[LOOM] Loom - A Mystical Adventure Game
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- L4E_WakaMol-King
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Like I said, you won't actually be able to do that in the final version of the game. That's why I didn't bother masking the flame sprite. It's just for demonstrative purposes.
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- kv83
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There are 13 spells... to prevent spoilers, I won't name them though ...
As far as I know, there is no "overworld", or "map"... if you leave one area, you just come right in to the next (e.g.: leave the "house" and you are on the "beach")... unlike Monkey Island, which had an map
And there are no items
As far as I know, there is no "overworld", or "map"... if you leave one area, you just come right in to the next (e.g.: leave the "house" and you are on the "beach")... unlike Monkey Island, which had an map
And there are no items
Wiki with spoilers wrote:A departure from earlier (and later) LucasArts adventure games in many senses, LOOM is based on a serious and complex fantasy story. With its experimental interface, it eschewed the traditional paradigm of graphical adventures, where puzzles usually involve interactions between the game character, the environment, and multiple items the character can take into their possession.
LOOM's gameplay centers instead around magical four-note tunes (drafts) that the protagonist, Bobbin Threadbare, can play on his distaff. Each draft is a spell that has an effect of a certain type, such as "Opening" or "Night Vision". Drafts can be learned by observing an object that possess the qualities of the relevant draft; for example, examining a blade while it is being sharpened gives the player the "Sharpen" draft.
- L4E_WakaMol-King
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This is a dilema for me. The obvious solution is just to write them down as your learn them, but I want this game to be as "playable" as possible... in other words, you could take it out in math class and play for 10 mins and then close it down. This game will probably be autosaved every time you change maps, which is different from the original (where you created a new save file every time you wanted to save)... which means you don't have the option of going back a few stages if you forgot something.CompWiz wrote:Just curious, How will people be able to remember what notes are for what spells? As you learn them, do you fill them in on a list or something so you can go back and check them if you forget?
I am considering some kind of on-calc spell book... though it won't keep track of spells for you automatically. It would basically just be a notepad type thing, where you could keep notes if you wanted. Part of the challenge is trying to figure out what a spell is after you get it. I'll probably wait till the beta test and get feedback from people who play it as to what would be the best option.
As a side note, it won't be too hard to remember the spells. As KV said, there are only about a dozen of them, and 3 of those you both learn and use at the very last part of the game.
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Something like that sounds good. How about when you see that there is some spell being played(or however you discover it) you can push a button to store the notes in the spellbook. Then, it can also give you the option of putting a little bit of notes in there on it, so you can write down what you think the spell does.L4E_WakaMol-King wrote:I am considering some kind of on-calc spell book... though it won't keep track of spells for you automatically. It would basically just be a notepad type thing, where you could keep notes if you wanted. Part of the challenge is trying to figure out what a spell is after you get it. I'll probably wait till the beta test and get feedback from people who play it as to what would be the best option.
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- Madskillz
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that sounds like a grand idea...oh and a beta test? Cool man, this game looks sweet, I love the sparkles, I cant wait to see this game in it's final stages. I never played the original, so this is going to be fun watching this project blossom!
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- L4E_WakaMol-King
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I will need all the beta testers I can round up, so you will certainly get an invite .
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