Naniyue wrote:I LOVE MY MoM!!!! The Shining series meets DooM!
I love those little hopping piggies! I had to hunt them to survive, though.
Only two complaints:
The first can't be fixed, which is low fps in large, populated areas on toasted potatoes.
The other is that a couple of monsters right in the beginning forest flash in and out of existence. I can take them down, but their teleporting ability feels like it should come into play after one has gained a level or two.
Thank you for the demo! I very, VERY much look forward to the final product! Let us know when you're ready to enter it into the Cacowards! You've got my vote!
Joat wrote:
Terensworth wrote:
TheStrawberryOctopus wrote:Also, while every suggestion has been very helpful, you two have probably been the most helpful!; I will MOST Likely implement the following things!
- Have an NPC tell you in the first city that enemies within the Land of Magic are optional, and can be fled from
- Have no Goblin Encounters until the first dungeon is cleared
- Include an Extra Alchemy Potion within the Grave Diggers hut
- I could perhaps have it so that you can Use the Death Cap, Mandragora and Nitro Gel to get minor benefits (10 Mana, 10 Health, 10 AP). This would give them a use if you are not playing as the Imp or Mage!
- IF the Ropers are Still difficult after all this, I will nerf their health down to half... but ONLY for the first area. Afterwards they will still retain their 250 HP. They may be easy after all the above changes
- I may exclude ropers from Spawning in the Land of Magic until After the first Dungeon.
Were they any other concerns I should adjust?... I think people wanted me to raise the platform for the First Dungeon to make the puzzle a bit more easier to solve.
Joat wrote:That does bring up another idea. A "describe the currently selected item" button would be very helpful.
Speaking of inventory, since the Diplomacy item is passive, perhaps it should be an extra item on the Key Items screen or an extra interface item for the knight, rather than being a selectable item.
Joat wrote:A few more things, most of them very nitpicky:
- In the library, indefinately -> indefinitely (I told you they were nitpicky)
- Similarly, in the first shop, Gorgan -> Gorgon. Speaking of the Gorgon Ring, it doesn't say what it does, which is not good. I had to look in the game's files to figure out what it does and whether it's worth saving up for.
- Speaking of said shop, while it lists the rules for how the price increases per upgrade on the signs, it doesn't list the current price for the upgrade.
- Now that I've gotten to a shop, I feel that the balance for the potions is fairly decent, in terms of price. It's just low enough to avoid a "dead character walking" state once the shop is upgraded provided the player is decent at signature weapon combat, while still high enough to make every potion precious. Depending on the player, this can potentially mean they'll still need to grind, but I feel that, especially once the changes to the ingredients are implemented (if you decide to do that), it'll be more of a case of "It's an option, but you don't have to if you're good enough".
- I notice there are no "quick-use X Item" keys in the controls like there are in Heretic or HeXen. I personally don't tend to use them, but I imagine some do and would appreciate the convenience.
Joat wrote:Minor thing: I have 20 diplomacy at this time, 402 gold, and can't buy a 500 gold health potion. Furthermore, when I go to buy a 250 gold alchemy potion, my sum is reduced to 194 gold, not 202 gold as math would dictate. So while it's CLOSE, there seems to be something off about the math at shops with diplomacy. That or, more likely, your explanation was imprecise and the shop is actually working as intended. I took a look at the ACS to see if I could figure out the problem, and it seems to be dividing the price by 1.20 at 20 diplomacy, not multiplying the price by 80%. At lower diplomacy levels, it works roughly similarly either way, but the difference gets more dramatic over time. For example, if one somehow had 100 diplomacy, then the way you described it would mean that character would get everything for free (multiply by 0%), while the way it's coded would mean the character would get everything at half price (divide by 2.00).
So ultimately, if you just explained imprecisely, there's no issue, but if you meant it to work how you explained it earlier, then that code needs to be modified.
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