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Messages - snrub_guy

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1
Like the look of this!

2 Things-

I think a clothes colour randomiser would go a long way in this game. Consider my approval got.

Also, is there still EXP associated with exploring? And are there going to be EXP bonuses for finding important points on the map a la Fallout 3? I love alternate ways to level up instead of fights.

2
I truly believe that there are not enough colourful games made at the moment, so the shift there seems like a nice one!

The rest all looks good- though one thing I wondered is that you said areas always have only 1 entrance. Is this for any particular reason? Would it not make sense to come in from the direction you entered the area from? Say I'm travelling south, wouldn't it be logical that I appear in the north of the next area? Or at least the entrance that is closest to the north? It's just a little query that came to me.

Awesome work guys.

3
That's very interesting. Every new time you answer- which still blows me away that a developer does this- I find another thing that I hadn't thought of. Now you talk of the character visually wondering about stuff, and overarching "plotlines". For some reason I've been seeing this as purely sandbox, and not considering narrative or backstory at all. I guess with all the excitement around the randomness and freedom, I assumed there wouldn't be much of that at all. Thanks again for the replies. Fascinating stuff.

4
Ah good, I'd hoped it might be something along the lines of super-regions. All mixed together would have been quite jarring.

If I hit spoiler territory please feel free to tell me to be on my merry way, but do you think there will be a logical progression between these super regions?

As in, might it be impossible to have an ice region right next to a FLAMING HELL region? Basically, gradients on the overworld map, or just black and white jumps to a random theme?

5
If you have time periods/cultures/themes, how will they be integrated? Will there be sort of regions in the world that have a roman theme? Or will world level have an effect on the era you are in? Or are they just all going to be everywhere?

6
A Valley Without Wind 1 & 2 / Re: Achievements in AVWW?
« on: February 27, 2011, 09:47:34 AM »
Achivements does nothing to me for a game, but i just watched the latest extracredits episoden on achivements, and he had some good points on how achivements can be made interesting. Basically giving you an achivement reward for playing the game differently, not just grinding more etc ;)

I see some games having achivements for just starting the game almost. I feel insulted by that ;p

I watched that as well. Those guys are awesome. They do have some interesting thoughts on the way achievements should be used. Not just for doing something you would do anyway, or for finding 300 collectibles, but for introducing you to ways of playing the game that aren't the main focus, but are still entertaining (like passifism run-throughs, or some of valve's more imaginative ones).

7
A Valley Without Wind 1 & 2 / Re: How will leveling work?
« on: February 10, 2011, 07:41:33 PM »
Oh, I fully intend to try to play the way you are intending. I think this game has a better chance of it than most!

In terms of motivation behind that sort of thing, I think my main motivations behind it are:

1) Coyotetheclever was bang on with one of them- sometimes I just like going back to the early stage of a game, where I was powerless, and everything was new and pristine- a blank canvas of sorts.

2) Getting bored of a playstyle/ wanting to try a new character build/ thought of some things that I would have done differently that are niggling me.

3) In the case of a randomly generated world (like minecraft), seeing if I can get a more interesting map seed, discovering new vistas and so on.

4) And this is probably the one that gets me the most, dropping a game for a month or two, going back to it and losing connection to the game/character in progress, or forgetting some aspects of the story, or just planning on experiencing the whole thing in a proper run through (however unlikely a full run through might be).

5) Just on a whim.

There may be others, but after having a think, these are the main ones that come to mind. I am aware that not all (maybe none) of the apply to AVWW, but I figured seeing as you asked, a little insight into my motivations might be interesting or helpful to you. I should make it clear- these aren't points I want you to "MAKE NOT HAPPEN" in AVWW, I'm just chipping in on the discussion.

 

8
A Valley Without Wind 1 & 2 / Re: How will leveling work?
« on: February 10, 2011, 04:00:15 PM »
I'll be interested to see if that's true. I know a lot of the people around here suffer from chronic restartitis. I'll admit, I do see myself restarting to get rid of all the settlements or whatever other effects I've had on the world. I tend to do that sort of thing quite a lot. But like I said, I'll be interested to see if you have cured it.

9
A Valley Without Wind 1 & 2 / Re: Will there be classes?
« on: February 04, 2011, 03:12:45 PM »
Cool, thanks for the replies. For someone who doesn't want to let on too much at the moment, you are remarkably forthcoming about these details. All sounds good! Can't wait to give it a go. Oh, is there a way of increasing population in an area?  Will larger settlements attract more people?

10
A Valley Without Wind 1 & 2 / Re: Will there be classes?
« on: February 04, 2011, 10:24:48 AM »
Good stuff! That's what I'd been hoping. Another question comes to mind, though once again, feel no pressure to tell me. But where will your new character spawn? Back at the beginning? Where you died? The nearest "save point"?

11
A Valley Without Wind 1 & 2 / Re: Will there be classes?
« on: February 04, 2011, 06:12:50 AM »
In your blog post you mentioned the persistence in levels between characters after death. You also mentioned something about item persistence. Can you say how that works? Will the items be on a persistent corpse? Or in some kind of inter-dimensional lost-and-found? Or maybe each character is the last one's progeny and they got it all in a will?

Obviously if it's something you want to keep close to your chest for a while I understand.

12
A Valley Without Wind 1 & 2 / Re: How will leveling work?
« on: January 31, 2011, 10:24:08 AM »
Wow, I didn't think it was possible to get an answer that put my fears to rest so well. That sounds awesome.

Just to make it clear, I am immensely excited about this game, and the price of it is my money in your bank as soon as you are willing to take it.

Oh, I should echo this. As soon as you are willing to take my money, you have it. For some reason I'm already more excited about it than I can remember being about a game in the past.

13
AI War / Re: AI getting mechanics to defend that the humans cannot get.
« on: January 27, 2011, 06:12:52 AM »
-[unseen] core starships

Has anyone actually ever seen the AI use a core starship?

Yep. As a matter of fact there was one in the attack that destroyed all my hopes and dreams last time I played.

14
AI War / Re: Check Out Our New Look!
« on: January 27, 2011, 06:11:28 AM »
I know this might be a little early... But is there any way I can HAVE AVWW NOW?

New look is pretty good, a lot more modern, and if my first comment hasn't clued you in, I am very excited by the preview of AVWW.

Very. Flipping. Excited.

15
AI War / Re: AI getting mechanics to defend that the humans cannot get.
« on: January 26, 2011, 04:23:04 PM »
Voted for it's ok, but only because I value gameplay variety over the technological narrative. I like the fact that most planets make me think about how i'm going to take each one.

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