I rather like to look of it so far. It reminds me of Inner Space, which remains my favorite in the general genre.
One thing that I was noticing is that the ship doesn't appear to have a lot of inertia. It slows down as if there are significant frictional forces acting on it. It might be interesting to have less drag, which could make movement more fast and involved.
Our schtick here is that we support open game art (hence the name). Open refers to licensing that allows people to use the art freely without having to ask for permission, provided that they fulfill the licence's requirements (eg: CC-By essentially states that the image can be used freely as long as credit is given as specified by the author.)
I do a fair amount of pixel art, and the large majority is CC-By. I don't know if its the sort of stuff you need, but there are a variety of rpg enemies, etc. I would be happy for you to use it. There is quite a bit of good pixel art around the site, though, so if it isnt what you're after we can probably direct you to something more suitable. But specifics of what you're after beyond the medium would help.
I think it's fair to say that, in a world where merely travelling from one town to another means being beset by goblins, there will always be a steady market for weapons.
@Clint: I think you may be making the mistake of taking your personal tastes and extrapolating them to laws (even moral principles?) It's problematic to denegrate players who might enjoy things like inventory shuffling or making a cost-benefit decision on an item, or question the veracity of their feelings. Honestly, I think it's much more immersive to have to decide how much stuff you'll take than having a bag that can carry 46 polearms as easily as 46 daggers. Some people don't dig that. Clearly, it should never be the central focus of the game, but that's a separate issue.
Honestly, I think the issue of a player constantly killing monsters and schlepping loot back to the vendor is not really a game design issue; it's a game balance one. If the game is properly balanced, there just won't be any need for any extra grinding to proceed. This isn't an MMO; there's nobody to compete against except the environment.
And anyway, to me the idea of a single central area with vendors is kind of problematic anyway; having the hero constantly recrossing his own path doesn't make for much of an adventure. Having the quest be more of a journey lets you place vendors in the hero's path, hence no extra schlepping. That's my personal preference, anyway.
Huh. My bro played Dusk quite a bit back in the day. I got on a bit myself. Neat to see that something's still being done with it.
1)Thank you for not including the human tuba turtle.
2) why didn't you include the human tuba turtle?
3)Please don't, though D=
4) for those interested, a static JRPG-style 'in battle' enemy sprite of this monster can be seen in this set: http://opengameart.org/content/lpc-in-battle-rpg-sprites
I rather like to look of it so far. It reminds me of Inner Space, which remains my favorite in the general genre.
One thing that I was noticing is that the ship doesn't appear to have a lot of inertia. It slows down as if there are significant frictional forces acting on it. It might be interesting to have less drag, which could make movement more fast and involved.
Our schtick here is that we support open game art (hence the name). Open refers to licensing that allows people to use the art freely without having to ask for permission, provided that they fulfill the licence's requirements (eg: CC-By essentially states that the image can be used freely as long as credit is given as specified by the author.)
Are you open to licensing commissions under creative commons licenses?
I do a fair amount of pixel art, and the large majority is CC-By. I don't know if its the sort of stuff you need, but there are a variety of rpg enemies, etc. I would be happy for you to use it. There is quite a bit of good pixel art around the site, though, so if it isnt what you're after we can probably direct you to something more suitable. But specifics of what you're after beyond the medium would help.
This is a great piece of art. Thank you very much for sharing your work!
Well...
[url]http://opengameart.org/comment/14140#comment-14140[/url]
This would probably be a good springing off point?
I think it's fair to say that, in a world where merely travelling from one town to another means being beset by goblins, there will always be a steady market for weapons.
@Clint: I think you may be making the mistake of taking your personal tastes and extrapolating them to laws (even moral principles?) It's problematic to denegrate players who might enjoy things like inventory shuffling or making a cost-benefit decision on an item, or question the veracity of their feelings. Honestly, I think it's much more immersive to have to decide how much stuff you'll take than having a bag that can carry 46 polearms as easily as 46 daggers. Some people don't dig that. Clearly, it should never be the central focus of the game, but that's a separate issue.
Honestly, I think the issue of a player constantly killing monsters and schlepping loot back to the vendor is not really a game design issue; it's a game balance one. If the game is properly balanced, there just won't be any need for any extra grinding to proceed. This isn't an MMO; there's nobody to compete against except the environment.
And anyway, to me the idea of a single central area with vendors is kind of problematic anyway; having the hero constantly recrossing his own path doesn't make for much of an adventure. Having the quest be more of a journey lets you place vendors in the hero's path, hence no extra schlepping. That's my personal preference, anyway.
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