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Messages - superking

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1
A Valley Without Wind 1 & 2 / Hows it going?
« on: April 19, 2012, 08:22:21 AM »
Havn't been following AVWW for a very long time, but I heard its approaching release so I thought I would mosey down - hows it looking, whats changed? I left just as a new health system was implemented (no more potion spam)..

2
AI War / Re: Underwhelming Fleet Ship Types
« on: January 06, 2012, 10:19:31 AM »
it makes me sad to see so many of the most terrifying 3.0 ships are now considered bad.. eyebots used to be literally THE most terrifying AI unlock (except maybe zenith polarisers..). I loved their 'uncloak and maul all your turrets' style  8)

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Original: http://christophermpark.blogspot.com/2011/12/power-coding-spring-is-over-so-whats.html


Enchants


The whole idea of enchants is something that we've revised a lot from our original plans.  Emit Light is the first example of an enchant that is already in the game, actually, but at the moment it's all very freeform and nonstructured.  You put on emit light and it lasts a certain amount of time, then you put it on again.  Yawn.





What we'll actually be doing once we add some more enchants, is making it so that each enchant can only go into a certain Enchant Slot on your character.  You'll have a finite number of enchant slots, and each one would have a certain type.  So you might have a movement enchant type, which would let you run faster or jump higher, etc.





And you might have a couple of body enchant slots, which could hold a light source or some sort of defensive modifiers.  Suddenly ball of light and the other light sources actually have some attractiveness, versus emit light beating them all out, right?  Emit light would mean only one defensive enchant rather than two, potentially.


Please don't do this. Having to choose between a logistical nicety and a gameplay boost always sucks, because it means you need to choose to be annoyed by having to diddle with logistical trifles, or be annoyed by knowing you're playing a suboptimal game. Indeed, I'd call that a good universal game design rule: playing better should never be a matter of willingness to engage in annoyance.

If you really want to force that kind of choice, consider something along the lines of WoW's glyph system, where you get multiple categories: One set of slots for cosmetic/logistical effects, other sets for combat effects.

But why do you make the player deal with light? I'd hardly say that AVWW sticks to a gritty sort of realism where you do it because it's accurate, nor is there a set of atmospheric limitations and constraints like there are in Minecraft (monsters spawning in the dark, torches/lamps determining the ultimate extent of your expansion and are thus an essential part of your personal economy). Light just seems like a hurdle you jump over. If light is really important, consider making it into a real choice. Maybe light becomes a tradeoff with stealth; if you deactivate your lights, enemies can't track you as effectively.

+1

also, if we have to pick between run faster and jump higher, dosnt that mean we'd default to faster and have to go into the inventory and swap in jump higher whenever we need to jump higher (because otherwise we will want to run faster)? and if we cant switch while away from town, wont we be forced to use jump higher if its needed for gameplay, and otherwise go with run faster?

4
dynamic water dosn't have to follow a high level of realism, it just needs to follow a few simple rules eg, no blocks of water suspended in the air

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how about, instead of the continent combusting, it becomes a fortress of evil that launches invasions on your other continents and needs to be re-invaded with a big group of NPCS

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slightly off topic Trivia: my perfect games of 'this kind of' genre are

1) Morrowind
2) Diabolo II
3) I Wanna be the Guy

Morrowind works because it makes the player work hard for everything; the map starts blank, and you have to run anywhere to get it coloured in. Technically, no skill required, but it makes discovering new places exciting every time.

Diabolo II works because it empowers players while pretending not to. You feel isolated out in the wilds, a million miles from town, help, anyone, hedged in by monsters.. but its all an illusion because one town portal and you are back home, where you can fully heal, sell gear, go get some food - then step back through the portal and it seals behind you, and the illusion of isolation returns.

I Wanna be the Guy works because the world hates you, and every nanometer of progress you make feels like you have put your shoulder behind a big roman shield and bashed the guy who developed the game backward a few steps toward a distant pit of spikes.. complete enough of the game and you can dream of pushing him in.

ontopic, AVWW didn't previously work because it felt infinite, with no real resistance against progress except my commitment of tme. I didn't have to work hard at all to receive many of the conviences, and once I had powerful spells I didnt think about them again in the span of that sitting. I didn't feel like pushing foward was sticking it to someone, or likely to find some interesting piece of buried temple with bling inside, and I didn't feel like an intrepid warrior helping the town by slaying all the nearby monsters, because they instantly respawned.

^ probably an unrelated rant altogether  :)

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challenge and gameplay is one thing, but immersion is another. I am not going to feel like an explorer if everything is already visible  :P

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all this redesigns are consuming alot of your development schedule.. was this always the plan?

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Quote
Once your ships are on the planet, you might get overwhelmed by the amount of stuff there, take a good look around and make priorities : The bigger the ship, the higher up the list, Hit Guard posts last, and ignore the AI command or the Warp Gates

Kill the respawning ships, ignore the structures that respawn them = mADNESS

Had I followed your advice I'd probably have ended up so frustrated I'd have burnt the AI War installer onto a CD then fired the CD into the sun

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LOL

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I disagree with so much of this guide that i see no point dissecting it  :P

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A Valley Without Wind 1 & 2 / Re: Possible idea for gems
« on: December 06, 2011, 10:00:53 AM »
why not allow low level spellgems to be crafted and combined into higher level or different color spellgems? assumably in a way that is not strictly efficent (so its usually a good idea to get spells of the normal level from them) but does allow players to advance themselves beyond the curve for a short while

13
AVWW Brainstorming / Working of shields
« on: December 06, 2011, 08:50:11 AM »
The various elemental shields seem more trouble than they are worth as they are implemented at the moment- a 1 second burst of protection. It is difficult to gauge when to activate the shield given that its protection runs out so swiftly, and fiddly to keep doing so in time to bosses that keep spamming out attacks

Suggestion:
change the shield mechanic to be constant: eg. as long as the shield button/key is held down (& maybe with a menu option to make it a toggle), the shield is active- during which it slowly drains mana. however, when it takes damage, that damage is translated into a moderate loss of mana proportional to the damage of the attack whilst to mitigate this, shields have damage resistance to their chosen element.

this might make sheilding more like regenerating cover and less like reflex-driven bursts of invunerability, and would work nicely with using shields as a counter to enviromental threats (eg. snowstorms, acidic pools/mist, cave ins, fire etc)

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Off Topic / Re: Hidden steam gems
« on: December 05, 2011, 11:35:50 AM »
star ruler is horribly unfinished and unpolished. An excellent idea, but it plays like an engine demo

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A Valley Without Wind 1 & 2 / Re: Constructive Criticism
« on: December 05, 2011, 10:22:33 AM »
^ yup, loot. loot is very important. humans are capitalist magpies, we like amassing wealth & power

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