V_K
Arcane
Wouldn't it work better the other way around - handmade main dungeons and procedurally-generated side ones?However, I also plan to make completely handmade side dungeons.
Wouldn't it work better the other way around - handmade main dungeons and procedurally-generated side ones?However, I also plan to make completely handmade side dungeons.
Wouldn't it work better the other way around - handmade main dungeons and procedurally-generated side ones?However, I also plan to make completely handmade side dungeons.
Wouldn't it work better the other way around - handmade main dungeons and procedurally-generated side ones?
I'm not sure I get this argument. If you have procedural side dungeons, you can have an unlimited number of them, and grind and train new characters there, no?Handmade main dungeons does put something of a cap on how many times you can do an interesting run (that cap being the number of dungeons I hand-make). Whereas if you've seen everything the side dungeons have to offer, you can just skip 'em. Not that I'm planning on making it a super-long experience where you have to keep repeating content to win - but some players want to grind up everything, and other players might lose important characters and need to do extra runs to make up for it.
You know you're basically our savior who played the game and is able to write a long review to teach everyone how good the game is, right?Just finished it. Very, very good game.
I was going to say exactly the same. :DYou know you're basically our savior who played the game and is able to write a long review to teach everyone how good the game is, right?Just finished it. Very, very good game.
I'm not sure I get this argument. If you have procedural side dungeons, you can have an unlimited number of them, and grind and train new characters there, no?
Or do you mean that side dungeons are only accessible from the main ones, and to do them once again you have to do one of the main dungeons once again?
Just finished it. Very, very good game. The worst thing I can say is that some of the music on the soundtrack was absolutely not my cup of tea.
The biggest bug I encountered came near the end, when I could infinitely respawn the battle with the boss and his pet worm by talking to that furry dude after the battle. I just skipped talking to him and proceded, so it wasn't a big deal.
Eldiran About the next game,
To be honest Voidspire Tactics is good because it's totally handcrafted and there's probably not a single encounter which looks like some filler content, the different environnements are...different, the amount of gold you earn through the game and the number of pieces of the best crafting materials are very well balanced too, consumables are somewhat well balanced too. The secrets and side bosses are cleverly placed, and discovering some secret or side boss or even some piece of material is satisfying partly because it's unique and hand-placed.
Besides travelling through the world to look for some winnable encounter (and at the same time finding some secrets you missed the last time) is the core gameplay of the game.
So my point is IMHO if you add procedural content to artificially raise the playtime, you'll flood the good content in a big amount of generic content and the game will become some generic grindy mess (I have to give you that it has full party creation and tactical turn-based combat, which is not exactly the norm) where everything regarding equipement and stuff becomes uninteresting, the exploration becomes boring and the only single satisfaction is to finally being able to kill some hard pack of monsters. I know some players like this kind of grindy experiences, but I personally don't. Adding some randomness regarding encounters (I'm 90% sure it's already like this in Voidspire Tactics, with the respawning mobs around the fire in the central map for example which are not exactly the same each time, but I don't think respawning mob are a good idea either ) is probably ok as long as most enemies are stuck to one environnement, but procedurally generated environnements (dungeons) look like a terrible idea ; automatic generated content is filler content by nature.
Man, your game is good because it's not grindy, why would you want to add some content exactly to grind? That seems to be a very bad idea.
You might want to look at old Event Horizon's dungeon crawler DarkSpyre (not the same thing as Dark Spire on Nintendo DS, it's much older) for inspiration, it had a very interesting semi-rogulike structure. Its dungeon levels alternated between fully fixed (story levels), fully procedural (that featured only combar), and randomly picked from a number of premade designs (heavy on puzzles). It also had a unique approach to saving/permadeath: to save you needed a special type of consumable (runes) that you only got once per level, but could use anytime. Made for a very interesting dynamic where you had to decide whether it's better to save your current progress or have a rune handy for some future risk-taking.My current setting idea revolves around a single shifting 'dungeon' that I can put a bunch of side areas into. I'm being purposely vague about it since I'm liable to change my mind; it should be a little more interesting than I'm making it sound though.
You might want to look at old Event Horizon's dungeon crawler DarkSpyre (not the same thing as Dark Spire on Nintendo DS, it's much older) for inspiration, it had a very interesting semi-rogulike structure. Its dungeon levels alternated between fully fixed (story levels), fully procedural (that featured only combar), and randomly picked from a number of premade designs (heavy on puzzles). It also had a unique approach to saving/permadeath: to save you needed a special type of consumable (runes) that you only got once per level, but could use anytime. Made for a very interesting dynamic where you had to decide whether it's better to save your current progress or have a rune handy for some future risk-taking.
What more non-linearity did you expect? Some final areas are story-locked, yes, but otherwise you're free to go anywhere you want. I think you can even do the machines before the orbs if you want and can survive the encounters (which isn't that impossible given that there's very little damage/hp inflation).I am disappointed that the game's exploration was not as open world/non-linear as I was lead to believe.
What more non-linearity did you expect? Some final areas are story-locked, yes, but otherwise you're free to go anywhere you want. I think you can even do the machines before the orbs if you want and can survive the encounters (which isn't that impossible given that there's very little damage/hp inflation).I am disappointed that the game's exploration was not as open world/non-linear as I was lead to believe.
Where are Jasomething and the other monkey shitface who dislike me bringing real crpgs to the attention of Rpgcodex? Why aren't you spewing your monkey gibberish in this thread? I provide a great service by bringing crpgs to the attention of the handful of crpg fans this site has. And when I have my crpg safe place subsite you won't have to worry about being annoyed by finding out about non-console games, as the normal people with good taste will be consolidated (in a safe place might I add).
I'm the prosperlanded Butchy by the way, who posted on that account because the console loving rpg-haters who run this show banned this account for no reason (other than me being a loud mouthed idiot if you consider that justification). Just mentioning this for the normal people who may be confused as to my taking credit for bringing this game to the attention of rpgcodex).
I'm thoroughly enjoying messing around with the Mechanist class right now but I have just one question about it: Whats the point of having the Electric element as one of the skills it can level up even though none of its abilities use it?
I think the logic is....he works with machines so he must be good with electricity! I do believe one of the class's attacks is lighting focused.
I think the logic is....he works with machines so he must be good with electricity! I do believe one of the class's attacks is lighting focused.
I thought remote pulse dealt electric but then I checked the description and it said wind so they have a fire frost wind and life element grenade. So unless the turret deals electric its then they are sadly bereft of lightning moves. Your explanation is pretty amusing tho.
I assume the grenades scale with the corresponding elements just like spells.Do Mechanist abilities actually scale with anything, or are they all independent of player stats due to being "indirect"?
I made a dual dagger character once and I used to the shift cloak as the main class because of that massive evasion boost it gave. I liked the mobility of the moves but I think I like the blade classes skills more. The passive they have that allows them to reload two weapons with the same action is amazing if you want to go down the crossbow / pistol route.How does shiftcloak play? never tried that class.
I made a dual dagger character once and I used to the shift cloak as the main class because of that massive evasion boost it gave. I liked the mobility of the moves but I think I like the blade classes skills more. The passive they have that allows them to reload two weapons with the same action is amazing if you want to go down the crossbow / pistol route.How does shiftcloak play? never tried that class.