Sell me on Dustforce. Is it SMB level of hard? I've been watching the videos, it seems you can't really die, so no forced restarts am I right? It's more about clearing the most leaves in the fastest amount of time. Even if I am crap at it, can I move on to the next level?
Speed doesn't matter much really. There's a general amount of levels you'll have access too. A bunch of other levels open up when you perfect levels. Perfecting them means two things, getting all the crap swept up (meaning all the stuff on the levels, and defeating all the enemies) and keeping your combo going. So it's hard, because you're unlikely to perfect a level without a few runs of it to get the layout and figure out how to keep your combo going the entire time, but it's generally much friendlier than SMB's instant deaths or worrying about a fraction of a second. It does track speed but that's more for bragging rights in the leader boards, who can get a perfect in the lowest time sort of thing.
Sell me on Dustforce. Is it SMB level of hard? I've been watching the videos, it seems you can't really die, so no forced restarts am I right? It's more about clearing the most leaves in the fastest amount of time. Even if I am crap at it, can I move on to the next level?
To a certain extent. Level progression is somewhat limited by keys, keys earned by getting good ranks in the levels.
Ranks are based on your Completion and Finesse, Finesse pretty much just being your ability to maintain a combo (getting from dirt patch to dirt patch quickly)
about half the levels start off locked, so there is still quite a bit of content you can access even if you never manage to complete a level.
It is possible to view other players replays from within the level so you can get a good idea of how to run the level for the best score.
I would say it is easier than SMB, but the challenge isn't in finishing the level but rather in finishing it well.
For me it was two words magical together: permanent levitation. I created a belt with that property and I could then walk on air to anywhere and where ever I wanted. Avoided most of the tedious random stuff along the way too!
Except Cliff Racers... always cliff racers.
Scrolls of Ikarian Flight, Boots of blinding speed... Morrowind just had something that I didn't find in Oblivion nor Skyrim (even though Skyrim is a great game.)
I'd just like everyone to know that apparently the answer to this question is YES, because number one on my wishlist just got moved into my library, and the classiest bard in Britannia is responsible.
I've been working on a project, and am having trouble deciding whether combat should happen on the overworld (most western RPGs), in a battlespace (most jRPGs), or if each round of combat should 'play out' (similar to Fire Emblem and Advance Wars)
It is hex-based, and I intend for some level of tactical decision-making.
Tamin on
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FreiA French Prometheus UnboundDeadwoodRegistered Userregular
edited May 2012
just a quick tip for those who are thinking of buying Sniper Elite v2 - you can get it on getgamesgo.com for $29.99, which is 20 dollars less than it is on Steam. You also still get the preorder mission and weapons. When you buy it there, the cd key and dlc key is immediately available to you in your account info, you don't have to wait for anything.
I've been working on a project, and am having trouble deciding whether combat should happen on the overworld (most western RPGs), in a battlespace (most jRPGs), or if each round of combat should 'play out' (similar to Fire Emblem and Advance Wars)
It is hex-based, and I intend for some level of tactical decision-making.
I'm not exactly an rpg-enthusiast, but I think battlespace combat makes alot of sense for a hex-based game. You move a unit to a particular hex to do battle, the FOV zooms in to that particular hex (probably with added detail, but still recognizable as the same hex from the full-view), after battle you zoom back out to the full-view. That just makes alot of sense, aesthetically speaking , to me.
I've been working on a project, and am having trouble deciding whether combat should happen on the overworld (most western RPGs), in a battlespace (most jRPGs), or if each round of combat should 'play out' (similar to Fire Emblem and Advance Wars)
It is hex-based, and I intend for some level of tactical decision-making.
This depends on a lot of other little things. Are you going to incorporate things like terrain or height advantages? How would unit location on the grid be determined? Will there be alternate victory/loss conditions or is it always "kill everybody esle"? Something like Fire Emblem has premade maps with semi-customizable unit locations.
Wait... I just read another comment. Is the entire game hex-based or is it just the combat?
I've been working on a project, and am having trouble deciding whether combat should happen on the overworld (most western RPGs), in a battlespace (most jRPGs), or if each round of combat should 'play out' (similar to Fire Emblem and Advance Wars)
It is hex-based, and I intend for some level of tactical decision-making.
This depends on a lot of other little things. Are you going to incorporate things like terrain or height advantages? How would unit location on the grid be determined? Will there be alternate victory/loss conditions or is it always "kill everybody else"? Something like Fire Emblem has premade maps with semi-customizable unit locations.
Wait... I just read another comment. Is the entire game hex-based or is it just the combat?
The whole over world would be on a hex-grid. If a battlespace were used, it would take place *inside* a given hex. Combatants would simply be on opposite sides of the hex.
Terrain / height advantages? Yes, I would like to do this. Which smoothly negates the idea of switching to a battlespace, as almost nothing would carry over. edit: actually, there is at least one useful thing that would carry over. The terrain of the unit being attacked could factor in; rocks, for example, could penalize or benefit combatants.
A full combat sequence would (currently) result in the death or retreat of either the player or the opponent - which brings me back to a battlespace; running away on a hex-grid is cumbersome. edit x2: the earlier edit is equally applicable here, as now we have two hexes (one for the player and one for the opponent), each with (possibly unique) terrain types.
Fire Emblem's maps are a tactical challenge in and of themselves; the focus is on force composition, maneuvering, and taking objectives / killing unique enemies.
The tactics in my project are of the one-on-one kind (or, possibly, a small party-on-party). For which, an animation showing the outcome of a round of decision making
seems to work fairly well.
When I first started, I put in a battlespace for the exact reason TheCanMan suggests: it's aesthetically pleasing. It also helps provide a clear 'this is combat' signal to the player (and the code). But, traditionally, western RPGs (and other hex-games) don't have this concept of a battlespace.
Also, hats off to the guy who gifted you that. 50 dollar gift, that's pretty classy.
Yeah, props to Cloudbomb for the gift.
As to thoughts.
It is brutal. If you have a problem with video game violence this is not the game for you. If you're on the other end of the spectrum, it is amazing.
Taking out the violence, its still a fun game, though without the x-ray came and testikills, I don't know how much WW2 would've sold me on it.
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FreiA French Prometheus UnboundDeadwoodRegistered Userregular
From what I played, it's a pretty good stealth/sniping simulation in itself, too. Booby trapping bodies, setting trip mines in entrances to protect your sniping nest, moving bodies around, etc. Good fun. It has some good bullet hit physics, too. Feels very solid.
The x-ray shots didn't bother me like I thought they would. I even turned up the frequency of killcams playing.
From what I played, it's a pretty good stealth/sniping simulation in itself, too. Booby trapping bodies, setting trip mines in entrances to protect your sniping nest, moving bodies around, etc. Good fun. It has some good bullet hit physics, too. Feels very solid.
The x-ray shots didn't bother me like I thought they would. I even turned up the frequency of killcams playing.
Yeah, luckily its still, I don't know, gamey? enough that I wasn't bothered by them. If it looked any better though, it might be unnerving.
What kind of rig/connection do you need to do that? It looks pretty decent. I tried to stream some stuff once and it made my game playing really laggy and the video itself sucked.
I loved the Sniper 2 demo after Isy was going insane with it, so we had to have some more people to enjoy it. I think the price is a bit steep atm, but whatever. It's great fun. Can't wait to get some co-op going on.
Oh and the EA bundle will include: Shank, Shank 2, the two non-Baconing Deathspank games, Gatling Gears, and Warp. Given the newness of a few of those I''m going to wager this is going to be a weekend deal and be fairly expensive still.
I loved the Sniper 2 demo after Isy was going insane with it, so we had to have some more people to enjoy it. I think the price is a bit steep atm, but whatever. It's great fun. Can't wait to get some co-op going on.
Aye the demo was pure unfiltered fun. If it wasn't so fun I might even be annoyed that the game won't unlock til friday for us UKers. And I wanna thank @Cloudbomb again for gifting me the game, superclassy sniper that he is.
Hey! Someone make @Elbasunu stop buying me games on Steam. He just gifted me a copy of Dustforce. I was all "lol u by a gam 4 me lol" and he was all "pfft, okay, I totally just bought a game for you" and I was all "whaaaaaaaaat".
I... I can't keep up. How do you stop someone from being so nice? How do you fight that?! Why won't he buy games for himseeeeeelf whyyyyy... *sob sob*
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Speed doesn't matter much really. There's a general amount of levels you'll have access too. A bunch of other levels open up when you perfect levels. Perfecting them means two things, getting all the crap swept up (meaning all the stuff on the levels, and defeating all the enemies) and keeping your combo going. So it's hard, because you're unlikely to perfect a level without a few runs of it to get the layout and figure out how to keep your combo going the entire time, but it's generally much friendlier than SMB's instant deaths or worrying about a fraction of a second. It does track speed but that's more for bragging rights in the leader boards, who can get a perfect in the lowest time sort of thing.
Ranks are based on your Completion and Finesse, Finesse pretty much just being your ability to maintain a combo (getting from dirt patch to dirt patch quickly)
about half the levels start off locked, so there is still quite a bit of content you can access even if you never manage to complete a level.
It is possible to view other players replays from within the level so you can get a good idea of how to run the level for the best score.
I would say it is easier than SMB, but the challenge isn't in finishing the level but rather in finishing it well.
Bravely Default / 3DS Friend Code = 3394-3571-1609
Except Cliff Racers... always cliff racers.
Scrolls of Ikarian Flight, Boots of blinding speed... Morrowind just had something that I didn't find in Oblivion nor Skyrim (even though Skyrim is a great game.)
I can't stop going o.O ?!?
It's really.... weird...
PSN: Beltaine-77 | Steam: beltane77 | Battle.net BadHaggis#1433
I'd just like everyone to know that apparently the answer to this question is YES, because number one on my wishlist just got moved into my library, and the classiest bard in Britannia is responsible.
@Iolo is the best, you guys. The best.
I've been working on a project, and am having trouble deciding whether combat should happen on the overworld (most western RPGs), in a battlespace (most jRPGs), or if each round of combat should 'play out' (similar to Fire Emblem and Advance Wars)
It is hex-based, and I intend for some level of tactical decision-making.
http://www.livestream.com/docshifty
I'm not exactly an rpg-enthusiast, but I think battlespace combat makes alot of sense for a hex-based game. You move a unit to a particular hex to do battle, the FOV zooms in to that particular hex (probably with added detail, but still recognizable as the same hex from the full-view), after battle you zoom back out to the full-view. That just makes alot of sense, aesthetically speaking , to me.
This depends on a lot of other little things. Are you going to incorporate things like terrain or height advantages? How would unit location on the grid be determined? Will there be alternate victory/loss conditions or is it always "kill everybody esle"? Something like Fire Emblem has premade maps with semi-customizable unit locations.
Wait... I just read another comment. Is the entire game hex-based or is it just the combat?
twitch.tv/Taramoor
@TaramoorPlays
Taramoor on Youtube
I can't watch it from work. Thoughts so far?
Also, hats off to the guy who gifted you that. 50 dollar gift, that's pretty classy.
Press X To Podcast
Press X To Watch
I'm sure it'll be on sale for 5 bucks soon or in a humble bundle.
The whole over world would be on a hex-grid. If a battlespace were used, it would take place *inside* a given hex. Combatants would simply be on opposite sides of the hex.
Terrain / height advantages? Yes, I would like to do this. Which smoothly negates the idea of switching to a battlespace, as almost nothing would carry over. edit: actually, there is at least one useful thing that would carry over. The terrain of the unit being attacked could factor in; rocks, for example, could penalize or benefit combatants.
A full combat sequence would (currently) result in the death or retreat of either the player or the opponent - which brings me back to a battlespace; running away on a hex-grid is cumbersome. edit x2: the earlier edit is equally applicable here, as now we have two hexes (one for the player and one for the opponent), each with (possibly unique) terrain types.
Fire Emblem's maps are a tactical challenge in and of themselves; the focus is on force composition, maneuvering, and taking objectives / killing unique enemies.
The tactics in my project are of the one-on-one kind (or, possibly, a small party-on-party). For which, an animation showing the outcome of a round of decision making
seems to work fairly well.
When I first started, I put in a battlespace for the exact reason TheCanMan suggests: it's aesthetically pleasing. It also helps provide a clear 'this is combat' signal to the player (and the code). But, traditionally, western RPGs (and other hex-games) don't have this concept of a battlespace.
So, I am quite torn.
Yeah, props to Cloudbomb for the gift.
As to thoughts.
It is brutal. If you have a problem with video game violence this is not the game for you. If you're on the other end of the spectrum, it is amazing.
Taking out the violence, its still a fun game, though without the x-ray came and testikills, I don't know how much WW2 would've sold me on it.
The x-ray shots didn't bother me like I thought they would. I even turned up the frequency of killcams playing.
Yeah, luckily its still, I don't know, gamey? enough that I wasn't bothered by them. If it looked any better though, it might be unnerving.
Handmade Jewelry by me on EtsyGames for sale
Me on Twitch!
What kind of rig/connection do you need to do that? It looks pretty decent. I tried to stream some stuff once and it made my game playing really laggy and the video itself sucked.
I KISS YOU!
An indie bundle published by a major publisher?
I love it
to be fair Bastion is published by Warner Bros and I'm pretty sure most people consider it an indie game
Hipster Bundle.
So Indie it's Mainstream
twitch.tv/Taramoor
@TaramoorPlays
Taramoor on Youtube
http://www.youtube.com/watch?v=N9yR-B7xIl8&feature=player_embedded#!
yeah, it's Steamworks.
Anyone buying it now basically has no reason to get it directly on Steam. Can't believe it's a 20 dollar difference at the moment.
Word is, since its a Euro site, it gets you the preorder stuff as well. Can't confirm though. Although maybe that was just an earlier thing.
I can confirm. That's where I got it, and I got the Hitler mission as well as the guns.
Newell...you have been outdone!
Your tophat and monocle are well-earned!
Aye the demo was pure unfiltered fun. If it wasn't so fun I might even be annoyed that the game won't unlock til friday for us UKers. And I wanna thank @Cloudbomb again for gifting me the game, superclassy sniper that he is.
I... I can't keep up. How do you stop someone from being so nice? How do you fight that?! Why won't he buy games for himseeeeeelf whyyyyy... *sob sob*
(Seriously, though. Holy crap, dude, thanks!)