by sock » Tue Jan 08, 2013 10:40 am
@rook, love the pixels, screenshot looking good. Did you setup the global fog?
@Dr. Shadowborg, thanks for the feedback, it is always difficult to get feedback from a small update after a big release. What was your gripes with the stealth tutorial? maybe I can change it to be better? What were the spelling mistakes? I certainly want to fix those.
I do agree there certainly needs to be a few more gadget/weapons for stealth and most people have mentioned about an escape style weapon (flash, concussion) which would make sense. I will see if I can make a flash bomb that stuns any enemies for a couple of seconds giving the player a chance to regain stealth and escape. I am not much of a fan of grapple mechanics because they are really designed for players vs players. Without a good amount of flying enemies (quake as 1) the player would just abuse it all the time. The Air fist is a cool idea but I think this could be built into a trap, so around areas that could produce instant death for AI (close to lava/slime etc)
Yeah I like the idea of extra poison infighting, the poison system certainly needs to have some extra features.
The poison fatality might make killing mobs too easy because two poison bolts would pretty much be an instant kill. The poison system lowers the enemies health by 80%, if they sustain 20% of damage beforehand they will be killed by the poison (they usually explode) I actually have an onscreen message about trying to poison an enemy a second time. I will have to think about this one, it certainly an interesting idea but the mechanic has got to be rewarding and not too easy.
A couple of people have mentioned the keyboard layout being frustrating, 1= Axe/crossbow 2= poison. What keyboard layout would you prefer?
Oh the fight with the big shield knight, Lord Aramis is coming along well, I just need to finish his code and build a good arena to fight him in!
Well he was evil, but he did build a lot of roads. - Gogglor