A map called Wonder, Developer Diary
Post #101 qPirateKing Aug 31 2009, 6:49 am
Post #102 TF- Aug 31 2009, 6:10 pm
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Hey I just played the latest demo and this is pretty great, love the shield/bow mechanics.
Only suggestions are that a little backstory for the scantids blocking the cave tunnels would be nice since they're cool but they seem random when unexplained, maybe the hero could say something when he first sees one, oh yeah, custom names for stuff too. Hummm I kinda got stuck at the boss though, she doesn't seem to be affected by arrows and I can't attack her in melee, the egg-laying sequence is cool though. Ideas for that boss you were talking about: If the spider mines are light sources then they could be flares, you could use them to light up some kind of explosives/gases: - monster has a methane gas breath that damages you but which you can also light on fire with a spidermine flare to damage the boss instead of you - monster has a huge gland (spore colony or something) full of Methane which you can attack and destroy because it becomes exposed and vulnerable atsome point in the fight, then light the released gas on fire with a spidermine flare for a brutal boss-death ![]() ![]() ![]() ![]() ![]() ![]() |
Post #111
HCM™stickynote
Dec 4 2009, 4:13 am
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Got a boss idea: it will be a very powerful boss with an Achilles heel that could be different each game. For example, maybe he is afraid of fire, and say there are some trees in the boss area, and if you set them on fire, he is easier to kill. Depending on his weakness, he will drop a hint about what it is (be conspicuous about it though).
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Post #112 PearS Dec 5 2009, 6:22 pm
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great demo man...i felt like i was playing an actual rpg on an old console...the little "crazy man" hiding something is VERY nostalgic regarding those old games. And the caves just felt....good. Cozy and erie a bit. I like tight enclosures like that...they just feel cool. Hard to explain. Also i like the boss. I've never seen an overlord boss so that was nice. It felt a lot like metroid when it bit you =].
To be honest i wasn't a HUGE fan of your other two rpg maps. THey looked really pretty and were very solid but my interest just wasn't peaked. I never played either one for more than like 20 mintes (perhaps i missed all the cool stuff because i didn't stick around). But this here feels great bro. good stuff. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #113
CecilSunkure
Dec 30 2009, 3:15 am
Post #114
Oh_Man
Jan 1 2010, 3:05 pm
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Studying Psychology
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How you going with your map King, reckon you will get it out for the extended deadline?
I noticed people offering suggestions for bosses. From creative stand-point you can do basically anything but when I made my bosses I mainly thought about gameplay first before thinking about the bosses name and its spells. I would try to have each boss have a unique style of approaching it. Like my first boss the Gargoyle a giant stone statue that crushes you if it stands on you, so for the entire battle you are forced to play keep away while it chases you while doing damage. Then my second boss the SkyWraith which is quite the opposite, you had to get underneath it to hit its weak underbelly, so you'd be spending the whole battle trying to get underneath it and shoot while it kites you. Other examples would be battles where you have to emphasis is killing it quickly, the longer you take the harder it gets, or maybe have the emphasis being not standing still, perhaps it will constantly bomb where your standing and you have to move out of the line of fire, etc. So yeah just my two cents, I just looked at it from a gameplay perspective. ![]() ![]() ![]() ![]() ![]() ![]() I am working on Hell's Awakening RPG, stay tuned for further details.
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Post #115
payne
Jan 1 2010, 9:16 pm
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Addicted to SEN Games -Add more!-
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How you going with your map King, reckon you will get it out for the extended deadline? I noticed people offering suggestions for bosses. From creative stand-point you can do basically anything but when I made my bosses I mainly thought about gameplay first before thinking about the bosses name and its spells. I would try to have each boss have a unique style of approaching it. Like my first boss the Gargoyle a giant stone statue that crushes you if it stands on you, so for the entire battle you are forced to play keep away while it chases you while doing damage. Then my second boss the SkyWraith which is quite the opposite, you had to get underneath it to hit its weak underbelly, so you'd be spending the whole battle trying to get underneath it and shoot while it kites you. Other examples would be battles where you have to emphasis is killing it quickly, the longer you take the harder it gets, or maybe have the emphasis being not standing still, perhaps it will constantly bomb where your standing and you have to move out of the line of fire, etc. So yeah just my two cents, I just looked at it from a gameplay perspective. GIMME HA NAO! ![]() ![]() ![]() ![]() ![]() ![]() |
Post #116 Dungeon-Master Jan 23 2010, 5:46 am
Post #118 Dungeon-Master Jan 23 2010, 6:51 am
Post #119 -BW-Map_God Feb 16 2010, 7:32 pm
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Just finished giving Wonder a shot. Short but still has some very interesting terrain and stuff to do. Shield blocking is a lot of fun and I enjoyed the fact there are two ways to use it. Bow and arrow was cool too. I made it to the end overlord boss but never quite figured out how to kill it. I kept arrowing it when it went center and turned white but then the lurker always got away. I assume I had to arrow it and then get the lurker before it burrowed to win. I never did find out though since when a minon killed me it respawned me under the creep colony trapping me from trying to finish the boss. A quick glance at the editor seemed to suggest that was the end of what was done so far. Anyway looks nice, would be cool if this doesn't turn out like Deep Blue (never finished) but then with abandoned after the title maybe that is the case.
I really liked Legacy of Haen back in the day btw! ![]() ![]() ![]() ![]() ![]() ![]() |
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