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Messages - Zhaine

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Good luck with the position Erik. You've got a, um, fair way to go to catch up with Chris' post count. . .

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A Valley Without Wind 1 & 2 / Re: Some Thoughts on Design Elements So Far
« on: February 08, 2011, 02:58:12 PM »
I agree with a lot of what you said, and I really liked the comment about crafting being exploration of a system :)

That said, I love leveling! Not something I can justify any more than my love of heavy metal or cheese, but I do!

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A Valley Without Wind 1 & 2 / Re: Worlds
« on: February 08, 2011, 02:45:29 PM »
Coooool. If (big if) this really takes off there's the potential here for some of the most unique, cool and interesting persistent world gaming available.

I don't want to say MMO cos I don't think that's got the right connotations, but something in that space. . . Like what some MMOs have aimed for in terms of a changing, living world but few (EVE) have got close to. Or halfway between minecraft and traditional MMOs (now I've said it 3 times!) but with more adventure and exploration. Or something!

I'm dreaming, I know this isn't what you're aiming for, but it's cool to dream!

Anyways, I was just going to humbly suggest that, if multiplayer does go ahead that you don't hardcode in some player limit that can't be changed without massive pain, in case things do take this direction.

(disclaimer: I'm no programmer so I have no idea on the technical realities of my ramblings)

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Myeh, I think the blob shadows in the second shot look awful (although I like the third, but that looks quite hard to implement). Not that it's something where I'm saying I'm right and someone else is wrong, just that this is a real matter of taste, and a lot of people would rather no shadows than basic* ones. . .

But as long as nothing is done to rule out mid-size graphical changes like this at a later date if they're needed, I think we're all agreed that we're happier to see more of the game before passing judgment :)

*(edit: I did say bad but that's not what I meant exactly)

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Looking great  :D Hope it doesn't take to much time to hand adjust it all, but seems like it's worth it

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Nice one. Thanks for sharing so much so early on. . . It's quite a brave thing to do for a lot of reasons but I also feel it wins you a lot of fans, me for one!

The style looks good (more so in motion than in individual screens, so I'm glad you did the vid), and fairly unique (which is also good), though I'm of course glad to hear that there will be a lot more variety to settings and objects as development continues.

I was also struck by the thought that the view was a little 'zoomed in', but it's really hard to tell if that's the case before we know what sort of interactions we'll have with the world and how they will work. A lot of games have seemed to have either a weird scale or a weird level of zoom on first impression, but once you understand how you control and interact with the game it suddenly clicks and makes sense (AI War is a prime example of this: it felt weird until I'd spent an hour or so with the game, getting used to the scale of things when viewing a planet and when to zoom to what level when doing various things). At this stage I'm definitely going to trust that you know what you're doing!

I appreciate this is early days and you probably haven't finalized this yet, but what (if any) thoughts and decisions have you made about the interface? Will it be minimal to emphasize the art and the exploration, or will you see a lot (all?) of your stats/inventory on screen? Just trying to get a picture of how we'll be interacting with the game :)

Keep up the good work. As others have said, your money is mine as soon as you'll take it!

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Congratulations! Such a good idea :)

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AI War / Re: Suggested Progression into new Material?
« on: February 02, 2011, 05:58:31 PM »
As another recent addition to AI War addicts anonymous the community, I had a similar dilemma. My previous interests were also grand strategy and all things turn based, so, as mentioned, epic speed was a very good choice.

My first full game was a 5/5 with no expansions, which was educational but too easy. Since then I've only played 7/7 AIs (with first two expansions, but I'm not getting LotS until it's on steam) and would recommend this. You may lose and/or have to "rewind" a bit, but will learn more about the (almost) full capabilities of the AI and have more fun losing on 7 than winning on <7 (in my very limited experience anyway).

In a bid to not overwhelm myself though I've gone with no minor factions but all bonus ship types, which is not something I'd recommend necessarily. I've heard factions like the Zenith Trader and the Dyson Sphere talked about as "always on" and they sound very cool, so I kinda wish I'd switched these on before adding all the weird and exotic bonus types to the game :p

As I said I'm new too and haven't seen any of the LotS content so this is based on very limited experience, but maybe that's what you wanted!

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Congratulations, can't wait to play with the new toys :)

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AI War / Re: Check Out Our New Look!
« on: January 27, 2011, 03:57:43 PM »
Been stalking these forums for a while but seems like the time to start posting!

New site is great and AVWW sounds incredible and I think I'll love it if it achieves half of what you're setting out to do. Oh, and that little strategy game you've already released is pretty awesome too.

Keep up the good work  ;D

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