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About Quistnix

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  1. Thanks for all the replies. The game Android game "Archangel" has roughly the same control scheme kseh proposed and is often praised for it. I often have trouble with it, since tapping an opponent to attack it blocks my view of what the opponent is doing. If you accidentally miss the enemy, you end up walking towards him, which often results in a quick and painful death.   Both Servant and Milow make good points, I'll go and do some prototyping and see how it all works out. Thanks again for the input, it's highly appreciated!
  2. Quistnix

    My art and concepts

    Looks amazing!
  3. Hi,   I'm currently working on a mobile game, the goal is to emulate the Dark Souls experience on-the-go. Since a full fledged 3d experience is way beyond me, I've decided to go for a 2d pixel-art sidescroller. I'm currently in the concepting and prototyping phase, but the end result is supposed to look something like this:     At the moment, I'm focusing on getting the main gameplay loop right: getting satisfying, weighty tactical swordfighting. One of my main hurdles is the control scheme. I'd like the player to be able to do these things: move dodge block, both while standing still and moving attack Optional: run parry Backing away from an enemy while hiding behind your shield is an essential part of the Dark Souls experience, so I'd also like all of these to be directional. I want to be able to move to the left while blocking to the right. Since I'm aiming for timing- and positioning-based combat instead of a combo system, I decided to leave out a "heavy attack" option.   There's a couple different control schemes I'm considering:   Kroll Kroll was an early iOS game with a simple but effective control scheme: Three buttons on the left for "move left", "small attack left" and "big attack left". Three buttons on the right for those actions in the other direction. This meant you could easily move to the right, quickly punch a creature that was crawling up behind you and resume going right. Unfortunately, I've got more control options, which could make this difficult to get working. I'd have to add another row of buttons just to get my minimum amount of actions:   Of course, I could make the buttons do different stuff depending on whether you're tapping or holding them, This allows me to scale back to three buttons on each side and use every action. This complicates the controls a lot, but it still feels natural. At the moment, this is my favorite control scheme for the game.   Dungeon Hunter Dungeon Hunter is a popular action-rpg series for mobile. The controls consist of a virtual stick on the left and a clutter of buttons on the right. This works fairly well in a top-down hack 'n slash game, but it lacks precision and you can only hit in the direction you're facing. This might be solved by adding a lock-on system, where the character is always facing the enemy. This gets troublesome when facing multiple enemies and spoils the surprise of an ambush. A "tap to target" option has it's own problem, because it forces the player to move his hands away from the other controls.   The Swiper Swiping the screen to control your character has a couple of downsides: There's a very limited variety of moves available, and swipes don't realistically translate to a lot of actions Some time passes between  beginning the swipe and ending it, which delays all your actions Your fingers obscure the screen, preventing you from seeing what's happening Some games (I never played Infinity Blade, but Blood & Glory seems to play the same) solve this by essentially dividing the game in turns. On the enemy's turn you block or dodge using buttons, on your turn you swipe to attack. Despite having to switch grips every time the turn changes, this works for that kind of game. Unfortunately, that's not what I'm making.   Are there any points I've missed? Should I reconsider my ideas? I'd welcome any ideas or comments.
  4. Quistnix

    The acceptance of gold loot in RPGs

    Unrealistic drops kinda annoy me, but it depends on the game. I'm not really bothered in a more cartoonish game like Borderlands (Sure, that skag could've eaten a rocket launcher twice it's own size), but it really bothers me in a serious, everything-has-a-meaning kind of game like Dark Souls.   If you ask me, the game that handles this best is Kingdom of Loathing. This gameworld uses meat as its currency, so a bear nets you more profit then a rat. This is used consequently: killing ghosts and skeletons won't get you any meat at all.
  5. I prefer a predefined character. If your character has a past, you can work it into the story. If you're a good writer (and I'll assume you are), the background of your character can have a significant impact on the story and NPC interactions. This makes for a much more compelling and personal story. Once the game starts, I want the characters to be mine and make the choices. Don't write a Cloud who forces the player to spend 90% of his time moping about. Let us choose between moping and saving the world.   If you write your lead character to have a dark past, you can frame moral choices as "will you better your life?". If you write your lead as a heroic do-gooder, you can have the "bad" choices represent a descent into darkness. Planescape: Torment did this really well. Around the world, the PC would encounter the results of action committed before the game started, both good and bad. The ongoing theme: This is who you were, who do you choose to be?   On the other hand there's Arcanum: of Steamworks and Magicka Obscura. This amazing game allowed for a huge amount of personalisation which hardly mattered in the story. You were the "chosen one", but only because of being in the right place at the right time. The guy next to you could easily have been "chosen" instead. The personalisation here really worked in the gameplay. Raised by Snakecharmers? Congratulations, you've got amazing poison resistance but your social skills are worthless. Good with machinery? You get to use some great items, but good luck getting the more magic-inclined elves to help you.   In short, it depends on the kind of game you want. If it's a story-driven game, I'd predefine a character whose past and personality add interest and conflict within the story. If your game is more systems-driven, I'd advise to let the player create a character with interesting traits and skills that interact with the systems.
  6. You might want to implement a highly visual end goal to work towards. Put a tower on top of a mountain in the middle of the area and challenge the players to find out what's on the top floor. They might need to craft a rope or bridge to cross a chasm, or a ladder to get to the next floor.   To keep things interesting, try to add some environmental storytelling. Let the player stumble across an abandoned encampment and add clues in the surrounding area to let them figure out what happened there. Maybe even "chase" an NPC throughout the area? You could follow tracks, remnants of camp-fires, discarded broken tools..    Another way to hold interest is by using some random events. Have a mysterious creature peer over a bunch of rocks but disappear before the player gets a good look at it. Something makes a noise behind you, but when you turn around there are only tracks. When the player wakes up after a long night's sleep, there's a ritual circle drawn around him. For this kind of stuff, you could even use the "Lost" method of building intrigue. Just spend an hour thinking up weird unrelated stuff and your audience will spend weeks trying to think of an overarching theory that connects everything.
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