Hey there, friends! Once again, I’m happy to see you back on board of “San Francisco”, a huge spacecraft travelling far, far way from planet Earth.
Today I’d like to discuss GUI usability and the speed of character movement, as well as some project news.
Initially, during development, I was aiming to create an interface that would be as convenient as possible, and at the same time self-evident. That was the reason for interface being permanently present on the screen, for automatic appearance of an action interface when selecting an object and for scrolling through inventory screens. It should be noted that there was no special criticism towards the inventory, and the reviewers rated it positively.
However, with the release of new episodes that introduced new locations and puzzles on these locations, the old-fashioned interface began to get in the way. The most striking example is when the rope interface overlaps the action in the second episode, when a player selects an item from the inventory.
To solve this issue we’ve slightly changed the inventory interface. After the next update the action interface for inventory items will be displayed with the second click or with RMB click, with the first click simply selecting the item.
We are considering the possibility of hiding the interface, but for now we find this would be a poor solution, as the inventory opening and closing would take up a half of the entire game play process.
As for the character speed of movement we wouldn’t want our players taking overly long walks from one end of the map to the other. That being said, a ridiculously trotting character would spoil the game’s atmosphere. We’ve settled on a classic solution eventually - a double click instantly moves the character to the next location. Perhaps we will implement a hidden speed of movement setting for those who really crave it (with + and - keys).
In other project news - we are working on the third episode, and the largest part of the logical structure is already in place. We are also working on game versions for other platforms. The Linux version already works smoothly on Ubuntu, although we ran into problems with other Linux distributions (like Mint), but we hope to solve these shortly. Thank you for your support!
Odysseus Kosmos and his Robot Quest: Adventure Game
Pavel Kostin
HeroCraft
2017-12-01
Singleplayer
Game News Posts 64
🎹🖱️Keyboard + Mouse
Very Positive
(114 reviews)
https://odysseus-kosmos.herocraft.com
https://store.steampowered.com/app/645820 
The Game includes VR Support
Odysseus Kosmos and his Robot Quest: Adventure Game - Linux [181.39 M]
Odysseus Kosmos and his Robot Quest: Digital Deluxe Set
Game is not tagged as available on Linux on Steam.
Linux is not in the OS list.
What do you do if you are the only one left aboard a spaceship? Your team has embarked on a mysterious expedition a few years ago, the ship’s machinery has started acting up and it seems there are ghosts wandering about. Luckily, the black hole above you doesn’t pose any problems…yet.
Welcome aboard San-Francisco, a scientific vessel exploring the outer reaches of space. Only two crew members present – lazy board engineer Odysseus, who adores coffee and cookies and robot Barton that seems to know more than it’s willing to tell. One morning the ship’s equipment has malfunctioned, cute laboratory rats are eyeing Oddy with hunger in their sparkly eyes, and on a top of all that – the coffee has gone bad!
Odysseus's pixelated adventure is picking up steam. In the last episodes we got aquantenced with the snarky duo, made coffee in a transducer and visited a familiar planet. In episode 3, Oddy gets into big trouble and robot Barton Quest is the only one who can help.
Pay once and get access to all of the available episodes (1-2), a well as new ones to be released.
Features:
- Robot Quest as a playable character
- New pack of intelligent puzzles
- More easter eggs and movie references
- Twisted and mysterious storyline
The key to solving San-Francisco’s mysteries is out there.
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