Vic
Augur
Looks good but sigh isn't this nothing we haven't seen a hundred times before?
Looks good but sigh isn't this nothing we haven't seen a hundred times before?
curiosity is a big driver in human behavior. try adding some twist or gimmick to your game maybe.That's not an unfair criticism. This being the first full game I've ever made, I went with what I knew, I guess. Since I was a kid playing the gold box games, I always wanted to make those kinds of games. So, my first go-round is pretty similar to those that came before it.
Nah, just move on to the next game. What matters is how much time you spend, how much experience you gain, how many mistakes you run into and then learn to overcome, etc.curiosity is a big driver in human behavior. try adding some twist or gimmick to your game maybe.That's not an unfair criticism. This being the first full game I've ever made, I went with what I knew, I guess. Since I was a kid playing the gold box games, I always wanted to make those kinds of games. So, my first go-round is pretty similar to those that came before it.
I guess I meant adding some kind of twist or gimmick to his game to make it interesting for people looking into the game. Maybe it's just me but when I checked the game out I didn't really care much for it because it looked like any other CRPG of its type. And we have seen a fair share of "revival CRPGs" over the years. There's nothing that really grabs me and makes me want to discover more. Putting a twist on the old formula might do wonders.... or not. Just trying to give some feedback in my own way.Nah, just move on to the next game. What matters is how much time you spend, how much experience you gain, how many mistakes you run into and then learn to overcome, etc.
The only way to be successful is to keep losing in the beginning until you learn enough to succeed.I guess I meant adding some kind of twist or gimmick to his game to make it interesting for people looking into the game. Maybe it's just me but when I checked the game out I didn't really care much for it because it looked like any other CRPG of its type. And we have seen a fair share of "revival CRPGs" over the years. There's nothing that really grabs me and makes me want to discover more. Putting a twist on the old formula might do wonders.... or not. Just trying to give some feedback in my own way.Nah, just move on to the next game. What matters is how much time you spend, how much experience you gain, how many mistakes you run into and then learn to overcome, etc.
I'd like to think I've got some things that are unique to the type. Monsters that can swallow you whole, pit traps/climbing and grappling.curiosity is a big driver in human behavior. try adding some twist or gimmick to your game maybe.That's not an unfair criticism. This being the first full game I've ever made, I went with what I knew, I guess. Since I was a kid playing the gold box games, I always wanted to make those kinds of games. So, my first go-round is pretty similar to those that came before it.
I'm personally just saying that if (not when) this attempt gets frustrating, it's better to make the attempt when... it's not as frustrating... like when you have the motivation of a fresh idea. That being said it does actually help to attempt and fail in this first project because that is still improvement (if you can learn lessons from it).I'd like to think I've got some things that are unique to the type. Monsters that can swallow you whole, pit traps/climbing and grappling.curiosity is a big driver in human behavior. try adding some twist or gimmick to your game maybe.That's not an unfair criticism. This being the first full game I've ever made, I went with what I knew, I guess. Since I was a kid playing the gold box games, I always wanted to make those kinds of games. So, my first go-round is pretty similar to those that came before it.
None of this stuff is in that video because it's not a trailer - I haven't made one yet. My hope is that that will be able to highlight some of the interesting aspects of my game that aren't necessarily in every isometric RPG.
I'm maybe not quite picking up what you're getting at, but moving on to something new, or even taking a break, when it gets frustrating, is a recipe for never finishing anything. Working on a game has a lot of exhilarating moments when things come together, but it has just as many extremely frustrating moments too, and you have to push through those to complete going.I'm personally just saying that if (not when) this attempt gets frustrating, it's better to make the attempt when... it's not as frustrating... like when you have the motivation of a fresh idea. That being said it does actually help to attempt and fail in this first project because that is still improvement (if you can learn lessons from it).I'd like to think I've got some things that are unique to the type. Monsters that can swallow you whole, pit traps/climbing and grappling.curiosity is a big driver in human behavior. try adding some twist or gimmick to your game maybe.That's not an unfair criticism. This being the first full game I've ever made, I went with what I knew, I guess. Since I was a kid playing the gold box games, I always wanted to make those kinds of games. So, my first go-round is pretty similar to those that came before it.
None of this stuff is in that video because it's not a trailer - I haven't made one yet. My hope is that that will be able to highlight some of the interesting aspects of my game that aren't necessarily in every isometric RPG.
I don't mean to force you either way. But I philosophize upon the concept of learning understanding and not mere regurgitation of knowledge, so I'm proponing the bigger picture.
No, I mean that as someone new, expect to fail. When when you finished, move on. It's very easy to over-do things. There's "frustrating but you can sleep on it and work on it tomorrow" vs "frustrated and banging your head against the wall and not learning anything because you are not trying something new."I'm maybe not quite picking up what you're getting at, but moving on to something new, or even taking a break, when it gets frustrating, is a recipe for never finishing anything.I'm personally just saying that if (not when) this attempt gets frustrating, it's better to make the attempt when... it's not as frustrating... like when you have the motivation of a fresh idea. That being said it does actually help to attempt and fail in this first project because that is still improvement (if you can learn lessons from it).I'd like to think I've got some things that are unique to the type. Monsters that can swallow you whole, pit traps/climbing and grappling.curiosity is a big driver in human behavior. try adding some twist or gimmick to your game maybe.That's not an unfair criticism. This being the first full game I've ever made, I went with what I knew, I guess. Since I was a kid playing the gold box games, I always wanted to make those kinds of games. So, my first go-round is pretty similar to those that came before it.
None of this stuff is in that video because it's not a trailer - I haven't made one yet. My hope is that that will be able to highlight some of the interesting aspects of my game that aren't necessarily in every isometric RPG.
I don't mean to force you either way. But I philosophize upon the concept of learning understanding and not mere regurgitation of knowledge, so I'm proponing the bigger picture.
I have motivation to spare because I'll jump around to different projects as I get tired/bored/stuck with one, then maybe start something new that I just thought of, then dick around playing with X or Y...Yeah, waiting for motivation is a recipe for disaster. It never comes.
I have thought about it. My main thought was: with the computers of today, there's no longer such a strict limit on polycount and textures, so people can add high quality models via the Aurora toolset. I haven't actually seen much of that though.I'm curious if you have ever considered porting some of your models into NWN, if such a thing is even possible.
Looks good but sigh isn't this nothing we haven't seen a hundred times before?
That's on you for playing these kinds of games. But I get what you're saying. For me personally, that's not enough to get me interested though. There are many other games and modules that aren't infested by that.A normal game in a market full of pastel-colored titles about mental illnesses, ugly negresses, and men kissing each other is like finding a mint condition Action Comics number 1 in the attic.