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	Comments on: Private Dick	</title>
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		<title>
		By: Zack		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-622361</link>

		<dc:creator><![CDATA[Zack]]></dc:creator>
		<pubDate>Fri, 23 Sep 2016 21:15:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-622361</guid>

					<description><![CDATA[Have you released the source code to gunpoint? do you ever plan to? I feel like there is some really useful stuff in there for a starting developer]]></description>
			<content:encoded><![CDATA[<p>Have you released the source code to gunpoint? do you ever plan to? I feel like there is some really useful stuff in there for a starting developer</p>
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		<title>
		By: 5 success story avec Game Maker, je publie quand la vôtre ? &#124; Tuto Game Maker		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-510224</link>

		<dc:creator><![CDATA[5 success story avec Game Maker, je publie quand la vôtre ? &#124; Tuto Game Maker]]></dc:creator>
		<pubDate>Mon, 03 Mar 2014 20:49:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-510224</guid>

					<description><![CDATA[[&#8230;] Francis avec Gunpoint. Il n&#8217;avait connaissance en programmation et se demandait s&#8217;il était capable de créer [&#8230;]]]></description>
			<content:encoded><![CDATA[<p>[&#8230;] Francis avec Gunpoint. Il n&rsquo;avait connaissance en programmation et se demandait s&rsquo;il était capable de créer [&#8230;]</p>
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		<title>
		By: Review: Gunpoint &#124; englebright dot co dot uk		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-444122</link>

		<dc:creator><![CDATA[Review: Gunpoint &#124; englebright dot co dot uk]]></dc:creator>
		<pubDate>Fri, 23 Aug 2013 00:09:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-444122</guid>

					<description><![CDATA[[&#8230;] Francis&#8217; techno-stealth platformer Gunpoint began development back in 2010 as a (ahem) rather less refined functional prototype called Private Dick. Comparing screenshots of [&#8230;]]]></description>
			<content:encoded><![CDATA[<p>[&#8230;] Francis&#8217; techno-stealth platformer Gunpoint began development back in 2010 as a (ahem) rather less refined functional prototype called Private Dick. Comparing screenshots of [&#8230;]</p>
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		<title>
		By: Gamegeneral		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-177578</link>

		<dc:creator><![CDATA[Gamegeneral]]></dc:creator>
		<pubDate>Mon, 17 May 2010 07:14:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-177578</guid>

					<description><![CDATA[You know, if a gun going off is a big deal, then I&#039;m betting most other signs that would indicate deep shit for one side or another should be as well.
I mean, a discovered body would be less of one, if you can silence the mook before he alerts the rest, same for a broken window, or the sounds relating to them, as well. 
And as for the superhuman, yet constrained by physics model, that seems like a noble leap (Yes, pun intended) in the right direction. It begs a question, though. Would you be able to kill someone by actually landing on them? Not mario style, where you bounce back up, but say, you hit them, both go down, and hopefully you just silently shattered this poor grunt&#039;s internal clockwork to the point of death/unconciousness?

On that note, are you catering towards a &quot;Don&#039;t kill&quot; motif, or are you just going for &quot;You can kill, just don&#039;t get caught&quot; or &quot;Don&#039;t attract too much attention.&quot; idea?]]></description>
			<content:encoded><![CDATA[<p>You know, if a gun going off is a big deal, then I&#8217;m betting most other signs that would indicate deep shit for one side or another should be as well.<br />
I mean, a discovered body would be less of one, if you can silence the mook before he alerts the rest, same for a broken window, or the sounds relating to them, as well.<br />
And as for the superhuman, yet constrained by physics model, that seems like a noble leap (Yes, pun intended) in the right direction. It begs a question, though. Would you be able to kill someone by actually landing on them? Not mario style, where you bounce back up, but say, you hit them, both go down, and hopefully you just silently shattered this poor grunt&#8217;s internal clockwork to the point of death/unconciousness?</p>
<p>On that note, are you catering towards a &#8220;Don&#8217;t kill&#8221; motif, or are you just going for &#8220;You can kill, just don&#8217;t get caught&#8221; or &#8220;Don&#8217;t attract too much attention.&#8221; idea?</p>
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		<title>
		By: Wesman		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-176686</link>

		<dc:creator><![CDATA[Wesman]]></dc:creator>
		<pubDate>Sat, 15 May 2010 15:19:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-176686</guid>

					<description><![CDATA[@Chesire Cat

Ah....That joke NEVER Gets old!]]></description>
			<content:encoded><![CDATA[<p>@Chesire Cat</p>
<p>Ah&#8230;.That joke NEVER Gets old!</p>
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		<title>
		By: The Cheshire Cat		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-175899</link>

		<dc:creator><![CDATA[The Cheshire Cat]]></dc:creator>
		<pubDate>Wed, 12 May 2010 22:35:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-175899</guid>

					<description><![CDATA[At least you didn&#039;t say Wang Commander.]]></description>
			<content:encoded><![CDATA[<p>At least you didn&#8217;t say Wang Commander.</p>
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		<title>
		By: LaZodiac		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-175871</link>

		<dc:creator><![CDATA[LaZodiac]]></dc:creator>
		<pubDate>Tue, 11 May 2010 13:08:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-175871</guid>

					<description><![CDATA[Oh good christ thats the second time on this blog I&#039;ve said Wind Commander instead of Wing Commander. Sorry.]]></description>
			<content:encoded><![CDATA[<p>Oh good christ thats the second time on this blog I&#8217;ve said Wind Commander instead of Wing Commander. Sorry.</p>
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		<title>
		By: LaZodiac		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-175870</link>

		<dc:creator><![CDATA[LaZodiac]]></dc:creator>
		<pubDate>Tue, 11 May 2010 13:07:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-175870</guid>

					<description><![CDATA[Well, yes, but thats because Wind Commander is freaking awesome.

You play as a semi anti heroish Mark Himmel. Its the best space sim ever.]]></description>
			<content:encoded><![CDATA[<p>Well, yes, but thats because Wind Commander is freaking awesome.</p>
<p>You play as a semi anti heroish Mark Himmel. Its the best space sim ever.</p>
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		<title>
		By: Bruce		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-175863</link>

		<dc:creator><![CDATA[Bruce]]></dc:creator>
		<pubDate>Tue, 11 May 2010 04:19:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-175863</guid>

					<description><![CDATA[Another good example for games with a range of acceptable failure outcomes was the very first Wing Commander. Obviously, getting killed ended the game, but failing a mission (e.g. letting the ship you were escorting be destroyed) just moved the game into different branches in future missions, delaying access to fancier fighters and producing depressing cutscenes of the Terrans slowly losing the war; start winning again and you could make it back to a better branch of the tree. This produced a great sense of back and forth. This approach got weaker in the second game and was gone by the third, because everyone in the entire world except me always saved-and-restored the moment they failed a mission.]]></description>
			<content:encoded><![CDATA[<p>Another good example for games with a range of acceptable failure outcomes was the very first Wing Commander. Obviously, getting killed ended the game, but failing a mission (e.g. letting the ship you were escorting be destroyed) just moved the game into different branches in future missions, delaying access to fancier fighters and producing depressing cutscenes of the Terrans slowly losing the war; start winning again and you could make it back to a better branch of the tree. This produced a great sense of back and forth. This approach got weaker in the second game and was gone by the third, because everyone in the entire world except me always saved-and-restored the moment they failed a mission.</p>
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		<title>
		By: Ninja Dodo		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-175365</link>

		<dc:creator><![CDATA[Ninja Dodo]]></dc:creator>
		<pubDate>Sat, 08 May 2010 11:35:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-175365</guid>

					<description><![CDATA[As a fellow Game Maker newbie: I&#039;ll echo roBurky&#039;s comment in that I would try to nail the feel of the navigation before you implement all the other gameplay elements, even the important ones. If it&#039;s already fun to move around you&#039;re much more motivated to keep working on it...

Also too many games have interesting macro mechanics but sucky movement.]]></description>
			<content:encoded><![CDATA[<p>As a fellow Game Maker newbie: I&#8217;ll echo roBurky&#8217;s comment in that I would try to nail the feel of the navigation before you implement all the other gameplay elements, even the important ones. If it&#8217;s already fun to move around you&#8217;re much more motivated to keep working on it&#8230;</p>
<p>Also too many games have interesting macro mechanics but sucky movement.</p>
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		<title>
		By: DoctorDisaster		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-175156</link>

		<dc:creator><![CDATA[DoctorDisaster]]></dc:creator>
		<pubDate>Fri, 07 May 2010 16:48:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-175156</guid>

					<description><![CDATA[I would love to help out with testing or, if you want, with art assets. Sending over an e-mail now.]]></description>
			<content:encoded><![CDATA[<p>I would love to help out with testing or, if you want, with art assets. Sending over an e-mail now.</p>
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		<title>
		By: Jaz?		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174826</link>

		<dc:creator><![CDATA[Jaz?]]></dc:creator>
		<pubDate>Thu, 06 May 2010 10:26:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174826</guid>

					<description><![CDATA[You could try having the gun make a permanent mark on the world. You know, big black streaks where the powder went off, stuff falling from the shock.]]></description>
			<content:encoded><![CDATA[<p>You could try having the gun make a permanent mark on the world. You know, big black streaks where the powder went off, stuff falling from the shock.</p>
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		<title>
		By: Alek		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174727</link>

		<dc:creator><![CDATA[Alek]]></dc:creator>
		<pubDate>Thu, 06 May 2010 01:28:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174727</guid>

					<description><![CDATA[Haha yes, I would heartily enjoy &quot;Private Dicking&quot; sometime in the future. Finally, my favorite games writer attempts a game himself! :D

Frankly I&#039;m interested in the concept of making a gun really impactful. I always thought of that was an interesting concept, but could never figure out how to actually implement it and just NOT include guns at all, except when it was important.]]></description>
			<content:encoded><![CDATA[<p>Haha yes, I would heartily enjoy &#8220;Private Dicking&#8221; sometime in the future. Finally, my favorite games writer attempts a game himself! :D</p>
<p>Frankly I&#8217;m interested in the concept of making a gun really impactful. I always thought of that was an interesting concept, but could never figure out how to actually implement it and just NOT include guns at all, except when it was important.</p>
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		<title>
		By: EGTF		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174714</link>

		<dc:creator><![CDATA[EGTF]]></dc:creator>
		<pubDate>Thu, 06 May 2010 00:45:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174714</guid>

					<description><![CDATA[Sign me up to be Private Dicked in the Alpha.

I wish I could help in some other way. The only thing I can do is write, the one area you definetly don&#039;t need any help.]]></description>
			<content:encoded><![CDATA[<p>Sign me up to be Private Dicked in the Alpha.</p>
<p>I wish I could help in some other way. The only thing I can do is write, the one area you definetly don&#8217;t need any help.</p>
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		<title>
		By: Verde Flash		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174709</link>

		<dc:creator><![CDATA[Verde Flash]]></dc:creator>
		<pubDate>Thu, 06 May 2010 00:23:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174709</guid>

					<description><![CDATA[I know I&#039;m not a regular poster here, but I&#039;ve always been a reader and I&#039;d definitely like to do some testing.]]></description>
			<content:encoded><![CDATA[<p>I know I&#8217;m not a regular poster here, but I&#8217;ve always been a reader and I&#8217;d definitely like to do some testing.</p>
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		<title>
		By: Pinky		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174704</link>

		<dc:creator><![CDATA[Pinky]]></dc:creator>
		<pubDate>Thu, 06 May 2010 00:16:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174704</guid>

					<description><![CDATA[I&#039;d gladly be willing to test the game and give some feedback!]]></description>
			<content:encoded><![CDATA[<p>I&#8217;d gladly be willing to test the game and give some feedback!</p>
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		<title>
		By: nabeel		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174569</link>

		<dc:creator><![CDATA[nabeel]]></dc:creator>
		<pubDate>Wed, 05 May 2010 12:04:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174569</guid>

					<description><![CDATA[Very cool to see that you&#039;re trying your hand at making a game. I&#039;ll definitely be interested in updates on the process, especially discussions on your design decisions along the way. Best of luck!]]></description>
			<content:encoded><![CDATA[<p>Very cool to see that you&#8217;re trying your hand at making a game. I&#8217;ll definitely be interested in updates on the process, especially discussions on your design decisions along the way. Best of luck!</p>
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		<title>
		By: Shadrach		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174560</link>

		<dc:creator><![CDATA[Shadrach]]></dc:creator>
		<pubDate>Wed, 05 May 2010 11:26:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174560</guid>

					<description><![CDATA[If this will be anything like the old &quot;The Detective&quot; I&#039;ll be very interested indeed. That game had lots of personality.]]></description>
			<content:encoded><![CDATA[<p>If this will be anything like the old &#8220;The Detective&#8221; I&#8217;ll be very interested indeed. That game had lots of personality.</p>
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		<title>
		By: Ninja		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174456</link>

		<dc:creator><![CDATA[Ninja]]></dc:creator>
		<pubDate>Wed, 05 May 2010 01:42:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174456</guid>

					<description><![CDATA[Interesting.

I know you are pretty brilliant when it comes to ideas for games (Honestly, after reading your Just Cause 2 ideas, I wanted to buy the game JUST to see how awesome your implementations would be)

I&#039;m taking some programming classes right now, but I might try out Gamemaker. I tried it in middile school, back when I first aspired to be a programmer, and got confused (As you would expect) and quit. But maybe if this turns out well, I&#039;ll be able to throw one of my ideas into &quot;orbit&quot;.

I&#039;ve had a tower defense esque game on my mind since first seeing that L4D didn&#039;t have a &quot;director&quot; mode, where basically you just play as the director, setting up &quot;towers&quot;(ZOMBIES) which try to stop the &quot;waves&quot;(survivors). 

I&#039;m sure the game&#039;s not very big, but my computer only has a few gigs of HDD space left atm, and I want to save what I can for emergency updates if possible, but once I clear some space off (Or get a new Hard Drive) I&#039;ll be sure to send you an email to help test your game. It&#039;d make me feel important =o]]></description>
			<content:encoded><![CDATA[<p>Interesting.</p>
<p>I know you are pretty brilliant when it comes to ideas for games (Honestly, after reading your Just Cause 2 ideas, I wanted to buy the game JUST to see how awesome your implementations would be)</p>
<p>I&#8217;m taking some programming classes right now, but I might try out Gamemaker. I tried it in middile school, back when I first aspired to be a programmer, and got confused (As you would expect) and quit. But maybe if this turns out well, I&#8217;ll be able to throw one of my ideas into &#8220;orbit&#8221;.</p>
<p>I&#8217;ve had a tower defense esque game on my mind since first seeing that L4D didn&#8217;t have a &#8220;director&#8221; mode, where basically you just play as the director, setting up &#8220;towers&#8221;(ZOMBIES) which try to stop the &#8220;waves&#8221;(survivors). </p>
<p>I&#8217;m sure the game&#8217;s not very big, but my computer only has a few gigs of HDD space left atm, and I want to save what I can for emergency updates if possible, but once I clear some space off (Or get a new Hard Drive) I&#8217;ll be sure to send you an email to help test your game. It&#8217;d make me feel important =o</p>
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		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174420</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Tue, 04 May 2010 22:25:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174420</guid>

					<description><![CDATA[Yeah, I know why games do it, but it&#039;s a solution to a problem I don&#039;t intend to create in the first place. It&#039;s a hangover from an age when binary switches were all we had. That basically broke jumping as a mechanic, and air control was a botched, nonsensical fix that became standard only through necessity. There&#039;s not much point speculating whether the lack of it is going to annoy you in this game, because I haven&#039;t even said what the movement system is yet.

Thanks to all the volunteers - I&#039;ve noted your e-mail addresses but snipped them from the comments to foil spambots.]]></description>
			<content:encoded><![CDATA[<p>Yeah, I know why games do it, but it&#8217;s a solution to a problem I don&#8217;t intend to create in the first place. It&#8217;s a hangover from an age when binary switches were all we had. That basically broke jumping as a mechanic, and air control was a botched, nonsensical fix that became standard only through necessity. There&#8217;s not much point speculating whether the lack of it is going to annoy you in this game, because I haven&#8217;t even said what the movement system is yet.</p>
<p>Thanks to all the volunteers &#8211; I&#8217;ve noted your e-mail addresses but snipped them from the comments to foil spambots.</p>
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		<title>
		By: Urthman		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174368</link>

		<dc:creator><![CDATA[Urthman]]></dc:creator>
		<pubDate>Tue, 04 May 2010 17:51:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174368</guid>

					<description><![CDATA[&lt;i&gt;almost all platformers let you move your guy around while he’s in the air, by some unexplained force. &lt;/i&gt;

The reason platformers do this is because the initial jump is a binary action.   You can&#039;t control how high or far your initial jump is.   So instead they let you control it in the air so that you sort of choose how hard your character jumped after the fact.  Direction changes don&#039;t make sense but are sort of needed to make up for not being able to choose your trajectory by controlling the initial strength of the jump.  Done well (i.e. no radical direction changes) air-controlled jumps might be indistinguishable to an observer from a jump where you obeyed the laws of physics.    

I don&#039;t like the mechanic of holding the jump button to &quot;charge&quot; up a stronger jump because you ought to be able to do a high jump as instantly as a short one, both for realism and good gameplay.   I sort of like the way the new Tomb Raider games do it where you jump instantly when the button is pressed, but the longer you hold the button, the longer the jump.  But since her jumps are more realistic than a typical platfomer jump, the difference in trajectory is small.]]></description>
			<content:encoded><![CDATA[<p><i>almost all platformers let you move your guy around while he’s in the air, by some unexplained force. </i></p>
<p>The reason platformers do this is because the initial jump is a binary action.   You can&#8217;t control how high or far your initial jump is.   So instead they let you control it in the air so that you sort of choose how hard your character jumped after the fact.  Direction changes don&#8217;t make sense but are sort of needed to make up for not being able to choose your trajectory by controlling the initial strength of the jump.  Done well (i.e. no radical direction changes) air-controlled jumps might be indistinguishable to an observer from a jump where you obeyed the laws of physics.    </p>
<p>I don&#8217;t like the mechanic of holding the jump button to &#8220;charge&#8221; up a stronger jump because you ought to be able to do a high jump as instantly as a short one, both for realism and good gameplay.   I sort of like the way the new Tomb Raider games do it where you jump instantly when the button is pressed, but the longer you hold the button, the longer the jump.  But since her jumps are more realistic than a typical platfomer jump, the difference in trajectory is small.</p>
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		<title>
		By: Plumberduck		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174358</link>

		<dc:creator><![CDATA[Plumberduck]]></dc:creator>
		<pubDate>Tue, 04 May 2010 17:09:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174358</guid>

					<description><![CDATA[Absolutely love to help out with looking at an alpha. I&#039;m programming-ignorant, so it&#039;d all be &quot;how it feels&quot; stuff.]]></description>
			<content:encoded><![CDATA[<p>Absolutely love to help out with looking at an alpha. I&#8217;m programming-ignorant, so it&#8217;d all be &#8220;how it feels&#8221; stuff.</p>
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		<title>
		By: Dante		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174355</link>

		<dc:creator><![CDATA[Dante]]></dc:creator>
		<pubDate>Tue, 04 May 2010 16:56:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174355</guid>

					<description><![CDATA[Sounds like a great idea, I&#039;ve been hoping someone would make a proper PI game for a while. I&#039;ve long had a soft spot for Discworld Noir&#039;s clever re-interpretation of the adventure game mechanics to fit that concept.]]></description>
			<content:encoded><![CDATA[<p>Sounds like a great idea, I&#8217;ve been hoping someone would make a proper PI game for a while. I&#8217;ve long had a soft spot for Discworld Noir&#8217;s clever re-interpretation of the adventure game mechanics to fit that concept.</p>
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		<title>
		By: Jaz?		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174354</link>

		<dc:creator><![CDATA[Jaz?]]></dc:creator>
		<pubDate>Tue, 04 May 2010 16:53:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174354</guid>

					<description><![CDATA[LaZodiac: I don&#039;t know why you&#039;d have trouble catching a dude if you&#039;re super-human and you can jump in a way that&#039;s &quot;quick and satisfying&quot;. Maybe you can leap on top of buildings, anyway. Maybe you have a grappling hook. All will become clear.

Tom: By the way, I would love to help test your game.]]></description>
			<content:encoded><![CDATA[<p>LaZodiac: I don&#8217;t know why you&#8217;d have trouble catching a dude if you&#8217;re super-human and you can jump in a way that&#8217;s &#8220;quick and satisfying&#8221;. Maybe you can leap on top of buildings, anyway. Maybe you have a grappling hook. All will become clear.</p>
<p>Tom: By the way, I would love to help test your game.</p>
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		<title>
		By: Jason L		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174351</link>

		<dc:creator><![CDATA[Jason L]]></dc:creator>
		<pubDate>Tue, 04 May 2010 16:44:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174351</guid>

					<description><![CDATA[I&#039;d like that; the prospective game is called &#039;Private Dick&#039;... It&#039;d actually be Dirk Gently I suppose.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;d like that; the prospective game is called &#8216;Private Dick&#8217;&#8230; It&#8217;d actually be Dirk Gently I suppose.</p>
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		<title>
		By: LaZodiac		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174347</link>

		<dc:creator><![CDATA[LaZodiac]]></dc:creator>
		<pubDate>Tue, 04 May 2010 16:32:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174347</guid>

					<description><![CDATA[Well, I figured platforming would be like &quot;a suspect has run off to the roof, chase him&quot; and failing to jump would have you miss him. And if you miss time your jump, you&#039;d end up falling off the roofs (rooves?) and he&#039;d get away. If you could control your jump, you may be able to save yourself from that.

Also, you mentioned you were thinking of him being an &quot;asshole inspector Gadget&quot; and unless you are thinking of a diffirent Gadget, then it wouldn&#039;t be unlikely that Private Dick COULD control his jumps, useing some zany machine thing.

Unless you mean &quot;asshole Inspectir Gadget&quot; in personality alone, not his abilities. In which case no one would realy care about the character, because he&#039;s be a bumbling, drunken pissant who hates people and still solves crimes despite not having much in the terms of skills.]]></description>
			<content:encoded><![CDATA[<p>Well, I figured platforming would be like &#8220;a suspect has run off to the roof, chase him&#8221; and failing to jump would have you miss him. And if you miss time your jump, you&#8217;d end up falling off the roofs (rooves?) and he&#8217;d get away. If you could control your jump, you may be able to save yourself from that.</p>
<p>Also, you mentioned you were thinking of him being an &#8220;asshole inspector Gadget&#8221; and unless you are thinking of a diffirent Gadget, then it wouldn&#8217;t be unlikely that Private Dick COULD control his jumps, useing some zany machine thing.</p>
<p>Unless you mean &#8220;asshole Inspectir Gadget&#8221; in personality alone, not his abilities. In which case no one would realy care about the character, because he&#8217;s be a bumbling, drunken pissant who hates people and still solves crimes despite not having much in the terms of skills.</p>
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		<title>
		By: Jaz		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174345</link>

		<dc:creator><![CDATA[Jaz]]></dc:creator>
		<pubDate>Tue, 04 May 2010 16:25:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174345</guid>

					<description><![CDATA[If he&#039;s talking about failure being incorporated as a part of the story, I doubt there&#039;ll be many jumping puzzles planned at this stage.

&quot;I found myself at the bottom of a pit. My god... what had I done?&quot;]]></description>
			<content:encoded><![CDATA[<p>If he&#8217;s talking about failure being incorporated as a part of the story, I doubt there&#8217;ll be many jumping puzzles planned at this stage.</p>
<p>&#8220;I found myself at the bottom of a pit. My god&#8230; what had I done?&#8221;</p>
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		<title>
		By: LeSwordfish		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174334</link>

		<dc:creator><![CDATA[LeSwordfish]]></dc:creator>
		<pubDate>Tue, 04 May 2010 15:46:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174334</guid>

					<description><![CDATA[I&#039; love to test anything in alpha.

And i am particularly interested in this idea of &quot;failing but not minding.&quot; Would it be useful with this to not enforce it: starting off hard and expecting failure would be a bad way to do it. Maybe something that cut in after your first failure, so you can pass three midssions, then fail one, and plot X happens so retrying is an option, but not the only one.]]></description>
			<content:encoded><![CDATA[<p>I&#8217; love to test anything in alpha.</p>
<p>And i am particularly interested in this idea of &#8220;failing but not minding.&#8221; Would it be useful with this to not enforce it: starting off hard and expecting failure would be a bad way to do it. Maybe something that cut in after your first failure, so you can pass three midssions, then fail one, and plot X happens so retrying is an option, but not the only one.</p>
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		<title>
		By: Jason L		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174318</link>

		<dc:creator><![CDATA[Jason L]]></dc:creator>
		<pubDate>Tue, 04 May 2010 14:28:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174318</guid>

					<description><![CDATA[If there were end-on stairways/doorways with a move-off-plane button, you could &#039;hold to lurk in stairway/doorway&#039;&#039;. That seems like a good verb!]]></description>
			<content:encoded><![CDATA[<p>If there were end-on stairways/doorways with a move-off-plane button, you could &#8216;hold to lurk in stairway/doorway&#8221;. That seems like a good verb!</p>
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		<item>
		<title>
		By: Jason L		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174302</link>

		<dc:creator><![CDATA[Jason L]]></dc:creator>
		<pubDate>Tue, 04 May 2010 13:09:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174302</guid>

					<description><![CDATA[Again, not privy to the particulars - but if you don&#039;t want a platformer in the first place, does the game need a ubiquitous jump? If it&#039;s just a way to get between storeys, would stairways do the job? Maybe the end-on stairway, allowing very quick fade-out-fade-in transitions.]]></description>
			<content:encoded><![CDATA[<p>Again, not privy to the particulars &#8211; but if you don&#8217;t want a platformer in the first place, does the game need a ubiquitous jump? If it&#8217;s just a way to get between storeys, would stairways do the job? Maybe the end-on stairway, allowing very quick fade-out-fade-in transitions.</p>
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		<title>
		By: LaZodiac		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174299</link>

		<dc:creator><![CDATA[LaZodiac]]></dc:creator>
		<pubDate>Tue, 04 May 2010 12:57:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174299</guid>

					<description><![CDATA[Let me just say this right now.

If there will be platforming, give us the ability to control or jumps. The only game I know of that removes air control is old Castlevania games. They don&#039;t have much platforming. When they DO its a complete bitch to do because you can&#039;t control your jumps.

Also, I think you might be a little to ambitious. Its best to start small.]]></description>
			<content:encoded><![CDATA[<p>Let me just say this right now.</p>
<p>If there will be platforming, give us the ability to control or jumps. The only game I know of that removes air control is old Castlevania games. They don&#8217;t have much platforming. When they DO its a complete bitch to do because you can&#8217;t control your jumps.</p>
<p>Also, I think you might be a little to ambitious. Its best to start small.</p>
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		<title>
		By: Matthew Mather		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174268</link>

		<dc:creator><![CDATA[Matthew Mather]]></dc:creator>
		<pubDate>Tue, 04 May 2010 10:17:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174268</guid>

					<description><![CDATA[&quot;But it does make you realise that game-making programs aren’t just for shitty test games.&quot;

There are some very sophisticated GM games out there, as well as other various game-making IDEs. 

As someone who used GM in a school environment, I would recommend Game Maker specifically to any professor who is trying to teach a game-making class, whether it&#039;s programming-focused or art-focused. GM essentially has an &quot;easy mode&quot; (drag &#038; drop) and an &quot;advanced mode&quot; (a custom scripting language called GML) making it ideal for those who want to hack stuff together without too much of a learning curve as well as those who are more interested in learning proper programming techniques but really want some training wheels.

Additionally, some of the features added in GM8 have made it a LOT easier for teams to use whereas GM7 had some severe drawbacks for people trying to collaborate on projects.]]></description>
			<content:encoded><![CDATA[<p>&#8220;But it does make you realise that game-making programs aren’t just for shitty test games.&#8221;</p>
<p>There are some very sophisticated GM games out there, as well as other various game-making IDEs. </p>
<p>As someone who used GM in a school environment, I would recommend Game Maker specifically to any professor who is trying to teach a game-making class, whether it&#8217;s programming-focused or art-focused. GM essentially has an &#8220;easy mode&#8221; (drag &amp; drop) and an &#8220;advanced mode&#8221; (a custom scripting language called GML) making it ideal for those who want to hack stuff together without too much of a learning curve as well as those who are more interested in learning proper programming techniques but really want some training wheels.</p>
<p>Additionally, some of the features added in GM8 have made it a LOT easier for teams to use whereas GM7 had some severe drawbacks for people trying to collaborate on projects.</p>
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		<title>
		By: Lack_26		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174246</link>

		<dc:creator><![CDATA[Lack_26]]></dc:creator>
		<pubDate>Tue, 04 May 2010 08:12:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174246</guid>

					<description><![CDATA[Yeah, I&#039;ve sent an email. Anyway, it&#039;ll be interesting to see how the jumping method you mentioned will work.]]></description>
			<content:encoded><![CDATA[<p>Yeah, I&#8217;ve sent an email. Anyway, it&#8217;ll be interesting to see how the jumping method you mentioned will work.</p>
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		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174229</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Tue, 04 May 2010 06:43:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174229</guid>

					<description><![CDATA[Oh right, I forgot I took out the e-mail field in the comment form. Just &lt;a href=&quot;mailto:pentadact@gmail.com&quot; rel=&quot;nofollow&quot;&gt;mail me&lt;/a&gt; if you&#039;d rather not post it here.]]></description>
			<content:encoded><![CDATA[<p>Oh right, I forgot I took out the e-mail field in the comment form. Just <a href="mailto:pentadact@gmail.com" rel="nofollow">mail me</a> if you&#8217;d rather not post it here.</p>
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		<title>
		By: Ludo		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174161</link>

		<dc:creator><![CDATA[Ludo]]></dc:creator>
		<pubDate>Tue, 04 May 2010 00:47:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174161</guid>

					<description><![CDATA[I&#039;d be more than happy to play through any alpha builds you&#039;re experimenting with.

Also, drop me a line if you ever need any graphical assets. I love drawing/pixelart/animating in my spare time and it&#039;d be cool to put that into use.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;d be more than happy to play through any alpha builds you&#8217;re experimenting with.</p>
<p>Also, drop me a line if you ever need any graphical assets. I love drawing/pixelart/animating in my spare time and it&#8217;d be cool to put that into use.</p>
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		<title>
		By: Urthman		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174155</link>

		<dc:creator><![CDATA[Urthman]]></dc:creator>
		<pubDate>Tue, 04 May 2010 00:15:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174155</guid>

					<description><![CDATA[Senor Pentadact, 

Don&#039;t know if this model is at all applicable, but one of my favorite examples of Failure Isn&#039;t Terminal, in a very micro sense, is Burnout Paradise.

1.  Free Roaming around the city, when I miss a jump, I&#039;m almost never tempted to circle around and immediately try it again because I&#039;ve already hurtled so far past it that I&#039;m already coming up on the next cool jump or the next shortcut to explore or whatever.  So it&#039;s partly the game having enough momentum to keep the player zooming to the next challenge so fast he doesn&#039;t have time to consider going back.  It&#039;s partly that there&#039;s not a big penalty for missing a jump or a shortcut - I&#039;m just disappointed that I didn&#039;t successfully do the cool thing I did but wait here&#039;s another opportunity to get it right this time.  So it&#039;s also partly having a game that gives you intrinsic motivations for success - &quot;do this hard thing because it will be fun and you will feel awesome if you succeed&quot; vs. the extrinsic motivation of &quot;do this hard thing or else you don&#039;t get to progress to the next challenge.&quot;

2.  If you&#039;re losing a race, you can say &quot;Screw it,&quot; and activate the Showtime mode, where you purposely wreck and try to earn points by taking out as many other cars with you as possible.  It&#039;s a little like Minotaur China Shop that way (another game that makes failure part of the fun).

3.  The crashes are super cool to watch, so the player actually gets a consolation prize for failing.  The game is fun even when you&#039;re losing.

4.  The game is not that hard.  I might fail this time, but I don&#039;t usually fail over and over and over.]]></description>
			<content:encoded><![CDATA[<p>Senor Pentadact, </p>
<p>Don&#8217;t know if this model is at all applicable, but one of my favorite examples of Failure Isn&#8217;t Terminal, in a very micro sense, is Burnout Paradise.</p>
<p>1.  Free Roaming around the city, when I miss a jump, I&#8217;m almost never tempted to circle around and immediately try it again because I&#8217;ve already hurtled so far past it that I&#8217;m already coming up on the next cool jump or the next shortcut to explore or whatever.  So it&#8217;s partly the game having enough momentum to keep the player zooming to the next challenge so fast he doesn&#8217;t have time to consider going back.  It&#8217;s partly that there&#8217;s not a big penalty for missing a jump or a shortcut &#8211; I&#8217;m just disappointed that I didn&#8217;t successfully do the cool thing I did but wait here&#8217;s another opportunity to get it right this time.  So it&#8217;s also partly having a game that gives you intrinsic motivations for success &#8211; &#8220;do this hard thing because it will be fun and you will feel awesome if you succeed&#8221; vs. the extrinsic motivation of &#8220;do this hard thing or else you don&#8217;t get to progress to the next challenge.&#8221;</p>
<p>2.  If you&#8217;re losing a race, you can say &#8220;Screw it,&#8221; and activate the Showtime mode, where you purposely wreck and try to earn points by taking out as many other cars with you as possible.  It&#8217;s a little like Minotaur China Shop that way (another game that makes failure part of the fun).</p>
<p>3.  The crashes are super cool to watch, so the player actually gets a consolation prize for failing.  The game is fun even when you&#8217;re losing.</p>
<p>4.  The game is not that hard.  I might fail this time, but I don&#8217;t usually fail over and over and over.</p>
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		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174152</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Tue, 04 May 2010 00:00:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174152</guid>

					<description><![CDATA[Jonas, Lack: good point. So far I&#039;ve just been testing it myself, constantly, but having Kim play it already highlighted some unintuitive bits. If anyone&#039;s up for messing about with a miserably unfun prototype of a half-built, non-animated mechanic, say so here (and enter your e-mail - only I can see it) and I&#039;ll get some sort of pre-alpha feedback squadron going.

Chris: I remember Trilby! I love the concept and potential of that game, but it&#039;s so fiddly and hard that I never get anywhere with it. It&#039;s definitely the closest point of comparison in terms of theme and presentation, though, well spotted. I want my game to be a lot more spacious, less intense, more thoughtful and more free-form than that.

gryffin: Yeah, they play very much like a thriller/drama. My goal, though, is to give guns that kind of significance but still let the player fire one any time he has one.

Jason: I see Hitman as primarily about social stealth and killing people. Mine won&#039;t feature either primarily. You&#039;re super-human in a way that makes your interactions pretty different to Hitman, and a lot of the challenge is going to be gadget-driven puzzles about getting access to your objective.

Lack: Yeah, I have something similar in mind. Hopefully with the mechanism I&#039;m using, you&#039;ll usually know where you&#039;re going to hit without being shown, but extra guidance is always good.

Devenger: I have looked at Spelunky&#039;s source. It&#039;s a little beyond me. I was looking to see how he handled movement and collision, but I couldn&#039;t even find the input response code. I spent a long time trying to use other people&#039;s platformer solutions before I realised they just weren&#039;t useful for what I had in mind, and I needed to code everything from scratch.

Jaz: nope. I&#039;ve found a Creative Commons library that has some stuff I want, but it&#039;s not comprehensive and I&#039;m going to need a lot.

roBurky: you&#039;re probably right. My movement system isn&#039;t a big enough deal, and will never be slick enough, to support a game in its own right, but I do intend to get &#039;a game&#039; functional with a few basic interactions after that. Most of the work I have planned is abilities rather than content, so I can make levels for the primitive iterations of it and add more complex ones when the game itself evolves.

TooNu: Thanks! Noted.

UberSprode: I definitely want that tension of &#039;Ulp, that probably has consequences but I don&#039;t know if they&#039;re good or bad yet.&#039; In absolutely ideal world, I&#039;d love to have the player shoot a guy and think &quot;Fuck, am I going to get away with that?&quot;

Wow: there are a lot of comments. Thanks everyone, it is inspiring.]]></description>
			<content:encoded><![CDATA[<p>Jonas, Lack: good point. So far I&#8217;ve just been testing it myself, constantly, but having Kim play it already highlighted some unintuitive bits. If anyone&#8217;s up for messing about with a miserably unfun prototype of a half-built, non-animated mechanic, say so here (and enter your e-mail &#8211; only I can see it) and I&#8217;ll get some sort of pre-alpha feedback squadron going.</p>
<p>Chris: I remember Trilby! I love the concept and potential of that game, but it&#8217;s so fiddly and hard that I never get anywhere with it. It&#8217;s definitely the closest point of comparison in terms of theme and presentation, though, well spotted. I want my game to be a lot more spacious, less intense, more thoughtful and more free-form than that.</p>
<p>gryffin: Yeah, they play very much like a thriller/drama. My goal, though, is to give guns that kind of significance but still let the player fire one any time he has one.</p>
<p>Jason: I see Hitman as primarily about social stealth and killing people. Mine won&#8217;t feature either primarily. You&#8217;re super-human in a way that makes your interactions pretty different to Hitman, and a lot of the challenge is going to be gadget-driven puzzles about getting access to your objective.</p>
<p>Lack: Yeah, I have something similar in mind. Hopefully with the mechanism I&#8217;m using, you&#8217;ll usually know where you&#8217;re going to hit without being shown, but extra guidance is always good.</p>
<p>Devenger: I have looked at Spelunky&#8217;s source. It&#8217;s a little beyond me. I was looking to see how he handled movement and collision, but I couldn&#8217;t even find the input response code. I spent a long time trying to use other people&#8217;s platformer solutions before I realised they just weren&#8217;t useful for what I had in mind, and I needed to code everything from scratch.</p>
<p>Jaz: nope. I&#8217;ve found a Creative Commons library that has some stuff I want, but it&#8217;s not comprehensive and I&#8217;m going to need a lot.</p>
<p>roBurky: you&#8217;re probably right. My movement system isn&#8217;t a big enough deal, and will never be slick enough, to support a game in its own right, but I do intend to get &#8216;a game&#8217; functional with a few basic interactions after that. Most of the work I have planned is abilities rather than content, so I can make levels for the primitive iterations of it and add more complex ones when the game itself evolves.</p>
<p>TooNu: Thanks! Noted.</p>
<p>UberSprode: I definitely want that tension of &#8216;Ulp, that probably has consequences but I don&#8217;t know if they&#8217;re good or bad yet.&#8217; In absolutely ideal world, I&#8217;d love to have the player shoot a guy and think &#8220;Fuck, am I going to get away with that?&#8221;</p>
<p>Wow: there are a lot of comments. Thanks everyone, it is inspiring.</p>
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		<title>
		By: UberSprode		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174131</link>

		<dc:creator><![CDATA[UberSprode]]></dc:creator>
		<pubDate>Mon, 03 May 2010 22:16:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174131</guid>

					<description><![CDATA[As for making partial failure an option that doesn&#039;t require restarting the game. I&#039;d love to see something where there&#039;s delayed feedback on weather you completed a specific task or not. For instance, your current goal is to protect a girl. A guy jumps out and brandishes a gun. You jump him but he still manages to get a shot off that grazes the girl. An ambulance comes and takes her off in &quot;critical&quot; condition, and you aren&#039;t allowed to ride with her. You have to keep playing to find out if she survives or not, at which point, you may not be inclined to go back and reload a way earlier save. In fact, maybe she recovers in the hospital, and is actually safer there, because a mob boss sent out a gang to kill her and they can&#039;t reach her there. So you really can&#039;t tell if what you did was the &quot;right&quot; thing or not, and are forced to just see what happens.]]></description>
			<content:encoded><![CDATA[<p>As for making partial failure an option that doesn&#8217;t require restarting the game. I&#8217;d love to see something where there&#8217;s delayed feedback on weather you completed a specific task or not. For instance, your current goal is to protect a girl. A guy jumps out and brandishes a gun. You jump him but he still manages to get a shot off that grazes the girl. An ambulance comes and takes her off in &#8220;critical&#8221; condition, and you aren&#8217;t allowed to ride with her. You have to keep playing to find out if she survives or not, at which point, you may not be inclined to go back and reload a way earlier save. In fact, maybe she recovers in the hospital, and is actually safer there, because a mob boss sent out a gang to kill her and they can&#8217;t reach her there. So you really can&#8217;t tell if what you did was the &#8220;right&#8221; thing or not, and are forced to just see what happens.</p>
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		<title>
		By: Jimmy!		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174130</link>

		<dc:creator><![CDATA[Jimmy!]]></dc:creator>
		<pubDate>Mon, 03 May 2010 22:13:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174130</guid>

					<description><![CDATA[I am interested in this. =)]]></description>
			<content:encoded><![CDATA[<p>I am interested in this. =)</p>
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		<title>
		By: TooNu		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174124</link>

		<dc:creator><![CDATA[TooNu]]></dc:creator>
		<pubDate>Mon, 03 May 2010 21:41:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174124</guid>

					<description><![CDATA[I need to go to bed and like a fool I went through my bookmarks just checking for updates to read tommorow. So Tom is making a game well I want to say &quot;It&#039;s about time&quot; because I know it will be awesome. It just will be.

If you want some advice, as corny as it sounds but &quot;be yourself&quot;, because your judgement in what is and is not good about a game is your strongest asset. It is why many of us read your blog in the first place. So if you just be Tom while you make it, the game will be awesome. Don&#039;t bend to any &quot;it was easier to do this instead&quot; if it compromises your enjoyment, it will show.

Oh and I am putting my name down for your BETA, if you ever have a BETA I want to test play it :)]]></description>
			<content:encoded><![CDATA[<p>I need to go to bed and like a fool I went through my bookmarks just checking for updates to read tommorow. So Tom is making a game well I want to say &#8220;It&#8217;s about time&#8221; because I know it will be awesome. It just will be.</p>
<p>If you want some advice, as corny as it sounds but &#8220;be yourself&#8221;, because your judgement in what is and is not good about a game is your strongest asset. It is why many of us read your blog in the first place. So if you just be Tom while you make it, the game will be awesome. Don&#8217;t bend to any &#8220;it was easier to do this instead&#8221; if it compromises your enjoyment, it will show.</p>
<p>Oh and I am putting my name down for your BETA, if you ever have a BETA I want to test play it :)</p>
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		<title>
		By: roBurky		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174119</link>

		<dc:creator><![CDATA[roBurky]]></dc:creator>
		<pubDate>Mon, 03 May 2010 21:32:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174119</guid>

					<description><![CDATA[That sounds like a lot to aim for for a first game.

If getting some satisfying movement working is your first priority at the moment, I think my advice would be to try to create a simple game purely out of your movement mechanic (whatever that is). Then come back and build on that with more features from your grand plan for Private Dick.

A bit like the development model of Captain Forever, I guess.]]></description>
			<content:encoded><![CDATA[<p>That sounds like a lot to aim for for a first game.</p>
<p>If getting some satisfying movement working is your first priority at the moment, I think my advice would be to try to create a simple game purely out of your movement mechanic (whatever that is). Then come back and build on that with more features from your grand plan for Private Dick.</p>
<p>A bit like the development model of Captain Forever, I guess.</p>
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		<title>
		By: Jaz		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174116</link>

		<dc:creator><![CDATA[Jaz]]></dc:creator>
		<pubDate>Mon, 03 May 2010 21:24:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174116</guid>

					<description><![CDATA[Fantastic news. I hope you have lots of fun! Do you know what you&#039;re doing for sound yet?]]></description>
			<content:encoded><![CDATA[<p>Fantastic news. I hope you have lots of fun! Do you know what you&#8217;re doing for sound yet?</p>
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		<title>
		By: Devenger		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174106</link>

		<dc:creator><![CDATA[Devenger]]></dc:creator>
		<pubDate>Mon, 03 May 2010 20:14:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174106</guid>

					<description><![CDATA[I&#039;ve also felt before that game-making programs will never be enough to fufill my game making dreams. I was wrong. You already seem to have a fairly good impression of how difficult it will (still) be, and how your expectations should be low. That&#039;s good. Less of a fall. :)

My advice: Use every resource you can get your hands on to overcome  barriers, particularly the making-stuff-work-with-code one. You&#039;ve mentioned Spelunky already - have you checked out the source code for it that Derek Yu has released? Whenever I&#039;ve tried making a game in a new environment, I&#039;ve found examples to be the best entry point. Seeing how someone else structures their work is often useful; and seeing how they tackle specific common problems is invaluable (making a platformed is a really good choice, given the plethora of available tutorials and examples available).

Oh, also, don&#039;t keep adding features to your To Do list. You&#039;ll know, deep down, when you have enough things to be worrying about already. Have too many ideas that you haven&#039;t implemented yet (and can&#039;t think how you will), and your morale will plummet. Keep it simple! Be happy!]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve also felt before that game-making programs will never be enough to fufill my game making dreams. I was wrong. You already seem to have a fairly good impression of how difficult it will (still) be, and how your expectations should be low. That&#8217;s good. Less of a fall. :)</p>
<p>My advice: Use every resource you can get your hands on to overcome  barriers, particularly the making-stuff-work-with-code one. You&#8217;ve mentioned Spelunky already &#8211; have you checked out the source code for it that Derek Yu has released? Whenever I&#8217;ve tried making a game in a new environment, I&#8217;ve found examples to be the best entry point. Seeing how someone else structures their work is often useful; and seeing how they tackle specific common problems is invaluable (making a platformed is a really good choice, given the plethora of available tutorials and examples available).</p>
<p>Oh, also, don&#8217;t keep adding features to your To Do list. You&#8217;ll know, deep down, when you have enough things to be worrying about already. Have too many ideas that you haven&#8217;t implemented yet (and can&#8217;t think how you will), and your morale will plummet. Keep it simple! Be happy!</p>
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		<title>
		By: Lack_26		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174102</link>

		<dc:creator><![CDATA[Lack_26]]></dc:creator>
		<pubDate>Mon, 03 May 2010 19:54:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174102</guid>

					<description><![CDATA[If you&#039;re not going to have the ability to move mid-jump, then perhaps some sort of faint trajectory line that changes the longer you hold &#039;jump&#039; for (up to a maximum)? It would give people a slightly better idea of how to implement the jump they want to make, but still leaving in skill and some planning.]]></description>
			<content:encoded><![CDATA[<p>If you&#8217;re not going to have the ability to move mid-jump, then perhaps some sort of faint trajectory line that changes the longer you hold &#8216;jump&#8217; for (up to a maximum)? It would give people a slightly better idea of how to implement the jump they want to make, but still leaving in skill and some planning.</p>
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		<title>
		By: Recursive Challenges		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174100</link>

		<dc:creator><![CDATA[Recursive Challenges]]></dc:creator>
		<pubDate>Mon, 03 May 2010 19:52:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174100</guid>

					<description><![CDATA[I have a concept that I think is unfeasible, but is tantalizing none-the-less, a game that pits you against your own intelligence.

At a very basic level, each iteration of the game uses your previous input against you.

It will likely work in one of two ways, it will become impossible, or super easy, either way it will probably happen after just a few iterations. However, if you could prevent this, it would likely be endlessly fascinating.

One way to get around this might be to use inputs from other players of the game, with a global heuristic for what survives (if you create the most efficient play style, everyone else who plays the game will be competing against you). In essence, non-realtime multiplayer.

The trouble would be how to implement that.

I was thinking programmable robots (using a simple visual programming language like Lego Mindstorms) that get successively more inputs as you go through the game (first they are only aware of where your mouse cursor is relative to where they are,  but as you progress you can unlock awareness of other obstacles and other robots). 

&quot;Enemy&quot; robots would enter through the opposite end of the obstacle course (your goal) and also respond to where your mouse cursor is on screen and run variations of your previous code.

The map would never be larger than the computer screen (to prevent scrolling). 

How&#039;s that for a random game creation side note.]]></description>
			<content:encoded><![CDATA[<p>I have a concept that I think is unfeasible, but is tantalizing none-the-less, a game that pits you against your own intelligence.</p>
<p>At a very basic level, each iteration of the game uses your previous input against you.</p>
<p>It will likely work in one of two ways, it will become impossible, or super easy, either way it will probably happen after just a few iterations. However, if you could prevent this, it would likely be endlessly fascinating.</p>
<p>One way to get around this might be to use inputs from other players of the game, with a global heuristic for what survives (if you create the most efficient play style, everyone else who plays the game will be competing against you). In essence, non-realtime multiplayer.</p>
<p>The trouble would be how to implement that.</p>
<p>I was thinking programmable robots (using a simple visual programming language like Lego Mindstorms) that get successively more inputs as you go through the game (first they are only aware of where your mouse cursor is relative to where they are,  but as you progress you can unlock awareness of other obstacles and other robots). </p>
<p>&#8220;Enemy&#8221; robots would enter through the opposite end of the obstacle course (your goal) and also respond to where your mouse cursor is on screen and run variations of your previous code.</p>
<p>The map would never be larger than the computer screen (to prevent scrolling). </p>
<p>How&#8217;s that for a random game creation side note.</p>
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		<title>
		By: Jason L		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174099</link>

		<dc:creator><![CDATA[Jason L]]></dc:creator>
		<pubDate>Mon, 03 May 2010 19:43:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174099</guid>

					<description><![CDATA[So my &#039;elevator clarification question&#039; would be &#039;how is this different from Hitman?&#039; The mental picture I have so far is a side-scrolling inverse Hitman, going from disorder towards order with pseudoscience investigative verbs in place of items and gadgets. That&#039;s not a criticism - it&#039;d be stupendous - just wondering if it&#039;s accurate. 

A major reason for air manipulation is the psychic jump problem, of course. I assume you&#039;ve considered that before dissing the curly muffin.]]></description>
			<content:encoded><![CDATA[<p>So my &#8216;elevator clarification question&#8217; would be &#8216;how is this different from Hitman?&#8217; The mental picture I have so far is a side-scrolling inverse Hitman, going from disorder towards order with pseudoscience investigative verbs in place of items and gadgets. That&#8217;s not a criticism &#8211; it&#8217;d be stupendous &#8211; just wondering if it&#8217;s accurate. </p>
<p>A major reason for air manipulation is the psychic jump problem, of course. I assume you&#8217;ve considered that before dissing the curly muffin.</p>
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		<title>
		By: gryffinp		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174095</link>

		<dc:creator><![CDATA[gryffinp]]></dc:creator>
		<pubDate>Mon, 03 May 2010 19:32:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174095</guid>

					<description><![CDATA[Come to think of it, I think that the Ace Attorney series is the only game series thus far to treat guns the way that you describe here. Obviously guns tend to be important, since you&#039;re always dealing with homicide cases, but usually only as evidence; the shooting is long done by the time the actual game begins. But there are a few instances where people start pulling guns on other people and shit gets tense.]]></description>
			<content:encoded><![CDATA[<p>Come to think of it, I think that the Ace Attorney series is the only game series thus far to treat guns the way that you describe here. Obviously guns tend to be important, since you&#8217;re always dealing with homicide cases, but usually only as evidence; the shooting is long done by the time the actual game begins. But there are a few instances where people start pulling guns on other people and shit gets tense.</p>
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		<title>
		By: Mike		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174089</link>

		<dc:creator><![CDATA[Mike]]></dc:creator>
		<pubDate>Mon, 03 May 2010 19:20:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174089</guid>

					<description><![CDATA[This is great. This is really, really great. More journalists should make games!

Don&#039;t despair and don&#039;t give up. I suspect regular blog-updates will help keep the enthusiasm going. The concept is great for a first game. Keep going!]]></description>
			<content:encoded><![CDATA[<p>This is great. This is really, really great. More journalists should make games!</p>
<p>Don&#8217;t despair and don&#8217;t give up. I suspect regular blog-updates will help keep the enthusiasm going. The concept is great for a first game. Keep going!</p>
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		<title>
		By: Chris Fox		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174088</link>

		<dc:creator><![CDATA[Chris Fox]]></dc:creator>
		<pubDate>Mon, 03 May 2010 19:17:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174088</guid>

					<description><![CDATA[I have a sudden desire to play Trilby: The Art of Theft, with a shot of Canabalt between each level.

Sounds like a great premise with some interesting goals. Know that you are being watching, Mr. Francis.]]></description>
			<content:encoded><![CDATA[<p>I have a sudden desire to play Trilby: The Art of Theft, with a shot of Canabalt between each level.</p>
<p>Sounds like a great premise with some interesting goals. Know that you are being watching, Mr. Francis.</p>
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		<title>
		By: Lack_26		</title>
		<link>https://www.pentadact.com/2010-05-03-private-dick/#comment-174087</link>

		<dc:creator><![CDATA[Lack_26]]></dc:creator>
		<pubDate>Mon, 03 May 2010 19:17:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1721#comment-174087</guid>

					<description><![CDATA[Sounds good if you can pull it off, anyway, as Jonas said you should test it a lot (throw it open to other people to test). 

The story compensating for failure sounds difficult to implement but I&#039;d love to see if it could work. And having a gun as a true game changer, I really hope you get this one done.]]></description>
			<content:encoded><![CDATA[<p>Sounds good if you can pull it off, anyway, as Jonas said you should test it a lot (throw it open to other people to test). </p>
<p>The story compensating for failure sounds difficult to implement but I&#8217;d love to see if it could work. And having a gun as a true game changer, I really hope you get this one done.</p>
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