Gaznak
Learned
Almost all modern RPGs look like some ugly one-man-made indie stuff from Itch.
art is teh hardAlmost all modern RPGs look like some ugly one-man-made indie stuff from Itch.
There are a couple of moments that can earn you a game over if you're not careful but they're sort of in-game jokes played for laughs.So... in Disco Elysium, can you actually lose? From the sounds of the game, different stuff happens depending on what you do, but it doesn't really sound like you can lose. That makes it, in my eyes, not actually a game
You can die at one pointI just don't get the point of attaching 5e D&D stuff to a game that isn't combat focused. It just seems like a weird gimmick at that point.
So... in Disco Elysium, can you actually lose? From the sounds of the game, different stuff happens depending on what you do, but it doesn't really sound like you can lose. That makes it, in my eyes, not actually a game.
So to see this game claim to be like that "game" makes me think it's also not exactly a game, more like, as someone else said, a bunch of flavor text that you have some minor control over.
dialogue is not gameplaygameplay
i thought of moebius and franco belgian comics when i saw the visual style too. the colors and the soft, curvy lines. what exactly about it is flash animation like though, flash animation doesnt indicate any kind of specific visual style in my mindAt first I thought the artstyle was trying to ape Moebius and failing, but then I realized, yeah, that's actually the exact same artstyle flash animations and games used. In this case, the ones that actually went to the trouble of animating their characters rather than using the ugly ass flash animation style. Wonder why?
ok, Yankee WhiteAre you the drug addict that got fired, the one that went to prison, or the one that got involuntarily put in an insane asylum?
I aint got no clue what kind of doodles Francisco Franco made but I read Heavy Metal and this aint it. So what the fuck you sayin?i thought of moebius and franco belgian comics when i saw the visual style too. the colors and the soft, curvy lines. what exactly about it is flash animation like though, flash animation doesnt indicate any kind of specific visual style in my mindAt first I thought the artstyle was trying to ape Moebius and failing, but then I realized, yeah, that's actually the exact same artstyle flash animations and games used. In this case, the ones that actually went to the trouble of animating their characters rather than using the ugly ass flash animation style. Wonder why?
full game should be somewhere around 20-30 hours for a completionist run.
Very fair concern! My estimate on developing this game by myself is around six years, realistically. So I'm talking with publishers right now to see if I can get some funding. With two employees and some outsourcing it should be done in two to three years. *In a dream scenario*. And even then, like you say, the writing and design has to be damn good too. So I'm gonna work on that for now.full game should be somewhere around 20-30 hours for a completionist run.
Now I'm interested, especially if the writing and combat are good. Have to warn you though, speaking from personal experience, solo/small dev'ing a 30-hr long game is no joke and will take you a very significant amount of time.
My estimate on developing this game by myself is around six years, realistically.
Looking at it again, since its been a while since I posted that, I guess you're right. Not sure what the special cases of flash titles were in my mind at the time, but regular flash animation has this thing where each piece of a character's body is its own thing. So each individual body part can freely move on its own at any time, kind of like cardboard cutouts if done poorly. As a result, a lot of Flash games had more animation than what should technically be possible on the developer's time and abilities. Now that I'm looking at it again, I don't really see anything beyond Moebius or the usual sort of simplified graphical artstyle you would expect out of someone who has to handdraw every frame by hand.i thought of moebius and franco belgian comics when i saw the visual style too. the colors and the soft, curvy lines. what exactly about it is flash animation like though, flash animation doesnt indicate any kind of specific visual style in my mindAt first I thought the artstyle was trying to ape Moebius and failing, but then I realized, yeah, that's actually the exact same artstyle flash animations and games used. In this case, the ones that actually went to the trouble of animating their characters rather than using the ugly ass flash animation style. Wonder why?
I don't mean to be negative too much, but you might want to consider scaling back what you can. That kind of gameplay time along with that much time to develop it sounds like a recipe for burnout on everyone's part, you and the players. Considering this is supposed to be a game for the first five levels of a character it seems a tad oversized.Very fair concern! My estimate on developing this game by myself is around six years, realistically. So I'm talking with publishers right now to see if I can get some funding. With two employees and some outsourcing it should be done in two to three years. *In a dream scenario*. And even then, like you say, the writing and design has to be damn good too. So I'm gonna work on that for now.full game should be somewhere around 20-30 hours for a completionist run.
Now I'm interested, especially if the writing and combat are good. Have to warn you though, speaking from personal experience, solo/small dev'ing a 30-hr long game is no joke and will take you a very significant amount of time.
My estimate on developing this game by myself is around six years, realistically.
Please don't do that. For your own sanity.
Looking at it again, since its been a while since I posted that, I guess you're right. Not sure what the special cases of flash titles were in my mind at the time, but regular flash animation has this thing where each piece of a character's body is its own thing. So each individual body part can freely move on its own at any time, kind of like cardboard cutouts if done poorly. As a result, a lot of Flash games had more animation than what should technically be possible on the developer's time and abilities. Now that I'm looking at it again, I don't really see anything beyond Moebius or the usual sort of simplified graphical artstyle you would expect out of someone who has to handdraw every frame by hand.i thought of moebius and franco belgian comics when i saw the visual style too. the colors and the soft, curvy lines. what exactly about it is flash animation like though, flash animation doesnt indicate any kind of specific visual style in my mindAt first I thought the artstyle was trying to ape Moebius and failing, but then I realized, yeah, that's actually the exact same artstyle flash animations and games used. In this case, the ones that actually went to the trouble of animating their characters rather than using the ugly ass flash animation style. Wonder why?
I don't mean to be negative too much, but you might want to consider scaling back what you can. That kind of gameplay time along with that much time to develop it sounds like a recipe for burnout on everyone's part, you and the players. Considering this is supposed to be a game for the first five levels of a character it seems a tad oversized.Very fair concern! My estimate on developing this game by myself is around six years, realistically. So I'm talking with publishers right now to see if I can get some funding. With two employees and some outsourcing it should be done in two to three years. *In a dream scenario*. And even then, like you say, the writing and design has to be damn good too. So I'm gonna work on that for now.full game should be somewhere around 20-30 hours for a completionist run.
Now I'm interested, especially if the writing and combat are good. Have to warn you though, speaking from personal experience, solo/small dev'ing a 30-hr long game is no joke and will take you a very significant amount of time.