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>> No.10348445 [View]
File: 47 KB, 435x571, What The Fuck Am I Casting.jpg [View same] [iqdb] [saucenao] [google]
10348445

>>10348379
>Got rid of runes and made all spells insta-cast a la Diablo for a faster-paced combat. No more clicking or fumbling with menus. The main downside is that hotbar usage is mandatory for (painless) spellcasting. Here's one of those bad news the other anon asked about.
>A lot of sigils got a facelift visually because the aforementioned change removed all creative limitations I previously had.
>Spells have cooldowns to compensate the fact that mana regenerates differently now.
>Stuff like Shield, Revit, Guardian Irb, etc. is now toggled and the alignment shift happens "per-action", with those "active" spells having a maintenance cost.
>Having more good-aligned active spells would constantly shift you towards good, but will also tank your regen rate due to said costs.
>Claymore is now literally a "clay" spell in that you can slot in any offensive spell, including Voidstorm, that will trigger upon activation. Should have stayed in the fucking closet.
>The refactor itself decoupled magic from the player entirely and moved it to an Arcanum component, allowing any actor to become a spellcaster and have their own set of spells, mana reserves, regen speed, etc. Yes, this means spellcasting followers are essentially on the table now more than ever. I'll likely (legally) experiment on Balthazar at some point in the future.
>Bonus: to test spell addons, but mainly for the fuck of it, I added Testicular Torsion. Yes, uses the same sigil as the meme. Mostly.

There's probably more I'm forgetting. All in all, it changed a lot of the gameplay dynamics. If you want to stay neutral, you are encouraged to drop a fireball or twenty, in contrast to the previous version where staying neutral or becoming good was annoyingly impossible as you had to stop and re-cast good-aligned spells all the damn time just for the sake of the alignment gain. Moreso when all the fun shit was locked behind Destruction and Damnation. Now you can actively use those without screwing yourself over.

>> No.5059059 [View]
File: 46 KB, 435x571, wizard.jpg [View same] [iqdb] [saucenao] [google]
5059059

>>5059034
the thing is that quake maps are a whole lot more interesting than the gameplay mods, at least thats the way I see it
often the maps have gameplay changes incorporated like new weapons and monsters thanks to drake or quoth

if you have any suggestions Im happy to hear them

>>5059036
the idea of the intro is to contrast the architecture of the original game with the shot of Grendel's Blade, maybe adding a clips for other games would dilute that

>>5059045
>If I were you, I would either cut any mention of sourceports other than quakespasm, or just mention them very very briefly with bulletpoints as to what makes them different to quakespasm, instead of dedicating so long to each. It's supposed to be an intro video and 'being afraid of the console' really isn't a concern unless you're a complete brainlet, and I don't think complete brainlets would be looking to play old games anyway.

fair point

>Put Superhot Quake as the first gameplay mod instead of that Thief one. It's the most impressive of the bunch IMO and makes for a good "wow" moment.

Yeah SH seems to make an impression on people, and its barely talked about to boot

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