the visual ques maybe? Anyways, I am a fan. I look forward to playing this game.
No updates for five months?
Sorry about that! I’ve been updating the game’s twitter devlog (www.twitter.com/ESAdevlog), and forgotten to add the updates here.
Well, it’s not quite as simple as that; the area the player “should” be exploring is in a bit different place, and although reaching it is the next logical step in hindsight, at first it might seem like a “I’m not supposed to come here yet”.
I agree with Gear. If a player is consistently rewarded for scouring every corner of a room before moving on, he’ll probably take that approach throughout the game.
Is that what you’re talking about?
Well, I suppose for starters you could teach the player in an earlier level to look around first before moving on from a room.