Darth Canoli
Arcane
One thing that triggers me is how parkinson's monsters is now the norm, they won't stand still trying to find an opening, no, they have to mark the beat, dance like in Jackson's Thriller.
The word consists of 8 countries, traveling between countries, is done by simply walking to the border of one and you will arrive at the border of the neighbor country. You can also use a teleport.
TB is inferior combat style for blobbers.So MM7 style. Pity.
So MM7 style. Pity.
Abstracting parts of the world is fine for mission-based games. In a supposedly open-world game, I'd rather have at least an explorable worldmap connecting the locations, if not a fully continuous map like Wiz7 or MM6.What is the reason to call "pity"?
Abstracting parts of the world is fine for mission-based games. In a supposedly open-world game, I'd rather have at least an explorable worldmap connecting the locations, if not a fully continuous map like Wiz7 or MM6.
Abstracting to a worldmap is fine, as I have previously written.i'd rather have open world games with the insignificant bits abstracted (like in, e.g., Fallout 1 and 2).
Wiz7 doesn't have any padding. Nor do Grimrock 2 or Lords of Xulima for example.Well, this is exactly how you get the """"open"""" world environments i mentioned previously :-P.
Wiz7 doesn't have any padding. Nor do Grimrock 2 or Lords of Xulima for example.
On the other hand [..] Dragon Age abstract parts of the gameworld, but it doesn't save them from bloat
Most DAO levels are heavily bloated in the sense 90% of their space doesn't contain anything other than trash combats and trash loot. I haven't played the sequels, but from what I hear they're even worse in that regard.Perhaps we refer to different things? I never found the world in Dragon Age to be bloated. The only thing i remember being annoyed with when it came to the world locations is that the (IIRC) Redcliffe entry point was too far from the village.
I do. Precisely because its world is too small, the plot makes you run in circles around the same three locations over and over again.i do not think Gothic 1 is padded either
I didn't say anything about big.sking for big seamless worlds
Most DAO levels are heavily bloated in the sense 90% of their space doesn't contain anything other than trash combats and trash loot. I haven't played the sequels, but from what I hear they're even worse in that regard.
Although IMO a sense of scale enhances immersion. You have zero need to access 99,9% of Daggerfall's space, but knowing that it's there adds to the fun.
It is a common misconception. The only thing randomly generated in DF are sidequests. Side dungeons, most cities, and the main landmass are procedurally generated, but not randomly (they use a fixed seed). And then main quest dungeons and capital cities are hand-designed.Daggerfall though is kind of a special case because everything is randomly generated
Witch covens are located in the overworld, so there is this one exception.you never really have to travel the world "by foot"
My point is, they are about as fun to explore as Skyrim's wilderness.Yes they are, but i wasn't referring to the encounters, but to how the locations are designed. I never felt that any of the locations was bigger than they should be - some quests do have you going back and forward (similar with Gothic) but i'd blame the quest design here, not the world design. Similarly for encounters - encounter design vs the world design.
It is a common misconception. The only thing randomly generated in DF are sidequests. Side dungeons, most cities, and the main landmass are procedurally generated, but not randomly (they use a fixed seed).
My point is, they are about as fun to explore as Skyrim's wilderness.
My brain just exploded.random, even if it remains the same across runs
My brain just exploded.random, even if it remains the same across runs
Working on optimization lately and made it so that LOD distance can be adjusted by the player. This and many other options ensure that you don’t need a high-end PC to run A Quest That Became Legend
Rasunda is 1 of the 8 main worlds in A Quest That Became Legend. It's a vast jungle with valleys and rivers. Here's a little peek of the level, there is still some work to be done but it should be finished soon.
I didn't see a thread yet for in development game A Quest That Became Legend (twitter updates only so far https://twitter.com/quest_that)
6 classes so far, party of 4, doesn't look too complex but probably of interest for people who liked the M&M 6 and onward or Wiz 8 hopefully
Almost done with the jungle so here's another look. This time from one of the river systems ending up in some old ruins - once inhabited by a great evil, wonder if it's still there deep down in the dark?
So even thought this plays exactly like a third rate Skyrim clone, it's a "blobber" because it is "party based"?
This despite the "party" is nothing more than skill-trees with portraits.
These games always took some liberties with the whole "party of <number>" aspect, hence the term "blobber" (they act as a single entity).