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/vr/ - Retro Games

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>> No.2002906 [View]
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2002906

>>2002886

Yup.
It was extremely painful and probably was the biggest stumbling block during Duke's development, but I think it's worth it.
Pretty much every other Duke mod or mod including Duke that I'd played had the same old roulette of one-liners, often with a whole ton of clips hamhanded in areas where they didn't fit and were just included for the sake of having more. It's a really, really damn good feel to have avoided that.

>>2002893

Yeah, it's like that now, but a few lads were talking about the bones shooting out of enemies to shred through more.
Which is an interesting idea, but after more consideration isn't really practical (especially with the less-effects cvar coming in).

I do want to give Iron Maiden some tweaked specials, though. They'll mostly be the same, but I think they could benefit from being beefed up in some way--like the forward special becoming a dash punch that explodes, the side specials launching out the wave in a longer direction, and back...uh...
HOKUTO HYAKURETSUKEN OR SOMETHING

>> No.1751118 [View]
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1751118

>>1751095
>>1751113

The big problem is trying to transfer all the fun of fiddling with gadgets into gameplay.
The big draw about toku to me is the fact that the gadgets are so fiddly. There's so much stuff going on--it's the same draw as the pump of a pump action shotgun.
The problem is that this means it's not just point and click.

Like, let's use the recent Gaim for an example. You pull out a lock seed, unlock it, put it in the belt, lock it in, then chop it. That's five distinct actions, three of which you can do in a stylish/different way for your character.

How in the world do you put that in gameplay?

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