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Discussions / Re: An RPG project I'm working on
« on: May 17, 2022, 05:52:21 AM »Spoiler
https://youtu.be/R0guawvYXBs
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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
love the art direction. reminds me of early 2000s
Oh wow, looks like there's a lot more there than I thought! (Augh, looks like I didn't save the game, so I'll need to start over.)
Re: combat, my initial impression was that it was a strange context switch, so I know what you're saying - but on the other hand, it works totally fine. I think... it's not so much that the combat is jank or out of place, and more that I wasn't expecting the game to have explicit combat like that at all. I don't know how you'd do it dialog-driven, exactly, but if you do manage to, that does seem like it'd fit better.
It's like... it felt like a game I wanted to explore, and not one where I wanted to worry about stats and such. But that's neither here nor there as far as being a suggestion, just, how it felt at the time.By the way, there's little hidden details everywhere. That initial rat you killed in the cellar? Did you feed it to the cook's cat? You can recruit the cat this way, and have him assist you in clearing out the cellar.
I didn't - didn't occur to me to backtrack that way. I tried to interact with the cat before that but could chase it down.(simple example: if you kill the cook's cat
Boo! Hiss!
(I did tell the maid to sod off, though - figured it was in character for having a hangover. Also tried to talk to her later about emptying that other guy's chamberpot - just to complete the picture of a total *** - but she didn't want to talk to me, sadly.)Question: you say the interface was intuitive. Were you also ok with the choice in UI colour/contrast?
Yeah, totally. I never annoyed me or was difficult to read and the overall feeling of it was ... cozy, maybe? Whatever it was, it felt like the right color scheme for the kind of immersion the game is going for.
Oooh, you had me at "Magic Candle"! I spent so much time playing Magic Candle II - it was just so amazingly deep, so many things you could do in that world.That's what I'd like to go for. To offer depth in choices and in conversations. Currently I'm trying to realise this through:
So, hey, this is very neat! I got through the quest to clear the nest in the cellar, got outside, got the quest about the fountain, and then couldn't find the fountain. This has neat adventure game vibes to it; I'd love to see more little descriptions and such. Feels like, even without any combat, you could have a nice vehicle for a story-driven game there, too - maybe a mystery, or some such.The well is in the lower right corner of the keep's courtyard. I agree it is a rather simple looking sprite, which may be easy to miss. Might have to make it more recognisable. Also, adding misc descriptions is on the to-do list. Similar to how the starting room has every object be interactive, with an appropriate action or description.
The initial "cutscene"/quotes/etc - those are unskippable, right? I couldn't, anyway, and I'm pretty sure I tried every key. That was truly painful and I almost didn't make it past them.Oof! Thanks for telling me. Yes, they are unskippable atm. But I didn't realise how big of an issue that was. What I can do for the next version (at least!) is make them progress much faster. I agree, they are too drawn out! Consider it taken care of!
I almost wish the game was tile-based and the speed of the movement just depended on moving from one tile to another so you could cover distance as quickly as you can press wasd. The smoother movement didn't seem like it added to the gameplay (maybe I'm missing something - I mean, enemies move in real time, but that doesn't seem very key) but it made it feel slow to get anywhere and a bit awkward trying to line up with things. I guess put another way: if there was a way to move somewhere really quickly (maybe when there are no enemies around?) that would be amazing.That's an excellent and fresh perspective: to move quicker when no enemies are about. See, the game had faster, instantanious tile-based character movement. But I reduced the speed and made travel smoother, because I wanted to add a level of difficulty outside of combat - because in certain situations, outmaneuvering enemies is a valid strategy (quickly going around a monster, before he can catch you!). So, I felt I had to make a choice. But actually having character speed be dependent on context might be the solution! Non-combat instance: quick movement. Combat intance: slower movement, dependent on character class (thief quick, fighter/cleric average, mage slow).
I liked the writing, and the setting (I mean, hard to go wrong with that!), and it felt surprisingly immersive. Also: neat character selection thing! In my mind, my character was sleeping off an epic bender Also, I think the interface was intuitive - I didn't have any trouble with it.Haha! To be honest, I secretly envisaged my character sleeping off a wild night myself! Character selection originally had over double the amount of character class choices. But I limited it to these four (fighter/cleric/thief/mage) until I have these fully realised. Deviations off these character classes will be added later (Ranger/Paladin/Druid/Bard), since these will largely share dialog options with the original four classes, and thus will be easier to implement. Their skills will be vastly different though.
Definitely something that's going to be as good as the content that's in it - which it sounds like is what you're going for, so, *thumbs up*. Very nice overall!Cheers! Your comment makes me want to dive right back in and make a better product. Also, be sure to check out that well! That quest is the meat of the demo really. Also, the outside world is accessible, but doesn't feature a lot of content. Though, I did implement some neat ideas here:
While I love this mod and would love to see it ported, a 7 month old necro is probably a good indication that there's no work being done right now
The game in question is on sale right now - 75% or something