the Tombrat was one of my favorites in Diablo Hellfire. It just moved so cool.
I'll stay tuned for your updates and any future mods you may dream up.
Regarding Github: Using git might actually help you with your chaos, since it will allow you to reset to a previous state for the whole mod as well as for single files. I think Github will also count downloads of each release. Maybe that will scratch both itches at the same time.
Showing you my appreciation for your work was actually the main reason for signing up here. If you're happy, you might be more motivated to cough up more cool stuff.
pretty cool stuff you've put together there. Keep it up!
I've just finished the game as a Ranger, which seems somewhat easier than Warrior. At least, I didn't die much, and I'm usually not that good.
Now here are my suggestions:
Some skills, runes or tools are disabled without obvious reason. I noticed that the rat/wolf/something fetishes don't work below a certain MP level. However, the icon does not tell you what's missing. The red text in an item's description should only mark out missing requirements, but not negative properties of the item. Also tricky: I couldn't equip a slingshot without putting the ranged skill on a hotkey or mouse button. I think the skill should map to a button automatically.
Btw: I like the idea of having a slingshot in one hand and a club in the other. Unfortunately, the slingshot is more powerful than the ladle right from the beginning, so nobody will use the melee weapon any more.
The skills that pop up at level 5 (I think) are so overwhelmingly many that the player doesn't know what to click. I'm not sure if all the skills are actually working. I'd remove those that don't do anything and add some more description to those that do.
The enemies' behavior of forgetting about the player when he moves around the corner makes sense for the vermin, but more intelligent enemies might remember and follow the player even if out of sight. Also, it seems that enemies return to their starting point as quickly as they can. While it makes sense to get them back to home positions eventually, maybe they should return more slowly, so in case the player comes back, they are ready to strike again.
The second basement of the cathedral has so many cool new monsters, it seems a waste to put them all in one level. As you surely remember, good old Diablo I introduced only up to two or three monster classes in a level and repeated them with just a little different paint. This way, the cathedral basement would be good for, say, four separate levels of stupid monster killing. If you put a teleport stone on each level, the player can pick up a lot of items without having to climb the stairs and re-kill the other levels every time. And if you feel like adding quests or unique monsters later on, you will have some space to put them in.
I'm looking forward to any updates on this cool Diablo clone (makes me feel some 20+ years younger). As someone pointed out, you might want to put the mod on Github, so anyone willing to test can fetch changed files quickly.
Hi Danimal,
the Tombrat was one of my favorites in Diablo Hellfire. It just moved so cool.
I'll stay tuned for your updates and any future mods you may dream up.
Regarding Github: Using git might actually help you with your chaos, since it will allow you to reset to a previous state for the whole mod as well as for single files. I think Github will also count downloads of each release. Maybe that will scratch both itches at the same time.
Showing you my appreciation for your work was actually the main reason for signing up here. If you're happy, you might be more motivated to cough up more cool stuff.
Have fun, and so will your testers!
Hey Danimal,
pretty cool stuff you've put together there. Keep it up!
I've just finished the game as a Ranger, which seems somewhat easier than Warrior. At least, I didn't die much, and I'm usually not that good.
Now here are my suggestions:
Some skills, runes or tools are disabled without obvious reason. I noticed that the rat/wolf/something fetishes don't work below a certain MP level. However, the icon does not tell you what's missing. The red text in an item's description should only mark out missing requirements, but not negative properties of the item. Also tricky: I couldn't equip a slingshot without putting the ranged skill on a hotkey or mouse button. I think the skill should map to a button automatically.
Btw: I like the idea of having a slingshot in one hand and a club in the other. Unfortunately, the slingshot is more powerful than the ladle right from the beginning, so nobody will use the melee weapon any more.
The skills that pop up at level 5 (I think) are so overwhelmingly many that the player doesn't know what to click. I'm not sure if all the skills are actually working. I'd remove those that don't do anything and add some more description to those that do.
The enemies' behavior of forgetting about the player when he moves around the corner makes sense for the vermin, but more intelligent enemies might remember and follow the player even if out of sight. Also, it seems that enemies return to their starting point as quickly as they can. While it makes sense to get them back to home positions eventually, maybe they should return more slowly, so in case the player comes back, they are ready to strike again.
The second basement of the cathedral has so many cool new monsters, it seems a waste to put them all in one level. As you surely remember, good old Diablo I introduced only up to two or three monster classes in a level and repeated them with just a little different paint. This way, the cathedral basement would be good for, say, four separate levels of stupid monster killing. If you put a teleport stone on each level, the player can pick up a lot of items without having to climb the stairs and re-kill the other levels every time. And if you feel like adding quests or unique monsters later on, you will have some space to put them in.
I'm looking forward to any updates on this cool Diablo clone (makes me feel some 20+ years younger). As someone pointed out, you might want to put the mod on Github, so anyone willing to test can fetch changed files quickly.
Once again: great work!