Talking of being softlocked on a boat crossing:<p><a href="https://www.kensblog.com/update-on-our-journey-through-the-nw-passage/" rel="nofollow">https://www.kensblog.com/update-on-our-journey-through-the-n...</a>
tangent: this unfortunate design choice by the old Sierra adventure games has been discussed a number of times on the Designer Notes podcast, focused on game design [1]. Soren opens each discussion by asking the guest which is the first game they remember.<p>[1] <a href="https://www.idlethumbs.net/designernotes/" rel="nofollow">https://www.idlethumbs.net/designernotes/</a>
This is so cool, what a great project!<p>I remember using a single save game and soft locking myself in Space Quest 2 by not getting the glowing gem, and in Space Quest 1 I think by not picking up the shard of broken glass, and being so pissed off about having to replay.<p>The LSL dip and sunscreen issues you fixed were particularly egregious, by that point I feel like they should have fixed things.<p>While Sierra should absolutely be recognized for spawning an entire genre of games that were legitimately fun, it is crazy that they were fine with shipping games with these broken states, when it was eminently preventable.
Thanks!! I mean, I can kiiiinda see it as a design philosophy... It does make games harder and make them feel higher stakes. What really gets me is some of the later games that <i>look</i> like they would be safe, but aren't. For example Gabriel Knight 1 has a day structure that looks like it would prevent you from getting stuck... but it doesn't, you can trigger a day's end without getting everything you actually need. That's just, like, evil haha
Nice job! I actually wrote a blog article about my love/hate relationship with KQ4 in particular - with a particular shoutout to my incredible irritation with the whole golden bridle scene [1].<p>Without spoiling anything, are you accounting for stuff like a player saving in the Minotaur's Labyrinth without a... shall we say crucial item necessary for a trap scene?<p>[1] - <a href="https://mordenstar.com/blog/kqiv" rel="nofollow">https://mordenstar.com/blog/kqiv</a>
Yes I'm with you on that bridle! And you can only get it by typing "look down", which is infuriating! I'm also discovering, working on KQ5, that it is really evil in allowing you to use items in certain ways that look fine at first (the action succeeds), but bite you in the butt later because you needed that item for something else and there was an other option you could have used. For example, throwing the leg of lamb at the cat to chase it away will work... but then good luck surviving the mountains. I love these games but MAN.<p>In KQ6, the patched game prevents you from returning to the Labyrinth entrance unless you hold everything you need for inside. Stepping on the mountain will just not work. So you can save inside... you should be "safe" at that point (as safe as you can ever be in a Sierra game, lol).
<i>> In KQ6, the patched game prevents you from returning to the Labyrinth entrance unless you hold everything you need for inside. Stepping on the mountain will just not work</i><p>Nice~<p><i>> throwing the leg of lamb at the cat to chase it away will work... but then good luck surviving the mountains.</i><p>Agree! Some of the KQs will even give you a few points (not the maximum, since it’s not the optimal action) for doing something that’s considered “good,” even though it puts the game into an unwinnable state later on.
This is so cool - very impressive!<p>Read the whole ReadMe to understand how you pulled this off.<p>Halfway through, I shiver, wait a minute I recognize this writing style…<p>I would have so preferred to remain impressed and excited by what a fellow human came up with - sometimes I really hate what AI is taking from us