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| Total Votes : 6 |
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Christian Knudsen Administrator
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Posted: August 10th, 2009 Post subject: 'A Lady in Trouble - Part 2' by Quaker2k9 |
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Description: Sequel to "A Lady in Trouble." If you've enjoyed the first part, then you'll probably like this one too. Having finished the first part isn't mandatory, but recommended.
Difficulty: Hard
(The difficulty is based on completing the quest in a well-equipped Centurion.)
Last edited by Christian Knudsen on September 16th, 2010; edited 1 time in total
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Quaker2k9 Experienced
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Posted: August 10th, 2009 Post subject: Re: 'A Lady in Trouble - Part 2' by Quaker2k9 |
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Just checked it and everything works fine now
Hope you guys will have as much fun playing this one as I've been having writing it.
Thanks to Cthulhu for testing and Admin for making some last-minute improvements. _________________ Retros tick me off!
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Cthulhu Ace
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Posted: August 10th, 2009 Post subject: Re: 'A Lady in Trouble - Part 2' by Quaker2k9 |
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This is top notch!
I love the story, it's really well done. You can tell a lot of work has gone into this. Most excellent!
The character dialogue is definitely the most advanced I've seen in a quest so far, and the use of the Quine in the beginning was really imaginative.
(Do I have to ask the unavoidable question: Will there be a part three?)
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Quaker2k9 Experienced
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Posted: August 10th, 2009 Post subject: Re: 'A Lady in Trouble - Part 2' by Quaker2k9 |
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Thanks for the kind words.
| Cthulhu wrote: | | The character dialogue is definitely the most advanced I've seen in a quest so far |
Well that's probably because it's mostly stolen Well maybe not exactly, but in the scene on the station, there's the "stupid robot stereotype" and the rest of it is references to the 'castle' act of Indiana Jones and the Last Crusade, one of my all-time favourite adventure games.
These dialogues almost write themselves... As you certainly know, the time-consuming part about quest-writing is not the dialogues but testing stuff and balancing until it actually work.
| Cthulhu wrote: | | (Do I have to ask the unavoidable question: Will there be a part three?) |
Not sure, if I have the time and some ideas for missions/scenes that I consider original or funny, maybe. I certainly enjoy toying around with this. The story does have room for another part, the villain still lives and it's been said that the stupid robot has a brother... _________________ Retros tick me off!
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Brokenstein Rookie
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Posted: August 11th, 2009 Post subject: Re: 'A Lady in Trouble - Part 2' by Quaker2k9 |
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| Cthulhu wrote: | This is top notch!
The character dialogue is definitely the most advanced I've seen in a quest so far, and the use of the Quine in the beginning was really imaginative.
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+1
This is the best quest I've ever played. :D
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Flyboy Veteran
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Posted: August 18th, 2009 Post subject: Re: 'A Lady in Trouble - Part 2' by Quaker2k9 |
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This quest is great! Apparently I need to re-play it though, as I never found anything about a robot... that must have been the exterminator I blew away.
Please make a part 3!!!! You have things set up perfectly for it! The villain is still on the loose, Bianca is getting friendlier, and the story is just too good to end so abruptly...
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Quaker2k9 Experienced
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Posted: August 18th, 2009 Post subject: Re: 'A Lady in Trouble - Part 2' by Quaker2k9 |
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| Flyboy wrote: | | Apparently I need to re-play it though, as I never found anything about a robot... that must have been the exterminator I blew away. |
So you shot the target right after landing on the station and then ran away? That's a way of doing it, too. You're missing some information this way but you still identified the target, figured what "XT Project" stands for... some strange guy carrying a weapon... Well the graphics isn't that good so you couldn't see that he's not human from the distance
Just so that it's spelled out: You can avoid having to use any ground-combat weapons in this quest. And there is also a way to avoid having to fight / outrun the confeds after you take off from the station. _________________ Retros tick me off!
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Flyboy Veteran
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Posted: August 18th, 2009 Post subject: Re: 'A Lady in Trouble - Part 2' by Quaker2k9 |
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Yeah, I managed to get the "confeds" to let me go when I took off. The way the fight worked out for me, ol' Sarge gives me the run-around, all the guys jump me, I set off a smoke grenade and use the smoke cover to defend myself, then I get out in the open and shoot the exterminator.
That was such a fun quest, I think I'll replay it.
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Quaker2k9 Experienced
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Posted: August 18th, 2009 Post subject: Re: 'A Lady in Trouble - Part 2' by Quaker2k9 |
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| Flyboy wrote: | | Yeah, I managed to get the "confeds" to let me go when I took off. The way the fight worked out for me, ol' Sarge gives me the run-around, all the guys jump me, I set off a smoke grenade and use the smoke cover to defend myself, then I get out in the open and shoot the exterminator. |
Oh, interesting. When the guard comes to talk to you, the dialogue branches into different ways. There are two ways to make him leave you in peace and a number of ways to make the guards attack you (if you choose a wrong answer).
If you've managed to make the guards let you be, you have all the time in the world to examine the Exterminator and talk to him...
PS: If you don't feel like figuring out what's the right answer, you can also force-end the dialogue by simply pressing esc. This way the chat gets aborted and no consequences are triggered. This "feature" doesn't matter too much in this quest, but I can think of situations in stories where this would be a bit unfortunate. Maybe Admin could think about adding something like a "no-premature-quit" function to tag certain dialogues with at some later point in the development? _________________ Retros tick me off!
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Flyboy Veteran
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Posted: August 18th, 2009 Post subject: Re: 'A Lady in Trouble - Part 2' by Quaker2k9 |
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Ok, cool. Thanks for the tips.
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Windmill_Man Veteran
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Posted: March 21st, 2010 Post subject: Re: 'A Lady in Trouble - Part 2' by Quaker2k9 |
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Good quest. Even better than the first. I had to be a bit sneaky with the on-ground battle this time around. I like how you can avoid battles if you want. I couldn't figure out how to make the game recognize that I had a certain item in my inventory at the end... I even looked through the source. Oh well, it doesn't matter.
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Quaker2k9 Experienced
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Posted: April 17th, 2010 Post subject: Re: 'A Lady in Trouble - Part 2' by Quaker2k9 |
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| Windmill_Man wrote: | | Good quest. Even better than the first. I had to be a bit sneaky with the on-ground battle this time around. I like how you can avoid battles if you want. I couldn't figure out how to make the game recognize that I had a certain item in my inventory at the end... I even looked through the source. Oh well, it doesn't matter. |
TRIGGER
Event : ItemAcquired : Panty (ruined)
Result : Variable : Panty : 2
/TRIGGER
TRIGGER
Event : ItemLost : Panty (ruined)
Result : Variable : Panty : 0
/TRIGGER
TRIGGER
Event : ItemAcquired : Panty
Result : Variable : Panty : 1
/TRIGGER
TRIGGER
Event : ItemLost : Panty
Result : Variable : Panty : 0
/TRIGGER
...then set different dialogue for different values of the variable. _________________ Retros tick me off!
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EliteRifle Experienced
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Posted: November 28th, 2010 Post subject: Re: 'A Lady in Trouble - Part 2' by Quaker2k9 |
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I loved it 5/5
So flyboy actually managed not to get the "lucky charm" ruined? or does that happen either way? _________________ Internet Explorer, the #1 browser for downloading a better browser.
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