@Schlangan
Those 2 characters now sound much more interesting - though I will be honest and say that I am not keen on stamina systems and it sounds as if you have it (or maybe not?) for Michael. That is purely personal preference, though, and I know that many players enjoy them. Is his automatic mode 50/50 attack/do nothing? If so, in a 4 member party, that's a bit tough, particularly as your remark about the player having try during a fight to work out what's going on, which implies that they go into this blind. Wouldn't he say something to the other members first? It would be very strange if he kept silent about it. Is he such an unknown that they have never heard of this disconcerting behaviour beforehand?
@bgillisp
Oooh, if you've sorted out the intro that much, then I'm definitely playing the next iteration of the demo - assuming that there will be one. At some stage you're going to have to stop issuing demos if it's going to be a commercial game, otherwise people will have played it all for free!
@mlogan
Thanks for the further suggestions. I really want this geomancer thing to work well - I can't think of any game where the main protagonist is that class, and in fact as a class it doesn't feature much at all, not in comparison with other classes, so there's little precedent to go by. But that's an advantage as well, it means I can do what I like without people saying that it's 'wrong'.
I like the idea of cyberpunk, it's got a good feel to it. There doesn't seem to be all that much in the way of quality resources, though, except for Celianna's/Lunaera's tiles. Or have you found a source that I've not noticed?
@Amysaurus
Welcome to the thread, and good luck with your goals.
@Chiara
How very true - difficult indeed to get the customs and cultural rules over to the player without an info dump. I love that bit of dialogue, I wish I'd thought of it! In that short piece you manage to convey a lot about the character. And I agree with you about planning on paper first, that's what I do. And I do not agree with you that 2 hours of sketching, on top of everything else, equals tiny amounts of progress.
My update
More messing around with tiles. Done the structure of the first map of this area. A bit slow today for some reason. Put in the tiles I've got so far, but I need more. It's tricky though, because of the type of terrain. It's right next to the coast, so the floor is sand. That rules out most vegetation. It's enclosed, sort of cave like, so sea debris is not available either. I think I've given myself a headache with this one.
As for the skull lanterns, some are strung between 2 posts, a few are on the walls, a couple are strung across the stairs leading up to the surface. In game you can see that there is a nice flicker on the face of the skull which is part of the light effect. But because the face of a skull is small, the flicker has to be as well, as it is meant to be the light inside the skull shining out, so the player will only be able to see it when fairly close to one.
Those 2 characters now sound much more interesting - though I will be honest and say that I am not keen on stamina systems and it sounds as if you have it (or maybe not?) for Michael. That is purely personal preference, though, and I know that many players enjoy them. Is his automatic mode 50/50 attack/do nothing? If so, in a 4 member party, that's a bit tough, particularly as your remark about the player having try during a fight to work out what's going on, which implies that they go into this blind. Wouldn't he say something to the other members first? It would be very strange if he kept silent about it. Is he such an unknown that they have never heard of this disconcerting behaviour beforehand?
@bgillisp
Oooh, if you've sorted out the intro that much, then I'm definitely playing the next iteration of the demo - assuming that there will be one. At some stage you're going to have to stop issuing demos if it's going to be a commercial game, otherwise people will have played it all for free!
@mlogan
Thanks for the further suggestions. I really want this geomancer thing to work well - I can't think of any game where the main protagonist is that class, and in fact as a class it doesn't feature much at all, not in comparison with other classes, so there's little precedent to go by. But that's an advantage as well, it means I can do what I like without people saying that it's 'wrong'.
I like the idea of cyberpunk, it's got a good feel to it. There doesn't seem to be all that much in the way of quality resources, though, except for Celianna's/Lunaera's tiles. Or have you found a source that I've not noticed?
@Amysaurus
Welcome to the thread, and good luck with your goals.
@Chiara
How very true - difficult indeed to get the customs and cultural rules over to the player without an info dump. I love that bit of dialogue, I wish I'd thought of it! In that short piece you manage to convey a lot about the character. And I agree with you about planning on paper first, that's what I do. And I do not agree with you that 2 hours of sketching, on top of everything else, equals tiny amounts of progress.
My update
More messing around with tiles. Done the structure of the first map of this area. A bit slow today for some reason. Put in the tiles I've got so far, but I need more. It's tricky though, because of the type of terrain. It's right next to the coast, so the floor is sand. That rules out most vegetation. It's enclosed, sort of cave like, so sea debris is not available either. I think I've given myself a headache with this one.
As for the skull lanterns, some are strung between 2 posts, a few are on the walls, a couple are strung across the stairs leading up to the surface. In game you can see that there is a nice flicker on the face of the skull which is part of the light effect. But because the face of a skull is small, the flicker has to be as well, as it is meant to be the light inside the skull shining out, so the player will only be able to see it when fairly close to one.

