Alban,

On 25 Jan 2008, at 20:21, Alban Bedel wrote:
>
> It look good in general, although the patch is a bit large for an easy
> review. In such case it is much better to do a patch for each point in
> the list. That make reading the patch a lot simpler as one doesn't  
> have
> to first find out what each hunk is about. While on the subject of
> patch, it is also good practice to avoid large reidentation in
> functional patch. Again it make understanding the patch and finding
> eventual mistake a lot easier. The reindentation can then be done in
> another patch (with only the reindentation).

Understood. I shall strive to think more of these issues in the future  
when sending patches.

> BTW this "string slot" mechanism imply that you can't have 2 actors
> talking at the same time.

Interesting, though then again i can't quite remember any instance  
where i saw 2 actors talking at the same time in any of the LEC games.

>> - The stopTalking opcode wasn't implemented. Eeek!
>
> There is perhaps another way to get the same result.

Now i was thinking this... perhaps i will have to check out the DOTT  
scripts again.

>> - Characters didn't always face each other when talking
>
> Strange, it will probably need some deeper investigation.

Thinking more, didn't we have this problem a few months ago?

>> - Actor names weren't displayed on mouseover
>
> That probably mean that referencing names in strings only work for
> objects. That could be worked around by using the actor's object
> name instead. It could be worse it to look at how actors name are
> implemented in DOTT, but that's probably not easy.

Again would probably have to check out all of the DOTT scripts again. :(

> I also started adding the sound effect in the outro. imho we should
> definitly add all the sound effects, it's not much work and give a
> really nice touch. However I can't run the original game, so it would
> be nice if someone could post a list of where each sound effect is  
> used.

I will see if i can record a session for reference.

> The only missing thing would then be the music. In the original
> OpenQuest data it's in ogg/vorbis so that's not really usable
> with v6. However I know a few ppl doing electronic music, so I might
> find one up to the challenge of writing some gound sounding general  
> midi
> tracks :)

Dunno, maybe you could play the music as a really long sound effect?  
Or maybe not. :)

> I also have a small idea, I'd like to know what you think about it.
> Currently there is no way to "win" the game, unless one take control  
> of
> the commander. So I would suggest adding more flexibility in the end  
> if
> the player control the commander when he shoot the cup down. For
> example:

Having not played the original game, i'm not too sure. It's a bit  
inconsistent don't you think?
...though then again it might be a little fun twist. :)

Regards,

James S Urquhart


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