Jenkem
その目、だれの目?
HOW DOES NO ONE HERE HAVE DEMO IMPRESSIONS YET????
Besides fixing bugs, I have also been adding various features that would improve the overall experience of the game. NPCs will now greet the players via text messages over their heads. The same system is also used for idle chatter and combat taunts.
NPCs have a lot to say - both nice and nasty.
Actually, that's not a bad idea, KotOR did this with its alien races and it worked even if attentive players could catch on to recurring audio. If barks VO just ain't on the menu, maybe recording a muddled little library ofYou can also go the Doom way and make all the enemy barks sound like Chewbacca's orgasms.
Hellpoint had the same thing with a made-up language. Thanks to that the game felt more alien and atmospheric, while saving a bunch of money for the devs in the process.Actually, that's not a bad idea, KotOR did this with its alien races and it worked even if attentive players could catch on to recurring audioYou can also go the Doom way and make all the enemy barks sound like Chewbacca's orgasms.
Well, to an extent, Skyrim features that made-up dragon language which you'll actually hear from Draugr most often. The Draugr voices are heavily processed, but you'll also hear the same stuff in more regular tones from dragons and story NPCs. I'd say it's a little silly, but it's not distracting and I don't think it would make a difference whether these fake words translate to something in English or if they're complete gibberish (the more cost-effective solution to take here).Hellpoint had the same thing with a made-up language. Thanks to that the game felt more alien and atmospheric, while saving a bunch of money for the devs in the process.
Not sure how this can be achieved in a game with a sort-of medieval fantasy setting. When everything around you looks so familiar, a made-up gibberish language may sound too off-putting.
Agreed, that would probably be more work than a limited set of English VO.HECU marines from Half-Life had a pretty advanced speech routines where the game engine was stringing various sound files together to create coherent sentences (that's why they all sound creepy and robotic). Something like that may be useful for simulation purposes, though obviously adding a feature like this into the game at this stage of development would mean going way beyond the scope.
Archolos used a made up language to make the game sound foreign.Not sure how this can be achieved in a game with a sort-of medieval fantasy setting. When everything around you looks so familiar, a made-up gibberish language may sound too off-putting.
Yeah, voiceover barks are gay - as in annoying and obnoxious. Last words text could be funny at least, if they're bitterly butthurt and not too hurr hurr funny. Try not to break the grim immersive atmosphere if that's what you're going for RatTower.
I only just noticed this game a few weeks ago, in that thread asking about First-person RPGs and ImSims I think it was. Monomyth is one of the few new ones that appears worthy. I guess I was more into turnbased in 2017. And I'm a kickstarter hater. But I've been getting more into this flavor of RPGs, always looking forward to more dungeon-crawling brutal combat gameplay like Dragon's Dogma in particular (the cutscenes and AAA shit not so much).
Hoping this isn't anotherBrokenCopper Dreams...
Muja shaka paka?Actually, that's not a bad idea, KotOR did this with its alien races and it worked even if attentive players could catch on to recurring audio. If barks VO just ain't on the menu, maybe recording a muddled little library ofYou can also go the Doom way and make all the enemy barks sound like Chewbacca's orgasms.gibberish"made-up foreign language" to mix and match to various lines could work as an effective stopgap.
It's not gibberish, it's an actual language.The Sims is also famous for its gibberish language.
Level Design (From Update 16 Jan 22)Has there been a post about the level design? Skimming some videos showed mostly corridor after corridor. The best gameplay mechanics get old quickly if the maps are repetitive and boring, or if they lack opportunities to make use of them.
Thank you for looking up that post.Level Design (From Update 16 Jan 22)Has there been a post about the level design? Skimming some videos showed mostly corridor after corridor. The best gameplay mechanics get old quickly if the maps are repetitive and boring, or if they lack opportunities to make use of them.
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Have you not played the demo?The levels seem fairly flat without much verticality. I hope that there will be some levels inspired by Thief/Thief2.
Yes, I have not played the demo. Does it feature good maps?Have you not played the demo?The levels seem fairly flat without much verticality. I hope that there will be some levels inspired by Thief/Thief2.
Yes, and you can climb stuff.Yes, I have not played the demo. Does it feature good maps?
Sure, I can imagine faux-gibberish is a harder pill to swallow sprouting from a human face than some Star Wars slug alien, but still far more palatable than a silent text bubble. Again, in the context of a game like Monomyth, not arguing isometrics here. And it may be feasible from a cost perspective where actual VO isn't.Bioware also tried it in Jade Empire too. It didn't work nearly as well because foreign gibberish themed around a real human group makes for... interesting results.
It features a single huge map with separate areas, different levels of elevation and multiple junctions facilitating nonlinear exploration. It's excellent, you really oughta give the demo a go. That said, if you're asking about "verticality" in the Thief sense, then no, it was something I also flagged after playing the demo, that stealth gameplay might benefit from some more traversal options within individual encounter locations. Ceiling support beams, crawlspaces, convenient Denton-shaped holes in the wall etc., wouldn't mind seeing some more of that.Yes, I have not played the demo. Does it feature good maps?
No way in real life
The levels seem fairly flat without much verticality. I hope that there will be some levels inspired by Thief/Thief2.