Re: suggestions for Penjin3D:
I think a standardized "skip" key would be great. To skip screens with delays. E.g., I display a special message to those who lose in BadVista. I put in a 4-second delay so people have time to read it. But clicking on "Z" will cause it to exit immediately. I think I remember seeing such things on console games growing up. Also an "abort" key to automatically lose the game and quickly exit out would be easy to implement in each game or perhaps even in the engine itself.
I don't think a "Pause" button, even available mid-game, would be all that detrimental. It's only that much harder to start playing again when paused in a tight spot. I usually wait for a lull to pause anyhow. And if I'm playing this thing on the move (e.g., on a train or bus, in line: places for which the Pandora was made), then a pause button that works instantly at any point in the game is important.
For that matter, will the Pandora sleep or suspend or something when the screen is closed? In any case, the game should be paused when the clamshell is closed, and not unpaused until the user does so manually. My $0.02.
ALSO -- it could be nice to make available to the minigames some kind of level information. I had an idea for another game today. I was almost laughing to myself at work as I thought of ways to play with peoples' minds. I could definitely make it harder as they get to higher levels, but would not want to do that from the start. Either pass in an overall level number or (even better!) which time running my particular game.
OTOH, I suppose I could just track that myself with a static counter...
Just some thoughts.
--Todd
I think a standardized "skip" key would be great. To skip screens with delays. E.g., I display a special message to those who lose in BadVista. I put in a 4-second delay so people have time to read it. But clicking on "Z" will cause it to exit immediately. I think I remember seeing such things on console games growing up. Also an "abort" key to automatically lose the game and quickly exit out would be easy to implement in each game or perhaps even in the engine itself.
I don't think a "Pause" button, even available mid-game, would be all that detrimental. It's only that much harder to start playing again when paused in a tight spot. I usually wait for a lull to pause anyhow. And if I'm playing this thing on the move (e.g., on a train or bus, in line: places for which the Pandora was made), then a pause button that works instantly at any point in the game is important.
For that matter, will the Pandora sleep or suspend or something when the screen is closed? In any case, the game should be paused when the clamshell is closed, and not unpaused until the user does so manually. My $0.02.
ALSO -- it could be nice to make available to the minigames some kind of level information. I had an idea for another game today. I was almost laughing to myself at work as I thought of ways to play with peoples' minds. I could definitely make it harder as they get to higher levels, but would not want to do that from the start. Either pass in an overall level number or (even better!) which time running my particular game.
OTOH, I suppose I could just track that myself with a static counter...
Just some thoughts.
--Todd