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Messages - Zhaine

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16
Wow, heh, I for one did not expect that!

I'll be honest and say my initial reaction was shock and dismay: I was worried that the change meant simplification and the loss of open world exploration. Basically I'd become rather attached to what I thought AVWW was going to be and this seemed not to be it.

Reading the blog and watching the vid though, most of my fears seem assuaged. I can see that the overarching themes and motives of the design are still in place and the game still has the same core values that first attracted me.

Not having played some of the older games people here are talking about (or Terraria) I'm still not sure exactly how exploration will play out in side on 2D; I'd been hoping for something with a real roguelike feeling to the exploration and discovery part of the gameplay, and inevitably some of how I imagined that might play will be lost (if it was ever there) in the perspective switch (possibly to be replaced by something better of course)!

However, what I can take from what Chris and Keith are saying is that the change really 'feels' right and makes things click into place, and I think that with as strong a vision for the overall objectives of the game design as they have then this feeling should be trusted!

Visually the jump in quality is absolutely stunning, and this is from someone who didn't have a big problem with the top down perspective at all. It seems to be that some aspects like the jump animation or the slowness of animation/movement in general may need tweaking, but this is in the detail, and overall it simply looks great now.

Much of this I'm sure will be answered in the forthcoming second post, but the perspective switch throws up a few questions:
- How does this affect multiplayer? Still in I hope?
- How does this affect darkness and nighttime? Obviously we can see a bit of this in the vid but I'd be interested to hear it explained in detail
- How does this affect the size of regions? And the map? And do you still get dumped mid region by windstorms?

Finally, just out of interest/curiosity, was it not insanely hard to throw away so much hard work on the top down version to make the switch? Clearly this wasn't anything close to a from-scratch redesign and I know that game design is about iteration and experimentation and things always get thrown out, but given the finite time, budget and manpower available, how tough was it to chuck away all the work on the top down visual engine, the lighting, the region and interior generation not to mention so much of the art that must have gone with the switch? Feel free not to answer!

Thanks as always for sharing  :)

17
Is the FAQ the first place you said you're heading towards mouse (and keyboard) support or did I miss this previously??

Either way wooooop! Not that I had doubts about the game as keyboard/gamepad only, but this change promises good things to me :)

18
It also kind of makes me want to replace the voice clips with the same lines being read by a sultry female voice or a flamboyant male one, just because it would make the game hilarious whenever you do something like lose a system and trigger one of them.

The number one thing I was sad about in Unreal 3. Not that the game sucked, but that there was no sexy announcer voice anymore. I want it to sound like a porno when I get a killing spree!

UNSTOPPABLE!

GOD LIKE!

:)

19
This looks good, and comments on RPS about the graphics seem to be improving too! :p

Heh, I've never thought the girl model looked topless, but now people have said it. . . Even if it's only half of people thinking that, might be worth changing :s

Random comments (not to be taken out of context, which is that I think this is looking great):

- Don't really like the spin-in animating for world tiles; I think a simple fade in from black would be more effective and give a nicer feeling of uncovering new ground (this is a very minor point though)
- I do like the skelebots and always have, they look nicely alien, futuristic and weird/menacing and I'm pro that kind of enemy design
- Also really like the animations for entering and exiting regions (forget what you called them) where all the objects expand or squish up.
- At first glance it seems like the casting animations/poses are held for a little too long, but I'd wait to actually play before definitely saying this is the case.

That's all I can think of right now :)

20
A Valley Without Wind 1 & 2 / Re: On the mishmash of genres
« on: May 22, 2011, 06:11:52 PM »
Space Rangers 2 is the perfect example of doing too many things and not excelling at any. (I liked SR1 way more). But its true that this kind of extremely complex mishmash of genres was extremely fun to play. Sadly once you grasped each system you realize just how shallow it all is.

This is why every system needs to be made for the hardcore player - you don't have to dig that deep to have fun, but if you do you find a lot of "depth" in each system, something that is important imo.


I see your point, but actually disagree. Deus Ex had a lot of fairly shallow, more or less average (if taken on their own) interacting systems. The shooting was average, the stealth ok (but enemy AI terrible), the character development fairly basic, the options opened up via conversation completely simple and the hacking even simpler. But it's the interplay between these average-on-their-own elements, and the fact that the player can choose between them, that creates my absolute favorite game ever and one that I feel is 'deep' enough for anyone.

Similarly, I loved Space Rangers 2 a lot (though I admit I didn't finish it). No individual elements were brilliant or very deep, but all the different systems available, and the freedom to choose between them pretty much at will, was a heady cocktail of gaming wonderment (or something like that) for me.

Of course, this is one of those "I like this, they like that" type debates, where some will like a finely tuned but totally focused experience and some will prefer a crazy mixture of semi-functioning systems. And most, myself included, will like both and everything in between as long as the game in question is decently made (for instance I'm currently deep into Super Meat Boy, which is a very finely tuned 2D platformer with brilliant art direction and music, and not a great deal else to it).

However, I do take issue with your second paragraph. I don't think that individual elements of a multifaceted game need to be that 'deep' (or even all that brilliant) on their own for the game as a whole to be a deep and fascinating experience. Half decent on their own? Yes. Something more to them than the simplest possible implementation? Yes, at least for the most important elements. But 'every system made for the hardcore player'? No, they do not, and attempting to make a game that way may be a case of ambition over practicality (and thankfully it is not the approach Arcen have taken to AVWW as far as I can see).

21
Cool interview, nice to get an idea where you guys are coming :)

(edit: uh, I meant where you guys are coming from, whops)

22
A Valley Without Wind 1 & 2 / Re: AVWW in PC Gamer UK
« on: May 12, 2011, 01:24:55 PM »
Rather than start a new thread, I'll just point everyone in the direction of this:

http://www.rockpapershotgun.com/2011/05/12/a-death-is-for-life-not-just-for-quickload/

Not directly to do with AVWW, but interesting and very much related. Someone's already mentioned AVWW in the comments (after someone basically came up with and posted it's rough death mechanic independently) and it may have been mentioned elsewhere in there; I haven't read them all!

23
A Valley Without Wind 1 & 2 / Re: AVWW in PC Gamer UK
« on: May 06, 2011, 04:40:47 PM »
Hah and towards the back, there's a two page 'how to' on playing AI War. If no one beats me to it I'll try and scan and post on the AI War forum on Monday :p

24
A Valley Without Wind 1 & 2 / AVWW in PC Gamer UK
« on: May 06, 2011, 12:53:34 PM »
Just got my subscriber issue of PC Gamer UK, and AVWW has a short column in their "The Future of Indie" feature:

There's a link to the AVWW page and the text is:

"This sounds a little bit like Minecraft: a procedurally generated RPG, where each world is unique to the player experiencing it. Except where Minecraft is about the player's impact on a mostly empty world, AVWW is a lot more involved.
A post-apocalyptic world where the apocalypse (an ice-age) might not have happened, the player's adventure takes him through the remnants of civilisation on a broken Earth, meeting the people left behind in office buildings and villages. Developers Arcen have come startling ambition, creating a game world without any boundaries: it'll go in any direction, generating challenges, characters and areas as the player explores. They claim it will never end, and that you'll never need to generate another world.
That openness is at the heart of the game. Everything you can see you can visit: every building will be open to the player, every settlement will have its own problems to help solve or avoid. Sounds intriguing."

(maybe some typos introduced by me)

This is in a feature alongside games like Miner Wars, Subversion, Hawken and Spy Party, although AVWW has one of the smaller columns. No idea if it will be featured online or copied over into the US mag (they often do both).

Just thought I'd post in case this is UK only and gets missed by you guys! Good publicity though eh! ;D

25
Hah, refactor, that was it :)

Well it seems sensible to me to maybe get to Beta and then see what people think having actually played. . .

26
It's something I've often thought would be an improvement while watching the videos, but watching the videos isn't playing the game. And it certainly wasn't a game changer, more of an occasional "hmm, that would be nice" kinda thing.

Is it something that would be a massive pain to add later if you get the game to 1.0 without it? Or is it the sort of anytime feature that wont require a lot of - what was the phrase you used to describe going back and adding multi-player to minecraft? - refiguring?

27
Wow, what a host of improvements. Work progressing at quite a pace it seems!

Glad you went with the object outlines when they're obscured :)

The giant skeleton was. . . awesome. And unexpected :p

Keep up the good work

28
Just voted for don't care how big the game's files are. It's never been a factor for me in deciding whether to buy.

As for demos, I don't even play them these days. I'll generally have a pretty clear idea whether I'll like a game before I buy, and if I don't I'd rather wait until a sale and take a chance on by buying it cheap.

29
A Valley Without Wind 1 & 2 / Re: How much is random?
« on: April 18, 2011, 01:39:32 PM »
Only here could someone with no posting history come and ask a two line question, and get such an awesome answer  :)

Interesting post. . . Thanks.

30
Lots of improvements, looking good  :)

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