Volrath
Arcane
- Joined
- May 21, 2007
- Messages
- 4,299
²Hobo Elf said:That is the worst camera angle ever.
²Hobo Elf said:That is the worst camera angle ever.
P. cool.VentilatorOfDoom said:http://www.instantkingdom.com/2011/09/155002/
MisterStone said:Don't interact with these people, they will only poison what looks like a promising project, and perhaps your life.
It is perfectly safe here, deep down we're a very friendly and helpful bunch.
MisterStone said:Don't interact with these people, they will only poison what looks like a promising project, and perhaps your life.
Volrath said:²Hobo Elf said:That is the worst camera angle ever.
We can also make all of our characters from cleverly placed sprite sheets, so it's very easy to make new characters and monsters in the game. That is a big time-saver for modders
How does modding in Driftmoon work?
Driftmoon comes with the full tools used to make the game, and they will also be available in the demo version. So basically you can fiddle around with Driftmoon, and make your favorite changes to it. Or, you can implement that great game idea that's been floating around your head, waiting to get out. When making your mod, you get to use all of the Driftmoon content (including images and sounds) in any way you choose, or create your own. It's a complete roleplaying game building set! What's more, there's an automated mod distribution and installing system built into the game, so you don't have to worry about hosting your mod. And if you choose to ask money for your mod, we can arrange that as well.
anne.monkkonen said:The combat system in Driftmoon has similarities with Dragon Age...
... Possibly even more importantly, of course there are romances in Driftmoon!
MisterStone said:Thank you for the thoughtful and informative post. Just a word of advice, you're never going to satisfy the people on this site; there is a small but vocal and obnoxious minority of people who hate everything that isn't [favorite game X from late adolescence], so just keep up the good work and pay little attention to this thread or most others about your game. People will curse you for RTwP game play, they will curse you for the camera angle, they will call you a "LARPer fag" because the game is heavy on dialogue that is not about gritty betrayals, hard-boiled tough-guy talk, and pointless grimdark violence. They will will pick apart every figment of content in that trailer and explain why they have already lost interest in your game because obviously you have bad taste in game design and are a terrible writer.
Don't interact with these people, they will only poison what looks like a promising project, and perhaps your life.
Davaris said:She has a masters in psychology, so I'm sure she would find this place fascinating in a professional capacity.
GarfunkeL said:suurempi ongelma on jos taistelu on Diablo-tyyppistä hiiren raiskausta, ehkä väistö/torjunta-nappia välillä iskien. Onko vuoropohjainen taistelu ehdottomasti ja täysin pois suljettu vaihtoehto? Varsinkin koska sankari ei ilmeisesti ole yksinään maailmaa pelastamassa. Toinen kyssäri koskee sitten sitä keskustelua ja sen merkitystä
lisac2k said:Also, the pathfinding story was a good read. If I wasn't meddling with this on my own recently, I swear I'd hardly understand anything written there at a first glance. I just hope the addition of the priority queue is going to prove itself worthy. After all, Ville's been investing months of his work in this...
MisterStone said:Thank you for the thoughtful and informative post. Just a word of advice, you're never going to satisfy the people on this site; there is a small but vocal and obnoxious minority of people who hate everything that isn't [favorite game X from late adolescence], so just keep up the good work and pay little attention to this thread or most others about your game. People will curse you for RTwP game play, they will curse you for the camera angle, they will call you a "LARPer fag" because the game is heavy on dialogue that is not about gritty betrayals, hard-boiled tough-guy talk, and pointless grimdark violence. They will will pick apart every figment of content in that trailer and explain why they have already lost interest in your game because obviously you have bad taste in game design and are a terrible writer.
Don't interact with these people, they will only poison what looks like a promising project, and perhaps your life.
Thank you for the link. Unfortunately, I find the article more marketing-oriented, than providing an attractive substance for a (wide range of) developer(s). The few of the tips provided are useful, but they are too general. In addition, I'm all for customising existing concepts, where one should apply the best solution for the current problem, rather than adjust the problem to fit into existing solution (it does happen, trust me, and the results vary -- but I'm derailing the topic right now).Zyxil said:lisac2k said:Also, the pathfinding story was a good read. If I wasn't meddling with this on my own recently, I swear I'd hardly understand anything written there at a first glance. I just hope the addition of the priority queue is going to prove itself worthy. After all, Ville's been investing months of his work in this...
A good overview of pathing is the postmortem for SimplePath for Unity: http://aigamedev.com/open/news/unity-simplepath/
Dude knows his stuff.
Excidium said:So, when is the demo coming out?