Difference between revisions of "Top 5 Game-Maker Wishlist"

From The Game-Maker Archive
Jump to navigationJump to search
Line 9: Line 9:
 
'''EJR Tairne/[[A-J Games]]:'''
 
'''EJR Tairne/[[A-J Games]]:'''
  
: 1) Fixed idle sequences (maybe a choice of five idle sequences, A-E, with A being overall default; on completion, any animation sequence can be set to default to any of the five idle sequences).
+
# Fixed idle sequences (maybe a choice of five idle sequences, A-E, with A being overall default; on completion, any animation sequence can be set to default to any of the five idle sequences).
: 2) Grant monsters the same abilities as characters (optionally affected by, and affect, BBL properties; HP and special counters; different sizes; different animations; ability to birth other monsters).
+
# Grant monsters the same abilities as characters (optionally affected by, and affect, BBL properties; HP and special counters; different sizes; different animations; ability to birth other monsters).
: 3) Fixed scrolling (several options: keep centered, auto-scroll, screen-by-screen).
+
# Fixed scrolling (several options: keep centered, auto-scroll, screen-by-screen).
: 4) Improved music support (MIDI, .MOD).
+
# Improved music support (MIDI, .MOD).
: 5) On-screen stats (with some options about what to display, where, and how).
+
# On-screen stats (with some options about what to display, where, and how).
  
 
'''[[Matthew Groves]]:'''
 
'''[[Matthew Groves]]:'''
Line 27: Line 27:
 
'''[[James W. Morris]]'''
 
'''[[James W. Morris]]'''
  
: 1) The ability to construct multi-tile non-player sprites
+
# The ability to construct multi-tile non-player sprites
: 2) The ability to print text to the screen, and define when and where it would appear
+
# The ability to print text to the screen, and define when and where it would appear
: 3) The ability to assign hit point values to non-player sprites
+
# The ability to assign hit point values to non-player sprites
: 4) The ability to define a player HUD with tweakable parameters such as health bar, currency/points earned, inventory item selected, etc.
+
# The ability to define a player HUD with tweakable parameters such as health bar, currency/points earned, inventory item selected, etc.
: 5) Lite scripting functionality that allows tiles to listen for particular events, and respond with an action.
+
# Lite scripting functionality that allows tiles to listen for particular events, and respond with an action.
  
 
'''Sylvain Martin/[[PPP Team]]'''
 
'''Sylvain Martin/[[PPP Team]]'''
  
: 1) Editable music,  
+
# Editable music,  
: 2) separate background (at least 1 parallax layer) and  
+
# separate background (at least 1 parallax layer) and  
: 3) clipping of monsters when they approach borders are the definite things I think that will lack forever. Then, I would put  
+
# clipping of monsters when they approach borders are the definite things I think that will lack forever. Then, I would put  
: 4) gravity-sensible monsters and possibly  
+
# gravity-sensible monsters and possibly  
: 5) hitpoints for monsters.
+
# hitpoints for monsters.
  
 
==Stats==
 
==Stats==

Revision as of 13:11, 8 December 2010

TENTATIVE AREA


The question: If Game-Maker were to have received one last update, what are the top five features or fixes you would ask for?

Responses

EJR Tairne/A-J Games:

  1. Fixed idle sequences (maybe a choice of five idle sequences, A-E, with A being overall default; on completion, any animation sequence can be set to default to any of the five idle sequences).
  2. Grant monsters the same abilities as characters (optionally affected by, and affect, BBL properties; HP and special counters; different sizes; different animations; ability to birth other monsters).
  3. Fixed scrolling (several options: keep centered, auto-scroll, screen-by-screen).
  4. Improved music support (MIDI, .MOD).
  5. On-screen stats (with some options about what to display, where, and how).

Matthew Groves:

I probably would have answered differently 15 years ago, but I think a scripting language (a custom language like with ZZT or even something like Lua) would have been very handy, and would have resulted in a larger variety of game types.
If you had asked me when I was 15, I would have probably said that I wanted to make a CD-ROM sized game, so the ability to include and use large assets like voice tracks, background music, video, etc.

Josh Turcotte:

I don't really even know anymore, it's been so long since I had any interaction with it; certainly larger creature sprites would have been nice, but I remember nothing more.

James W. Morris

  1. The ability to construct multi-tile non-player sprites
  2. The ability to print text to the screen, and define when and where it would appear
  3. The ability to assign hit point values to non-player sprites
  4. The ability to define a player HUD with tweakable parameters such as health bar, currency/points earned, inventory item selected, etc.
  5. Lite scripting functionality that allows tiles to listen for particular events, and respond with an action.

Sylvain Martin/PPP Team

  1. Editable music,
  2. separate background (at least 1 parallax layer) and
  3. clipping of monsters when they approach borders are the definite things I think that will lack forever. Then, I would put
  4. gravity-sensible monsters and possibly
  5. hitpoints for monsters.

Stats

******* Improved monsters (size, properties, abilities, behaviors)
** Improved music (format support and/or editor)
** Customizable HUD
** Some kind of optional scripting functionality
* Improved idle sequences
* Improved scrolling
* Improved multimedia support (large video or audio clips)
* In-game text field support
* Multiple background layers (scrolling or transparency)