This is a beautiful, melancholic game.
I can only really complain that the combat threw me out of it, and isn't for me.
Some things are beautiful, finished or no. I knew instantly you were the author of the other piece I reviewed, ahaha.
Please continue to work at this, at your own pace, for however long the ideas interest you.
Thank you!
Do you feel like not having to aim at the mob would help in the case of the combat? That is, if the weapons hitscanned in an arc in front of you instead of just "point at thing"? That's been a vague plan for a while.
Yes, that would be incredibly helpful!
I'm not opposed to combat in games or anything, I mean, I've played a lot of Trepang2 recently!
But combat in these tends to feel 'floaty,' for lack of a better word.
And I think you could proooobably iron that out, but it feels like a very long term goal.
One that might involve fighting Luanti as much as making it work with you.
I'm divided on what else I'd do. Part of me thinks that gathering and uniting the various people, creatures, monsters into our world would be cool.
But I'm just a monster fan, I see a weird little goblin and I'm like, "come live in my terrible hut made from three twigs and some glowroot," ahaha... xD
For now, I think 'attacks generally have an arc or area to them' would really help. You're kind of at the mercy of worldgen -
I had to really struggle to find clay -
So you're going to run into enemies, more likely than not.
Anyway. I actually have a question for you, but only if you have time.
Does the mention of the various species have a greater impact on the world when we arrive -
Or is it mostly planned to be something that influences the ruins we find?
Also, I really like the design philosophy in the Design Doc.
If those are your plans for combat, I absolutely love the vague plan - even more, I love your thoughts on magic.
I've always felt it should feel 'different powerful.'
Maybe a staff creates a geyser that explodes every enemy around you... Once, and then does nothing (besides serve as a cane).
Maybe a ring creates three golden berries a day, but... You can't eat them, they're not made of real gold, and it never stops making them.
Maybe a small leaf creates a soothing musical cue at unpredictable times... And also explodes an overwhelmingly powerful enemy -
But you can't figure out how or why, let alone how to duplicate the effect.
Regardless, really like the design documentation and plans - I'll be coming back from time to time, for sure!
Does the mention of the various species have a greater impact on the world when we arrive - Or is it mostly planned to be something that influences the ruins we find?
Not sure what you mean precisely, but there are four main groups of creatures, and there is an explanation for why each exists in the lore. They don't change the world really, but as you say there might be signs of the history of the world.
I think for magic, I like the idea of things having very specific uses. Transit spires are only useful for moving you long distances for example, so it's "good magic" in my view, but a staff that shoots lightening bolts is just a reskinned bow and arrow. I especially like the idea of magic as a kind of "language". You have to study it to know how it works in order to use it effectively. I guess that's the difference between sorcery and wizardry. The ancient civilisations might have used this language, and now only remnants can be found.
You're kind of at the mercy of worldgen [...]
Yeah this is something I need to fix too, to make it so that if you just want to build cool stuff, or just want to fight enemies, or etc, that you aren't forced into doing something completely different.
I especially like the idea of magic as a kind of "language". You have to study it to know how it works in order to use it effectively. I guess that's the difference between sorcery and wizardry. The ancient civilisations might have used this language, and now only remnants can be found.
This is what I was trying to get it, though I probably shouldn't try to write while tired. (─ ‿ ─)
You put it really beautifully.
Again, not a habitual Minecrafttester.
This is a beautiful, melancholic game.
I can only really complain that the combat threw me out of it, and isn't for me.
Some things are beautiful, finished or no. I knew instantly you were the author of the other piece I reviewed, ahaha. Please continue to work at this, at your own pace, for however long the ideas interest you.
The music is quite nice, too. Cheers!..
Thank you! Do you feel like not having to aim at the mob would help in the case of the combat? That is, if the weapons hitscanned in an arc in front of you instead of just "point at thing"? That's been a vague plan for a while.
Yes, that would be incredibly helpful! I'm not opposed to combat in games or anything, I mean, I've played a lot of Trepang2 recently!
But combat in these tends to feel 'floaty,' for lack of a better word.
And I think you could proooobably iron that out, but it feels like a very long term goal.
One that might involve fighting Luanti as much as making it work with you.
I'm divided on what else I'd do. Part of me thinks that gathering and uniting the various people, creatures, monsters into our world would be cool.
But I'm just a monster fan, I see a weird little goblin and I'm like, "come live in my terrible hut made from three twigs and some glowroot," ahaha... xD
For now, I think 'attacks generally have an arc or area to them' would really help. You're kind of at the mercy of worldgen - I had to really struggle to find clay - So you're going to run into enemies, more likely than not.
Anyway. I actually have a question for you, but only if you have time. Does the mention of the various species have a greater impact on the world when we arrive - Or is it mostly planned to be something that influences the ruins we find?
Also, I really like the design philosophy in the Design Doc.
If those are your plans for combat, I absolutely love the vague plan - even more, I love your thoughts on magic.
I've always felt it should feel 'different powerful.'
Maybe a staff creates a geyser that explodes every enemy around you... Once, and then does nothing (besides serve as a cane). Maybe a ring creates three golden berries a day, but... You can't eat them, they're not made of real gold, and it never stops making them.
Maybe a small leaf creates a soothing musical cue at unpredictable times... And also explodes an overwhelmingly powerful enemy - But you can't figure out how or why, let alone how to duplicate the effect.
Regardless, really like the design documentation and plans - I'll be coming back from time to time, for sure!
Not sure what you mean precisely, but there are four main groups of creatures, and there is an explanation for why each exists in the lore. They don't change the world really, but as you say there might be signs of the history of the world.
I think for magic, I like the idea of things having very specific uses. Transit spires are only useful for moving you long distances for example, so it's "good magic" in my view, but a staff that shoots lightening bolts is just a reskinned bow and arrow. I especially like the idea of magic as a kind of "language". You have to study it to know how it works in order to use it effectively. I guess that's the difference between sorcery and wizardry. The ancient civilisations might have used this language, and now only remnants can be found.
Yeah this is something I need to fix too, to make it so that if you just want to build cool stuff, or just want to fight enemies, or etc, that you aren't forced into doing something completely different.
This is what I was trying to get it, though I probably shouldn't try to write while tired. (─ ‿ ─) You put it really beautifully.