- Dec 19, 2019
- 870
- 764
Sad to see it go. It will be missed. Here are some thoughts on it.
Pros;
Great game story, both in length and content
Dev concurrently devised a walk through along side development, wasn't an afterthought. I think this was the only way the developer could follow the multiple layered triggers in the game.
Story progression keep the perceived grind to nearly unnoticeable until latter in game, exemplar feat in a game of this type.
Possible one of the best and earliest examples of what and how 3d could be implemented in game of this sort.
Cons;
The engine had flaws, double frames and content images overlaying on some event calls plagued it from the start.
inventory system overall really needed an overhaul (when, what and sometimes how to use an item was never as straight forward and logical), as the story was revealed to player.
The saving system, both auto (was hit or miss when you sleep) and manual (only saving at application exit, is almost draconian) implementation was terrible.
Blocky character design can be seen when camera was in free roam, until around of v0.37-v0.40
Jerky character movement when camera was in free roam, until around of v0.37-v0.40.
Some actions in the game could supersede the story and then break it when needed calls are made to that superseded event, currently can still occur as of v0.49
Dad event of showing up every so often would just fuck the flow you have going in game, sometimes breaking event trigger chances from occurring even after he has left, currently can still occur as of v0.50-Beta1
Other thoughts;
The growth potential would be out of this world if remade on a more modern updated 3D engine (cryengine, Open 3D Engine, unreal engine).
Inventory; I would have liked more player interaction between items and MC and NPC's like
using the screw driver to break the lock,
actively making the drinks for the NPC's,
Mowing the backyard of neighbor, just to name a few.
Modding community didn't seem to pick up on the popularity until latter versions.
Pros;
Great game story, both in length and content
Dev concurrently devised a walk through along side development, wasn't an afterthought. I think this was the only way the developer could follow the multiple layered triggers in the game.
Story progression keep the perceived grind to nearly unnoticeable until latter in game, exemplar feat in a game of this type.
Possible one of the best and earliest examples of what and how 3d could be implemented in game of this sort.
Cons;
The engine had flaws, double frames and content images overlaying on some event calls plagued it from the start.
inventory system overall really needed an overhaul (when, what and sometimes how to use an item was never as straight forward and logical), as the story was revealed to player.
The saving system, both auto (was hit or miss when you sleep) and manual (only saving at application exit, is almost draconian) implementation was terrible.
Blocky character design can be seen when camera was in free roam, until around of v0.37-v0.40
Jerky character movement when camera was in free roam, until around of v0.37-v0.40.
Some actions in the game could supersede the story and then break it when needed calls are made to that superseded event, currently can still occur as of v0.49
Dad event of showing up every so often would just fuck the flow you have going in game, sometimes breaking event trigger chances from occurring even after he has left, currently can still occur as of v0.50-Beta1
Other thoughts;
The growth potential would be out of this world if remade on a more modern updated 3D engine (cryengine, Open 3D Engine, unreal engine).
Inventory; I would have liked more player interaction between items and MC and NPC's like
using the screw driver to break the lock,
actively making the drinks for the NPC's,
Mowing the backyard of neighbor, just to name a few.
Modding community didn't seem to pick up on the popularity until latter versions.