- Joined
- Jan 28, 2011
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- 97,880
Why didn't you start a new thread for your game dude
It's not yet thread-worthy but thanks!... I shall redouble my efforts.Why didn't you start a new thread for your game dude
I was thinking that they would serve to add aesthetic but also bridge the story between Towne and 'Dungeon' entrance which constitutes the bulk of the game and making your way underground to the Lair. I am thinking these levels would house a few special (Troll Hole, Ancient Barrow, Abandoned Keep) locations to pick up some necessary items as well as several NPCs to get story/info flowing and also as a region to build up new characters a bit. Thing is that it's early in planning and bro said he wasn't crazy about outdoor areas so I wondered how prevalent this feeling might be amongst players. I never cared for outdoor areas in early m&m but I kind of like this if I can pull it off aesthetically.What is the purpose and function of "Outdoor levels"? Is it just to be cool?
Would only work in combination with Nr. 3, otherwise players will just reload on defeat.Any thoughts on...
1. Need to recover bodies of characters who have expired in the field for res at healer like early W.
Big yes!2. Weapons and armor that dull/take damage (or even break) and must be periodically sharpened/repaired at smithy or by skill for max effect.
Big no for me. Hate to loose progress just because I had to finish a session before reaching a save point. If you want to limit saves, better take a page from DarkSpyre's book and make them a consumable item.3. Limiting possible save game locations as opposed to save anytime.
Big yes!4. Puzzles that require splitting the party (although this seems like a programming nightmare).
Just add a "Save and quit" option available anywhere (whose corresponding save file is deleted when loaded).Big no for me. Hate to loose progress just because I had to finish a session before reaching a save point. If you want to limit saves, better take a page from DarkSpyre's book and make them a consumable item.3. Limiting possible save game locations as opposed to save anytime.
Players will just backup those files. I know I did.Just add a "Save and quit" option available anywhere (whose corresponding save file is deleted when loaded).Big no for me. Hate to loose progress just because I had to finish a session before reaching a save point. If you want to limit saves, better take a page from DarkSpyre's book and make them a consumable item.3. Limiting possible save game locations as opposed to save anytime.
Players will just backup those files. I know I did.Just add a "Save and quit" option available anywhere (whose corresponding save file is deleted when loaded).Big no for me. Hate to loose progress just because I had to finish a session before reaching a save point. If you want to limit saves, better take a page from DarkSpyre's book and make them a consumable item.3. Limiting possible save game locations as opposed to save anytime.
Honestly, slowly. But always moving forward. Seems to progress in spurts and also working on another title simultaneously. Vermys has me pushing my boundaries for sure both coding and working with tools like Blender. But always moving forward.How's the progress going?
Isn't it a free game on itchio?