![]() ![]() Monkey Island had around 70 explorable rooms and another 15 or so close-ups, title screens, etc. Maniac Mansion had 36 explorable rooms, plus another 5 or 6 rooms for things like the title screen or the talk show set. It's good for dramatic reasons, but also helps with focus and making sure they aren't overwhelmed with too many choices too early. ![]() ![]() As players solve puzzles they get access to more and more of the ever expanding world. Seeing them all connected together also points out problems with bunching or choke points.Īn adventure game world should open up like an onion (well, an inside-out onion). Having a list of rooms is one thing, but when you see them all connected together, your brain (or at least mine) can start building an image of the world. SCUMM called them rooms and many of the commands used that word and it's just stuck.Īs we've been putting together the puzzles and story, Gary and I have been keeping a big list of all the rooms in the game, but last week we finally put them together in map and starting making all the connections. I don't know if it was because Maniac Mansion took place in the mansion, so it was natural to describe them as rooms, or if the term originated in early text adventures. I'm not sure why the term "room" crept into my lexicon for describing locations in adventure games. Gary and I spent the time putting together the map of the world showing all the locations, or "rooms" as we call them. I spent much of last week working on the Thimbleweed Park design, so not a lot happened in the code. ![]()
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