Re: Tentative Entombed 2 Design Decisions
I think the grow and shrink spells improved damage because the game compared the size of the attacker and defender and scaled the damage by how much of a discrepancy there was. Growing your character also made it easier to knock down smaller
Re: Tentative Entombed 2 Design Decisions
Sorry to hear about the break up! I had a really bad one when I was a teenager and wrote a really great song the next day, haha. I now have the basics on how enchanted items work. Theyre similar in a way to Entombed 1 where they can modify your
Re: Tentative Entombed 2 Design Decisions
@Xoren,The sounds that come with the game are packed in an unmodifiable data file. However, they can all be triggered by name in mods. For example, if you want to use the games built in sword swing sound you can trigger the sound to play from a
Re: Tentative Entombed 2 Design Decisions
Ive thought a bit about crafting, but Ill have to see about it a bit further down the line.Ive been spending the last few days on the interface. Its a bear to code. Not technically difficult, but there are a lot of menus and things that need to be
Re: Tentative Entombed 2 Design Decisions
Enchantments are a pretty cool idea. Ill give that some thought.The dungeon generator creates levels on the fly. Interesting idea to morph the dungeon based on what youve been doing, but that would be a bear to balance.Whether you explore an entire
Re: Tentative Entombed 2 Design Decisions
Yes, I think the primary problem wasnt the implementation, but the balance. There will be all new balance problems in these new versions, haha. But Ill try to address those as I go.
URL: http://forum.audiogames.net/viewtopic.php?pid=214166#p214166
Re: Tentative Entombed 2 Design Decisions
I think pets are important and fun. I think some jobs should have their own special pets. Im not sure if other jobs will have no pets at all, or if the special jobs will have an extra pet yet. A pet is a pet for life. Entombed 1 pets never got the
Re: Tentative Entombed 2 Design Decisions
The multiclass system is one of the cores of Entombeds replayability. Imagine you have 5 classes. Thats 5 different ways to play. Now, add a second class to that. Without changing any of the content you now have 20 different ways to play. With
Re: Tentative Entombed 2 Design Decisions
Thats right about .mp3 licensing. The Unity engine used to be able to use them, but it switched to .ogg. So you can use compressed sounds, they just have to be in the .ogg format. If the .mp3 patents expire then who knows, but Unity made the switch
Re: Tentative Entombed 2 Design Decisions
With reattach, it would be possible to replace a paw with a hand, but unfortunately, your wolf doesnt have the intelligence to use a weapon, haha. That would be hilarious though. And you can make Frankenstein characters, but it might be hard to
Re: Tentative Entombed 2 Design Decisions
Just some info on adding your own sounds. This is as simple as putting the file in the mods Sounds directory. Then referring to the filename when you want to use it. For example, you have a great wolf howl sound you want to add. You just copy the
Re: Tentative Entombed 2 Design Decisions
@airina, Ive already added that very feature. When you attack with a weapon with a special attack type, you can also define the extra sound. I added a fire attack to my wimpy human and now his fist attack is combined with a flame sound.There will
Re: Tentative Entombed 2 Design Decisions
Some information on mods too. You can mod the game by directly editing the files, but that will cause issues with updates and upgrades. So instead, mods go in a mod folder. Any script or data file thats in a mod folder will override the standard
Re: Tentative Entombed 2 Design Decisions
Nice ideas Dark! I like the idea of some kind of champion when a floor is cleared.So, I decided to start getting some monsters in. I have rabbit holed so far I have no idea where the surface is. And it still doesnt have everything that Entombed 1
Re: Tentative Entombed 2 Design Decisions
I havent added any monsters yet, but it will be easy to set in the file. Either with a range like minimum level / maximum level or with a challenge rating. It might be easier to balance with a challenge rating. Ill let you know once I have
Re: Tentative Entombed 2 Design Decisions
Hi Dark,Youre right in that dungeon generation can be very complicated. Ive written many dungeon generators and its possible I can put them in as archtypes but it would have to be an extra I tackle in the future. Youre right about the modification
Re: Tentative Entombed 2 Design Decisions
Detectable environment sounds based on ability is a killer idea. I love that. And limiting sound overload is also a great idea.So Ive hit a snag with the Mac version. To use text to speech on Mac, I have to fire off the sentences one at a time.
Re: Tentative Entombed 2 Design Decisions
I think I found a pretty decent solution. Still experimenting with it. Nice to hear Entombed 2 running on a Mac.
URL: http://forum.audiogames.net/viewtopic.php?pid=213073#p213073
___
Re: Tentative Entombed 2 Design Decisions
Here is the Mac test version for anyone who would like to try it: http://endpermian.com/e2/Entombed2MacOS.zipJust unzip the file somewhere and run E2. It should then open the game. This version is a little newer than the Windows one and has remixed
Re: Tentative Entombed 2 Design Decisions
Hi everyone. I think the technology test for the Windows and Mac was a big success. Ill now start developing game features.
URL: http://forum.audiogames.net/viewtopic.php?pid=213192#p213192
___
Re: Tentative Entombed 2 Design Decisions
Dont get too worried about things that arent right in this little technical test version. Ill be changing things rapidly.As for the doors opening and closing, it just seemed less complicated to assume youve moved through a door instead of having
Re: Tentative Entombed 2 Design Decisions
@garret, Some rooms do appear next to each other occasionally. In Entombed 1, a room was just a matrix of spaces that had nothing special about them. Even when you tried to pick something up, the game would first walk over all the tiles in the room
Re: Tentative Entombed 2 Design Decisions
Try using W, S, A, D for movement and menu selection. That should bypass the Jaws arrow key problem.
URL: http://forum.audiogames.net/viewtopic.php?pid=213014#p213014
___
Audiogames-reflector mailing
Re: Tentative Entombed 2 Design Decisions
Glad to hear its working Dark!@Sean, that sounds like your PC cant run Unity games. Im not sure what Unity doesnt support PC wise, but its fairly broad (Darks XP system is working.) I would imagine some older laptops might not work if they dont
Re: Tentative Entombed 2 Design Decisions
It turns out, Tolk needed some extra .DLL files and it was right there in the first paragraphs of the documentation. I must have missed it. I also had placed the SAPI .dll in the wrong spot. Ive uploaded the new version. Dark, and everyone else who
Re: Tentative Entombed 2 Design Decisions
It will work on XP. I just changed the SAPI implementation so its probably a problem with that. I didnt think Tolk needed any more DLLS, but maybe it does. Ill check through the documentation. Ill post again when Ive updated the install file.
URL:
Re: Tentative Entombed 2 Design Decisions
Try loading it up, then press Enter.That will start the game (even if the SAPI isnt speaking.)Then try moving left or right. The environment sounds dont start working until you take at least one step. The fact that youre hearing water means the
Re: Tentative Entombed 2 Design Decisions
I dont want to over-promise, but since this is tentative I can say Im hoping for 100 character levels. You wouldnt need to reach level 100 to finish the game, but Im hoping it will scale to 100. Entombeds balance was very difficult, so Im hoping to
Re: Tentative Entombed 2 Design Decisions
Okay, here is the test install file: http://endpermian.com/e2/Entombed2Setup.msiThis has no gameplay. It will start up, have a single menu of Start and Exit. After you select start, youll be placed in a randomly generated dungeon. You can move (and
Re: Tentative Entombed 2 Design Decisions
Thanks Ethin! Ill put those with the executable. Ive just added some SAPI features for those who want to use it. You can now change the voice and voice rate. Ill put up a page where you can download the latest test version soon.
URL:
Re: Tentative Entombed 2 Design Decisions
Thats annoying. That was one of the main reasons for using the library - everyone asking about NVDA support. Maybe someone else will have better luck and we can find a workaround.
URL: http://forum.audiogames.net/viewtopic.php?pid=212912#p212912
Re: Tentative Entombed 2 Design Decisions
It should only use SAPI if it cant find the other supported screen readers according to the Tolk documentation. Right now, there are no settings enabled for SAPI, so its stuck on the default voice and speed. As for the JAWS keys, maybe alternate
Re: Tentative Entombed 2 Design Decisions
Okay, here is a link to a page where you can download the latest test version: http://endpermian.com/entombed-2-the-skeleton-tower/Alternatively, you can just save the setup location which is: http://endpermian.com/e2/Entombed2Setup.msiPlease let
Re: Tentative Entombed 2 Design Decisions
The thoroughfare is designed for exactly this purpose. If youve had enough exploration, its easy to find the exit. You never have to look for it. If you skip floors, youre eventually going to be out-matched by the encounters present. Weighing the
Re: Tentative Entombed 2 Design Decisions
@ethin, I got the PM, thanks.I havent started on combat in Entombed 2 yet, but it will be completely redesigned. What were Entombed 1s best features in combat that you want to keep around? A few things I liked that will be staying are characters
Re: Tentative Entombed 2 Design Decisions
Okay, Ill keep the targeting and limb system. I guess I can keep the stuff laying around everywhere after battle option too.Accuracy with spells will be changed.
URL: http://forum.audiogames.net/viewtopic.php?pid=212643#p212643
Re: Tentative Entombed 2 Design Decisions
Thanks to everyone who has said nice things about Entombed, despite its shortcomings.Ive integrated Tolk into the engine and it appears to be working. Tolk supports most of the popular screen readers (including NVDA) and SAPI. Many of the screen
Re: Tentative Entombed 2 Design Decisions
Yes, I dont think mods could be supported on mobile. For an IOS release, it would be the main game only. PC and Mac could mod though.The resting mechanic is still up in the air. I like the idea of getting worn down and awarding better rewards for
Re: Tentative Entombed 2 Design Decisions
Good news! Ive got loading external sounds working. Normally, this is an easy thing to add, but Im using the Unity game engine to make porting to Mac and iOS easier, so its a little tricker than normal. So you can add your own custom sounds now.The
Re: Tentative Entombed 2 Design Decisions
Tolk looks very interesting. Ill try and see if I can get it working. If so, then Ill make it the implementation on Windows.
URL: http://forum.audiogames.net/viewtopic.php?pid=212177#p212177
___
Re: Tentative Entombed 2 Design Decisions
Ive been thinking about this concept of the dungeon generation today and there are a few possibilities. As for more descriptions and things, thats a good idea. I actually seeded the original Entombed with minerals in the walls, but never got around
Re: Tentative Entombed 2 Design Decisions
Great point about resting! It wont be done like Entombed 1. That type of resting mechanic is a bit old school now. There are a few ways I could solve resting.1: You automatically heal after an encounter. This is how many modern RPGs do it now. The
Re: Tentative Entombed 2 Design Decisions
crashmaster wrote:One thing Id really like to change is the exploring part of the game its one of the reasons I actually havnt played this game in a while.You spend half your time exploring the level something I dont care for.Thats something Ive
Re: Status of entombed?
Hi guys,Entombed is still being sold at the moment, but, due to its complexity (really, really complex mangled code) I could never get it as compatible as I wanted. I wrote it over a span of two years and in that time I think it touched on just about every .Net
Tentative Entombed 2 Design Decisions
Right, lets do this!Ive been working on and off a sequel for Entombed for a little while, and Im fairly certain about some aspects of the new game that I thought Id share and get feedback on.First, I love Entombed. I was a much less experienced
Re: Tentative Entombed 2 Design Decisions
assault_freak wrote:Actually, most mainstream games are not designed to be moddableConsole games are not, however, PC games absolutely are. Steam has Steam Workshop for this very purpose. Most PC games are released on Steam and the ones that enable
Re: Tentative Entombed 2 Design Decisions
keyIsFull wrote:Will there still be a story mode? If so then all monsters should be hardcoded for that mode.Yes, there will be a main story mode. Whether the player can modify the story or just extend it is something I have to experiment with.Most
47 matches
Mail list logo