Started by GrimTrigger, May 25, 2012, 09:29:28 pm
QuoteHe will gain many followers, both old and young, and be faced with a choice that could destroy everything he holds dear
QuoteSven's courage and strength win the hearts of people both young and old as he continues his journey, yet he ultimately wrangles with a choice that could destroy everything he holds dear
Quote from: winkio on May 29, 2012, 08:56:31 pmStory:Features:Class choices can be a very good thing, but they are sometimes hard to balance. In my opinion, it is more important to focus on different playstyles instead of different strengths and weaknesses. The difference is that there is usually an optimal combination of strengths and weaknesses that is better than the others and may serve only to change the difficulty of the game, not necessarily the experience. Focusing on different playstyles is guaranteed to change the experience and also gives you more control over the difficulty for each class.Day night systems have a lot of potential for packing content into an area, but they can also be the cause of some frustration if you aren't careful. Majora's mask had the song of double time to skip around to the time needed to perform a quest. Skyward sword did a much simplified version where you could change from day to night by walking into any building and sleeping on a bed. Whatever you come up with, think of something that will help players navigate time more easily.
Quote from: winkio on May 29, 2012, 11:52:52 pmI like each of the villains as an individual character, they each have interesting motivations and flaws. However, as a group, they seem uncoordinated, with no leadership and no chain of command. That could be intentional, and could be a key point in the game, but if not, try working in either a more definite chain of command or more subcommanders/generals/henchmen/underlings for these characters to work with.The classes seem good, but I would almost argue that Ranger is just the slightly safe version of the Sniper. The ranger still deals a ton of damage if you pick the right specialized counter to use, and just has better defensive capabilities. While that could work, I think it is a little too narrow of a choice. I have a suggestion, you can take it or leave it, it's just for the purpose of demonstration:Sniper: High damage output, many special attacks that exploit enemy weaknesses, camo skill, high chance of critical hit. The role of the sniper is to deal as much damage as possible and neutralize high priority targets, but this class is dependent on a support or healer class, as it has almost no defensive capabilities. The sniper is inspired by a professional army archer.Ranger: High speed, medium damage output, high defense with special attacks that inflict status effects on enemies (poison arrow, crippling arrow), or support allies (small healing, speed buff, etc.). The role of the ranger is to weaken foes at the start of the battle, and then both provide support to allies and finish off enemies during a battle. The ranger is inspired by a survival hunter in the wilderness.So you can see that one the sniper option ends the battle quickly, but is unsafe and may die easily. The ranger option, on the other hand, will make battles take longer, but is able to minimize the damage the party takes by inflicting status effects on the enemy and supporting allies, making it the much safer option.You seem to have day and night under control, and the screenshots look really good.
Quote from: winkioI do not speak to bricks, either as individuals or in wall form.
Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.
Quote from: Blizzard on May 30, 2012, 01:49:01 amI noticed that you have a similar mapping style to mine. I like to focus on adding details to the terrain rather than making the map look nice using lots and lots of details. I like that.I haven't taken a deeper look at the game, but it looks worthwhile. Keep up the good work.
QuoteThey've got helmets on they're heads. But I gotta watermeloan instead!