Maybe you think ASA sucks because it's a slideshow game, not in realtime 3D ? Recently, I just got this clever comment on Steam Greenlight :
<<
it seems harsh to break both of your character's legs and remove his
wheelchair from the outset, leaving him with only a short-range teleport
as his primary means of locomotion.
In case you didn't catch that, I want my character to be able to move continuously. >>What
am I supposed to answer ? If someone takes some time to tell me that,
then it probably means that this person is either interested in the
project but deceived by the result (so I keep it in mind for a future
project), or they're totally dumb. I don't want to be rude, or at least
not more than the guy talking of a wheelchair in that way. So let me
explain my point of view.
A slideshow game... That's not new,
and I hope we will still see some adventures of the genre in the future.
So, each time you click, you change the view in the game all of a
sudden. But
what's the point of attacking the genre ? Either you
really don't understand the teleportation in ASA (and, indeed, the hero
could be teleported from one view to another), or it's the first time
you see a slideshow adventure and you're amazed,
or it's a bad joke from
you because you're disguted to see that kind of sucking game in 2013.
If
that's being the case, then
it's no use to insist : you're not the
first one to tell me that
"you don't want to see this crappy game
because it's not in realtime 3d, and so it's not interesting".ASA
is made as is.
You like it or you don't. Maybe I'll try full 3D in a
next adventure project, or maybe someone will create a realtime 3D
remake of ASA in the future, I just don't know... But right now, you
should be aware that it's just impossible for a single person to make a
realtime 3D game of the genre with continuous moves, in 5 months during
free time and no funds. It's a matter of money of course, it's a matter
of making my very first game, and it's also a matter of skills : you
won't find many graphists that can make the programming and development
all by themselves.
Remember : it's an **INDIE** project. Do you know
what that implies ?If you're interested, then maybe you could
read these 2 very short articles that I wrote during the development of
ASA to explain my hard work. They're far from perfect, but they give an
idea :
- generalities on precalculated CG :
http://www.indiedb.com/games/asa-a-space-adventure/tutorials/cg-generalities-on-precalculated-graphics- generalities on making ASA :
http://www.indiedb.com/games/asa-a-space-adventure/news/asa-making-the-gameThat
being said, you should also be aware that there are many people who
were very happy to play ASA *because* it's a slideshow game, so I'm
proud to assume my choice. If I had to change one single thing in this
project, it would be the technical issues due to the software I used to
script the game, and I'm very sorry for anyone who went in a lot of
troubles with the game...
... but in no way I would go back and
abandon slideshow pictures for realtime 3D on THIS project. Why ?
Because
the game would never have released !
Simple !