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File 125043180053.png - (11.87KB , 696x449 , JimQuest Title.png )
1097 No. 1097 ID: fdc826

Discuss JimQuest, give me feedback, ask questions, and all that good shit.

While you're doing that, I'll be cooking me up some microwave noodle cups. And yes, "cups" is plural. I'm making at least three of those delicious bastards.
>>
No. 1098 ID: f98e0b

I like
>>
No. 1099 ID: acdc9b

You sir, are a genius.

I really enjoy the visibility system, being able to reveal things based on position. That allows it to be strategically viable while still having that element of the unknown and playing up to the sense of adventure.

The game seemed pretty easy so far, but I imagine it'll get more difficult. I can't wait to see where the story is going to go, but we do need to find out what our goal is. Is it to get out of the city, and if so, where would we go? Is the zombie infection just in the city or nation-wide? planet-wide? We don't have anyone we need to save, so do we just need to find a place to survive and hole up there? I'd love to see the issue of resource competition brought into play, with having to fight groups of marauding raiders for food and other necessary supplies.
>>
No. 1104 ID: f4963f

I'm very fond of JimQuest, and hope to see more of it.

Of course, I love a good zombie apocalypse setting, and your handling is novel. Bravo, Jim. <3
>>
No. 1105 ID: 6faa8c

I <3 the pixel style. It was used for a quest on /x/ a while back.
>>
No. 1110 ID: fdc826

>>1099
You, sir, just inflated my ego.

As for the visibility thing, I'll take your word for it and start adding a few more situations where it's used. Oh, and you're going to love the spOoOoOoky woods I've got in store.

And the difficulty is meant to be easy right off the bat. Believe me, it'll get harder. Just wait 'til the sun goes down.

>>1104
Well, not counting KaraQuest, (and NicQuest? I haven't really read through that one) there really hadn't been a zombie apocalypse quest before JimQuest. Somebody had to do it eventually.

>>1105
That's a good thing, because any attempt at any other style ends up looking like that "fanart" I made.

Also, I'm curious about this /x/ quest. Are there archived threads/screencaps/whatever-the-fuck that I could take a look at?

As for the actual Quest, I'll be back with Chapter 2 later tonight, depending on how fast I can get off my ass and finish a few more areas. (I try to make most of that shit beforehand so the Quest can move as fast as possible)
>>
No. 1111 ID: acdc9b

>>1110
Well, part of what makes a quest good is if the author can relax and have a fun time with it. And you demonstrated brilliantly that you can.

That's another reason this visibility system rocks, because you can create the map ahead of time and then reveal it as the story progresses. Keeps things moving, which is another thing that separates good quests from the bad ones.

Speaking of Kara Quest, is this set in the same world? Will we be running into scrubbers and Ignometrics and whatnot? Or just good ol' fashioned zombie apocalypse? Also, any special infected in the works? Can you tell us how the infection spreads (unless it's supposed to be figured out in game, which is cool too)?
>>
No. 1112 ID: fdc826

>>1111

No, it's not set in KaraQuest's world. It's more of a modified real-world setting. (Unspecified location around Arizona or Utah most likely; I haven't decided, but it shouldn't make any real difference in the quest.)

As for special infected, well, it'd be quite boring otherwise, wouldn't it? I'm planning on having quite a few different types, whose abilities (and names) have to be determined by the "players".

The infection spreads by bite, like usual. Time to complete transformation will be revealed later, though.

And I'm finally getting around to working on things for Chapter 2 (and beyond), so not much longer until the update.
>>
No. 1113 ID: 6faa8c

>>1110
>Also, I'm curious about this /x/ quest.

It's jumped between boards, and I don't know where /x/ archives its stuff. I saw it once or twice, sorry I can't help more.
>>
No. 1114 ID: fdc826

>>1113
Don't worry about it. I might just ask /x/ about it later.
>>
No. 1150 ID: fdc826

Chapter 2 is up, and our heroes are currently being assaulted by tentacle-things.

Is this awesome? (Y/N)
>>
No. 1151 ID: 9e9b47

I like tentacled things.

Tougher zombies are neato
>>
No. 1152 ID: f4963f

Freaked me out a bit. I love it. :D
>>
No. 1153 ID: 9891a9

You're certainly doing something right, as Jim Quest's limitations feel perfect for the way you've set the game up. The new developments you must have in store for us... I can hardly wait.
>>
No. 1164 ID: b146ce

>>1105
>>1113
>>1114

The guy who did /x/ quest did a few one shots on /tg/ too.

1st one
http://suptg.thisisnotatrueending.com/archive/4285760/

Lesibians on a ship one
http://suptg.thisisnotatrueending.com/archive/4455910/

Cultist chan and Robotic Bob Ross one
http://suptg.thisisnotatrueending.com/archive/4462441/

Parts of /x/ quest
http://suptg.thisisnotatrueending.com/archive/4877540/
http://suptg.thisisnotatrueending.com/archive/4880271/

You might be able to find the rest of the /x/ quest threads here:
http://4chanarchive.org/
>>
No. 1166 ID: fdc826

>>1164

Hey, I think I remember seeing one of those threads on /tg/ before. I'm not sure why I didn't check it out at the time, though.

Anyway, thanks for digging all that shit up. I'll probably read through a few after today's JimQuest session.
>>
No. 1175 ID: fdc826

I'm currently trying to get a good string of updates in.

Our heroes are reading a friendly sign.
>>
No. 1179 ID: fdc826

Chapter 2 complete.

Kind of a crappy spot to end the chapter, I guess, but I'm done for the night, and it's been about as long as Ch.1 so far, so fuck it.

Chapter 3 should be ready tomorrow around mid-day, but I have a ton of shit to do, in-quest and otherwise, so that estimate is probably way the fuck off.

In any case, please continue with the feedback. I made some changes to Ch.2 thanks to what you guys said here, and any new comments won't be any different.
>>
No. 1184 ID: 6faa8c

>>1179
Loving the special infected. LOVING them. Have you decided on what nickname we've given them yet to use?

One character every odd chapter makes perfect sense until we have a full car.
>>
No. 1206 ID: fdc826

>>1184

I haven't really decided anything for sure, though "tentacle zombie", "fast zombie" and "telezed" are probably going to stick.

And it's a good thing you like them, because I've been thinking up around two new types per day since the quest started. I'm not sure what I'm going to do with them all, really.
>>
No. 2576 ID: f78140

guize guize guize.
jimquest guy has been pulling something sneaky on us. in the 4 part update in thread 2, pay attention to what's going down with Marley. What do you suppose made him decide to do that?
>>
No. 3104 ID: fdc826

It's official; I've jumped on the "Orb of Infinite Psyche" bandwagon.

Also, what the hell was everyone talking about with John? The only Johns I know are an alien in a quest I need to catch up on, and a cat whose DENSEITY is so grate he plummits through the FLOOR.
>>
No. 3105 ID: f4963f

>>312904
There's also SDF's character, John the Sergal. Whose hotness is only matched by her sociopathy.
>>
No. 4770 ID: 954933

So where the hell is JimQuest?
>>
No. 4771 ID: 43d730

>>314570
I'm guessing a moon colony.
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