Vykromond said:
Vault Dweller, I think you should separate the more 'graphics whorey' comments from ones that are concerned about your specific use of some graphics options that can easily be improved. For instance, in your position I would disregard Kamaz's post (because seriously, what the hell?), but Fez's points about fixing the grass and the walls, for instance, are something you should take into consideration. It wouldn't take that long to fix that sort of thing, and it's extremely important for the graphical atmosphere -> suspension of disbelief -> quality-ness.
No arguing here. Most people, including Fez, made a lot of good points and suggestions. The graphics whore comment was directed at people like Kamaz and some others who were genuinely surprised that the graphics aren't up to the latest standards. It's a small indie project, duh!
Anyway, most of the stuff mentioned here will be fixed. It's a work in progress. We'll try to add the portraits.
Trash said:
Icons and dialogue screen look good. Weapons look very good. Do we get to see different weapons/armor on our npc?
Yes, there are 8 weapon classes and 4 armor classes. All items within a class look alike when equipped though, i.e. a character with a 2h sword looks the same as a character with a short sword.
Walls seem a bit generic and samey. How about some diversity in the textures (moss, missing stones, different colored stones, etc)
We already have that. We have walls with cracks, decorations, torches, windows, carpets (inside), etc.
Saran said:
Nah, im not a graphics whore and i doubt most of the others that raised a point about the graphics are either.
Its just that when you get used to 3d its very hard to go back...
Well....that's what being a graphics whore is all about :wink:
your probably thinking "What about fallout?" , the thing is fallout had a lot of attention to detail, the Gui, the perk pictures and the animations all had a lot of character, while your game looks a lot like the first Age Of Empires...
To all the people who compared our game to Fallout. I'm flattered that you thought that I can do a similar looking game, I really am. However, if you think about it, you'd realize how ridiculous such a comparison is.
And another edit: If you are going to sell it online, is there anychance you could use a security key...
It's too early to talk about that, but we'll keep that in mind. I'm pretty sure that won't be a problem.
dojoteef said:
That being said, it would be nice to be able to see the character that you are speaking to. So either go for some transparancy or make character portraits. Personally I think I'd rather see character portraits because they can bring in extra detail that you otherwise wouldn't be able to see with a tiny little onscreen character.
Alright, the people have spoken. There will be portraits.
almondblight said:
Just a small thing, but I'd rather the persuasion option be something like putting it on a tab that I can pay later rather than giving me the option of skipping of without paying it for a while. You get the same result but if I'm roleplaying a law abiding citizen skipping out on a bill seems a bit out of character.
Don't really see a problem here. Your bill is sent at the inn. If you are a law abiding citizen, just pay it when it arrives or when you have enough money or never. Your choice because its teh roel-playing gaem!!!
Also, streetwise and trading seem to both lead to a lower price. Am I misreading what streetwise does? Having two dialogue options giving you the same thing seems a bit redundant.
Streetwise kicks in when someone tries to take advantage of you, and considering the setting, many people would. In some cases, streetwise leads to the same results as other skills, in some not. It does not merely duplicate trading, and trading is a very useful (and entertaining) skill in the game.
Walks said:
What made you decide to go with the moron indicators ([trading], [persuasion], etc.)?
It's an issue to be discussed. I used that as a reminder for myself, and I can easily disable them. I started a discussion some time ago, but nobody felt very strongly about that. Here is the thread
http://www.rpgcodex.com/phpBB/viewtopic.php?t=5904
Anyway, what do you guys think of the moron indicators?
Surlent said:
Did you start the programming from scratch and what language you use ?
I didn't program the engine, I'm the designer (dialogues, setting, and gameplay are my domain). I'll let the engine programmer who should drop by shortly to say hi to answer the engine-related questions. He did design the engine just for this project though.