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kinda OT: Pentagram
Posted: Sun Nov 28, 2004 2:49 pm
by gruck
I have been following the development of Pentagram for some time and judging by the webpage/changelog there has been leaps and bounds in progress lately. I am just curious if we could have a progress report regarding how close Pentagram is to actually reaching a playable (ie. finishable) state and what major issues still remain. Thank you for your time.
Re: kinda OT: Pentagram
Posted: Mon Nov 29, 2004 12:08 am
by wjp
Let's see... the main unimplemented things are:
combat AI: monsters will currently just attack you if you're standing right next to them. Shouldn't take too long anymore to remedy this.
sound effects: only the decompression code is done, currently.
scaling: no code yet, although we've talked about it a fair bit recently. (And of course the scalers themselves are already available.)
Then there are some minor issues, such as:
compressed savegames: saves are just a bit on the large side currently (500-600Kb); compressed they'll be more like 200-300Kb.
inverted screen: there are some levers around that flip the entire screen. This will probably be implemented around the same time as scalers.
start/endgame sequences: somewhat working, but not quite correctly.
avatar control: not working perfectly yet. Mainly hanging/climbing still need work.
and probably quite a few that I can't quite remember at the moment
Re: kinda OT: Pentagram
Posted: Mon Nov 29, 2004 1:22 am
by Tristan de Inés
The game is worth playing as soon as the mushroom-LSD effect is implemented.... everything else is secondary.
Re: kinda OT: Pentagram
Posted: Mon Nov 29, 2004 4:52 am
by Colourless
And that is implemented.
There is also another more severe 'drug' effect... but the Items used to do it are not in the game.
Re: kinda OT: Pentagram
Posted: Mon Nov 29, 2004 7:04 am
by Gerry
What effect is that?
Re: kinda OT: Pentagram
Posted: Mon Nov 29, 2004 7:42 am
by GuJiaXian
Any chance of Pentagram setting up some official forums? I check the webpage every few days for updates, but some forums would be awfully nice.
Re: kinda OT: Pentagram
Posted: Mon Nov 29, 2004 8:23 am
by Dominus
I guess once we have an actual release we will also set up a forum. Or maybe whenever someone feels like setting it up (/me looks at wjp)
Re: kinda OT: Pentagram
Posted: Mon Nov 29, 2004 9:08 am
by wjp
I don't really see a need for a pentagram forum at this point, to be honest.
Re: kinda OT: Pentagram
Posted: Mon Nov 29, 2004 9:53 am
by Gradilla Dragon
Yea, whenever a forum is set, people doesn't read the FAQ, Documentation or anything and assumes the program will work as they expect (usually expecting the game to be "fully playable").
Re: kinda OT: Pentagram
Posted: Mon Nov 29, 2004 10:29 am
by Dominus
No, Gradilla, you got that wrong
Whenever a forum is set, people don't read the FAQ (which I really should fill with somewhat more useful information) and Documentation, but assume asking in the forum would bring more results
The good side is that this way I could actually find out what the frequently asked questions ARE.
Re: kinda OT: Pentagram
Posted: Mon Nov 29, 2004 1:28 pm
by Gruck
"inverted screen: there are some levers around that flip the entire screen. This will probably be implemented around the same time as scalers."
I know I wouldn't complain if these were "broken by design"
Re: kinda OT: Pentagram
Posted: Mon Nov 29, 2004 4:46 pm
by Gradilla Dragon
Sometimes some funny questions arise. In my project, I recently got asked: "Will you port it to the Zaurus? How hard is it going to be?". We're not even in the pre-alpha stage yet, so how am I to know how hard it will be to port it to the Zaurus?