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Faces, Decals, Prints / Re: Legend of Zelda: A Link to the Past - Modter Prints
« on: March 08, 2018, 12:31:43 PM »trees look like minecrafFor an 8bitish texture pack, I ain't sure how else you'd build trees.
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trees look like minecrafFor an 8bitish texture pack, I ain't sure how else you'd build trees.
goes in faces, prints, & decalsforget i was in such a rush i didn't even pay attention to which category i was putting this in, i hope this gets moved.
regardless of that this is neat-o
honestly i'm amazed they got a source game to take up 60 gigs of storage60 gigs of stolen assets from the gmod workshop
Changelog:
+Two new Bosses were Added.
*Bowser* *Stomedy*.
Server is online as of now.
Changelog:
+Now able to view the Boss's health when the BOT is damaged.
Feel free to suggest new bosses that I can add for anymore upcoming updates.
Well, not by us. I'm just mentioning it here because we got an entire paragraph dedicated to us over how it wasn't copying the likes of Dungeon Raiders.
But hey, we'll just see how the river flows.
create alot of moneyI'd call Ghostbusters.
what would you do if fatso from the casper movie haunted your house in real life
You should think about not using modular bricks for your terrain, 8x and 16x cubescape would look alot more refined, along with some nice detailed trees and foliageWe'd rather stick to our build style.
no I mean this is basically identical to borderlands randomness. There's a major difference between giving players a random weapon in one location and the entire dungeon's layout being random. Randomness should be added to make the game unpredictable so people can't learn a dominant strategy and just use it. What you're doing is subtle randomness, like giving a weapon random stats. All the player has to do is kill 2 enemies and they instantly learn how to use the weapon. It's not that deep, just a minor setbackI was only just telling redconer something i wasn't trying to give out information that i just figured was "unique".
I feel like the way you brown townyze game development is 'what seems the most unique' rather than 'what will keep the game engaging and make sense'. You need to start thinking about the latter
random =/= depth, just means you cant rely on said things during your playthroughThe randomness though isn't like unfair, it just means some potions are weak and some are effective, but its not like you don't get some kind of benefit from the potions. Specially when you can hold an unlimited amount.
and too much random can make players feel like the game is unfair. its why most games have fake random aspects - secretly behind the scenes they juggle the numbers to make the game feel less unfair or frustrating. a good example is xcom
That uh, doesn't sound that in-depth~Health Potions give random health back you're not guaranteed a certain amount. Same with Mana potions they can either give a lot of mana back or very little.