First screenshots & new interview
Interview at Quandry
Excerpt;
Excerpt;
Rosemary: So can you tell us a bit about the puzzles and gameplay?
Dan: First, we have made the solemn adventure game vow that the puzzles need to make sense in the context of the story. Second, we are focused on improving our dialog system to make it more flexible and varied than what people are used to. Third, we are working on ways for the player to solve puzzles in a more active way.
Rosemary: Can you explain further what you mean by 'a more active way'?
Dan:We want our game worlds to really come alive for the players. That means that the world continues to move around them and doesn't just wait for players to interact with it. Ideally, we would like our puzzles to not only make sense within the context of the game world, but also within the pacing of the story.
Rosemary: Including younger players usually signals an arcade teaser or a mini game and this can mean frustration for some mature players. So we should expect such episodes in Bone? I managed Whack-A-Rat, so will I cope?
Dan: Action elements in the game will be mouse driven and will require more brain power then dexterity. If you managed your way through Whack-A-Rat you will be fine.
Rosemary: Going briefly back to LucasArts, I'm thinking Grim Fandango and Escape from Monkey Island. Both keyboard controlled, presumably designed with the console market in mind. What about Bone? And after the experience of the above two games, how do you feel about keyboard controlled adventure games?
Dan: Bone will be Point and Click and if we go to console we will adapt to the console controller. As for keyboard controlled adventure games I don't think it is much fun to drive a character that is walking. Some people feel like it adds to the immersion, but to me it just makes it harder to get where you want to go.
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Anyway, I don't know if this was posted, but this is a zoomed out version (also on the Quandaryland page) of that first "screenshot" we were given.
from here...
he said that the game will be more dynamic then other advetures, and that the world wont wait for the chars to solve the puzzle... i wonder how they'll do that... also he said that dialog system will be more complex than what we are used to, sounds interesting..
Sounds good. Rich conversation, living world, less than insane object puzzles, ehr...I mean clever thinking exercises...
Bone is so fit to these guys and generally so fit to be adapted to an adventure game. Yay, Jeff Smith for realizing that!
No I want more screens. Come on, can't ya give us all three cousins? Hmmm? Please? Yes? Soon? Hmmm?
I ll be interested in the first previews/demos (please make them available to public not only journalists !) :P
I have a bit more faith in the game now.
I'm kinda curious about where you lost it in the first place. I think it looks pretty (read very) promising.
I should mention that for a few years now Whack-a-rat has been available for play on the Boneville website. Not nearly as fun as the original in Sam & Max but still...
That would be interesting, but remember Steve Purcell worked at Lucasarts. I think Jeff Smith is just a partner or something. Really depends on the exact nature of the agreement.
We're more likely to see Dank make numerous appearances.
Then again I would like to see something like...
Telltale Texas Hold 'em: BONE edition.
That would be fun.
Sweet - looks cool. Too bad you have to wait until the Texas Holdem' clip is over first.
Yes, very nice. But I kinda hope they don't include that loud "clack" sound when the mouse is clicked. At least, I'm guessing that was a mouse click sound. I suppose it could be the sound of Fone Bone doing something or other behind the tree.
but i wonder if his head will be moving around the cursor in the actual game too, or thats only a part of the promo???
it could create interesting puzzles, to look at certain objects or something
Also a bit more is revealed about any divergence between comic and game storywise;
I hope so. It was a nice looking feature. It is the kind of thing that makes the game feel more interactive.