My game may be unplayable. I can't find the sound file for hitting a mummy, was a real satisfying crunch noise and just can't seem to locate it.
y'all brothers?
Let's discuss this further in the podcast sub sectionI'm hereby officially petitioning the devs of this game for a "More Brown" button/attack/emote/dance. Any combination of the aforementioned will satisfy this petition.
Potential ideas are:
Button: temporarily resets the color filter for the display to a brown tint.Attack: could be a bard attack that plays a brown noise. This could CC everything in a small radius for the time it takes to find an immodium.Emote: player reveals whiteboard chart of the historical Vanguard sales trajectory.Dance: the character does a <insert racial dance here> for a bit, pauses as if alarmed, then covers their... uh, posterior and runs away a short distance in a panic while trying to hold it in.
Thank you for your time, gentlemen.
how about a bunch of random and super dramatic falling animations?a "More Brown" button/attack/emote/dance
I think less is more, but you still need to communicate essential states.I implemented a hate meter. Right now my thought was primarily for aiding testing/balance but what are thoughts on things like DPS and Hate Meters ? Does it ruin too much of the magic for the lack of a better term. I tend to be a min/max type player and more information is better but sometimes things like a DPS meter can result in a player only wanting the best when they would have been satisfied with the sufficient had you just given them less information.
If Rogue can out dps the warden by 3% does that mean nobody wants to play a Warden? I think games that sometimes give too much info every class is driven towards being the same, which to me is a net negative.
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While some semblance of balance is important, do not fall into the trap of trying to create a game that satisfies the min/max poopsockers of the internet. You'll drive yourself mad trying to satisfy them. Build the game that is generally fun to play and feels right for you.I implemented a hate meter. Right now my thought was primarily for aiding testing/balance but what are thoughts on things like DPS and Hate Meters ? Does it ruin too much of the magic for the lack of a better term. I tend to be a min/max type player and more information is better but sometimes things like a DPS meter can result in a player only wanting the best when they would have been satisfied with the sufficient had you just given them less information.
If Rogue can out dps the warden by 3% does that mean nobody wants to play a Warden? I think games that sometimes give too much info every class is driven towards being the same, which to me is a net negative.
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I am going to try do that, I think the bigger challenge for me is if I prioritize multiplayer Fun over solo. I would love for people to play my game but I don't know what percent will have people to play on a LAN with. So I'm doing all this work to make a multiplayer game meant to be played with a couple friends but also would hope someone who would just want to play it alone would have an enjoyable experience.While some semblance of balance is important, do not fall into the trap of trying to create a game that satisfies the min/max poopsockers of the internet. You'll drive yourself mad trying to satisfy them. Build the game that is generally fun to play and feels right for you.
I think you can safely assume that anyone who appreciates EQ models in current year has no IRL friends to LAN with.I am going to try do that, I think the bigger challenge for me is if I prioritize multiplayer Fun over solo. I would love for people to play my game but I don't know what percent will have people to play on a LAN with. So I'm doing all this work to make a multiplayer game meant to be played with a couple friends but also would hope someone who would just want to play it alone would have an enjoyable experience.