Re: The One Thing That Stuck Out For Me About Codename: Icem
Posted: Mon May 14, 2018 8:43 pm
Am I? Because, actually...adeyke wrote: You're reading too much into that comment.
... that.MusicallyInspired wrote: And to clarify, I think where Tawmis is getting the "announcement" idea is from what I said about not having formerly announced my KQ5 Fixed patch project to the public.
Please allow me a moment to quote you...adeyke wrote: Also, I don't think that any sort of pressure is appropriate. If he finishes that project, great. If it takes a long time and is only finished sometime in the far future, that's also fine. If he sets the project down and picks it up later, that's also fine. And if it's delayed indefinitely or cancelled outright, that's also fine. Just mentioning that he's working on something doesn't obligate him to finish it or to make any sort of status updates. "Are we there yet?" doesn't help anyone.
In no way am I pressuring him to finish. I was just curious if he was still working on it, as I was confused between him saying he had an announcement, then not.adeyke wrote: You're reading too much into that comment.
Rest assured, as someone with too many projects on my own plate (my brain doesn't let me rest unless I am always doing something) - I completely understand a project taking forever. You need only look at, for example, my show Neverending Nights. I've been refilming it in 1080p from it's original 800x600 - and proclaimed that I should be able to knock out an episode once a week (because I have all the audio done; from the original filming - I just need to refilm and edit). Well. It was weekly for awhile, and now it's more of a monthly release. And then there's my writing (there's like six stories on hold, in various stages of drafts), then there's my "Let's Play Sierra Games" - been playing KQ6 for like 2 months now, off and on.
So, I don't think - and certainly do not hope - MI thought for a moment I was pressuring him into anything.
Am I eager to see this fixed version of KQ5? Certainly!
(If I had a moment of time, I am sure I'd look into SCI programming myself to see about skipping the sub sequence in Codename: Iceman, and also removing the Save/Reload limit in it too, during the dice game... but as I said, too much on my plate at the moment).
Al Lowe says, "Save Early, Save Often."MusicallyInspired wrote: Yeah, no announcement lol. When I said I had a lot to say I was referring to the massive (but well written) post that adeyke wrote about dead ends. I had a lot of counterpoints to add but I couldn't at the time. Eventually I decided to just not comment because I just didn't feel like writing my own massive post anymore.
(Do it in WORD or something)
Which is more than understood!MusicallyInspired wrote: The KQ5 fix is still in the works (with a successful working proof of concept set of patches), though it's among my many other small hobby projects I've had a passing interest in and I can't guarantee it'll be done expediently.
See. This is why you're smarter than me.MusicallyInspired wrote: My solution to the gold coin puzzle, however, was to just disallow the staff from breaking so you can go into the temple at any time until you have the amulet, cloak, and harp. Then when you try to go in the staff breaks. This transforms the breaking of the staff from a heart-pounding "oh-my-gosh-I-only-have-one-chance-to-get-this-right-and-I-have-mere-seconds!" adrenaline rush to simply a notification that you're done with the temple.
To me, it lets the player know, right then and there they've done something wrong.MusicallyInspired wrote: Killing the player for attempting to leave without all the items necessary is another interesting option I hadn't considered. Probably a little more LucasArts/TellTale-friendly as well.