DrDungeon
Developer
- Joined
- May 7, 2012
- Messages
- 195
Here's just in from someone over on the BlitzMax forums. I'd like to hear comments from the guys here as a lot of the interface, etc., was greatly inspired by you guys and I'm pretty happy with how it all came out. Comments? (Especially the part about Halle Barry and the "mistake" in Serpent Isle?) Here 'tis:
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First of all: Congrats on finishing such a big project on your own!
Here are some impressions - some good, some bad - on its appearance:
-> General:
- The interface could and should be improved in several places. Especially since you reserve that much space to it (with a relatively small viewport into the game world). As it is the whole interface looks positively amateurish, IMHO.
Here are some suggestions that are easy and quick to correct:
-> Character generation:
- The character editor with lots of skills, the rolling stats appears to be complex. I hope that you actually use the skills in a way that different characters play differently (and not only get punished for not having certain skills).
- You were a bit sloppy on the left/right arrow-buttons on each stat/skill entry: These are "3D" buttons with lighting on the edges but you simply flipped the right arrow image to get the left one. See the problem with the lighted edge? It has to be on the same side to be consisten.
So always use the right side for this (imagine the light source shining on the edges on the upper left). Copy the right arrow icon and only change the arrow on it to get the left arrow icon but keep the edges the same.
- Why did you give the three buttons INFO, ROLL & DONE a completely different shading? Such a "reflection" shading is incoherent with the edge-light-shading of the arrow buttons (which is better).
It's also OK if you make these buttons slightly larger as the player will use them frequently (compared to the arrow buttons) - but keep the font size! It's a bad idea to "fill" such a button completely with text.
The same goes for the SAVE icons in the save game screen.
-> Game window (video: "MADMAN Gameplay 1"):
- The amount of interactive elements (trim sheep, forge weapons etc.) is impressive! Well done!
- The automap is also very nice!
- The mouse pointer changing to green is a good idea - but why use a white-gloved Micky Mouse hand? Doesn't really fit the scenario, IMHO.
- The inventory is always on-screen? Why? And why always 30 items, regardless how weak or strong a player is?
And why is so much screen estate wasted on the character outfit/equipment?
Because old games did this? They did that because the computers at the time weren't fast enough for full screen game worlds. So they put stuff on the screen to reduce the amount of drawing operations.
The downside: It clutters the screen.
- You have a problem with the isometric perspective on some tiles, especially the buckets.
The isometric perspective must be consistent to leave a good impression. This means that you have to slant *all* graphics the same way.
Example: Outdoors, around 3:50, is a small field with a well and a water bucket. Compare these two elements - see the problem with the bucket? (the well isn't perfect but good enough)
- The lighting should be consistent, too!
Example: The buildings have two different shades for the outer walls - well done! The light blue windows, however, do not. Change the windows pointing to the lower left into a darker shade!
- The graphical quality can be improved in several places.
Example: The round carpet in the building at 2:10 and 4:20 look like a bright slice of salami. You really should mute such gameplay irrelevant items a bit down so that they don't distract. Use brighter shades/colors for important stuff like treasure or weapons.
Are there always the same birds in the trees, spreading their wings and the same butterflies flying on the same spots in circles?
- Also, a bit more logic in level design wouldn't hurt.
The character enters the town hall at 4:20 and can look right into a bedroom (upper right) when walking to the main desk as there are no doors?
It's also interesting to see those incredibly big animated chimneys on the roofs - only to discover that in the buildings directly under them are no fireplaces or stoves...
- "Walls of text"
At 6:56 "Art of the Blacksmith".
You have a lot to tell. Good. But do it in a way people like to read - and not in those massive text screens with 16 to 20 words per line.
Make a nice book background and put half of it on a page (8 words per line or so) - and then let the player turn the page to read more.
- Character portraits: I get that you absolutely want to keep them. I have no problem with that in general (many Japanese RPGs have them, U7 also had them) but you either make the game world more photo-realistic or you hand-draw the portraits. This was a flaw in Serpent's Isle, BTW (in Black Gate they were hand drawn and fit the game world, in Serpent's Isle they were digitized and stood out - but not positively).
You say that the game is very character driven. Do the portraits change according to the emotional state or body status? Just a thought...
In any case it is probably *not* a good idea to use a sad-faced "Halle Berry" portrait for the protagonist of a commercial game unless her management sold you the rights for it...
If she won't sue you for using her image without paying her then she will sue you for giving her a beard stubble! ;-)
I hope I don't come across as too negative as most of the stuff could be changed quickly.
------------------------------------------------------------------------------------------------------------------------------------------------
First of all: Congrats on finishing such a big project on your own!
Here are some impressions - some good, some bad - on its appearance:
-> General:
- The interface could and should be improved in several places. Especially since you reserve that much space to it (with a relatively small viewport into the game world). As it is the whole interface looks positively amateurish, IMHO.
Here are some suggestions that are easy and quick to correct:
-> Character generation:
- The character editor with lots of skills, the rolling stats appears to be complex. I hope that you actually use the skills in a way that different characters play differently (and not only get punished for not having certain skills).
- You were a bit sloppy on the left/right arrow-buttons on each stat/skill entry: These are "3D" buttons with lighting on the edges but you simply flipped the right arrow image to get the left one. See the problem with the lighted edge? It has to be on the same side to be consisten.
So always use the right side for this (imagine the light source shining on the edges on the upper left). Copy the right arrow icon and only change the arrow on it to get the left arrow icon but keep the edges the same.
- Why did you give the three buttons INFO, ROLL & DONE a completely different shading? Such a "reflection" shading is incoherent with the edge-light-shading of the arrow buttons (which is better).
It's also OK if you make these buttons slightly larger as the player will use them frequently (compared to the arrow buttons) - but keep the font size! It's a bad idea to "fill" such a button completely with text.
The same goes for the SAVE icons in the save game screen.
-> Game window (video: "MADMAN Gameplay 1"):
- The amount of interactive elements (trim sheep, forge weapons etc.) is impressive! Well done!
- The automap is also very nice!
- The mouse pointer changing to green is a good idea - but why use a white-gloved Micky Mouse hand? Doesn't really fit the scenario, IMHO.
- The inventory is always on-screen? Why? And why always 30 items, regardless how weak or strong a player is?
And why is so much screen estate wasted on the character outfit/equipment?
Because old games did this? They did that because the computers at the time weren't fast enough for full screen game worlds. So they put stuff on the screen to reduce the amount of drawing operations.
The downside: It clutters the screen.
- You have a problem with the isometric perspective on some tiles, especially the buckets.
The isometric perspective must be consistent to leave a good impression. This means that you have to slant *all* graphics the same way.
Example: Outdoors, around 3:50, is a small field with a well and a water bucket. Compare these two elements - see the problem with the bucket? (the well isn't perfect but good enough)
- The lighting should be consistent, too!
Example: The buildings have two different shades for the outer walls - well done! The light blue windows, however, do not. Change the windows pointing to the lower left into a darker shade!
- The graphical quality can be improved in several places.
Example: The round carpet in the building at 2:10 and 4:20 look like a bright slice of salami. You really should mute such gameplay irrelevant items a bit down so that they don't distract. Use brighter shades/colors for important stuff like treasure or weapons.
Are there always the same birds in the trees, spreading their wings and the same butterflies flying on the same spots in circles?
- Also, a bit more logic in level design wouldn't hurt.
The character enters the town hall at 4:20 and can look right into a bedroom (upper right) when walking to the main desk as there are no doors?
It's also interesting to see those incredibly big animated chimneys on the roofs - only to discover that in the buildings directly under them are no fireplaces or stoves...
- "Walls of text"
At 6:56 "Art of the Blacksmith".
You have a lot to tell. Good. But do it in a way people like to read - and not in those massive text screens with 16 to 20 words per line.
Make a nice book background and put half of it on a page (8 words per line or so) - and then let the player turn the page to read more.
- Character portraits: I get that you absolutely want to keep them. I have no problem with that in general (many Japanese RPGs have them, U7 also had them) but you either make the game world more photo-realistic or you hand-draw the portraits. This was a flaw in Serpent's Isle, BTW (in Black Gate they were hand drawn and fit the game world, in Serpent's Isle they were digitized and stood out - but not positively).
You say that the game is very character driven. Do the portraits change according to the emotional state or body status? Just a thought...
In any case it is probably *not* a good idea to use a sad-faced "Halle Berry" portrait for the protagonist of a commercial game unless her management sold you the rights for it...
If she won't sue you for using her image without paying her then she will sue you for giving her a beard stubble! ;-)
I hope I don't come across as too negative as most of the stuff could be changed quickly.