rubygolem wrote:The changes are good. Health status to the left of the name will be useful.
Yes, makes it easier to spot. Looking very nice.
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rubygolem wrote:The changes are good. Health status to the left of the name will be useful.
R'zo wrote:rubygolem wrote:The changes are good. Health status to the left of the name will be useful.
Yes, makes it easier to spot. Looking very nice.
http://www.filfre.net/2017/05/the-view-from-the-trenches-or-some-deadly-sins-of-crpg-design/
Here Irby hits on one of the most fraught debates in CRPG design, stretching from the days of the original Wizardry to today: what should be the penalty for failure? There’s no question that the fact that you couldn’t save in the dungeon was one of the defining aspects of Wizardry, the game that did more than any other to popularize the budding genre in the very early 1980s. Exultant stories of escaping the dreaded Total Party Loss by the skin of one’s teeth come up again and again when you read about the game. Andrew Greenberg and Bob Woodhead, the designers of Wizardry, took a hard-line stance on the issue, insisting that the lack of an in-dungeon save function was fundamental to an experience they had carefully crafted. They went so far as to issue legal threats against third-party utilities designed to mitigate the danger.
Ghislain wrote:I'm also contemplating whether or not to allow saving the game anywhere. I was reading Jimmy Maher's latest blog post:http://www.filfre.net/2017/05/the-view-from-the-trenches-or-some-deadly-sins-of-crpg-design/
Here Irby hits on one of the most fraught debates in CRPG design, stretching from the days of the original Wizardry to today: what should be the penalty for failure? There’s no question that the fact that you couldn’t save in the dungeon was one of the defining aspects of Wizardry, the game that did more than any other to popularize the budding genre in the very early 1980s. Exultant stories of escaping the dreaded Total Party Loss by the skin of one’s teeth come up again and again when you read about the game. Andrew Greenberg and Bob Woodhead, the designers of Wizardry, took a hard-line stance on the issue, insisting that the lack of an in-dungeon save function was fundamental to an experience they had carefully crafted. They went so far as to issue legal threats against third-party utilities designed to mitigate the danger.
I could easily take away the "save anywhere" feature that I'm implementing throughout the game, as well as having a "perma death" policy, but the problems with these is that players could easily save state in emulation for the former and the latter is difficult to do because this game will span multiple disk sides. I am admittedly not quite strong in CRPG story design -- I much prefer to emphasize and focus on game mechanics, but the article above does provide a lot of things to think about.
R'zo wrote:As nicely convenient as it is in an rpg to save anywhere I would have to agree with the article. It does take away from the base challenge and atmosphere. When you enter a dungeon you know that "this is it, if I don't make it i'll have to do it all over again." You're more on edge, focused and determined to make it through.
That being said, it can often be a challenge in Roq just to make it to a dungeon with your party alive and well. I would suggest disabling saves only in the dungeons.
As far as save states are concerned, cheaters will cheat others will play by the rules of the game for the true intended game experience. I rarely use save states.
Kakemoms wrote:Wow, this looks really amazing. I am looking soo forward to play this on a real Vic-20.
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