Chris jones gaming site
It seems that many projects are becoming "never-ending productions" or getting canceled. What advice would you give to someone who just downloaded AGS and started to work on his own game?
My advice would definitely be: Start Small. Don't download AGS and then immediately try to make a full-length game; if you try that, you'll get frustrated as you're trying to add all sorts of fancy features whilst just learning the basics of how to make a game. Make a small game first, that allows you to get to grips with how things work; and then, once you're comfortable, start on your main game. But never underestimate how long it takes to make a game; artwork and scripting can be particularly tiresome, so make sure you know what you're letting yourself in for.
Though they are very popular Maniac Mansion Deluxe was downloaded more than , times, and the 2 King's Quest remakes were downloaded about , times each , don't you think that the independent teams that work on them should have focused on bringing to the world something new? Fan games give people a pre-existing storyline and characters to work with, so they're a good way of getting started with game development since there's less that you have to come up with yourself.
What is your opinion of that phenomenon? Do you think this harms the "freeware vision" of AGS? I think it's great that people have got enough confidence in the quality of their games to make them commercial. Whilst there will always be people who'll want to get the games for free, if adventure gaming becomes commercially viable once more, then that can only be good for the genre.
And while there are now some games going commercial, don't forget that the vast majority of AGS games released are freeware, so there's always something to play without paying.
What the future holds for AGS? Do you plan major changes, like enabling 3D support? AGS 3. This has been a major project but it should significantly improve the game-making experience and improve the engine performance for more resource-intensive games.
Finally, what are your thoughts about the future of the adventure genre? There can be little doubt that the genre is not what it once was; it seems to be moving towards a more "niche" market than the mainstream. But with a world of 6 billion people, that niche should remain large enough to keep the genre going for a long time yet!
We need your help! We are now seeking talented gamers to join our team as volunteers to be editors or contributors. No prior experience is required. If you like to write about adventure gaming for this site and see your work read by your fellow adventure game fans worldwide, read our authors' instructions and contact us for further information. Adventure Classic Gaming Friday, 14 January First posted on 10 January Last updated on 13 December Articles » Interviews. Through it all, Tex sticks with the case until he is able to solve it.
He often saves the world, despite himself. What was your favorite moment playing as Tex? What part of acting the role did you find to be most challenging? The favorite part for me has always been bringing in actors who have I've known and watched on screen - to be in the game. It was always a real treat to interact with them - on screen! It was just an incredible experience to just sit and watch actors like Michael York who really show you that acting is a craft and an artwork.
I'm clearly the amateur in the room. In hindsight, how much was the development of the Three Card series handicapped by constraints in the production budgets?
How different was the original vision of the series compared to what it had eventually become? In my mind, the biggest problem with the 3 Cards series was trying to make it something we wanted that didn't exactly match the "casual" M. When we started out - it had a lot of adventure game elements that we thought casual fans would be interested in and enjoy. However, casual and adventure games can be very different - for example, their audience base. Some of them appreciated our different take on the casual genre - others did not.
With our next game, we honed in more to what casual gaming fans would like with regard to the amount of dialogue and how the puzzles operated. We got closer to the "casual game" mark with 3 Cards to Dead Time. We also did a game for PlayFirst - experts in the casual field. Working with PlayFirst really helped us get a better handle on what casual gamers were looking for.
So, it's definitely been a learning process to understand the market better. How much of the background development work has already been completed for Project Fedora? How will backers of the project be able to influence the development of the game?
Over the years, we have worked on multiple scenarios if Tex came back. We have a basic storyline we are working with, but it is taking that and determining funds for the game - which will determine how large this game will be. We have designed a more modest Tex Murphy game if we only receive a small budget.
However, if we were to get a full budget for a new game, we would incorporate multiple paths, recognizable actors, and other upgrades similar to the previous Tex games. Of course, we hope to be able to do the full on Tex Murphy game.
A number of prominent adventure game designers, including Tim Shaffer, Jane Jensen, and Al Lowe, have recently launched their own projects on Kickstarter. How worried are you that the gaming community is growing fatigued of repeated calls for pledges to develop admittedly high-risk game projects?
To what extent do you see your own project to be in competition with these others projects? I don't see it so much as competition as just a trend or a wave of people who are truly nostalgic for games they played - either when they were young or people who just want additional choices out in the gaming market.
I think people are missing the experiences these games brought to the table. From my standpoint, I think it's great to see the success other adventure game companies have had.
For our Kickstarter campaign, we will have to tell our own story - we have to make a case of why we're integral into the family of gaming. When people see our Kickstarter video, we hope they will want to support us. If the project gets funded, what will be the development schedule for Project Fedora? What lies in the future for Big Finish Games? The schedule will be determined by the scale of the game. If we feel like we can do it the way we want, it's probably a full game development cycle a year to get the product out from the time of funding.
In Matteson, the casino had been viewed as a potential centerpiece for the redevelopment of the former Lincoln Mall site, now proposed as a development called Market Square. After the vote, however, there was a sense the air had been sucked out of the room, with the mayor turning to reach behind her and grasp the hand of her police chief before she made herself available in front of TV cameras.
Initially four applicants had filed for the license, with the gaming board in October eliminating proposals from Calumet City and Lynwood from contention. The Illinois General Assembly approved legislation in May expanding the number of casino licenses throughout the state, including one for the south suburbs and one for Chicago.
Applicants had expected to know the outcome more than a year ago, but there were delays in reviewing the proposals, due in part to the COVID pandemic. Skip to content. Matteson Police Chief Michael Jones puts a hand on Matteson Mayor Sheila Chalmers-Currin's shoulder after officials learned Wednesday the village had lost its bid to secure a casino license.
0コメント