who the fuck is Shepard???o_O
Are you retarded or something? Were you living under a rock? It's a character class from Ultima!
who the fuck is Shepard???o_O
I hope you have plans to properly conceal the Hardcore difficulty mode, otherwise you risk completely obliterating young bodies and minds. Much like the prophet Ken did with his 1999 time machine, both Sisyphean and sublime, that has since been the subject of at least six hundred PhD dissertations and also put on golden discs sent into space (DLC only available if you are in orbit).The game will have 3 difficulty modes: Easy (enemies die when you approach them), Normal (enemies die when you hit them) and Hardcore (enemies die on the third strike). While some people might be upset to see the Easy mode in the game, they would be able to play the game on Hardcore and experience the ultimate challenge and badassary.
who the fuck is Shepard???o_O
Are you retarded or something? Were you living under a rock? It's a character class from Ultima!
Easy (enemies die when you approach them)
Also, difference between approach for combat(where they die at the sight of you), and diplomatic approach(where they die after you talk to them)Easy (enemies die when you approach them)
Sounds good, but please keep the "kill distance" to a reasonable maximum, let's not get carried away and make it too easy.
Why? It just proves he is a tioolbag like the people whining about his game.
Sarcasm is the last thing indie RPG developers need.
an infinite cloud space, so you will always see more containers with loot up ahead and will never want to stop.
Long enough:an infinite cloud space, so you will always see more containers with loot up ahead and will never want to stop.
Makes me wonder how long the average player could keep on playing a game like that, without any breaks for anything else.
We've been tweaking and evolving the combat system since we've released the combat demo, so I'm sure we'll make some changes for a new game.Anyway, do you have plans to revise or change the combat system for that party based follow-up in the AoD setting...
No idea yet. Formation? It was handy in the IE games, but in a TB game? Maybe I'm missing something, so feel free to enlighten me. Flanking? We already have (in R4) penalties to dodge/block if you're surrounded (the more enemies you have around you, the higher the penalty).What do you think you might change and how? Any party abilities or other complimentary abilities? Like formation, flanking and whatnot? Expeditions: Conquistador did particularly well those, for instance. I think Eisenwald does something similar but I'm not certain.
You betcha. We've learned so much working on the game... For instance:Are you going to channel your profits and experience into another game?
- challenging combat is not fun
- heroes kicks ass, they don't die 10 times per fight
- tactics are gay, real men click on enemies until they die
- skill checks suck because they limit my options
- too much text
- where are the motherfucking chests and barrels with loot, aka environmental interactivity?
- why do NPCs lie to me?
- tire textures are wrong
So, our next game, inspired by Bioshock Infinity, will take place in a floating city, up in the sky. We'll keep the Roman theme, of course, so it will be called Sky Rome. You will be able to explore the city and the clouds, which will be filled with chests, jars. Our goal is to create an infinite cloud space, so you will always see more containers with loot up ahead and will never want to stop. The game will have 3 difficulty modes: Easy (enemies die when you approach them), Normal (enemies die when you hit them) and Hardcore (enemies die on the third strike). While some people might be upset to see the Easy mode in the game, they would be able to play the game on Hardcore and experience the ultimate challenge and badassary.
Man, you forgot the Vault Dweller Butthurt mode where every time you try to get to those barrels full of loot you are teleported to the other side of the map inside of a dungeon full of explosive barrels, where the only way to get out is to try to loot them and die in the process.You betcha. We've learned so much working on the game... For instance:Are you going to channel your profits and experience into another game?
- challenging combat is not fun
- heroes kicks ass, they don't die 10 times per fight
- tactics are gay, real men click on enemies until they die
- skill checks suck because they limit my options
- too much text
- where are the motherfucking chests and barrels with loot, aka environmental interactivity?
- why do NPCs lie to me?
- tire textures are wrong
So, our next game, inspired by Bioshock Infinity, will take place in a floating city, up in the sky. We'll keep the Roman theme, of course, so it will be called Sky Rome. You will be able to explore the city and the clouds, which will be filled with chests, jars. Our goal is to create an infinite cloud space, so you will always see more containers with loot up ahead and will never want to stop. The game will have 3 difficulty modes: Easy (enemies die when you approach them), Normal (enemies die when you hit them) and Hardcore (enemies die on the third strike). While some people might be upset to see the Easy mode in the game, they would be able to play the game on Hardcore and experience the ultimate challenge and badassary.
One question: Is the teleportation thing final or just something for testing?
We've been tweaking and evolving the combat system since we've released the combat demo, so I'm sure we'll make some changes for a new game.Anyway, do you have plans to revise or change the combat system for that party based follow-up in the AoD setting...
No idea yet. Formation? It was handy in the IE games, but in a TB game? Maybe I'm missing something, so feel free to enlighten me. Flanking? We already have (in R4) penalties to dodge/block if you're surrounded (the more enemies you have around you, the higher the penalty).What do you think you might change and how? Any party abilities or other complimentary abilities? Like formation, flanking and whatnot? Expeditions: Conquistador did particularly well those, for instance. I think Eisenwald does something similar but I'm not certain.