Pretty much what ShaggyMoose said.How is this game for someone totally unfamiliar with the series?
Drox Operative 2?
For those of you that follow us on social media or our forums this isn't a surprise, but I've started working on the design of what will probably end up being Drox Operative 2. I say probably because to me design is kind of an exploration and you aren't completely sure where you will end up. I'm pretty sure it will end up being Drox Operative 2, but Din's Legacy was originally going to be a mutating, permadeath, generational character type of game. The mutations is the only part that stuck (the rest just didn't work well enough with the mutation system).
Currently, and this all could easily change, I have 3 focuses to make this game better than the first Drox Operative.
1) Combat/action: I'm looking to make the moment to moment side of things a bit more fun. This will probably mean things like faster acceleration, faster turning, and maybe even strafing to make movement and dodging a bit more fun and important. Weapons might be more powerful, but rely less on auto-aiming. I'll probably also try to see how real momentum makes things feel.
2) Graphics: I'll at least be getting it up to Din's Legacy tech wise: VBOs, normal mapping, better shadows, and better lighting. Just doing this would make the game look a good bit better than the first game. It might even go faster and Drox was our most CPU friendly game.
3) More detailed systems to add more depth to the exploration, gameplay, and interactions between everything. By this I mean things like a planet could be rich in minerals. After discovering this planet, selling this information to a race might be very profitable, it could greatly help that race build fleets of ships once colonized, and it could also be a weak point for sneaky Operatives to disrupt or even destroy.
Again these are things that I'm thinking about now, but could easily change. Also these are just a small glimpse of the ideas I'm already thinking about.
Finally I would like to stress this part, comments and suggestions are always welcome!
Also is it good as din's curse?
The exploration and side quests,it was pretty well build world. Tho i did play it maybe a decade ago,when it was released. My memories are...coloured. It is good for what it is,it is not some amazing game,but a good indie game.Also is it good as din's curse?
What would you say you liked the most about Din's Curse? I've looked at it a number of times, but it mostly looked like a Diablo II clone. I must be wrong, cause a lot of people seem to hold it in high esteem.
I've started working on the design of what will probably end up being Drox Operative 2. I say probably because to me design is kind of an exploration and you aren't completely sure where you will end up. I'm pretty sure it will end up being Drox Operative 2
Which of their games was good? I like the idea but nothing in screenshots seems interesting.
First off, thank you! One of the reasons I made Drox Operative was because I'm a pretty big sci-fi fan (along with fantasy). I am starting to get that sci-fi itch again, so it's definitely a possibility that the game after the one we are working on could be Drox related.
They play like Diablo, but the heart of these games is procedural content and emergent gameplay. They offer a lot of different classes and ways to play and can still surprise you even after a long time with a sequence of events you have never seen before. Graphics have never been the strong point, but they are serviceable enough.
I would argue that all the Soldak games run fine even on a potato, yet they are all effectively the same game. You just get to choose whether your procedural RPG is magic/medival or technology/space based. I don't think the graphics are any less serviceable across any of their titles.
I wouldn't say it's their only good game, but it's their most interesting and my favorite by a long shot.Which of their games was good? I like the idea but nothing in screenshots seems interesting.
drox operative is their only good game
Inertia just allows for kiting without holding down a key and the weapons mostly equate to skills which can be used concurrently in any of the games. I still say the points above are mostly just semantics.
That being said, having wide-open environments (space) vs. claustrophobic dungeons often makes kiting tactics easier.