by Zan » Fri May 19, 2017 12:08 am
@Enjay Like it or not, Thief (1, 2, all the fanmade stuff especially Shadows of the Metal Age) is by far my top favorite game, and even if I don't get to reproduce any sort of it, I am subconsciously inspired by its' atmosphere. Hell, I also slipped in a Thief reference as soon as you enter the forest in the first level.
As for the monster sounds, it's gonna be a bit hard to get some proper ones but I'll do my best.
@Deii I actually want Hedon to take attitude towards various cancerous trends in gaming today:
1. One color palette levels. It's in a lot of new games, every level has the same dominant color. Dusty dark, industrial brown, offfice gray, visually cluttered brain tiring forest green etc. I'm trying to break monotony and vary the atmosphere of levels as well as the setting, just like an old school game would have. Remember Serious Sam.
2. Backtracking. Figuring out what to do. Having limited pickable resources (health, armor, power ups) around which you need to find and manage. The first level is an actual training mission. Get to move a bit around, see how jumping works, swim a bit, see how interaction and level progression works, then meet some monsters and see how fighting works. Then step into an intrigue and have a linearish forest part where you just wreck wimpy cultists.
Never did I want to give a hint or an arrow pointing at what to do during this proces. I give you the resources. I spend time sketching and planning on level design. I won't insult your intellect by pushing you through a set corridor. This traces back to my love for Arx Fatalis and Ultima Underworld which were absolutely hardcore at backtracking and figuring out what you have to do next and so on. Of course, I won't do it that much, just take from it the bit I find to add to the old school experience.
3. Randomization and procedurally generated content. Losing the art of level design. I want to study old games and make an efort to revive good level design.
4. Pandering to SJWs. No, just no..
This being said, I took note of your suggestion for breakable envireonment, it is already planned but most likely will make it in as a general update once the game or perhaps the first episode is released. So yeah, years possibly. You need to understand that I have to work fast and implement the bare minimum I need to make the game good as a one man dev team, so I need to be efficient and keep the extra features for when I have a good chunk of levels to test and work with.
Last edited by Zan on Fri May 19, 2017 12:15 am, edited 1 time in total.