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#91
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![]() It's hard to know if this is just the randomness, but I've had a few worlds, particularly with caves, where the main quests where beating bosses and there were no other quests. The only quests that came up were beating the bosses that came about from promotions (ie. from killing me) and those bosses that were sighted. It wasn't slow pace or anything, but effectively the nemesis and such weren't generating other quests, nor did anyone in town ask me to do something for them. Not sure what to make of it yet -- just an observation right now.
EDIT: Seems like I was just seeing a bunch of bad samples, though for example the 'kill the nemesis' quest appears to not generate other quests for the town to begin with.
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Mods: DC Balance UI | DoP UI | Drox Guild Time Silence | DL Texture | Join our Discord! Last edited by Bluddy : 03-12-2019 at 11:01 AM. |
#92
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![]() I think the bow skeletons could use a better effect for their arrows -- something similar to your own arrows. Their current effect looks dated and resembles fire, when that's not the intent.
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#93
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![]() From Steam.
Shouldn't be too hard to define house areas as cover from the sun? It doesn't need to be perfect ie. account for shadows. I imagine underground areas already have this handled. |
#94
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![]() Yeah, I saw that. It isn't hard to know if the player is in a non-burned down house block.
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Steven Peeler Designer/programmer Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, Din's Legacy, & Drox Operative 2 Patreon |
#95
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![]() There's an odd stretching happening on rock textures. If you look at the steam page video, around 0:51, you'll see a bridge or something ie. a rocky texture getting stretched oddly by the random hill algorithm. Would it be possible to prevent this kind of thing? Rocky textures like that should probably just stay at the same height.
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#96
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![]() You probably have this on your task list already, but the buttons on the menus talking to NPCs could really use some alignment. They really look weird all having different sizes.
Also, putting in the request again to have the map info showing NPC relations from Zombasite. I wonder if you could have it as a button and overlay in the main map, ie. you don't need it in a different UI. |
#97
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![]() 1. It would be nice to have random mutations such as vulnerability to fire/cold/magic/poison.
2. When someone in town dies, everyone who likes that person should have a debuff for X minutes (perhaps called 'Mourning'). Anyone who hates them could have a buff instead. As more and more people die, these debuffs pile up, making it so that you'd want to give the people time to mourn before taking them with you in the party. For married couples losing a spouse, the debuff could be far more serious (Mourning Spouse). |
#98
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![]() It's a lot of fun to play as a fire mage, because your fire can burn stuff up. Unfortunately, the ice mage and magician don't get to have as much fun. Some ideas:
1. Ice magic radiates a cold aura around things that are hit. The thing that needs hard coding in the engine is, if you hit enough things with ice, nearby things also freeze. Ice pools form in the vicinity (not sure if that happens now). When hit, monsters may slide down icy hallways, and even more so down icy slopes (takes advantage of the new slopes in the engine). Fighting on ice can even be a strategy, since you could avoid getting hit back as the ice will build up distance to the monsters. 2. Magician-type magic, if hit enough times in a certain area, can cause anomaly-type entities to form there that trigger automatically, causing explosions/teleportation/shrinking.
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Mods: DC Balance UI | DoP UI | Drox Guild Time Silence | DL Texture | Join our Discord! Last edited by Bluddy : 03-26-2019 at 04:33 PM. |
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