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Saturday, December 10, 2011 - 10:50

What would be your suggestion to the location of the save file?

(A better directory can be turned into a ticket in github, maybe with converting support)

Wednesday, November 23, 2011 - 06:53

I am neighter a child, nor a teacher but I will try to give a design of a math game.

  1. You get questions, like normal. Questions will give you 5 points each if awnsered correctly.
  2. If you awnser it wrong, you lose 1 life (out of 5)
  3. For each 100 points you go up 1 level. If you level up you have less time to awnser questions, or more difficult questions. If possible, give all levels a theme.
  4. bonus points can be scored by
  • 25 points for awnsering 10 questions correctly in a row.
  • 5 points for awnsering it quick (< 15 sec.), or +10 points if really quick (< 5 sec.)

Some other advises:

  • Never use penalties! but hand out bonusses whenever possible. This will give the player the feeling that they are good, and allow the persons who are good to pass easily throug the "boring" levels.
  • Save points can be used to cut even more through the boring bits.
  • Achievements and PERSONAL high scores can be good motives as well.
  • Read a book about game design

 

Friday, October 28, 2011 - 08:41

Is it open source?

Under what licences?

What art of OGA was already usuable?

Thursday, October 27, 2011 - 06:03

Other option are:

Witch

Have a witch in one of the villages who can clear your mind.

This will un-train one of your skills. (How much XP you get back from it, is another question)

XP Loss

This is a variant of the "all skills are seperate" method.

In one sentence it is "all skills are seperate, and you will lose XP over time for each one"

Sunday, September 25, 2011 - 03:48

It seems that if you color them, add light and shadow, you also have good inventory items.

 
Monday, September 12, 2011 - 08:49

 

While newbishly playing the game, I found the following questions. (Note: I didn't read the conversations of the NPC's that well)

 

  1. Question: Which slot is your weapon slot?
  • Awnser: See the tooltip-texts
  • Idea: Give the slots a background icon. This could be the same icons, 30 opacity grayscale.
  • Question: How do you equip your weapon?
    • Awnser: Right click.
    • Idea: Instead of removing items from the right-click menu when it is not possible, just disable them. No idea how it could be made obvious 
  • Question: Why can you resize the inventory window?
    • Idea: Test the effect of resizing any window.
  • Question: He, I can't do anything anymore.
    • Awnser: You don't have enough AP. You have to press "End turn"
    • Idea: If you have less than X AP. Make the AP bar blink.
  • Question: (After clearing the cave)Am I finished or what do I have to do right now.
    • Idea: Add something at the end of the tutorial.
  • Question: Can't I go back to the outside?
    • Idea: always make ways 2-sided or make it obvious that it isn't. (For example a cave collapse)
  • Question: I can see a map when I touch the portal. But clicking on it does not seem to be effective. What should I do?
    • Awnser: Talk to people
    • Idea: Add all locations you can go but in grey names. If you click them "I do not have a reason to go here."
  • Question: The zombie has a HP? of 0 / 7. How is this possible?
    • Awnser: Creatures die at HP < 0
    • Idea: Change this in HP <= 0 and give all creatures 1 extra HP.

    Conclusion: The game is not yet newbie proof. On the other hand, coding this is not an easy achievement. Keep on the good work.

    Wednesday, September 7, 2011 - 08:04

    Some new ideas (due to the new story line)

    Allies: Not all creatures are on the same team. If they see someone on a different team, they can:

    • Attack it
    • Run away

    Catapults: Shoot slow, unaccurate moving rock projectiles (in a parabolic bow). They deal a lot of damage.

    Sunday, September 4, 2011 - 10:47

    @anonymous: I haven't looked at it from that perspective, but I must admit, you're right.

    Friday, September 2, 2011 - 11:58

    In general I think we need more of:

    Sometimes, you can do X. You can gain Y if you succeed, but risk Z.

    Examples

    • If you have enough adrenaline you can use the power "Beserk". You can gain Extra damage based on how wounded you are, but risk dying, if you have too much damage.
    • Sometimes you can try to sneak past a sleeping dragon, You can gain a lot of treasure but risk waking a moody dragon, and become as black as toast. (Of course it could also be a camp of goblins or something similar)
    Monday, August 29, 2011 - 10:30

    The method that I would use is:

    First set a percentage how much art you are willing to change.

    Then look at all art and list.

    • What can stay the same.
    • What can easily be converted. (e.g. Scaling)
    • What needs to be changed to make it look good. (E.g. Scaling some parts)
    • What needs to be completely redone.

    Now you can make a time estimate. Part three, and that is the most important part, is making a decision that YOU feel comfortable with. Don't let anyone dictate you!

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