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sunandshadow

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  1. Have you tried looking at games where skills and abilities are tweaked during the game as a reward for advancement, rather than at the beginning?  Personally I prefer this; and the same goes for appearance customization.  It's just not good game design to front-load all customization on the beginning of a game.
  2. Games that are great fun to play but look bad are the kind where you build a core fandom and kickstarter better graphics for the next version.
  3. Studying screenwriting or writing for comics/graphic novels is a good place to start learning how to write a game script.  Story by Robert McKee is a book you could read - here's the amazon link, or you may be able to find it in a library: https://www.amazon.com/Story-Substance-Structure-Principles-Screenwriting/dp/0060391685/ref=sr_1_1?ie=UTF8&qid=1491076166&sr=8-1&keywords=story As far as your concept, I actually think that's the weakest point.  We can teach you to improve your writing skills, but teaching someone what makes good content is a lot more challenging.  I still would like you to describe your goals and motives in writing this story.  And I'm quite confused where you are seeing comments saying the story is fine.  I'm pretty sure we all said we didn't want to read the whole thing and thus were unable to evaluate the story.
  4. What about chemical weapons (or nanobot goo) designed to eat the hull of a ship or disable an engine?  They would probably fall under missiles. A small computer probe intended to hack into the computer systems of an enemy ship might also be a thing; maybe hacking is only effective from close range because they can use the ship's wireless or physically cut into a light-transmitting data cable.
  5. I really like having an illuminated keyboard, makes it way easier to write at night.
  6. It doesn't matter, as long as it can export transparent images of some type that your game can use as sprites.  I'd probably use Inkscape out of personal preference, but there's no real benefit to doing so since tetris pieces don't have their own animations, nor do you usually need alternate-color versions  Gimp would do just as well.
  7. I also didn't like the cover image, but I would have ignored that as far as a book goes.  (I do regularly read furry fiction, just to establish that.) The reason I wasn't interested in looking at it even as a free book is the way the summary makes it seem to be aimed at quite a young audience, and I find that a lot of YA material is just terrible.  What the summary said about the content of the book didn't encourage me, as neither the setting nor the main character sound appealing.  I have to wonder why you wrote this particular story.  Even if you specifically wanted to write a story about anthros, and a non-sexual one at that, and even if you specifically wanted it to be YA too, there are many more interesting stories there that you could have written.  If you want to describe your writing goals and motives, I might be able to make a more constructive suggestion.
  8. I'm also fond of vector graphics, they are well suited to a simple cartoony style and can be combined with pivot animation.  Inkscape is a free vector graphics program, though you need something else for animation. Alternatively you can buy premade sprites and save your time for other aspects of game development.
  9. Strange survey - I can't imagine why the player's career type is relevant, unless the first few pages of the survey are just a standard form used for other surveys also.
  10. Thank you very much for your reply! Yes, I have a problem with this, cannot find a good colour to shade skin.   You should choose a color that  matches the light in the picture.  Like, if the light is yellow, use yellow, and if the light is orange, use orange.
  11. The only thing that strikes me as a problem here is that the use of gray for shading is screwing up your color palette, so they don't really pop, and in some cases look a little ill.  The clearest example is the woman with the mechanical leg - those gray shadows on her skin really don't look good.  The shapes of everything look good.
  12. Aside from the fact that this is the wrong subforum, trying to make 6 writers work together would be like herding cats, haha.
  13.   Let's assume I go that way. It would solve the issue of procs scaling differently based on the "base cast-time" of each skill but it does not prevent items/talents/buffs and slow/fast weapon to make the proc scale too nicely with things that improve cast speed.   Here is another question - how long does an enemy live?  What if you limited a proc to occurring once per enemy?  Would that negate cast-times as an issue?
  14. My personal instinct is that the player should have to assign (equip?) the proc effect to one ability, because it would be boring and confusing if different attacks could cause the same proc.  It would be different if i were something where the player was controlling a whole army of units, but if this is the player controlling 3 or fewer characters then procs should not be character-wide.  Then, you can adjust the proc effect when assigning it.
  15. I did the survey, but, I don't think the results of this survey are going to help you much.  These are the kind of decisions that a game dsigner should be making for a project because the various little decisions need to add up to a unified vision. If you think you have a designer, tell them to take this linked document, replace all occurrences of the word "pet" with "tank", and then try to read through and do the fill-in-the-blank exercises. https://www.gamedev.net/resources/_/creative/game-design/developing-your-game-concept-by-making-a-design-document-r3004