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gamebooks
Escape The Asylum
Gem Runner
A Princess Of Zamarra
A Saint Beckons
A Day In The Life
Rise Of The Night Creatures
New Day Rising
Bloodsworth Bayou
Golem Gauntlet
Shrine Of The Salamander
A Flame In The North
A Shadow In The North
Escape Neuburg Keep
Any Port In A Storm
Below Zero Point
Tales From The Bird Islands
The Ravages Of Fate
Nye's Song
A Knight's Trial
Return To G15-275
Devil's Flight
Above The Waves
The Curse Of Drumer
The Word Fell Silent
A Strange Week For King Melchion The Despicable
Sharkbait's Revenge
Tomb Of The Ancients
A Midwinter Carol
The Dead World
Waiting For The Light
Contractual Obligation
Garden Of Bones
The Hypertrout
The Golden Crate
In The Footsteps Of A Hero
Soul Tracker
Planet Of The Spiders
Beggars Of Blacksand
The Diamond Key
Wrong Way Go Back
Hunger Of The Wolf
Isle Of The Cyclops
The Cold Heart Of Chaos
The Black Lobster
Impudent Peasant!
Curse Of The Yeti
Bad Moon Rising
Riders Of The Storm
Bodies In The Docks
House Of Horror
Rebels Of The Dark Chasms
Midnight Deep
Lair Of The Troglodytes
Outsider!
The Trial Of Allibor's Tomb
Hellfire

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Duck
Mon May 28 21:59:04 2007
Wrong Way Go Back
SPOILER  
END SPOILER


James
Fri Jun 1 07:47:10 2007
Wrong Way Go Back
Wrong Way Go Back - most amusing. I'd suggest changing the lift section mentioned in the two posts above - maybe it should just be testing your luck instead.

Ibrahim
Fri Jun 1 16:18:36 2007
Wrong Way Go Back
Hi.

Sorry to bother you folks, but I am trying to beat wrong way go back. I have tried every conceivable option and I still end up getting cooked up like an oven ready chicken.

I am going to ask a few questions in the hope someone can help me.
Firstly, what is the significance of the cabinet with the power supplies and other miscelanious items?
Do I need to concern myself with the keypad at the abandoned security station?
Do I need Garry Fishbone's ID if I find it or the sonic screwdriver? Sometimes, I only find my own ID card where upon you stop searching automatically.

Any clues would be appreciated.

stirlock
Fri Jun 1 20:03:34 2007
Wrong Way Go Back
I too am hopelessly stuck in wrong way go back. Help?

Ekaterin
Sat Jun 2 10:03:35 2007
Wrong Way Go Back
Re Wrong Way Go Back:

SPOILER  
END SPOILER




Shadow Dragon
Sun Jun 3 15:41:39 2007
General Chat
Yeah, spoilers would be nice. I always get stuck with the random search options, they waste sections so badly and you never know what you need and what you don't.

Ekaterin
Sun Jun 3 18:36:28 2007
Wrong Way Go Back
OK, more spoilers re Wrong Way Go Back:

SPOILER  
END SPOILER



Ulysses Ai
Mon Jun 4 04:37:38 2007
Wrong Way Go Back
Hi everyone,
WWGB is hard. It took me numerous attempts to complete my own gamebook due simply to the time factor. Even knowing what you need, you still have to do things quickly.
In particular:
SPOILER  
END SPOILER

Hope everyone enjoys the challenge.


Ulysses Ai
Mon Jun 4 05:30:22 2007
Wrong Way Go Back
re: Timing
SPOILER  
END SPOILER


Ibrahim
Mon Jun 4 12:13:57 2007
Wrong Way Go Back
Hi.

I think Wrong Way Go Back is one of the most unreasonable FF gamebooks I have ever played. So much of it relies on random events such as searching the club as to timing that if you don't find what you need the moment you need it, the game is over. It would make things a lot easier if you could specify where you want to search for example under the tables etc. Time would only be wasted if you specify the wrong option as in the lift sequence.
Coincidentally, I've been thinking about making exactly the change you describe. But I think the nightclub search is the only unreasonable part in the gamebook.

Ibrahim
Tue Jun 5 12:14:05 2007
Wrong Way Go Back
Agreed. I didn't ever ask the computer what was going on, so never found out which deck I was on. If you only change the nightclub seen, that would make life a whole lot easier.

stirlock
Tue Jun 5 15:47:04 2007
Wrong Way Go Back
indeed, the nightclub section relies much too heavily on random chance.

James
Wed Jun 6 21:21:27 2007
Wrong Way Go Back
Wrong Way Go back is actually terrible, but only because the reader has no control over what happens. If you don't find things in exactly the right order in the nightclub you fail.
SPOILER  
END SPOILER
If you find your ID first you automatically leave the nightclub and cannot win.
SPOILER  
END SPOILER


Ulysses Ai
Fri Jun 8 09:47:13 2007
Wrong Way Go Back
Hi everyone.
Thanks for the feedback.
Andy and I have discussed the issue and there will be some changes at some point in the future. However, your character will still
SPOILER  
END SPOILER

In a longer gamebook, I would never put in such a chance-dependent section. But this is a short one, and the nightclub section is near the start; so to me that makes it acceptable.
I make no apologies for making the book difficult, as this was my intention. But please point out anything that is unrealistic, silly, contrived, pointless, etc. All feedback will go to improving future works.

EternalGamer
Sat Jun 9 10:43:50 2007
General Chat
Great website! As much as I love playing text adventures aka works of interactive fiction, there are times when I just don't feel like bothering myself with parser problems and inventory juggling. These are the moments when I missed game books. I am now missing no more.

Isle of the Cyclops
Sun Jun 10 04:40:20 2007
Isle Of The Cyclops
Just finished the Island of the Cyclops.

It was good in the sense that it was different.

It did have a "video game" feel to it however. It was a little too 2-D for my taste. The locations lacked personality and so did the characters.

Developing further would certainly improve this adventure in my opinion.

Still, thanks for sharing.

Wrong Way Go Back

I like the premise. I hope there will be a sequel which will be longer and with less randomness involved.

Diamond Key
Tue Jun 12 07:00:40 2007
The Diamond Key
The Diamond Key is amazing. Kudos to Ulysse, seriously.

A marvelous piece of art.

There's a few typos here and there however.

But beside that, wow, a really good read.

Question
Wed Jun 13 08:33:19 2007
The Diamond Key
Hello Andy,

I understand that you will provide the diamond key online eventually.

Now this boom has some special mechanics as far as combat is concerned.

Does it mean that you're willing to implement different combat mechanics?

I always did think that FF combat were boring...

Thanks.
The combat system in The Diamond Key isn't really very different at all, so I didn't have any issues with it.

In general, I am not keen on different combat mechanics. By far the most important aspect to me is how good the writing and the storyline are, so I'm not going to be overly motivated to deal with a gamebook with a completely different system when it could more easily be adapted to FF.

Question
Thu Jun 14 08:40:24 2007
I'm Writing A Gamebook
I'm working on my own Gamebook.

Any advice for the pro, or from experienced players?

What should I avoid?

I've got about 50 paragraphs finished I would think.

Andy, I understand what you're saying. I don't think my gamebook is combat centered by a good, dynamic fight sometimes is really something I enjoy.

Would the following be applicable:

Where the difference between the attack power of two opponent determines the amount of damage caused? Something similar to "The Diamond Key" but a bit more simple.

I've worked on some new mechanics to fix the boring combat.

I'm thinking about fixing other flaws of the old system, namely how a huge difference in SKILL score either makes the game too difficult or too easy. Any suggestions?

I was thinking of having characters start with a set set of stats.

For example:

SKILL: 9 ENDURANCE: 16 LUCK: 9

I don't really see the point of randomly generated characters anyway.

I could also offer a choice of different characters with different stats.

Any suggestions would be read and taken into consideration.

One last thing: should I begin with a small adventure and go from there?

Al Sander
Thu Jun 14 22:51:45 2007
I'm Writing A Gamebook
A set of standard scores would be the way to go, especially if you want to make sure the player has a certain chance of getting through the adventure.
For example, you could design an adventure where a character with certain scores has about a 50% chance of making it through, assuming they made all the "right" choices. Or you could adjust this figure if you wanted a harder or easier adventure.