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#1
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![]() Very nice. The graphics could use some cleanup, as they don't seem to mesh as well as the DoP graphics. Especially the menus but there's plenty of time for cosmetics.
Two small things, in the bestiary the keyboard arrows should turn the models, and holding down either the keys or the onscreen buttons should provide a continuous scroll. In the keybindings menu there's a 'skill screen' option that defaulted blank. But unless I'm mistaken that would be the same screen you get for hitting 'C', no? Either way, it should either be removed if redundant, or given a default binding. I only had a short play and wasn't looking too hard for flaws. I enjoyed it quite a bit, I like the Mario-esque use of instant powerups that you can essentialy queue up and use at will. Hoarders like me will have some adjusting to do. ![]() Some quick bullets:
In what spare time I have I'll try and do some more useful testing ![]()
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//TODO: Insert witty one-liner here. |
#2
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The kill drops are all random. The barrel and chest drops can be either. If the level designer places an item or items next to the chest, the chest will spawn just those items. Otherwise, it is random.
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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, & Din's Champion Wishlist Din's Champion |
#3
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![]() Ah, that explains rage. And a bit of both for chest/barrel drops too, which is good. Are the kill drops random by creature type? Just curious.
I like the bestiary (my earlier comment about continuous rotation was faulty, but I'd still like to utilize the keyboard arrows as well ![]() When I went to bed last night I had 3 points I wanted to talk about. Let's see if I can remember them all... First, I can't get anywhere near the gold score in the first level. I must suck ![]() Second, I like the awards and the bonus score systems. I wonder if it's possible to implement a scorecard to track applicable awards and bonuses by class and stage. In other words, keep track of the fact that I met the Peasant award requirements 5 times with Kivi in the first stage. Some awards don't make sense in this context of course (gem collecting for instance). I also think it's an awful lot of int juggling for what may be little percieved value. Third, damage doesn't seem to scale well. I went into the first stage with an offense of 1 (with Kivi), and got (very!) lucky with weapon and skill drops. By the end I had an offense of 6 but I still couldn't one-hit the lowly trifling skeletons with any certainty. Maybe 50-70% were one-hits, and the rest took two. Zombies did seem rather easier to kill, taking 2-4 hits on average, but the scaling just felt off for such a dramatic increase in the offense stat. Is this intended, or some emergent quirk of the algorithm? Three more things I found this morning. In the Fallen Giant stage there's a goblin fire thrower at the end of the stage, but it didn't register in my bestiary, which I found odd. There's a typo in the dark elf description, it should be throne rather than thrown. Finally, if you crash out of the game during the tutorial (I haven't tried exiting via the menu, I had to crash out) when you start it up with that same player again the popup tutorial boxes never trigger. It's probably a rare circumstance, but still something of a bug. Starting a new player and running the tut still works fine though. All around, a nice solid game. It's not DoP, and that's great. There's plenty of imagination going on out there and I'm happy to see such a dramatic repurposing of the DoP engine. It bodes well for more future inovations. It may not be my favorite style, and there seems to be some of that sentiment elsewhere as well, but it's still fun and its fast pace is good for clearing the cobwebs out when I get sick of staring at Metro2 guidelines. And I promise I'll start properly trying to break it soon. The new is slowly wearing off. ![]()
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//TODO: Insert witty one-liner here. Last edited by Delve : 10-15-2008 at 11:04 AM. Reason: clarified tutorial issue |
#4
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![]() Not really by type, but champions/uniques will drop more items on average.
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However, when we create an expansion or sequel type of game, it will be much similar in style to the original. For those games, we will always keep the core gameplay (like covenants and random, dynamic world for DoP). We will attempt to make it better of course and have some new innovations, but we won't stray too far from the original.
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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, & Din's Champion Wishlist Din's Champion |
#5
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//TODO: Insert witty one-liner here. |
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