Everything posted by Hormalakh
-
Small suggestions. Easily implemented ideas, quickfire thoughts.
I think a big part of Jenda's issue could be solved with an intuitive UI set up.
- Josh Sawyer on Miss and Hit
-
Update #38: Meet the Developers with Mark Bremerkamp, Lead Animator
Watching that video brought back so many memories. I just spent an hour watching Bugs with my wife! The Rabbit of Seville still cracks me up to this day. I hope you've forced your kids to watch these as it would be a sad childhood without Chuck Jones. He was always able to effectively use the music to tell his stories. Amazing. Here's the Rabbit of Seville without the dialogue and a "stylized" Barber of Seville composition. http://www.youtube.com/watch?v=0mykC1QPCAw How do? Welcome to my shop Let me cut your mop Let me shave your crop Daintily, daintily... Hey, you! Don't look so perplexed Why must you be vexed? Can't you see you're next? Yes, you're next, you're so next! Still cracks me up.
-
Chris Avellone Plays Arcanum
Honestly, I would love to sit and watch Chris play all of Arcanum and listen to his comments (and woooo's), but I can't spend that much time. I didn't even get a chance to watch the whole D&D session they did because 1) sound problems 2) it was too long. Speaking of which, please use a decent microphone this time! No technical issues!
- Update #38: Meet the Developers with Mark Bremerkamp, Lead Animator
-
Poll: Death animations vs. more attack animations
I put some links in my OP for Fallout death animations as well as "The Immortal" Death animations. Take a look.
-
Josh Sawyer on Miss and Hit
Makes combat more worthwhile too You'll get the "safari hunter types" who go out to fill out their bestiaries as much as they can. The equivalent of a Project Eternity Pokedex, except it's about the things you've killed. Of course, as soon as I say Pokedex, the whole idea becomes trash...
-
Poll: Death animations vs. more attack animations
Oh I don't think they would only do "stabbing" with mace. I'm talking about each weapon having its own basic attack, but then instead of mace having two swings (front hand and bak hand) it would only have one type of swing, but then death animations are in.
-
Forum Update
Let me know and I can test it
-
Forum Update
So... since you're here. I just tried using it. I'm getting the quote box, but not the "quoted from" portion. I'm using Firefox 18.0.1. Cleared cache and did a hard reset. As in, I'll see the box where the quote is but I don't see who worte it. Edit: So I tried doing some nested quotes. Can't really see who wrote what until after it's published.
-
Josh Sawyer on Miss and Hit
I am in agreement with you in regards to qualitative descriptions as opposed to quantitative "nummerical" descriptions. I also find your idea on "creature knowledge" interesting! It would be a great non-combat skill for players to invest some points in when it comes to "gathering information." Although, when I think about it, the problem is that this only works for the first play through. Really after that, there's not much reason to invest in the skill since you already know that information...so now that I think about it, it wouldn't be easy/interesting to do unless creature stats changed systematically with each new game. Also, newer players would not be privy to that information while veterans would know that "duh rock elementals always have heavy armor." After a while, it doesn't much matter, and the tool-tip becomes useful (even for vets) when you're trying to remember/find that cheat-sheet with all the monster info that the rock elemental was a heavy armor enemy.
- Josh Sawyer on Miss and Hit
-
Josh Sawyer on Miss and Hit
How will you notify players of enemies defenses? Will this be meta-gaming knowledge that we can find in the manual or will it be UI-accessible in-game (like a right-click shows you their defenses)? It would be nice to have the option of either a numerical display and a "color-coded"/abstracted (high/medium/low) display. Although, this is considering that this information will be available in-game.
- Josh Sawyer on Miss and Hit
- Josh Sawyer on Miss and Hit
-
Josh Sawyer on Miss and Hit
BTW, this design choice stems from your thoughts on not having certain mechanics outputting to more than one input right? Basically, don't let a single mechanic affect multiple numbers (leveling automatically increases your BAB). Anything that should increase I guess builds from a singular "skill point" currency. If you want to build certain aspects, then you purchase those skills with points. Am I reading this right?
-
Josh Sawyer on Miss and Hit
So would a shield reduce the chances of a touch attack? How would glances and hits work in such a system? Would it be the same reduced/normal damage? Sorry, there's so many questions. It's not really possible to say much without all this information to help illustrate. Can't wait for the update to clear some of these things up. Will we have the similar "multiple attacks with high BAB"? I imagine we wouldn't since it's Real-time and we don't have to do rounds.
- Josh Sawyer on Miss and Hit
-
Josh Sawyer on Miss and Hit
Hey Josh, one more question: Is the game is going to have magic or special attacks that use touch AC or something similar? The idea here is to allow a character concept for a wizened old wizard who can't hit hard enough to damage but can get his hands on his enemies for touch attacks. Any thoughts?
- Update #38: Meet the Developers with Mark Bremerkamp, Lead Animator
-
Josh Sawyer on Miss and Hit
Well I'd imagine there should be enough of a difference than before to make the dodgy character a viable character concept (and not just a gimmick). Also what kind of ranges are you thinking of when talking weapon damage? Ranges of 1-3 or 4-8 or >8? I'm assuming this will depend on the weapon type? e: I realized the numbers don't really mean much, I guess a percentage of variation from the mean would be a better way to put it. What does one standard deviation from the mean look like?
- Josh Sawyer on Miss and Hit
-
Poll: Death animations vs. more attack animations
This is such a silly poll because it's so obvious? Is that why the polls are not highly in your favor? I do suspect this is another thing that goes down the middle in terms of taste - not something "silly" as you put it. Do try again.
-
Poll: Death animations vs. more attack animations
me either. I'm not playing the game for the animations really, but this was one of those "I'm not really invested in it, but I'm interested in others' thoughts" kind of thing.
-
Poll: Death animations vs. more attack animations
Death animations for both player and enemies. Sorry for the confusion. As for death animations, I'm talking about varied death animations above just "your player falls prone." The death animations in BG/BG2 were not very varied. gotta pick one