Complexity is difficult to judge until you have a playable demo, so I would just play it safe, and program it for how it is now, but leave it so that you could easily extend it if you need to.
I like the idea of being a third party in a world of heroes and monsters, and the heroes part is a great idea, as long as you don't put too much emphasis on it.
Metal Gear Solid Peacewalker does a great job of something similar, where the main story is kept upfront at all times, but in between missions, it gives you a quick recap of what all of your soldiers were doing while you were away, if they levelled up, etc. and then you can make some changes to them.
If you implemented heroes in a similar way, I believe it could only add more depth to the game.
I actually hadn't thought of your fourth point, if I released games in such a way that the user could access code for the game, but not the custom engine that interacts with the computer itself, people could use all of the assets, still learn from the code, but still have to buy the full game. All while allowing there to be a modding community around the project.
No problem :) I'm actually using it for an indie game company I just started after some friends and I left programming companies we had previously worked for, so far we just have a facebook (https://www.facebook.com/EvolvingPoetMedia/info) where we used it, and we credited you in the about section. We're planning to use it on our website too, and possibly as a splash screen in our games, with more links and credit to you of course.
Another awesome effect you can do easily, is to reverse the audio clip, add reverb, and then reverse it again. It gives the audio an odd building effect.
Hey Jimmy, that works fine. Sorry it took so long to respond, hope your game goes well!
I really like the fairware idea, I might test that out for a bit and see how it goes.
Complexity is difficult to judge until you have a playable demo, so I would just play it safe, and program it for how it is now, but leave it so that you could easily extend it if you need to.
I like the idea of being a third party in a world of heroes and monsters, and the heroes part is a great idea, as long as you don't put too much emphasis on it.
Metal Gear Solid Peacewalker does a great job of something similar, where the main story is kept upfront at all times, but in between missions, it gives you a quick recap of what all of your soldiers were doing while you were away, if they levelled up, etc. and then you can make some changes to them.
If you implemented heroes in a similar way, I believe it could only add more depth to the game.
I actually hadn't thought of your fourth point, if I released games in such a way that the user could access code for the game, but not the custom engine that interacts with the computer itself, people could use all of the assets, still learn from the code, but still have to buy the full game. All while allowing there to be a modding community around the project.
Thank you very much for your help!
No problem :) I'm actually using it for an indie game company I just started after some friends and I left programming companies we had previously worked for, so far we just have a facebook (https://www.facebook.com/EvolvingPoetMedia/info) where we used it, and we credited you in the about section. We're planning to use it on our website too, and possibly as a splash screen in our games, with more links and credit to you of course.
This is amazing. I would love to use this, how would you like it credited?
Another awesome effect you can do easily, is to reverse the audio clip, add reverb, and then reverse it again. It gives the audio an odd building effect.