It's not a requirement, but for myself it's helpful for motivation and playtesting. So I would say it's a good rule overall. Though I can see it's less helpful for people who enjoy very limited amount of genres.
It's not a requirement, but for myself it's helpful for motivation and playtesting. So I would say it's a good rule overall. Though I can see it's less helpful for people who enjoy very limited amount of genres.
I feel like all gamedev is mostly stubborness π
How do you like the portal activation effect? Maybe I should add fade to white or to purple.
#gamedev #indiedev
Nice! I read the first book when I was young. I liked it but it didn't stick with me. I should try rereading them.
Today Posti delivered a package to locker 666 at my local package kiosk, and now I got an error in a script on line 666. Is the universe trying to tell me something? π€
I haven't really noticed people using "juice" that much anymore. It remember used to be a big thing 10+ years ago. I just googled the original gamasutra article that coined it, it's already 20 years old! And the talk by Martin Jonasson & Petri Purho that popularized it is 13 years old! Time flies
Interesting. For me Avowed was ok but quite generic and unmemorable. While CO:E33 felt fresh and unique with interesting narrative.
I know there's still much more to explore. But I'm too lazy for RNG games. Maybe I'll watch rest of it from youtube.
I got to the 46th room in Blue Prince. Really cool game. Though maybe not quite living up to the hype. Some of the puzzles were kinda bad. And the narrative beats were nice but nothing amazing. And the RNG can be annoying.
At one point the game suddenly forces you to decide between two bad outcomes. It doesn't make much sense why the player is the one doing the decising. But you have to choose and then NPCs will blame you. That didn't make much sense and just felt bad.
Some of the narrative choices you have to make are kinda bland. You have to choose if you support the evil imperialists or the friendly natives. Or you can try to be neutral. I think almost everyone will just help the natives.
The companion stories feel formulaic and the characters are missing something. Like they're missing an edge to them. Not sure what's the problem. Maybe they're too whimsical. Maybe it's just the lack of polishment.
The atmosphere in the game felt kinda weak. In Pillars of Eternity 2 the scenes with the gods felt epic and mysterious. In this game they feel clumsy and annoying. I think it's mostly just the lack of polish in narrative, visuals, music and voice direction.
I would redesign the buff system so you would choose 1-3 food buffs during when you go to the camp, and the buff would persist until the next time you go to the camp. Make the food ability to increase how many buffs you can select.
The current food buff system is kinda lackluster. I think the food regeneration is good, once I figured it buffers the extra healing. But the buffs are annoying to apply. I only used them during tough fights.
You should be able to hotkey more abilities on PC. The ability wheel is too clunky to use and takes you out of the action. Also the inventory keeps forgetting what sorting I have previously selected.
The NPC AI needs fixes. I don't know if it's navmesh error or something but the NPCs often lock in place until the player moves or some NPC dies.
Also the character stat upgrades start to feel pointless after a time. +2% to damage or +2% attack speed feels so pointless. They could made stats more impactful by giving abilities and weapons stat requirements.
The ability tree needed a design pass. I don't like talents that lock you into a specific weapon and force you to respec if you want to change weapons. And too many of the talents are boring stat boosts.
All the items needs a tuning pass. There's so many useless items. Currently once you find an item that fits your build, you never need to switch it. I had the same armor for most of the game, and I just kept upgrading it. I think the tier upgrade crafting system should have been cut.
The game needed at least 6-12 months more in the oven. They should have had an editing pass on all the dialogue the fix the inconsistencies, repetition and to improve flow. The dialogue also needed better animations, camera angles and timing to make it less awkward.
The loot and the game economy is bad. The RPG elements are bad and limited.
I'd say that the only good things about this game are the level design, environment art and the exploration.
I had to push myself to finish the game. The game is just too flawed and repetitive. The characters yap so much repeating same topics you have already heard. There a lot of bugs. The enemy and companion AI is bad and buggy. They often just stand still and do nothing.
I finally finished my Avowed playthrough. I played on Path of the Damned difficulty and tried to finish all quests. It took me over over 60 hours. I wanted to like it but I don't think I can recommend it...
For example I don't like how Spotify supports Joe Rogan
Though there are lots of other good reasons to switch streaming services. Like maybe you're against free ad-funded services because they cheapen music.
If you pay β¬10 to X or Y, around β¬7 still goes to rights holders. Switching services wonβt change that.
The best way to support artists? Buy directly from them.
Music streaming "pay per stream" graphs are a great example of how many people misunderstand data.
I often see posts about switching from service X to Y based on these graphs, but thatβs irrelevant. Many factors influence those numbers, but most platforms operate on a ~70-30 revenue split.
Same thing with Dragon Age protagonists. I guess in 10 years people will also love Rook from DAtV.
Watching some Mass Effect 5 speculation videos. It's funny, I recall back in the day, most reviews and commentary thought Shepard was a bland character. Nowadays superfans seem to be obsessed with Shep. π€